C.Viper Q&A: Quick questions here please!

I’ve done it maybe 5 times. and I know it is integral to her fierce feint fierce >___<

7 frames iirc

thats rediculous

It’s easier to feint her fierce TK after a normal (Hard Trial #2), but just by itself, yea, it’s the hardest TK to cancel.

on an xbox controller its a bitch and a half lol.

if I understand correctly…which normal is the easiest to fierce TK feint after? are there any eye-opening tips/tricks similar to the seismo xx seismo (that thread helped me so much)? I can’t seem to get it.

all I know is when done right, unlike the other two tk’s you only see the initial flash and no electricity from viper on the heavy tk. well thats what i noticed the few times I did it.

C.HP is the biggest window for canceling. S.HP is the slightly trickier one. A trick that was brought up here that saved my FFF (90% success with no chance of super) : When you press the FP+MP to cancel you also press forward at the same time to start your DP motion.

And since the stronger of the two buttons will register you just hit down MP+HP and then downforward MP+HP. With this approach just work your timing!

TK feint is fairly simple after a cr.HP, and surprisingly, works best when done slowly (well, not too slow!)

On a the 360 controller, I could do neutral TK feint about 80% (just quick HP to easy PPP button), but it’s nearer to 5% when i’m on the stick (even though i’m a stick user)

hurmm. alright. we’ll it’s back to training mode for me.

Yeah i find HP.TK feint after cr.HP easier if you just do it slow, not to slow though obviously. Infact i find doing ex seismo after cr.HP harder than the actual feint i seem to get super a lot, but thats just my crap execution.

Is it just me or after you land a seismo to Bk midscreen does mp tk immediately after advance you to the opponent faster than if you walked or waited to dash?

I was hoping to get some advice on how to deal against people that mash jab with shotos or balrog. I usually go for vipers overhead attack but its usually stopped by a plethora of jabs.

you could try cr.short, or ex seismo them… sorta depends. your cr.mp will work as well it’s all just a timing thing. You could always take that time to backup as well and re-establish positioning.

Either one may not work, unfortunately. I think even EX Seismo has a hard time blowing by jabs, especially Balrog’s. Best bet is to avoid being in that close of a range and space yourself better. I think it’s better to backdash and reset IMO.

If Balrog has you in the corner you’re already messing up. This is the hardest thing for aspiring Viper players to realize. The idea that they have already lost the battle because Balrog simply put them in a bad position. Capcom designed Viper to be a character that loses when put in bad positioning. Mainly because she has plenty of tools to keep herself from ever being locked down. If you can’t move and create pressure with Viper…your new home is the corner of the screen. The only way I’ve really seen to get out of Balrog pressure in the corner is to guess your way out. The main problem is that c.jab and throw beat out a lot of what you have.

The main problem with EX seismo is that the invincibility frames stop before the attack even starts. So good players that know this will just use something rapid fire like mash c.jab with Rog and the c.jabs will start to hit Viper before the seismo blast even starts up. If a character has something that is rapid fire or hits multiple times quickly…EX seismo and seismo feints become trash.

They can also anticipate you throwing an EX seismo or seismo feint and hit you after the invincibility frames. Even EX seismo feint has recovery where you can be hit or thrown. Which means mash jabs beat that too. LOL.

So you’re left with blocking…blocking and more blocking and then guessing when your opponent will have a break. Watching Japanese players though…I’ve seen that they use very basic tools that we usually don’t think to do to get out. Mainly because a lot of okey dokey scrub SF players in the US are used to using their all powerful DP to get out of everything. I’ve seen them do stuff like use an attack that makes Viper reset in the air so that they can get space to get out of the way of pressure. Seen that work particularly well against jump ins. I know f+MP is a move that makes Viper airborne quickly so that might be what they use. I’ll have to try that in training mode. You can also simply try to jump out when you feel there will be a break in pressure. Get basic basically. Act like you have no special moves.

what are some good BnB combos with viper, i looked in the ‘combos and glitches’ thread but it just says ‘reserved 1 of 4’ etc.

i had some trouble at first getting the specials to combo, like doing the HJC to flame kick but i got some good timing down,

i havent really figured a spot to implement her normal moves though!

characters like rose and vega have moves like cr. mp which seem to be just all around useful, does Viper have any like that or is she really just based solely around her specials?

you don’t NEED to jump in with anythign to do this, but you can and it is in a combo thread here if i recall. ANYWAY, I like her cr. lk, st. lk, cr. mp XX light or medium TK. but im still a scrubby viper player so I’m sure someone else like deviljin can offer something far more effective.

has anyone actually landed a S.H ??? i dont understand this move at all, i cant hit anyone with it, ive had about 15 fights now, i won 1 of them and in NONE of those fights could i land a SH that fake out shit doesnt seem to work either

when they are close enough to get hit with something that would require them to be standing there and not blocking they are usually punching me in the face and when they are far away they are usually throwing something at me

The only use for a light seismo would be if you predicted an empty jump-in, use the other versions for chip damage on wakeup or to force your opponent to jump. Use the EX seismo for a close/mid range counter because it has some invincibility frames. Do not use Seismos on wakeups if your opponent has an ultra that will reach you from whatever range you’re using it from i.e. Chun li.

Feints only work on players with brains. Don’t even bother using them against scrubs, unless it’s a part of your combo. Some players will continue their strategy regardless of what you do; feints aren’t really effective against them, either.

Every projectile thrower can be hit with a seismo on quick reaction. Even if they’re a full screen length away, they have to step inward for the move, placing them in range for a heavy seismo. This doensn’t seem to work for me against akuma’s red Hadoken, I’m not sure if he’s invincible or not, could someone clarify this please?

And of course, seismos are slow. If the person is close enough for normals or jump ins, chances are you shouldn’t be using seismos (unless you’re countering with EX version).