C.Viper Moveset and Attributes

I don’t know if you guys were aware of this from the beginning, but you can actually do a follow up seismo with just the input df, u.

The timing with the df is a little bit different than the timing of the first df in the usual method. Let me try and illustrate. Normally after the first seismo you would input df, df, u. But with this method there is a small pause before inputting df, u.

Method 1: :df: :df: :u:
Method 2:___ :df: :u: (___ denotes a pause)

So the pause would be the time it would take to input the first df in method 1. I’m not sure about this but I think the ___ could be anything really; a pause, a button press, a directional input, etc… It doesn’t really matter because it doesn’t come out anyways, but I’m not totally sure about that.

Anyways, I found this method a lot easier for me, and who knows, maybe someone else will also find this method easier.

This doesn’t work for me at all. I thought my timing was off, but I did it before the Seismo hits, during the hit, and after the hit… even with the pause all I kept doing was super jumping. I really think you do need the 2nd diagonal down-forward input.

I’m 100% sure on this, before I posted I looked at my hands to make sure I was not instinctively inputting df before I consciously input df, u. It must be my timing explanation, I must have gotten it wrong. But you definitely don’t input it before it hits.

Maybe you should try without the pause a la normal timing.

Hmm I don’t know why I can’t do double or tripple Seismo’s when enemy is half a screen away. Only close. Half screen or more makes me high jump.

I can confirm it does indeed work, since I’ve just tried it. The pause is minimal, but it’s there. I haven’t been able to make the double df method work, actually.

Now, on to practicing it…

I can’t seem to get this way to work for me very well. The backwards one works every now and then. Viper will do the BK moving backwards with a short tiny little hop. The up one will do a small stationary hop and BK above that spot. I can’t get the forward one to work at all. I usually end up either doing the hop i get for the up input or just end up HJing straight up. When you do this input are you suppose to barely hop and do the BK right above the ground? I find the normal input method lets me cover a lot more ground.

I’m just wondering if I’m doing it correctly. I can see why its good for hitting someone after a knockdown. It keeps you really low on the ground.

Ohhh my god. DevilJin01, thank you sooo much! c.LK, s.LK, c.MP, Ultra is such easy damage!! As long as I can do the last hit consistently, the Ultra is free! This is so cheap!! If I don’t get the last hit, it doesn’t even ultra, EX Seismo usually comes out, which is safe anyway! If that happens to hit, Ultra anyway! Haha, this is very good stuff, thanks again!

I don’t know why but Seismo SJC’s are not registering with a db,uf motion. I can only consistently get out SJC’s with d,uf motions and I find this very odd. Not a big deal for me since I can adjust the input but was wondering if anyone else had similar issues. SJC Seismo into another Seismo seems easier if you just TK the motion upon contact rather than trying the df,df,u motion but whatever works for people.

Anyways, I’ve discovered that after knocking down an opponent if you are right next to their body and do a f+mp it will put you on the other side. It seems like an additional arsenal in her mix up game as you can throw dash, f+mp go for high/low mix ups and keep the pressure going. It forces charge characters to lose their charge but you still have to keep in mind of the characters that have anti-air d,u charges. It screws over shoryuken wake ups as they now need to switch the direction of their inputs. Overall, it seems good to use to throw people off. Anyone else use this or is it detrimental to C.Viper’s game?

i’d personally be afraid of the dp still coming out. being that close to someone to be able to even do that f+mp cross up is risky as hell. i’d just dash back and prepare for waaaaay safer options including a better use for the f+mp since it’s got some pretty decent range and can punish wake up low pokes. Viper will lose like an 8th of her health bar to set up for something that’s probably only going to do the same to the other person which just doesn’t seem that smart when taking her short health bar in consideration.

