I keep seeing Viper’s backdash mentioned…what makes is better than anyone elses backdash? Or are people just saying backdashing in SF4 in general is good?
Backdashing in general gives you a few frames of invulnerability, Viper’s in particular isn’t anything special.
Cammy’s backdash is hella awesome.
roommate plays cammy, he never backdashes.
You won’t like him when he does.
Sorry if it’s already been answered, but does C. Viper have any block strings that’ll combo into light punch/med. punch thunder knuckle? Also, if it’s not too much to ask, could someone please post all of the variations of the Seismic Hammer xx SJC xx Seismic Hammer inputs in one spot, so that the C. Viper crowd can decide which is easiest for themselves?
I’m not quite sure what your asking but I use, c.lk, cl.lk, c.mp xx mp thunderknuckle for blocking and comboing, mixing it up with throws and feints.
The siesmo xx siesmo thread has all the ways to do it in there but I highly suggest the qcb > uf > p method, easiest way for me by far.
Also, I don’t think I use light punch for anything but tic throws.
^^ l.k, l.k, m.k, m.TK
For the multiple seismo, you should check the seismo xx seismo thread, but here are the inputs anyway:
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:dp: + p, :dp::uf: + p
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:dp: + p, :df::df::uf: + p <- the one I use. I believe it’s the best one.
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:dp: + p, :df::qcb::uf: + p
Interchange the inputs of the second seismo with the first :dp: to find the input you want to use. That’s about it, really.
Thanks for those responses. Just one more question: At what point should I begin(or end, whichever is easiest to describe) the input for the second seismic hammer? Please bear with me be cause all I have is a PS3 D-pad to work with
You can try to input it right when the first seismo connects (either hit or blocked).
Yeah, multiple seismo is all about timing. Once you get the hang of it, practice it a hundred times, and it’ll be a natural motion.
General, I start the first :df: just before Viper hits the grounds, and input the rest after the opponent gets hit.
5-6 seismo’s are really easy when you get down to it.
I thought only st lk linked into cr mp, ppl above are talking about cr lk, cr mp combos, do they exist?
No they don’t exist. What you saw was cr. lk, cl. lk (close lk), cr. mp
cr.lk, st.lk, cr.mp
ch.cr.lk cr.mp probably works.
Sadly, I think the answer is yes. Been asking myself the same thing but after reading some threads on here tonight, it is an absolute must-have in your arsenal!
Nah just tried. The cr. lk’s frame advantage on hit is 0, but for the cl. lk it is +6
Judging from viper’s frame data… it wouldn’t work.
Trinifella said earlier that c.lk is +0 on hit… so CH.c.lk would be somewhere between +2-3 frames. c.MP takes 5 frames to come out so it wouldn’t be possible.
Good idea though.
Can you do j.HK cross-up and successfully land an EX-Seismo if your opponent tries to tick throw you?
What are people finding as the best and/or most consistent way to get into an ultra? Lots of talk about SJCing into it, but is that really the best place to start? EX TK seems like an easy one, but hitting with the TK is kinda rough. Any advice?
The ones I use the most are jumping in HK > Ultra
Ex.Seismo > Ultra
(Whatever into) (EX.)Seismo xx SJC Burning Kick > Ultra (Corner only)
You can also land an ultra fairly easy in the corner with a standing BK.
If I’m feeling risky I’ll try a J.HK/J.HP > c.MP xx SJC > ultra.
I wouldn’t use EX TK much - it has a long startup, no armor. Only matchup I really use it is Gief if he’s about to get close or Akuma if he’s playing keep away.