C.Viper Moveset and Attributes

Yeah you obviously were doing EX burning kick.

Thanks guys… just tried it out and it is indeed the EX Burning Kick. Strange, as I’m pretty sure I did not get hit when I seemingly canceled out of it, so I’m not sure how it was interfered.

I have a question about the f.p thunder knuckle. Anyone else feel that you should be able to follow a normal air attack that connects with a f.p thunder knuckle? Lets say both characters jump in the air and viper connects with a normal f.k. She usually lands before the other character and there’s an opening to hit them in the air. If I do a f.p thunder knuckle I go straight through them and end up getting punished hard.

It feels like it should connect and I instinctively do it because I guess it feels right but it’s never connected. I’ve done the f.p thunder knuckle followed by another one and that hits.

Either I suck at doing this or I’m doing something wrong. I can’t do feints without an EX version coming out or feinting the EX version. I can only do feints if I use the turbo function on my fightstick =/

Knowing about how SF’s juggle properties work would help you to understand. Certain moves have juggle priorities. This goes all the way back to Super Turbo. Only certain moves when they hit the opponent out of the air allow for the opponent to be juggled for another hit. From there there’s moves that can follow up those moves with juggles because of their juggle priority and those that won’t. Which is why following up another HP Knuckle after an anti air HP Knuckle works but throwing out something random that doesn’t normally juggle won’t.

I see. I figured it was something like that. Thanks for the answer. Gotta break that habit now.

question about how people are doing cross up flamekicks, are those of you who have this down just quickly down up, qcb k, or doing a tigerknee motion? when i do it i’m not getting the smoke from her super jump start up so i’m wondering.

Sup, I’m a Tekken convert - new to the SF scene. Hi all.

Concerning her canceling normals into ultra, I found that after I turn the input confirmation on, :d:+:lp:, :r::uf::qcf:+:3p: works 100% of the time for me. Can anyone else test this out for me so I don’t feel like a newb spouting bullshit?

I was originally trying to find a new way to cancel normals, so I thought I’d do :d::lp::u::qcf:+:3p: and happened upon this by accident. Any input would be greatly appreciated.

I just cancel the super jump as soon as it starts and do burning kick. I don’t do any of that tiger knee stuff. Works for me most of the time. Sometimes I end up just flying in the air but that’s cuz my timing’s off. I do the same thing for SJC’d seismos. I don’t buffer it in like other people do. I just super jump and then immediately do another seismo.

I was thinkkng Of quiting C.Viper… Not Anymore!

Edit: What are her Main Pokes I should be using with her?
Some times I’m in the corner And I start panicking and end up doing Thunder pnches and Random flame kicks.
I want to know some moves to keep them away and Keep them off me for a while when I mess up my offensive momentum.

And Can I do HJC The same Way With Chun in 3S?

EDITEDIT: HJC is Fucking hard.

c.MP, c.HP and c.MK are your best pokes. None of them are super high priority but they work well enough. Viper has all those special move fakes so you can force out whiffs and counter hit people. If you hit any of those pokes on counter hit you can combo into EX seismo. Normally only c.HP comboes into EX seismo so learning goot footsies and baiting will come in handy with Viper at higher level play. Close s.MP is a great tool when you get near the opponent to apply pressure and it beats out a lot of other attacks at close range.

LP and MP thunder knuckles also aren’t bad as pokes. LP thunder knuckle is very useful in matchups where a character can normally abuse the hell out of a move that hits higher off the ground. Like Bison’s s.HK. MP knuckle is good to use to bait normals from a farther range and hits most standing and some crouching attacks. Plus it has very little if any recovery on block. I only know of Zangief being able to 360 you out of a near point blank one.

Most of Viper’s keepaway seems to involve good use of her specials. At least from watching high level vids that’s what it seems like. Repeated SJC seismos, and then backing away with burn kicks when the opponent jumps at you. Straight up j.HK is a good air to air zoning tool and helps to keep people from advancing on a whim.

