C.Viper Moveset and Attributes

Your friend is mistaken. Rufus is -1 after a reg. tornado and -2 after an ex tornado, while a cannon spike takes 5 frames to hit.

I figured as much. We actually tested it a couple of days ago and confirmed that my friend was just being ridiculous, but the frame data definitely helps.

this is definitely something i’m having issues with. I can jump in HK, c.MK, EX seismo, but half the time the superjump doesnt come out, or when it does my burning kick is late. I can do very very low sj.BKs just standing normally, so low that only about a foot of the sumper jump smoke is visible. I believe my problem is just the timing for the SJ after an EX seismo. Anyone know of anything to visibly look for? I can time sumperjumps out of normal seismos.

Also, after an EX seismo, an instant BK (2149+k) or a sj to BK (29214+k) will work, yes?

I’m sure that’s true. Vega’s Ultra has crap priority. It just looks cool but it actually activates slow enough where you can reverse DP it easily. Vega has to really catch you off your game to hit you with it.

trying to nail c.lk s.lk c.mp sjc ultra consistently.

freaking viper is so beastly with hit confirm ultras

I started picking her up and having difficulties timing sjc thunderknuckle or any move after seismo

She always superjumps backwards its annoying :sad:

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Jumping and doing quick burning kicks
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Been practicing her jump back flame kick myself, and this is what I learned. I have a lot of success with this.

Regular jump back into instant Burning Kick
db, b, ub, b + K (this is a smooth motion from down to up-back, then go to back and hit kick, really simple. just do it smooth and deliberate)

Super Jump Back into instant Burning Kick
d, db, b, ub, b + K (same motion as above, just start in the down or even down-forward position. sweep it back nice and smooth to up-back, then go to back and press kick. really easy if you have a circular gate, like me :slight_smile: )

Super Jump Forward into pretty instant Burning Kick
db, d, df, f, uf, [COLOR=DeepSkyBlue](tiger knee done very smoothly) f, df, d, db, b + K ( go smoothly back to the burning kick motion right when you hit uf)[/COLOR]

To do multiple instant SJ back burning kicks, do this
d, db, b, ub, b + K (return to neutral, very slight pause) d, db, b, ub, b + K (neutral and repeat ad nauseum)

Side note, I’ve had Viper do a Jump back Burning Kick doing the following motion

d, db, b, ub, b, db, d + K (usually this is an accidental input, but the input mode in training says that this is what happens sometimes)

If you end in db + K, nothing happens.
d, db, b, ub, b, db + K (does not work)

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my version of a Seismo to SJC burning kick
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(Seismo) f, d, df + p (after you press punch, begin your smooth deliberate motion for the tiger knee) neutral, db, b, d, df, f, uf (she’ll jump, no need to wait for it… go right into doing your burning kick but don’t make it sloppy) f, df*[COLOR=SandyBrown] (skip these first two if you want) * d, db, b + MK or HK[/COLOR] (by the time you start doing this motion, she’ll probably already be leaving the ground, and when you press kick, you’ll connect with the burning kick)

i think i’ll leave this here…

:df::qcb::r: + :lp:, or :mp:, or :hp:

that’s df, d, db, b > fwd > lp, mp or hp

enjoy, it’s the new way to do seismo

I don’t see how that’s any easier to do than a DP or double down forward motion.

You’re basically doing a QCB then forward and punch. Some people may not enjoy double tapping DF with the way they hold their stick, and maybe some people don’t enjoy walking foward to do a Seismo with a DP motion.

Don’t knock it till you try it. It’s pretty fast and for me it’s easier than a DP or a DF, DF with more accuracy.

You can do this for any DP motion. Just do a quarter circle in the opposite direction you would do your DP, then press forward or back (the opposite way you were going). Just tested with Ryu’s DP, Sagat DP and TK, Fei’s Flame kick.

For Shotos, Sagat and Seth, this has the advantage of being in a blocking motion, then retaliating with a DP by simply press forward and punch. Pretty useful.

Nah, I mean go with whatever is most comfortable. I tried it and didn’t like it, but I’m certainly not a measure of everyone’s methods.

How would you go about doing a seismo chain with that? Just add up forward to the end? I tried to try it but my muscles kept going back to my usual methods and I was having a hell of a time making them do what I wanted.

