C.Viper Moveset and Attributes

is there an easier way I’m not aware of to do feints? I usually just do the tk or seismo and try to hit 2 punches as soon as possible, I usually end up feinting an ex version but I can get the normal feint consistently enough, which I find to be a nice accomplishment as I’m pretty new to using a stick, but I can’t really see my self doing this in actual combat. Is there an easier method to this madness? Or am I just gonna have to practice alot…

I’m just under the assumption that it’s going to take practice. My Viper progress has been coming along sloooooooowly when it comes to pulling of strings in actual combat rather than training mode.

My execution skills certainly need to level up.

Something that is NOT safe to try on Ryu that I learned the hard way.

j.RK(blocked on the frontside) LK flame kick

If the Ryu is good enough, he can hit you in between the j.RK and LK flame kick with a LP shoryu

AND

Get a free Ultra!! No Force Dash Cancel needed since he hit you so high with the shoryu :sad:

I’ve been trying (with the PS3 controller/d-pad) to do C. Viper’s 2x Seismic Hammer, but I can’t seem to get the 2nd one to come out… I’ve only got it to work maybe 4 times by luck :frowning:

Any tips to improve consistency? I’m currently doing this:

MP Seismic, df,df,u+MP seismic

Thanks!

just do a dragon punch motion all the way up to upforward

Can Viper’s EX Burning Kick be punished after block?

I’ve yet to see anyone do it, but it would be a good piece of mind to know that it can.

Yes. Its punishable by all sorts of stuff.

It can :tup:

god I have such bad seismo timing. I can feint that shit all they and my opponent won’t move but the second I get up enough courage to toss a mid range seismo they decide to jump in all fuckin day long…

Hmm… so it would be something like:

f, df, d, fd, f+punch, uf, u+punch

to get 2 seismic attacks out?

I just do the df,df to get my seismo’s off. I can’t seem to do it any other way.

I have a problem right now. I can’t seem to consistently keep Viper’s Burning Kick on the offensive online. Something about the input lag is causing her to do a backpedal BK or a stationary BK. I don’t KNOW how to do these things, but they happen and it kills me.

HOW do you do these things and aside from mindgames/escapes, what uses do they have?

the info about only being able to do the following is incorrect:

c.hp > hp tk feint > c.hp > mp tk

i did it successfully with all 3 feints… mp and lp feints are slightly delayed and actually give more time in my experience so far for getting it to connect.

the method i use for doing this is as follows

c.hp > buffer qcb+mp > pause > lp+hp> c.hp > mp tk

so for some nation for the guy…

seismo > f, down-df-f-uf +punch you are tiger kneeing after a forward in order to acheive it correctly. i’ve also done it with df then rolled to upforward and hit punch

train them to jump first with seismo, then feint seismo after you have trained them to jump… tada you get your free hp tk.

edit:

i am also having problems getting seismo lockdown consistantly… df,df,u+p seems to not work so well, neither does f, tiger knee +p

also any tips on superjump flame kick? i can’t seem to get it (qcb,uf+k) those are the only problems i seem to have… i can tigerknee FA and TK no problemo… just flame kick and seismo give me problems :frowning:

feints are also np… so i dunno wtf is up lol (then again i’ve only been in training like maybe 2 hours total)

Kunai I like your guides but I am heavy problems trying to understand how to do the moves. Prehaps you should explain in a diffrence way, like that guy did for Seths move list in another topic

Oh, okay… I’d like to try this tonight. Thanks for the correction. I am surprised LP feint works (I don’t remember it doing so), but I do remember a few people saying that MP feint works but with a little less time to add the cr. FP at the end.

I guess I should just say that doing two cr. HP attacks gives you higher stun points. Thanks again.

MikeTyson: Yeah, I was planning to go back over this section eventually and rewrite some things to make it easier to understand. There’s definitely a lot to cover, so it’s hard to keep track. And I haven’t even done the combo section or the match-up section yet.

