Digital717 has given you a really good start for Viper. Do some of her normal trials to learn some BnB’s.
If you ever decide to do a jump in Roundhouse, if they block quickly transition to the bk. Don’t go over zealous on back dash though… do it but don’t always depend on backdashing.
Here is a basic list:
Basic Bread and Butter Combo’s (BnB’s)
cr. mp --> mp. tk
cr. mk --> mp. tk
st. mp --> cr. mp --> mp. tk
st. fp --> ex seismo --> sjc --> (mk,rh) bk
cr. wk --> st. wk --> cr. mp --> mp. tk
st. wk --> st. wk --> cr. mp --> mp. tk
Intermediate Combo’s
jump in rh. --> st. fp --> ex seismo --> sjc --> (mk,rh) bk
cr. fp --> fp. tk feint --> fp --> mp. tk
cr. fp --> fp. tk feint --> cr. mk --> mp. tk
Advanced Combo’s
cr. fp --> fp. tk feint --> cr. fp --> ex seismo --> sjc --> (mk,rh) bk --> Ultra (applicable always if opponent in corner, if not do not attempt ultra unless you know it will hit)
jump in rh. --> st. fp --> fp. tk feint --> cr. fp --> ex seismo --> sjc --> (mk, rh) bk --> Ultra (applicable always if opponent in corner, if not do not attempt ultra unless you know it will hit)
Important Tool’s
cr. mk --> fp. tk feint
cr. mp --> fp. tk feint
st. wk --> st. wk --> cr. mp --> fp. tk feint
cr. wk --> st. wk --> cr. mp --> fp. tk feint
tk feint --> qcb + p --> 2x punch
seismo feint --> dp motion + p --> 2x punch
Arbie21
1142
thanks for the help, i know this isnt only in this part of srk but what does it mean when there is an xx. for example c.mk xx mp tk. also what is feint? also rh is the hard kick right, round house?
Geeze. I leave the game alone for a few hours after practicing seismo > seismo and now I can’t do it for shit. :annoy:
xx means 2 in 1 special cancel combo
feinting is when you cancel the thunder knuckle or seismo at the startup frames. Timing on fierce knuckle feints outside of combos are similar to p-link timing. In combos you slow down to do the feint.
and yes
jaded805
1145
Yes. That is the idea.
However, the timing to get a low trajectory BK from a TK motion is tricky as hell, which why I suggest doing SJ > QCB really fast.
Once you can do it @ Viper speed, you’ll find it’s significantly easier than doing TK Low Trajectorys, and you won’t mess them up as often.
P1 side:
:db::uf::db::l: + :hk: (1914)
P2 side:
:df::ub::df::r: + :hk: (3736)
shagy382
1146
Yup Jaded, I have no problems doing the method you recommended on the P2 side , its just the P1 Side which gives me a lot of problems.
On the P1 Side, It just doesnt feel right for my wrist to move fluidly in that motion lol and i tend to press the Kick too fast or even miss the down button. Yup i definitely agree that the Tk version is tricky as hell, I wonder if anyone can do it with 100% success haha Im trying to figure out the mechanics and timing of the TK version but its still extremely inconsistent lol
Thanks anyway =p
Haha, trust me, it gets like that a lot. Usually when shit like this happens to me I just work on other things (links, combos, setups, etc.) and then randomly just try to SJC Seismos together. I guess if you’re not thinking about it too much, it comes more natural.
Coming from a shoto (Ryu, nonetheless), like everyone else already said is a hard transition. Two really big things with Viper are spacing and mindgames. She operates really well against most characters when you’re within “sweep” range. That’s the ideal range for TK feints, BK crossups, and other mindgames in general. So try to get into the habit of maintaining that space whenever possible.
Also, get used to not having many easy options to link your ultra. Unlike Ryu (where you can do AA SRK -> ultra, or jumping MP -> ultra, etc…) Viper’s ultra combos require a little more practice. That being said, your execution also needs to be on point. If not, you will get punished. Like trying to do EX Seismo xx SJC BK -> Ultra : if that ultra whiffs, you’re in for one helluva ride…
She takes a lot more dedication and time to be able to play decently, but I assure you, she is SOOOO FUN to play. Just prepare yourself to spend a shitload of time in training mode. Good luck
That’s so true, I definitely started thinking too much about it.
I would also recommend really getting acquainted visually with comboing in to her Ultra. I practiced non stop learning about the character height off the ground to be able to combo into the Ultra. Before, I was pretty careless about it, but now I can make split-second decisions if I should use the Ultra.
Going to work on my footsies now, thanks for the help everybody.