I tried it with my IL Euro stick and it’s tricky and inconsistent to get Seismo SJC Seismo …

do the first as df, d, db, b, f + p
then continuous ones do df, d, db, b, ub, u, uf/f + p. it doesn’t work all the time but it’s the most similar motion. No matter how accurate I try to be each time, I get different results.

I get crazy input motions in training mode even when I’m trying to be as accurate as possible. I believe my stick might be a problem, but I’ll have to test this on friends’ Sanwa/Hori sticks. Perhaps I need to look at the bottom my stick and check the thing that hits the switches… I believe it’s a square and possibly it doesn’t stay at a perfect angle. A friend bought a similar stick and his square part would rotate freely on it’s own. I think Sanwas have a circular bit that hits and I bet that’s more accurate.

For example when I try df, df, punch… the input display shows something like this d, df, d, df + p

Tapping motions don’t work well on this thing so I had to devise a different method.

The f, d, df + p, then f, d, df, f, uf + p doesn’t work at all, ever, for me.

I can do f, d, df + p, then df, df, u + p and that hardly works.

The other method that DevilJin uses: f, d, df+p > d, u > f, d, df+p never ever ever ever works. She just SJC. I can be as accurate as fricking possible with various timings and I’ve never got it to work a single time.

The method I came up works better than these other ones people use but it’s still not consistent enough for me. Even if it looks like I’m doing the same exact motion according to the input display, it doesn’t always work. Quite often I’ll just SJC backwards or straight up even though the input ends at uf + p or f + p… really aggravating.

how do u guys time your FK during crossups? mine always comes out too high and i end up flying over the guy.

If you mean flame kick and not fierce kick… then I just do it when I’m pretty low to the ground. Like basically just halfway up their body, right at their waist or just below their chest.

If you want to try the jump in, fierce kick, cancel to burning kick… deep and low. I usually negative edge it.

Yeah I’ve figured out that df,df,u+P for seismo cancels is more consistent. All you need to figure out is the timing and that should work everytime. Plus if you mess it up you jump straight in the air which keeps you safe from most stuff.

So basically I do f,d,df+P for first seismo, then df, df, u+P for the rest. Long as you have the timing down (right before the aura above her body completely dissapears) I can get like 4 and 5 in a row in training mode if they’re blocking. Even online I’m a lot more consistent now.

Personally, I do tiger knee DP motions for my Seismo chains. It flows much better for me, and I’ve made it work with almost perfect consistency.

I don’t think there’s really a superior method to doing Seismo chains; just do what feels better for you. But all of the most reliable methods can be found here on the Viper forums, so find the one you like and learn it well.

Casanova, when you need to do the 2nd and on hits, what motion in particular are you doing? I figure you have to be squeezing a U or UF in there… perhaps you mean old tiger knee (pre SFIV).

Aside from getting some good chip damage, what the hell is the point of seismo chains really, I don’t want to push people across the screen with viper, now I have to work super hard all over again to get back in. So now I just do seismos into tk feints.

I guess the idea of seismo chains is to try and catch them out and actually hit them? If you hit the first one, there’s no point doing another. If they block it, catching them with a second or even a third is probably unexpected and they hopefully won’t block. Like I said, I guess, dunno fo’ sho’.

the chip damage its hughe! 30dmg so two of those babys are like a MP/MK or 3 Jabs and to imagination 6 chip damage seismos are like 9Jabs or 3 MPs… FREE DAMAGE dont use this opportunity for free damage would be stupid AND the enemy will jump often after this and maybe earn a Firce Kunckle into ultra…

I think it’s matchup dependent. Against Zangief seismo cancels are super valuable because they keep you from having to worry about his poking game as much from a distance. You’re not going to beat Zangief rushing him down so you need to keep space from him with seismos and hope that one of them knocksdown so you can finally pressure him on the wake up. Multiple seismos on slow ass Zangief help to keep your distance from him.

I think they’re also good if you have someone in the corner. Mainly because since they are in the corner it allows you to do more while still being next to them. So if you’re at point blank range you can do 2 LP seismos in a row and if they get knocked down jump at them or do a 3rd EX seismo to mix things up and do some decent chip. If they block the EX seismo you can then SJC burn kick at them for pressure.