If I understand what you are saying properly, all reversals break armor. Yeah, took me like a year to figure that out too LOL.
No not all specials armor break (I.E projectiles), but the fact that Vipers predominate tool used to zone and is in a way a semi projectile can armor break on reversal is slightly interesting. I’ve known about it armor breaking after about 3 months with vanilla but was never interested in knowing what causes the reversal on FA. Being able to exploit the reversal window on a FA with proper seismo pressure has the potential for new doors to open as far as pressure and knockdowns are concerned IMO.
I’m pretty sure you can only reversal when you’re normally allowed to reversal. I think you’re talking about why you can avoid the FA absorb. I think I remember reading somewhere it’s because if they release it as the move is about to hit them or hits them or something like that, they get blown up, or maybe it was something along the lines of catching them as they start the FA, not really sure so sorry if this wasn’t much of a help.
Not all reversal specials break armor? well you learn something new everyday.
Why do I get a focus attack most of the time instead of dash cancel when I try to do meterless fadc? I do the tigerknee motion and it shows that i hit forward twice, once in the beginning of the motion and second before the uf, so why doesn’t the dash should come out?
You can try to speed up your motion, but personally I found that putting more stress on left/right during the tknee motion made it much more consistent for me.
just wondering, who does everyone in this thread use as an alternate character for viper? i need to decide on one. any certain characters that deal with her bad matchups well? character that compliments her well?
Chun counters most of Viper’s hard counters.
Ibuki and Makoto award the skilled Viper players - they’re fairly easy to pick up if you have all of Viper’s technical stuffs down.
After looking at Adon and Juri videos, I wondered how efficient can Viper be using Fuzzy guard.
Are there any jump attacks could act as instant overheads + cancel into BK?
Killey
2631
The only one I can think of off the top of my head would be a rising j.shortxxBK to go for a quick and dirty cross up.
If you are looking for a character to complement against Viper’s bad match ups you should use Chun-Li but Rufus is also a good character to just cover yourself across the board.
Chun-Li beats Rog, Bison, Honda at 6-4 a piece. She goes even against Gief but loses to Rufus at a 6-4. That being said it requires precise zoning, AA’s and footsies with Chun to beat those characters. It’s not like you can pick Chun and counter them pretty hard with simple tactics. It still requires quite a bit of in depth match up knowledge and proper understanding of her normals.
Hey guys, I’ve been working on a Viper SJC combo (j.hk>st.mp>cr.mp>SJC>Ultra). It has a nice hit confirm and isn’t too hard to perform. My problem is that every time I SJC Ultra, I get super. What am I doing wrong? Also, if my notation is wrong, I apologize. I don’t post often.
You could be inputting too fast, and/or not doing the full ultra motion. Practice without super meter to make sure you can do it without the engine being picky, then practice with super meter to make sure you get the technique down pat. Make sure you flush you out the full fireball motion (esp. the second motion).
Hitomi
2634
It sounds like you’re canceling the c.MP into a Super the normal way. It’s possible you might be hitting only one or two of the punches, or you might accidentally be holding the MP button down.
Killey
2635
Make sure your input display is on and check your notations when you do the combo. You might be hitting 1 punch button before you hit all 3 punch buttons. You could also be doing the motion too fast/slow. For that combo the notation I would do something like s.Strong, d, df+Strong, f,d,df,f,uf+PPP.
ThaGuy
2636
Two quick questions that regards frame advantage on distance…
So I noticed that when you connect her F+MP Overhead, some Vipers follow up with a Cr.Mp>>>Whatever (Almost like a link, but I believe it isn’t. Correct me if I’m wrong on that). However, are your best chances of connecting that Cr.Mp is if you hit that overhead at max range rather than point blank? Cause I notice at some points people can mash jab and disrupt your F+MP (Overhead) follow up.
and
The same question goes for LP/MP Thunder knuckle. Should you treat this somewhat like Rose’s drill where you get that best frame advantage if you hit at the very tip, rather than hitting with the bulk of it? Thanks thanks.
The overhead can link to cr.mp if you connect with it deep enough on counterhit. It trades the least at it’s max range, but some characters can react jab her out of it regardless, especially if they’re expecting it.
The tk’s do give you slightly more frame advantage if they connect at the last possible moment, but it’s not really noteworthy since you don’t really have to worry about it. In general you can’t just throw these out like rose’s spirals since the start up is mad frames and there’s no invincibility on the lp/mp tk’s at all. Tk’s are interesting, because outside of select matchups like abel or rog, tk’s are primarily only useful in combos, or as option selects to catch backdashes and focus attacks, definitely not a move you want to throw out naked too often.
Hope that helps.
Hitomi
2640
Her overhead is -2 on block, +1 on hit, which isn’t a big deal either way. Safe on block, mix-up opportunity on hit (Instant air BK, throw, c.MP xx MP TK to beat jabs, c.LK to hit-confirm, neutral jump, another overhead, EX Seismo, jump-in, just block, backdash, whatever!) Generally you can only get a crouching LK to combo, which can lead into standing LK, crouching MP xx MP TK. The only really consistent way is to do a meaty on an opponent’s wakeup, or if you can fish out a poke.
The poster above me pretty much nailed it. It’s not a big deal about using different TKs for different combos and such like Rose, it’s pretty much always MP TK in a combo where you’re not juggling. Abel and Balrog can be zoned out with effective TKs, and their footsies beat on yours, so you’ll want to try to poke with LK TK for Balrog and MP TK for Abel.