how do you consistently do the retreating burning kick? it seems to pop out randomly for me, but viper will jump BACKWARDS when i do the burning kick and it would be extremely helpful for fighting against a particular cammy i know.
speaking of…how do you fight an extremely aggressive cammy with viper? she lives on the jump strong kick and the crouching strong kick but wont jump over me when im standing because she knows i can do strong thunder knuckle…i can beat her with just about anyone else, but i feel like i need to be able to win this match up as well.
(for the record, im terrible at this game…ive been working on her hard trial number 1 for about 2 weeks now and cant do it.)
so for doing a crossup burning kick, i see that most pros are doing the sjc medium bk on wakeup and whatnot.
well before i knew about those i came up with my own which is doing a uf jump straight into a mk burning kick… it crosses up but is much much slower.
my question is does anyone know if i should ditch my way… learn both? is there any reason not to do the sjc bk if i am trying to cross up on wakeup? any additional mindgames i can implement using the regular jump mk bk since it is slower?
I use regular jumps more since my TK BKs aren’t reliably consistent yet, but the TK versions are much harder to defend since they come out so fast and you do them right as your opponent starts to get up. It really gets them make a split second decision and when they get caught by it once, they may start to panic a bit. “Is he gonna do it again? Will it cross up this time? Or maybe a throw.” When I catch people on BK crossup strings, it’s so fun just keeping them on their backs the whole round.
i found out a “option” select for burnkick just spin the stick 360 licke zangiefs SPD and go to neutral then Kick it will BK either way on screen the same goes for HCF HCB therefore its easy possible to cross the oponent up with a LK-BK exist there other option selects for doing BK either direction?
2.) Also, is it possible to j.HK a shoto on wake-up and stuff his SRK? I’ve done it a few times, but I wasn’t sure if it was my timing or them messing up.
3.) Finally, for PS3 pad users, what motions do you guys use to go from EX Seismo to BK? I’m trying to find a way that’s consistent and not have a higher chance of me messing up during a match.
4.) Does EX-Seismo’s invincibility frames allow Viper to beat unsafe jump-ins?
1.Well I think that’s mainly because the question is not well explained.
Cuz a tick throw is when someone hits you with a light attack like a c.LP or LK before they throw you. Meaning that if you were to throw EX seismo after the cross up j.HK the opponent wouldn’t have time to actually tick throw you. You either hit them and combo into close s.HP/c.HP or they block and can do the same thing to continue pressure. The question you’re asking technically doesn’t exist in the rules of SF.
I guess what you might be asking is if you can beat an opponent’s immediate throw retaliation with EX seismo after a cross up and my answer would be…I don’t know but probably not. I believe EX seismo is only attack invincible for a very few set of frames. So if I’m guessing correctly she can still get thrown out of it. Same thing with using her EX seismo feint to make yourself invincible to cross ups. If the opponent catches on and times their cross up late or just doesn’t do it and then throws you when you feint…you’re getting thrown.
j.HK might beat LP shoryu on wake up since it has shorter invincility frames but that’s about it. If they do MP or HP shoryu (like smarter players will) you’re more than likely getting blasted. Maybe I’m wrong and I should test it in training mode but that’s my theory. The only thing I know that has priority over those for sure is air burning kick.
Not a pad user. :lol:
Already explained it earlier but you don’t want to use the EX seismo itself…but rather the feint. EX seismo works better against jump ins from a distance I’ve found. I’ll have to do more training mode testing on that too. The feint also gives you invincibility frames for a short period and basically makes you “off screen” for a short period of time. Which allows you to quickly throw the opponent or start a combo after they whiff through your EX feint. As long as they don’t jump in too deep the worst that could happen is you’ll have to tech their thrown.
**EDIT: **I just messed around with EX Seismo feint in training mode and I believe it’s even better than I thought because it creates an effect that essentially makes Viper “dissapear” for a short period of time. Meaning you can’t hit or throw her during the invincibility and then are free to block or tech a throw attempt afterwards. So if someone crosses you up and you block it and then tries for throw…you can EX seismo feint to make the throw whiff and punish.
If you cross up with a j.HK you should probably just do, s.HP xx ex siesmo.
Or if they block do any mixup you want… I don’t know why they would try to tic throw when they are under pressure like that.
You dont stuff it, really, you just jump directly on top of them so if they do a shoryuken it just whiffs behind you.
I don’t usually try this unless they don’t tech or I just did a back throw.
It is all in the timing though.
I use 360 pad for now and I don’t use any shortcuts to do it.
I simply do the ex siesmo. down back to up forward, then burning kick.
I would never try this against experienced players, because even if their jumping attack whiffs through the invincibility frames, their throw/jab/short is coming soon, and it will beat the ex siesmo before it comes out.
sry for noobish ? but is tha timing for tha sjc bk in the Ex seismic different from just doin a normal sjc bk because im doin 2 things when i do tha combo, i usually jump and i get tha HK or i jump straight up and do tha sjc bk…funny thing is i hit sjc bk pretty good by itself though idk probably just a execution thing but any tips
I think the window for SJC with a normal Seismo comes a bit later, but only because Viper punches the ground faster with EX-Seismo.
And I finally figured out a consistent way to SJC BK after any Seismo in any direction.
Originally, I was doing Seismo xx SJC BK all in one really smooth motion. Then I realized I was doing it more consistently when I Seismo’ed then SJC, then PAUSED, then did the BK motion. I had a problem with not even leaving the ground after a Seismo and that was caused from doing the motion too fast and not even SJC’ing properly.
I didn’t think I would have to do this, but just practicing SJ’ing forwards is good practice. To really get Viper’s combos down, you have to take it one step at a time and try not to tackle the whole sucker in one fell swoop.
Are there other ways to cross-up with Viper’s BK besides jumping in with lk? Haven’t had much luck doing the same with any other kicks and wanted to make sure with you guys.
Hmmm, this definitely depends on your angle of jump in but from my experience HP shoryuken flys right behind me and I get a free punish.
This happens all the time with ex shoryu actually, even from an angle where LP/MP would have hit me.
Honestly I haven’t played any kens who use MP shoryu so I don’t know about that one. It has the most invincibility and probably doesn’t go so far forward like HP shoryu and cause it too whiff.
That’s ken though I’m not sure on invincibility on ryu.
yea thats wut i call myself doin lol i thought as soon i got tha sjc bk down then i can work on tha ex seismo combo but obviously thats not tha case but ill get it down eventually man im just glad i dont take that bp thing seriously cause i went from 3300 to 2000 somethin tryna get her down:rofl: but ive had my moments when i got pissed but ill get those points back someday
Anyone have a suggestion on consistently performing the foward instant SJC BK (not so instant that she goes nowhere, i do that too much already lol) on a PS3 d-pad (the analog stick is unreliable). In terms of distance I mean like during the startup positions, I would SJC bk at the oppenents face?
ALSO!!! Where can I find info on Viper’s hitboxes?