C.Viper Moveset and Attributes

I think you’d have to go from down to up for the SJ part, like this: :dp: :p: :db: :uf: :qcb: :k:

No, SJ forward will just work with d, uf. All of her super jumps just need the d instead of db or df before hitting u, uf, or ub.

Whoops, force of habit, lol, I flick from db to uf myself so I put that notation down. Yeah, all you need is down.

Thanks! Thats some prety fast movements on a stick I guess… :sad:
For some reason I have a hard time doing this…

I think vipers far st lk is a great under used tool in footsies. It’s + 1 on block (cr mk is -5), 2 frames faster than sagats far st lk, combos into mp tk on counter hit, starts up a frame quicker than cr mk and recovers in half the time cr mk does, and with the right spacing can beat out shoto cr mk’s clean cause of the way the hit boxes preferably overlap. Ive been trying to develop a viper far lk tk loop kinda like sagats far lk tk loop and it goes alright. Sure a blocked mp tk gives you -1 on block, but you can use this to your advantage as you know where your opponent will immediately be and mix it up. An opponent cant jump between far lk to mp tk as he’ll get hit is he tries to, he can dp of course but you just do feints to make him stop if he does that. Also far lk to lp tk resets the spacing a little and is also safe against neutral jumpers since you recover before they hit the ground if they neutral jump after the far lk. I think its a good way to confirm and apply tk pressure in footsies, and give you some chip dmg to counter cr mk fbs the shotos use, and tk cant be focused unlike max dist cr mk xx fb.

What do u guys normally use to start the fierce feint fierce combo? It seems standing close hp gives more frames than crouch hp on hit, but crouch hp activates one frame faster.

@Cand: I use far st lk quite a bit, but i don’t knuckle afterwards hardly at all. It sets up a nice mixup between overhead, cr mk->knuckle, and crossup bk. I also use cr lk quite a bit. Also very underrated i think.

@Shin: Yes, you’ll find the Viper players have a very busy left hand. That’s just a BnB. The advanced stuff is quite a bit more awkward at first.

Yeh ive tried to use it as a hit confirm way to get a mp tk to hit which acts as a reset of sorts as it gives you time to line up your mixups/follow up. Naked tks can be risky, it seems like a good way to bridge the distance and get in close where viper has lots of footsie options. St lk itself at + 1 would be good to setup mixups in itself yeh.

hey guys. i’ve been playing viper for a while, but I still can’t figure out how you do rapid seismo feints. is there a shortcut for this or they’re just moving their fingers really fast in the videos? Sorry if this was brought up earlier.

crouching hard punch since i don’t like it when sometimes when ur trying to punish something you end up bitch slapping the air (far standing fierce instead of close) so i made it a force of habbit to always use crouching. close standing lets you fierce feint sweep though <_<

Prima guide Super frame data.

http://www.sfframedata.com/walkthrough/pages/cviper.php

hi everyone. i go by the name of jin and ive been playing sf4 for a while, but this is just one of the few times that i post (tho i do read and come here often). anywayz, idk if this is just for me or everyone else, but have you found it a bit easier to pull of moves after sjc? so far it seems easier to sjc a move into ultra or do multiple seismos in this version of the game. I think its because of the way the buffering works now.

Is it a buffering change that causes it? I swear I’ve hit people with stuff I’d never try live in SF IV. sjc’ed normals into Ultra is free now practically, and stuff like sjc fadc into sweep seems super easy now. Does this have something to do with the recovery frames being different? Oh, and to me, it seems like midscreen seismo - burn kick - ultra is a little tighter than it had to be before. Is this from the burn kick trajectory being screwed with?

i havent fully tested it but im pretty sure its the buffer timing that does that. this just makes c.viper a little easier to play so we dont have to spend as much time perfecting movesets and worry more about improving other parts to our game. and im not sure on the sjc bk into ultra thing but ill test it out and get back to you. but i think it may be because the recovery rate. i havent really looked too much at her bk changes yet.

Some interesting things in the hitbox videos.

TK hp 6 frames of startup completely invulnerable.

TK hp feint has 4 frames of inv.

Here is one of the active frames of cr mp
Her whole fist has not vulnurable hit box only the red offensive hitbox that’s what gives it priority.
http://j.imagehost.org/0351/cr_mp0007.jpg

Here are the two active frames of cr hp.
In the first frame you will see the green outline go past her arm that is her vulnerable hitbox
http://j.imagehost.org/0187/cr_hp0008.jpg

In the last frame you see that the vulnerable hitbox has retracted to her knee. Her whole forearm is just one huge offensive hitbox. That would make it good for meaty attacks, right? I’m not too good with the fighting game jargon.
http://j.imagehost.org/0286/cr_hp0009.jpg

Does that hp tk feint invulnerability have any application? Could it be used like ex seismo to avoid jump ins or safe jumps i wonder??

So i found a setup for untechable knockdowns off a sweep or back throw. Sj forward on the first possible frame and mk burn kick as low as possible, cr hp beats 4 frame moves (i think) but can lose to 3 f jabs if they mash very hard, st mp/lk is legit meaty. Will always cross up after back throw it seems but off sweep can be ambiguous. Fucks with charge chars if crosses up eg dictator, Honda, boxer, DJ. Thoughts?

This is just my opinion, but I don’t think Seismo feint to SJ Burning Kick is really useful. I think it’s much more useful to learn Thunder Knuckle feint (especially FP TK) to SJ BK after a blocked poke-string. Not only is it a little easier, but it’s a lot harder for the opponent to react and you recover from the feint faster. The Seismo feint recovery is slower and doesn’t lock them down as well.

I’d like to ask if any of you guys can give me advice on how and when to use seismo hammers during a match because it seems that when I throw one out they jump as if they knew I was going to throw one out.

its not really that easy, you need to space and feint a lot
i spend like 30 mins yesterday playing noobs and seismo trapping them
I did not use ex seimos or burn kicks, just a bit of poking and pure seimos

Thanks for the advice. I guess I should practice using feints more because I hardly ever do.