What are good ways to set up seismos and seismo feints? I can never seem to actually connect a seismo other than c.fp > ex.seismo. What are good ways to catch your oppenents with a blocked seismo… or connect one, whichever.
I don’t think she’s as good as Sagat yet either. The Japanese apparently do but not me yet. :lol:
One of the best ways to set up an actual seismo is after a knockdown. Knock them down and play the mix up game with them. Seismo timed right on their wake up makes it so they can’t jump. Which allows you to keep them sitting on the ground for a second on their wake up. Even if they’re on the other side of the screen after the knockdown. This is actually pretty good to use after you knock down Blanka with EX/HP seismo. He’s forced to play the guessing game of crouch blocking the seismo (which still keeps him locked down even if he doesn’t get hurt much) or try and jump out to get free. If he jumps at the wrong time…boom he’s grounded again.
EX seismo works well in block strings. I think pretty much as long as you hit someone with a normal and cancel it into EX seismo it’s a true block string and they can’t interrupt it. Meaning if they try to press buttons and throw EX seismo they get blasted. If they block you can follow up with another SJC’d seismo or super jump burn kick or SJC MP knuckle or whatever the hell else you can do. You can also use seismo or EX seismo to beat jump ins by setting the opponent up to land on them after a jump like a land mine. Seismos also work great to stop fireball spammers.
The seismo feints are mainly just bait tools. They don’t have combo applications like the knuckle feints do. Once you get the opponent afraid of seismos you can use fake seismos to bait jumps and punish with an anti air.
It works at pretty good ranges against most characters. On Ryu you can do it from near max range and get it to work. On weird characters like Honda you have to be a bit closer but Honda’s actually one of the characters I can’t wait to get this consistent vs. One of the reasons why Honda is so hard for Viper is that without FADC he has the most picky hit box for juggling after EX seismo in the game. Viper’s typical EX seismo, HJC burn kick to Ultra becomes risky on Honda because unless you time the burn kick just right where you cross him up in the air…he’ll fly far across the screen and it won’t combo. Better yet…even if you cross him up in the air correctly you have to Ultra in the opposite direction and if you time it too early he’ll fall down on top of you and the Ultra will whiff. LOL.
Though if I catch him with say j.HK, close s.HP, ex seismo, SJC FADC, Ultra…he’s done. Works 100 percent. c.HP to EX seismo works a little bit inside of max range. Too far out and his hit box usually won’t give you time to combo unless you dash after the cancel super fast.
The execution is a little tough. There’s apparently a way to do it by tiger kneeing the focus attack and then pressing forward one more time to dash. I haven’t got that down too well yet (my stick sucks any ways) so I’m just working on the more mundane method. Which is hitting d,u after EX seismo then quickly inputting MP+MK and dash right after before Viper leaves the ground. If you get it right you won’t hear the whoosh sound that you normally do when someone FADC’s a move and Viper won’t flash yellow during the dash. It’ll look like a regular dash.
yes :lovin:
But Rufus is Magneto’s spiritual father. So that means… gross
PS: I nominate Viper’s :r::mp: kara throw the most useless in the game. It adds no range to her grab, just a cloud of dust at her feet. :lol:
c.viper is the only badass girl in the SF4 cast i am gonna bother learning -.- cammy feels one-dimensional, chun, flimsy, rose, weak, sakura, zzz
what does FADC mean sorry?
Focus Attack (:mp:+:mk:) Dash Cancel (:r::r: or :l::l:)
Basically you can cancel a focus attack with a dash - dash during the focus attack animation.
quick question…
I know there is a thread for this…however no one has answered me so i decided to post question under misc. Vipers cr.hp tk cancel cr.hp combo is really giving me trouble. I saw Kaqn use this combo in a match and i just cant get the timing down to land the second cr. hp…is there any trick to this? I feel maybe im canceling too fast, but if i slow it down the 2nd punch does not land. Any sage advice or guidance would be greatly appreciated. ty
if the enemy atack while jumping he hase 2 frames where he can not block after the landing is this somehow abusable with seismo to make hit? and when yes how or are 2 frames to less time ?
What result happens the most when you go for the 2nd c.HP? And which technique do you use?
Do you try the shortcut?
Generally I’ve had great (90%) success doing the c.HP feint c.HP xx Ex Seismo by using the rhythm of the original Terminator DUHDUH DUH DUH DUH. Sounds corny but works very well, the only part you gotta twist a little bit is the part where you go from the TK to hit the cancel. Try the following to that beat (with each press of an attack button as the “beat”) :
c.:hp:/ s.:hp:, :qcb: :hp:, :r: :mp:+:hp:, :df:, :d: :mp:+:hp:, :df: :mp: + :hp:
What would you consider Viper’s BnBs? I’m considering trying to pick her up, but I don’t even know where to start.
c.mk/mp -> lp/mp.Thunder Knuckle
j.hk(optional) -> s/c.hp -> Ex. Seismo -> SJC Burning Kick
this.
I abuse c.mk xx mp.tk so much is ridiculous.
FP, TK feint, c.FP > EX Seismo/Thunder knuckle should be the new BnB, don’t accept anything less!
… but s.SP,c.SP > TK or c.SK, s.SK, c.SP > TK are good BnB too. Practice her cross up jumping roundhouse and cross up burning kick too.
do you guys think it’s an absolute must to learn “c/s.hp tk feint c.hp xx into whatever you want”
cause my execution sucks /=
It’s not an absolute must, but learning that combo means your execution is pretty tops. Perfecting that combo means you pretty much have every tool she uses refined.
She is an execution based character so you’ll have to spend many hours in training mode :\
I think fierce feint fierce is to Viper what RSF is to Fuerte.
If you want your gameplay to be scary and/or plan to compete at high levels, it’s a must.
Otherwise, I wouldn’t sweat it too much. However, it is fun and satisfying when you do pull it off in a match.
Definitely not a must to win or anything, but the closer your opponent gets to you in skill the more every bit of damage counts. It’s also a good psche out tool, it can really scare some people from doing risky stuff. I punished some Ken scrub with it after a fierce dp and he seriously didn’t do another one the whole match.
What are the pros and cons of using an mp tk or a lp tk, and which is best in different situations eg block strings, pokes against against jab spammers, normal combos, long dist ranged pokes, punishing an opponent’s miss etc ??
mp tk does more damage (and stun, I think…have to check), and hits people trying to jump away more easily due to its height.
However, it sometimes whiffs people who are crouching at certain distances, though it “technically” does hit crouching people (Chun Li is the worst culprit from my experience cause her bizzare Spiderman-like body positions are really low). Still, you should use it in combos most of the time.
lp tk works nicely on people landing from jumps (at the right distance). It goes under fireballs. It also hurts hurricane kicks. It also pushes her back a bit more on block, so you can mix it in your block strings at the right distance, and push yourself out of sweep range…then when they try to sweep as retaliation, they’ll whiff and you can peg them with another lp tk.