2 new things that I have been trying to get down lately to add, related to strats:

crouching MK => MP or HP Thunder Knuckle Feint => High Jump Burning Kick (near immediate): This has been shown on recent Viper videos (I think Kindevu uses this a lot, maybe FZ as well). This is very effective because it freezes the opponent temporarily, and the HJ to Burning Kick crosses them up so fast that it’s hard to defend it. Afterwards, I believe you can High Jump towards their fallen body, and if they try a quick get-up, you have a very good chance of crossing up with HK. Do crouching FP, EX Seismo to HJ Burning Kick and you should have a dizzy opponent.

This is really difficult to do, though… and I haven’t been successful on getting this to work at all. After the TK feint, I have a hard time doing the HJ Burning Kick in a quick fashion. Maybe other guys here would like to try and share any successful methods on how to do it. I suck with joystick inputs and discovering them… you’d have my gratitude.

HJ Burning Kick on a fallen opponent Part II: Haven’t seen anyone talk much about this… if you guys already have, forgive me.

Of course, most of us know the WK Burning Kick trick that’s hard to counter for most downed characters. Example: b + WP and WK to do the Temple Massage throw, dash towards the opponent’s body and walk slightly towards them, High Jump and immediately do WK Burning Kick.

Recent videos have shown people doing a different type of Burning Kick that is a HJ Burning Kick, but is so low off the ground that it literally has no trajectory, yet it will cross up the opponent. Basically, you knock down the opponent and walk up close to their body… and then just do a tiger-kneed Burning Kick with MK or FK as they get up. Basically like this:

:d::db::l::ub::u::uf::mk:

I don’t know if this type of Burning Kick on opponent wake-up has different properties than the WK Burning Kick just yet. If it does, maybe it will go through stuff that the WK Burning Kick couldn’t, like Fuerte’s Ultra for example.

The df,df,u+p works fine, the key is timing it correctly. If you do the input as soon as a seismo strikes the ground, you will SJ most of the time. The trick is doing it early enough to maintain the trap without doing it too early. Jab and Strong Seismo’s have an especially long wait, especially if you’re accustomed to timing SJC’s from EX Seismo.

Ah yes Kunai you brought up something that I was messing around with in training mode. I noticed that if you just swing the stick around and buffer the super jump into the burn kick you get a super low to the ground burn kick. It’s similar to the grounded SJC burning kick except like you said…it doesn’t move C.Viper forward at all and it starts up super fast especially if you use the HK version. The HK version keeps you in the air longer than the other burn kicks but I also realized that it actually starts up faster than the WK burning kick (which just makes you fall quick but starts up slow).

If that grounded HK burn kick works like it sounds like it does…that could create some crazy cross up situations. Especially if it really does cross the opponent up even though no part of your body even visually crosses them up.

As for the seismo cancels…I’ve been messing around with different cancel motions but I feel the best way to do it is to actually do the super jump first after the first seismo and then motion the next seismo. Some people try to buffer the seismo with the super jump so it’s all one motion but I never get it to work that way. I’m more consistant when I super jump and then just before Viper starts to leave the ground I do another seismo. Not real consistant with it yet but working on it. I think it’s just a matter of timing more than anything. Just like her HP thunder knuckle cancels. As long as you time it right…it’ll always work.

I played a little C. Viper yesterday online and noticed a move of hers that I could not identify in the command list or guide. Now, I am an admitted scrub and my knowledge of all things SF grows in large part thanks to these forums… so excuse me if I’m mistaken.

On two occasions (in a button mashing frenzy), I was able to do a mid-air roll type of move that had Viper surrounded in flames against a Chun-li opponent. This was not a burning kick but a distinct roll. Does anyone know what this might have been, or should I just lay off the drugs?

Sounds like the startup to EX Burning Kick.

Hmm… it wasn’t followed by the actual kick though. Is it possible to cancel out of the EX Burning Kick? I guess I should try it out and see what gives. Thanks Mortal Lock.

While it is not possible to EX Cancel BK’s, it’s possible that you were interrupted before the kick came out. BK has a very long startup compared to a typical air special.