Though i could see it being useful when the person is turtling and you have a lot of health and you’re feeling reckless after getting a knock down. It’s definitely a trick that should be considered, but not THAT often. kind of reminds me of really risky tricks i save for the last bit of a match when i’m playing ibuki. randomness evokes deer-in-headlights-mode against most people which is never a bad thing!

Agreed Killey, the f+mp on wakeup is very good, especially against charge characters. It needs to be used somewhat sparingly, though, I find. I’ve screwed it up on the timing and f-d myself over for the match. I also find the d/b, u/f HJ, or the lack thereof very odd. It’s a small kink to adjust to, but I fear it might slip my mind at a crucial moment. Gah this bitch is so hard! lol. I like it though.

Back to the crossup, I only use it after establishing pressure on wakeup like flamekick or thunder knuckle cancels. Then, after knockdown, I may throw it out once or twice. I don’t dare do it online against those Shoryu whores though. You never know what they’ll throw out.

Shoryuken whores piss me off so much. That always go for reversal SRK’s/Ultra’s and you don’t really expect it because a competent player wouldn’t take such high risks. In any case I just let the SRK whores kill themselves when they try to SRK through everything and you sit block then c.FPxxFTK cancelxxc.FP->combo punish them.

LimeGreenNinja:
You’re not cross uping them with the f+mp at all. You’re doing it a little before they wake up so you end up on the other side. I agree it’s a rsiky tactic depending on the match up but it’s something I’d throw out once in a while to confuse my opponent. Depending on when you do it you still have enough recovery to block their counter attempts and then punish accordingly.

sorry if sum1 finds this question stupid but is it actually possibly to hjc into a burning kick by inputting d,db,b uf k like it says in the first few posts? ive tried endlessly and i just cant do it. i just end up high jumping and never doing the kick. only way ive managed it is the normal d, uf - d,db,b k. and im far far from great so i cant do it consistently at all. am i doing something wrong?

I don’t do it that way either. Just super jump and immediately do a burning kick the instant C.Viper’s feet touch off the air. I guess it worked for Kunai but I’ve had zero success with it myself as well.

My post from another thread

I finally got the instant hj bk down, you have to input the d, db,b, uf really fast and then work on the K timing. If you do it correctly you will have to wait a split second till you are actually beginning the high jump and then hit K then. If you are jumping straight up then you need to go into training with input display on and force yourself to hit up-forward instead of up. I spent a good hour or more just doing this over and over again till I finally understood how it works.

Probably sounds obvious but I’ll say it anyway. You have to buffer the d,db,b and leave yourself enough time to still have those input in the game once you high jump off the ground. So you have to input the whole string real fast or else you lose out on it and you end up just high jumping into kick.

It’s really strict on the timing. I can get it this way sometimes, but it’s far too difficult to do in the heat of a match unless you’re on a stick. But it is indeed possible to do d,db,b,uf+k to get it.

I’m sorry, this is a mistake that I need to correct. Thank you for pointing it out to me.

Initially I thought this was the best way to do instant Burning Kicks. It actually is… but it’s the version where you barely leave the ground. Tapping down then u/uf/ub really fast, then hitting the K button afterwards is the best way to do the Burning Kick that actually travels further in the air, but with a low trajectory.

Sorry for the confusion. I will fix this when I have time.

I’ve seen jp players do instant airborn burning kicks that don’t travel very far. My guess is that they’re tiger knee’ing off of a regular jump instead of a super jump. This seems really good for crossing up opponents you knocked down point blank. Anyone know how to do this?

P.S. I feel like I’ve already asked this question but I can’t find it in my previous posts…so sorry if I’ve already asked. I still would like an answer.

the only advice I can give on that is to hug on the directionals and do it slower :confused: so hard to explain

yeah I want to know how to Tiger knee her burning kick as well!!!

^ qcb, uf/u/ub + k (which up you use depends on which direction you want to go)
this is how to tiger knee the burning kick off of a super jump

to avoid any confusion, i want to know how to tiger knee off the NORMAL JUMP, not the super jump