Just wanted to testify to this, I was getting bored playing Boxer (by no means am I awesome with him) but when I picked up Viper it revitalized my interest in the game.
Arbie21
1149
ok i really dont know how to use the BK in my game, I am using c.mp xx mp TK alot though. Also can i follow up a non ex seismo with anything when close. Also what are some links that go into one of her special moves that IS NOT one frame, i hate those
Viper doesn’t have many one frame links. If you’re talking about stuff like close s.MP, c.MP or close s.LK x 2 to c.MP…those are all 2 frame links. Just training mode that stuff down and don’t play online all the time. If you ar mostly playing online stick to c.MP or c.MK to knuckle. Viper’s only 1 frame link that I know of is her c.LP to Ultra.
She doesn’t really have 1 frame links that are used often. Her link bnbs are st mp, cr mp xx mp tk or cr lk, st lk, cr mp xx mp tk. Then there’s cr hp, hp tk feint, cr hp xx mp tk or ex seismo, if ex seimso follow up with super jump bk. I don’t know if that combo qualifies as a link or what, but either way it’s not as strict as a 1 frame link. Use bks to counter low moves and throws.
cr mp, cr mp is a 1 frame link also. I use that sometimes but only when I hit a cr mp and forget to cancel with a feint or a tk.
Arbie21
1153
im glad there are not many one frame links. this feint stuff is still confusing me, is there a video where a viper does it. also thanks to everyone that helped, i appreciate it
Hmmm…maybe it is. I practice it so much I guess I just don’t notice how tight the timing is. That’s why it’s so hit or miss online. Some of the time I hit it on counter hit so that makes it a 4 frame link.
Check page 8 of the video thread (post # 148) and watch ALL THE VIDS. LOL. Or at least as many as you can. Feints are basically fake hadokens. Think of the mind games you could use if you could fake your hadoken with Ryu. HP thunder knucklefeints can be used to create new combos like with fierce feint fierce (FFF).
You were also saying that you had trouble figuring out how to use Viper’s burn kicks. They have a ton of uses. Basically you can make up how you want to use them. That’s how free form of a character Viper is. She’s not good for people who don’t know how to make stuff up so learn how to make up ways to use them. Eventually I’ll make a more thurough thread that spoon feeds this stuff to the nubs and scrubs but basically…until then just watch vids and do what they do.
Arbie21
1156
ok ill try to figure out her BK but i cant land it either becuase of the range (dont know it well yet), or its blocked, what are some normals that link into the BK (air or ground)and using the super jump in my game is difficult too, isthere anything to follow it up with besides bk? Do u wanna play a couple rounds devilJin i need to play a good viper.
Just send me a text message over Xbox Live and I’ll be able to see when you’re online. My friends list is usually full but you can try adding me. Otherwise just send a message. I might be on after 5 or late tonight.
The way you’re asking about the burn kick already has me feeling you are trying to use it like a hadoken or a blanka ball. Hit a normal and then combo into it. You use Viper’s thunder knuckle for comboing off normals. The majority of the way to hit burn kicks in combos is off of moves that launch the person in the air. Like hit them with a EX seismo and then super jump at them and burn kick them. You can also cancel some of her air attacks like j.LK or j.HK into burn kick. So you can hit someone with a forward jump HK then immediately cancel into HK burn kick for a 2 hit combo.
Any ways if you have a mic I can explain it over XBL while we’re playing. She’s not as difficult as she looks but she is definitely a demanding character and forces you to not think like a typical SF character.
Arbie21
1158
yeah i gotta mic and ill send you a msg/friend request. Another thing i have a problem with (long list) when doing ex seismo super jump into BK what BK do i do light medium or hard. Also any tips for doing that properly b/c in the normal trial number four it took me forever because i always kicked the dummy before i did the BK so the dummy was stuck in hit stun so the BK woulnd’t connect. Enough questions though im gunna get on and practice, thanks again guys
Normally for a follow up BK after a EX Seismo connects, you would use MK or HK - you want to use the one that travels through the air instead of the LK one, since that one will drop you straight down. Also, don’t worry too much about hard trial 4 - that method is a lot less practical IMO in real matches. The EX Seismo -> BK in the hard trials is still considered “grounded,” which means that you would SJ to cancel the EX Seismo, and the before the animation of the SJ occurs, you cancel that into your BK. If done right, it would look like a regular BK (for that one, use HK). But normally, people just perform the SJ and do an airborne BK after the seismo hits.
Pretty much you need to do an insta ground bk for hard trial 4/5, it’ll come out like a slow normal bk but grounded. Very impractical in a real match…