SJCing is pretty similar to the way it’s done in 3S. Especially off of hard normals like HP or HK. Like c.HP to Ultra can be done pretty much exactly the same way you do close HK SJC super with Chun. You can do the same method with her medium normals (c.MP, c.MK etc.) but like in 3rd Strike your timing has to be really on point. Think of it like having to cancel Twelve’s s.MK into super. You just have to do it quicker. It’s a good idea to practice this stuff in training mode till you can do it consistently. I’m hoping soon to be able to do c.LK, s.LK, c.MP, Ultra consistently.

I found that online, with the input lag, I’ve been doing a lot of HJC BKs. I never TRY to, I just ended doing it. I decided last night to go into Training Mode to find out WHAT I was doing. I figured it out. I was doing HJC BKs completely accidentally, but the motion I was using was a :hcf::uf: motion where I was inputting the kick around the :df: point. So inconsistent, but I noticed that even the RH version was fast enough to come out and recover to kick a fireball out of the air and still do some work.

I have a question about feints: do they really work?

What I mean is, the feint is so short as to be barely noticeable, that the opponent doesn’t seem to register it. I don’t see low- or even mid-level opponents doing anything about it other than continuing to pressure you. So, beyond linking into another move and using the invincibility frames on the seismo, how exactly does a feint condition the opponent to react when he’ll be blocking anyway?

Maybe the answer is obvious, but I’m fairly new to fighters in general, so perhaps you could enlighten me?

For those guys that DON’T sit there turtling and are looking for a way out, this sets them up for failure. Largely because feints setup combos. No block comes out and opponent thinks he can make it out. He makes it right into a combo.

Certain strings of specials followed by a feint will screw with an opponent from time to time. Much like Ryu’s Fake Hadoken from HDR and Alpha. Throw a million FBs and watch dude jump over them. Throw a fake and punish since the recovery is so high.

ya, its not too hard, just be quick

I see. Sounds like that’s hard to pull off in a match, though.

The timing should be about the same for the other TK feints. Just do it quickly. It takes a bit of practice, but none of the feints should be particularly hard to get (except EX Seismo feint… that one’s giving me a hard time).

Another question now: what’s the timing like to get multiple seismo’s going? I only got it twice or so out of luck, but no matter how quickly I input df, df, u + P, it just doesn’t seem to work.

I’m still having problems doing the Challenge Normal Trial where I assume you HJC on the Ex SH and then air BK.

I get the Ex SH and HJC to work, however, I’m not sure why my BK timing is bad.

And is there anymore hints when to time the HJC (in case it’s my HJC timing that’s bad). I usually start just as the SH ends.

F.TK comes out so fast as hell tho. I dunno, I’ll mess with it.

I input df, df, u +P after i see it hit them. If you do it before it hits, you’ll just high jump. At least that’s how it works for me.

You also have to make sure your seismos are making contact with the opponent. If you hit someone with a seismo and then SJC another seismo and it doesn’t hit them…you can’t do a 3rd after that. The seismos must keep making contact with the opponent in order to keep them up. Meaning the only real way to do seismos over and over is to have the person block them. Even then at most you can do is 3 in a row most of the time since you get pushed away with each seismo until the opponent is at the fullest screen distance away. The exact position where no seismo attack will touch them.

A quick example would be having someone at almost a full screen distance away. You hit them with a HP seismo and then SJC into another HP seismo (since that’s the only one that’ll connect at that range). If they get hit by the seismo you just cancel into another seismo and that’s that since they’re already flying in the air. You’re not going to be able to do a 3rd seismo. If they block the first HP seismo you can SJC into another and that might also hit but usually it’ll whiff since after the first seismo they’ll be pushed completely in the corner. Meaning if the opponent is near the corner you usually can only do about 2 or 3 seismos.

something I found with SJ BK is the inputs of d, db, b, uf, k – I seem to have some difficulties with the BK actually coming out.

I did then try – d,db,b,uf, d, K – and it seems to be more consistent. It’s something you may want to consider trying if can’t get the original down.