C.Viper Moveset and Attributes

On the topic of EX-Seismo feints, is this her best option for dealing with meatys? I was playing a Guy who did the 2-hit sweep on wakeup and it seemed like ex-seismo feint was the only way to get around it. Seems very bait-and-punishable.

I suppose if you know hes going to yea you can ex seismo to an ultra combo and if he happens to block you can always sjc to something else or just jump away

Can some of you explain like your own way of doing fierce feint fierce? I can’t make any one of the standard methods work for me and i’ve been trying for hours daily. This is viper’s only thing that still bothers me

hp qcb hp small pause lp+mp then immediately press hp again.

Get this part consistent and practice using mk for the second hit too for when a second hp is out of range.

I practice it till I push the character across the screen the work my way back the other way, then practice is starting with crossup j.hk, sjhk, and a level 2 focus. Also neutral jump hk into fff works pretty good once you really get into someones head.

I practice it after blocking a shoryuken/any punishable move. When you practice that way you will start to instinctively punish with it.

Hp, HpTK, (hold) down forward+Hp+Mp, (continue holding DF) Hp+Mp, down, down forward HP+Mp.

This feels like the simplest way to execute FFF that allows me to focus on the timing which is the true obstacle in learning FFF

I learned this the other day to finish her trials.

I found:

  1. hard punch, quarter circle back, wait a bit (you actually have quite a large time frame within which to execute the next bit)

2.medium punch then cancel punches with a kara throw timing almost (its a cancel do it as fast as possible) If ex thunder knuckle comes out then you hadn’t executed the quarter role back and med punch thunder knuckle already SLOW IT DOWN,

3Then obviously down +hard punch

I use medium thunder knuckle because it seems like there is a larger cancel window though this might just be in my mind.

EX thunder knuckle does not cancel fast enough, if you glow gold you are doing it wrong.

The only reason you need to pause is to ensure that the quarter circle back has been input to trigger the med punch thunder knuckle when you hit med punch. This thing is a series of cancels so as long as your execution is perfect you can do it as fast as possible.

The problem that can arise is: if you input med punch then the cancel AS you are quarter rolling back The quarter role wont have been input so you hit med punch and nothing comes out until you complete the quarter role but you already hit the cancel which it reads as an ex command because the med thunder knuckle has not already started so when the quart circle back finishes ex thunder knuckle comes out.

Try it as [D +] HP (Hold Down), QCB, F (Hold Towards) + (Let Go, HP), (Let Go, F) + LP + MP, D + HP, DF + PP, took me an hour after getting my stick with this method.

Thanks a lot guys. I actually had most of those work but I ended up feeling most comfortable with mr_sneaky’s. I just needed a different way than negative edging it. I’ve never been comfortable with negative edge

Please Delete. Tapatalk was glitching.

just found a neat trick(not sure if it has been discovered already). vipers f.fk hops over lows. found out vs ken. i tried it out in training against kens c.mk and c.fk and it works perfectly, timing is a little tricky.

This has been discovered already. I may have read it in the original viper matchup thread vs. ryu. However, I find it to be very lame since a lot of the time one of the hits whiffs and becomes punishable.

Ok well i started playing around with wake up hp tk feint as an anti safe jump OS and it seems pretty effective. Go to db asap to block any sweep OS’s, but it will lose to dp and 3 or 4f move os’s prob. This could stop them os’ing for backdash as much, which could be good. Anyone else use this?

Just block on wakeup.

Bro i play makoto i know how to block on wakeup, stay free tho.

Hey a grounded OS a lot of you prob already you use, but posting nonethless:
-St lk OS f+hk, st lk - with the right timing will hit all backdashes for the full 2 hits of f+hk (except fuertes since its too fast). Ideally you want the st lk to hit meaty if they’re waking up, can be tricky to time tho cause its only 1 active frame, so time a little later to be on the safe side. Good OS to keep them honest on the ground.

Hi guys, I only play SFIV Arcade and I left Viper until last to learn. It was hard but picking her up was well worth it. She’s so much fun to use and jump canceling is so crazy.

After a weak I can consistently seismo chain and 95% EX Seismo followup burning kick (followup Ultra). I still have a lot to learn, mainly meterless FADCs and FFF are the things I want to nail and of course develop those Japanese mixup games.

Until then what I know now is good enough to get streaks at the arcade and I just wanted to thank you all for the plentiful information you’ve all provided.

You guys are all awesome, much respect and I’ll continue reading everything.

hey ive been trying out viper aswell( on pad)…the point im at now im comfortable with the seismo combos etc…the only problem i have now is that cos i cant throw out the seismos 1 after another…other players tend to take what im doing lightly and start jumpin at me alot…n i figured if i cud do this n keep em in block strings they’ll think twice about jumpin in all the time…cs not all situatiosn can be sorted with hp t.knuckle…eny body know a certain way 2 do this on pad?..ive tryed out the ways people mentioned earlier in the topic but i can only get it out like once in a blue moon in training mode.

hello guys
im having troubles trying do viper BnBs, i used to do ex seismo xx SJC Burnin kick in a very solid way but now every time i try to do it i keep doing super jump roundhouse isntead of burnin kick, any tips to do this combo in a consistent way?

More than likely you are hitting the kick button too early, check your inputs you are probably hitting kick on DB instead of Back. Or you may actually be missing the QCB motion and only doing DB to B.

I am assuming you mean seismo chains? If you don’t know your first seismo has to hit in order to go into another, whether it blocks or actually hits doesn’t matter but it has to make contact with the opponent. As for the motion when I used to do it on pad I would do first seismo hold forward, wait til she strikes the ground do the DP motion smoothly and then quickly swing to UF after the dp and then hit Punch. If you are getting an SJ you are doing it too fast, if you are getting nothing you are missing the SJ input.

Need help with seismo chains. It doesn’t make sense to me. In the beginning of this guide it states you can do a chained seismo by adding a tiger knee motion at the end of the additional seismo motion, but it doesn’t work for me. The only way I managed to do it is by doing the first hammer, then throwing a quick down-upward motion as she’s bringing her fist down before doing the second hammer. I finish all the directional inputs before her fist hits the ground, and press the punch button on hit, yet I only get it to work about 3-4 times a training session. Why is it so inconsistent when I’m doing the same thing?