C.Viper Moveset and Attributes

thanks, i appreciate it!

don’t know if this has been posted yet, but you can also cancel into bk from a neutral j. mp or diagonal j. mp. jumping mp has a longer reach than hk.

Yeah i didn’t realize that til just recently however, but a lk is more practical in my opinion because it hits below and in front rather then just in front. The usefulness of a bk after a hit is in that you’re hitting them while they’re on the ground and being able to mix up after the hit so the mp isn’t as useful while they’re on the ground cuz your legs are already about to hit, if they’re crouching i can rule that one out altogether :xeye:

j.MP is only good for air to air because it gives you a move that has long range and hits straight forward if you are jumping forward.

I had a reality check yesterday. We just played casuals at a friend’s house, just plain dicking around. So eventually we get serious and everybody’s execution is on point and shit, except for mine. It felt like a slap to the face since I thought I could hold my own but I get owned left and right.

So today I hit practice mode again, a couple of hours and I find myself doing Seismo feints for the FFF instead of HP TK feints :confused: But hey, at least I realized that seismo feints substitute for TK feints. After that I decided that I’d do FFF crouching on the right and standing on the left since the muscles in my left hand are weird like that.

BTW: When doing a C.MK to Instant HJC BK, do some people find a HCB motion easier? Because what I do is :d:+:mk:. :qcf:, then :hcb: :hk:.

For my instant HJC BK I usually do:

:db:+:mk:, then :uf:[pause]:hcb::hk:

It just eliminates the need for that extra :qcf:. Plus, after the input of the :uf:, you can literally pause for a full second before inputting the :hcb: motion for the BK.

And don’t worry about that losing streak! It’s just another one of those low’s on Viper’s crazy roller-coaster training ride. Keep at it!

I occasoionally get a seismo feint also. Don’t know what’s up with that. My execution is shit today. I forced myself to do at least 10 of this combo before I stopped training mode. In a corner. j hk, fff, ex seismo, sjc mp tk, ex bk. After doing that 10 times I felt like I earned the right to quit training mode, haha.

I used j.MP today against some people on the ground and it works ok, also it combos right into ex bk.

I didn’t know it combo’s into ex bk, that makes it much more practical, or worth while at least.

So anyone use EX TKs to punish Akuma’s air fireballs? I think the opening to do it is pretty small, but if you connect it’ll go right under the fireball, crumple and then you can go for a nice Ultra finish. It’s so gdlk too.

I beat an Akuma in a clutch final round by dashing up and EX thunder knuckling right under his EX fireballs and hitting him before he hit the ground FTW. If he was still alive at that point he would have been airborne instead of grounded after the hit but it still keeps you near him with ability to pressure. You have to have the right spacing and predict that he’s going to go for it otherwise you’ll get hit. It’s worth the risk especially if you’re down on health a bit and have a lot of meter or just want to close the round.

Another good trick is the dash up ultra as Akuma comes down from an air fireball.

Ever since I saw Uryo do a dash up Anti- Air Ultra on Daigo @ God’s Garden, I’ve been looking for those opportunites more frequently.

Yeah me too. It’s pretty easy if they hit a button while in the air. I’ve never hit it on an empty jump yet.

If someone could make a hands video showing her instant burning kicks I would greatly appreciate it, I think I’m mainly screwing up on the timing of hitting kick cause a friend suggested I turn on turbo just to see if my stick motion was correct and it comes out clean when I try that, but other wise I almost always f up so any help would be appreciated.

So TK feint patterns–Hp=mid/in front of abdomen,Mp=high/upper body/in front of head,Lp=low/below abdomen/slightly behind ass,EX TK=Dead center of abdomen.

if this has been addressed already sry

i was watching uryo’s godsgarden finals vs mago and at the last match in 2nd round he ab massages and then her elbow to cross over. she then does her crossup FK ultra. i tried doing this but i couldnt get it to work with instant crossup flamekick. so instead i use her slower non SJ version which work. problem is ive only landed this on sagats. nto sure if it works on other smaller char. just a cool trick ive saw uryo do

also one more old trick that was awhile ago flashmetroid did. in the live stream vs a sagat he did s.fp ex seismo then dashes without using fadc jab reset cross under into anotehr combo. do u do that by sjcing her FA or something?

btw any other vipers players goign to NECX? would be awesome to c other vipers show up. :slight_smile:

I was at Summer Jam so if you weren’t there I go to NEC every year so I’ll be there too.

As for your questions…I’m lazy so I’ll have someone else answer them. You’re on the right track with most of them though.

I’ll answer this one, haha.

It can work on smaller characters. I’ve pulled it off on Viper, Bison and Ryu, but I don’t know about the rest of the cast, though I should imagine it’d work against pretty much everyone.

Yes, you SJC her FA.

Ive found more and more that close mk (where she sticks her leg straight up in the air can stop many shenanigans including akuma cross up/demon flip, and a few other tricks. Something else that might need more testing is a sort of option select on a blocked bison headstomp, do a sort of ambiguous qcb motion (that could be taked for a dp if reversed) and hit lp. If he bounces over you and lands next to you you might get a trade/hit with a lp seismo, if he lands in front of you, he’ll eat a lp thunder knuckle. Of course this is moot if he bounces all the way back, but if you know how the bison plays you can use ths to some degree of success.

You have to get pretty reliable with this then, because if you screw up, the headstomp will counterhit, which hurts.
Really, if you’re not in the corner, back and throw is the safest way. As mixing headstomp and empty devil reverse is what should be done, either you will throw or you will tech his throw.