because the timing is late and weird as fuck
As far as timing goes I usually wait until she strikes the ground to start doing the motion, Im still not amazing, but thats the way I do it, and I can get up to about 15 on rufus in training mode this way.
This is true…btw we mirror matched on XBL the other day Velius…you totally schooled me lol.
so you gotta do :r::d::df::r::uf::p: after she punches the ground?
I think it’s about time I invested in a stick.
^ thanks I’ve managed 2 get this dwn nw…, yh I ment seismo chains…although I love hi level play n impressive cmbos…EU ranked system is messd up,so I’m fighting jump heros literally all day wen I’m online.
But like since I started playing viper seriously I’ve noticed she has so much potential bt u have 2 be on point…like I noticed people take feinting as if I’m trying 2 show off or do something meaningless…so I’ve learnt 2 feint in2 specials 2 confuse the opponent…works 2 well on jump heros…feint a tk…they jump I instantly feint in2 a hp tk or mp depending on the jump…works 2 well.nw my only problems r securing FFF( find it hard 2 get the ex seismo out/or I end up using super if I have it…eny tips? ( Pad user )…like its just the biggest missing key in my game …round starts …feint…feint…etc …40 seconds later opponments stunned …like 300 hp left…attempts FFF combo…fails :(…nw gta spend time dealing with the spamming n jumping when I could have ended the game . Eny1 gt tips or techniques?
Correct. Just keep practicing it, it’s not as hard as it seems. You can also reverse that motion (:d::db::l::d::db::l::ub::p:) to get Thunder Knuckle immediatly after Seismo. Handy for cancelling or corner stuff.
And I would also recommend a stick. Although playing Viper on pad is certainly doable (I used 360 analog), you’ll notice it just goes so much smoother on stick. I pretty much only play Viper on stick now, it’s that much more precise when doing stuff like cr.MP/HP (or other normals) into Ultra, meterless dash, TK Burning Kick etc.
I don’t know if this has been talked about or discovered before, if so please delete.
After using viper all through vanilla and changing it up to makoto, i decided to actually get all of vipers harder-to-execute moves down. I found something out that makes all her jump cancel moves a little easier to do (especially) the insta-BK. When you do the input, you actually have a few frames after the last directional input to put the button command. its not very long, but very noticeable- its enough frames for viper to stand up and go back into fighting stance. That said for a insta burn kick. you you do the motion down-downback-back, pause (roughly the same as with FFF maybe a little faster), and press the desired direction and kick. it works like a charm. same with seismo feints. do the motion pause press up and punch. I hope this helps. This gets around the having to hold down for one second, or buffer slowly. I find it the best way for me, especially since i’m pad user
This has already been discovered back in Vanilla days, but it’s useful information. No need for a delete :]
I just found out you can cancel your FP into a feint LOL. Used them in match and was kinda cool lol. Never know might confuse opponents.
can somebody post if viper is + or - on all her moves for ae plz.
Dude, just look up her frame data.
However, I am curious to see the data on various moves when they are sjc’d or feint cancelled on block and on hit. I don’t think anyone’s done the exact frame data on that yet.
i dont know how to read frame data
so what? you want everything spoon fed to you? it’s not that difficult to figure out.
well now that u ask yes i do. i thought it would be on the front page since it is useful to know.
This is an amazing thread. Is all of this still relevant for AE?
could anyone tell me what the inputs for rapid seismo feints look like? i can only do them when i dont have meter or else ill get ex and its really starting to frustrate me.
hey guys… i think the 1 frame of the fierce thunder knuckle or fierce thunder knuckle feint can’t be throw
-MP Thunder Knuckle 120 -> 110 damage
-EX Thunder Knuckle startup reduced to 25f, but +2 recovery
-EX Seismo 120 -> 100 damage
-U1 -> 441 damage
-U1 hitbox improved so it’s easier to hit fully after air burnkick and HP Thunder Knuckle
-U2 damage increased to 410
thats not bad nerfs. when there are 6 changes and 3 positive, what the hell exactly is being complained about?