I will be trying this so hard when I get home. SJC FADC > Throw through the smoke would be so awesome, your opponent wouldn’t know what him em.
I’m going to try it when I get out of class. I’m going to “lol” so hard if it works (Probably won’t though). :lol:
Some ultras will do less damage and become ‘scaled’ when combo’d in, like the last hit or animation will not come out. That’s all i know.
Chun-li and Cammy come to mind, at least if the ultra KO’s before the last hit.
ok, so im looking at this frame data and ive noticed something i find strange and cant figure out.
lets have a look at close hard punch. it has a 16 frame recovery and a 17 frame block hit stun. so why is the frame advantage on block 0? shouldnt it be +1? where is that extra frame going? ive noticed this pattern on ALL of the advantage calculations. it always seems to be -1 of what my math says it should be. look at close light punch. recovery = 7, block stun = 10, but block advantage = 2. 2 + 7 = 9.
what am i missing?
You’re probably missing the fact that a lot of attacks have less frame advantage on block. For whatever reason Capcom decided that like nothing should have frame advantage on block in this game. So most characters have very few true block strings. There’s a lot of openings where you are left at 0 advantage during block strings. So if you’re trying to pressure someone with s.LK x 2 and then decide to do c.MP to MP knuckle all as a block string…if the opponent thinks that’s what you’re gonna do they can DP inbetween the c.MP and the MP knuckle and blast you. Basically the game purposely takes away frames on block. If you do another string like c.LK, s.LK. c.MP to MP Knuckle…none of that has frame advantage anywhere in it at all so although it’s a good combo if you verify the hits if the opponent sees you start with a c.LK they can technically know from there that they can DP anytime inbetween and pwn you.
It’s one of the main things that OG players complain about when they talk about SFIV. Most combo strings you can’t also use as block strings cuz they leave you at 0 or worse frame advantage due to the game taking frames away on block. SF has always been about pressure with block strings and you don’t really get as much of that in this game for whatever reason.
o, im totally ok with the logic behind what you are saying.
im suggesting that there is a math flaw.
with close light punch, if i recover in 7 frames and block stun is 10 frames, then the block advantage should be 3 frames, but they have it listed as 2. i dont understand if there is a reason for that or if i just found an error in the chart.
the math just isnt adding up. logic is fine. math is not.
LOL this is where the insight and experimentation come in from the rest of the viper community. I have no idea what I was doing when it happened.
btw when I gave the example of sagat stopping his ultra, it wasn’t blocked; every hit connected until he landed after the first uppercut, then he didn’t even start the second flaming uppercut.
I’m getting the second uppercut animation when doing what you specified in the Sagat example.
Anyway, I’m going to mess around with this Viper Ultra shenanigans later. Don’t have the patience ATM, lol.
i call shenanigans
Hey Viper players
can you link after her elbow drop?
seems like you should be able to, and I think I saw it in a vid.
For her Fierce Feint Fierce, I try using the negative edge method, but can’t do it consistently. Is there any other tips I can go on to do it? Thanks
you can but it has to be super meaty. I don’t know how many ways she really has to setup a super meaty elbow drop that would be worth mentioning, when flame kick mixup would generally work better.
so you wouldn’t use the elbow drop to start a combo? shame cause I seem to land it alot
Basically you land f+MP on wake up and mash c.LP/c.MP and pray. If your timing is absolutely perfect on the meaty (since f+MP does crap hit stun) you can combo afterwards. Otherwise…just use it to stay on top of the opponent and continue pressure.
vs anyone shoto/sagat question:
ok so i feel DP is such a threat for me pesronally. Should I mostly be playing run away with feint baiting or should i just get up in their grills and start mixing it up? what should be the gameplan against these guys? how about when they have ultra? i can’t really do any real damage if i can’t get inside when they have it.
No point in running away from Sagat any ways. That’s exactly what he wants you to do since he can just R Type you to death with shots. If he catches you trying to run away with a counter hit tiger shot while you’re in the air or EX tiger shot you’ll go flying in the corner. Which Sagat having you in the corner = no fun. In that match you want to look for opportunities to get in and create a knockdown. Just be weary of Sagats options and use your tools to get around his tiger shots. Once you knock him down bait some uppercuts and punish or go in and cross up his huge hit box.
Ryu is pretty similar. He has similar powerful options with meter and what not. Sagat’s shots are faster than Ryu’s fireballs but if Ryu knocks you down he can apply pressure pretty easily with them. Don’t run away from Ryu either. If Ryu has you spaced out it’s very easy for him to react to what you do and you generally make Viper as a character a lot more obvious. Look to bait poorly timed fireballs with seismos or super jump burn kicks. Then move in and pressure. Watch the jumps and punish with early HP Thunder Knuckle or EX burn kick.
I’ve been neglect FA’s since the get-go. Anyone know of any good ways to use her FA?
Also, I’ve been having trouble with mix-ups on knockdown. When I use her j.HK or j.MK, I always either miss the hit, or I get dped. Any suggestions?
How do u do her 2nd trail
check the trial mode thread.