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

I’ve been using my Ultra after landing EX TK, only thing that still confuses me is which direction to enter to command as. If I’m on left side, and EX TK my opponent, I end up on the right side of him after connecting, so do I input the command as if I’m on the right side? Seems to be a lil janky for me.

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Basically yeah. Happens sometimes against Honda, Gouken or other characters with weird hitboxes.

I got it to land once (I kinda suck) by doing the 2xqcf + PPP as soon as I go through the opponent.

What I hate is when you land an EX TK but you don’t actually go through them, that shit always catches me off guard. luckily Viper has like a day and a half to do her Ultra after a crumple.

Conversely Dan on crumple its better to do cr.fp cause sometimes during the first few frames of his crumple you are going to whiff him if you use cls.fp

Hmmm…now that has me wondering. Cuz I know against Chun Li you have to walk forward at her before doing fierce feint fierce after the crumple or otherwise you won’t even be able to hit her before she falls to the ground.

What’s the best move to use to learn/practice High Jump Cancels?

lol yeah, totally messed up there. anyways, thanks to downside, wonderswan, and deviljin. i’ll try to incorporate those tips into my gameplay :slight_smile:

At 0:57, you did a normal jump and ended with Burning Kick, but notice that it was too slow and Sagat was able to jump back. If you did the low-trajectory SJ Burning Kick, it would have traveled the length of the screen and could have possibly hit him while he was recovering. There was also the Burning Kick that you missed (where you hit off the plane wing). I guess I would recommend practicing the different types of Burning Kicks and knowing when to use them.

You did some good things in the vid, like FP Thunder Knuckle when you saw the Focus Attack about to hit and juggling with Super.

Knockdown game needs to be a little more aggressive. There were times where you stood there and telegraphed your intentions. A major part of Viper’s game is making the opponent piss their panties because they don’t know what you’re going to do as they get up. Don’t be too aggressive to the point you are playing unsafe. Just realize what you can do against a knocked-down opponent from different distances.

EDIT: Wonderswan already pointed this out, my bad.

DevilJin: Sorry to hear that you didn’t do so well in the tournament. I know what you mean about having off-days… I have had them to the point where I make mistakes left and right. I’m sure the next tournament will be better for ya.

Might be a noob question but wth:
True or False:

Link- Combo that has started and cannot be guarded mid-combo, but can be interrupted with a properly timed DP. All hits count toward the # of hits in the combo.

Chain- Combo that has started and cannot be guarded mid-combo, nor interrupted. All hits count towards the # of hits in the combo.

I really need this to be cleared up, sorry if it’s been explained before…

From my understanding neither can be interrupted if successfully input. Links are combos that require the next move to be input at a precise window, and because of this they allow special moves to be used where they wouldn’t be usable in a chain.

. An Example is Rose’s Hard Trial #1 - c.lp c.lp c.lp xx drill.

You can mash c.lp to get a nice 3 hit chain, but you will never be able to cancel into the drill unless you ‘link’ the last c.lp off the 2nd.

Yeah links are basically waiting for an attack;s recovery and then hitting the opponent with the next move while they’re still in the hit stun animation. This usually makes the timing on links tighter than with chains. With a chain you can cancel into another hit before the first move you did even ends. No waiting for recovery of the move to hit the person again before they are able to block.

The problem with SFIV is that a lot of chains are interruptible as well since everything has very little hit stun on block. Usually the opponent recovers from a block before you are able to tack on the next hit in a link. Isn’t too bad for Viper though since her whole game is fakes and mix ups any ways.

thanks kunai. notes taken.
what input should i use for the low-trajectory SJbk? i use qcb, uf, ub + k because that was the only one i found to work for me, but for some reason, that only works for me when i’m facing left. i dont know why i can’t get it to work for me when i’m facing right. any other inputs i can use?

If you mean just a sjc’d bk and not a sjc to aerial bk, usually I do :qcb::ub: but Ive heard it helps alot if you do :qcb::ub::l:

Oh you meant like insta sjbk. yeah your method is about right but for that, :hcb::uf: works best for me.

From the down position, I go d, db, b, bu, u, uf and MK or HK, but I press the kick button as the joystick gets to b. I do this controller motion fairly fast, but not as fast as the instant Burning Kick.

It’s hard to get this Burning Kick to come out, but it helps so much against fireball characters when you catch them in the act of throwing one. However, if you do it randomly it is easily punishable by a shoryuken.

As said in a previous post from other Viper players, don’t try this type of Burning Kick or a Seismo after blocking a Tiger Shot. The block stun will prevent you from escaping the 2nd shot.

Here is a match I recorded against a friend of mine via PSN.
[media=youtube]g18qQ1_baig[/media]
Please give me feedback for I can step my game up.

Thank you so much!

Seriously Burning Kick should get it’s own sticky…

Anyways to my question, i have a friend and when i played him he uses viper and he does alot of TK Cancels and when i asked him about it he said he was using HP TK cancel everytime, including outside of the FFF combos. My quetion is how many of you guys are doing this or is everyone else using MP or LP TK to just cancel?

Oh by the way completely random but you can FFF with EX Seismo lol, it’s useles because of the meter burn but just wanted to put that out there if it wasn’t already.

At higher levels of play you might as well learn how to cancel everything off HP. It gives you the most frame advantage on hit/block so your pressure is basically strongest if you’re always HP TK cancelling. I’m lazy so I just do MP most of the time unless I wanna really mess with someone when they’re in the corner. I notice some Japanese players do HP TK cancel off of nearly everything. You can tell by how quick they recover. All HP TK cancelling really is is just doing the cancel faster. Instead of delaying after the attack hits you pretty much just input the whole command to cancel as soon as your attack hits and you should cancel correctly.

There were some instances where he was doing it from just stand as well that’s what really threw me off because i’ve tried to do it and it seems near impossible to get that consistently at the moment w/o using a 3P button. I’ve done it maybe twice per hour of trying to get it.

The standing still one takes a bit of practice. Especially if you have EX meter and are trying to do it. The game can get confused and think you’re trying to do EX TK cancel and you burn meter for no reason. You just have to make sure that you hit qcb+HP clearly before you input the 2 punch buttons to cancel if you’re just trying to do a neutral position TK cancel. If you mash too fast you’ll accidentally hit the HP for TK and 2 punch buttons too quickly and mess up. I find it way easier to do on Sanwa buttons. I can cancel like 6-8 times in 2 seconds if I HP and quickly hit LP+MP. It’s fun to do in championship mode to throw people off. They jump in on you thinking you’re acting stupid and then your HP Knuckle comes flying out and hits them.