Last Updated February 11th, 2009: This thread has been written to not only to help you fight against each character from the SFIV cast, but it will list general strategies and tactics that you can use against most/any opponent.
How to Deal with Fireballs
These are your options against people who try to play a fireball-trap game with you:
WP Thunder Knuckle (not good as an instant counter due to the 10-frame startup before invincibility, but good to use when anticipated and/or you are at a far distance)
Grounded MK or FK Burning Kick (If timed correctly, the Burning Kick will hop over the projectile. Not recommended against fast fireballs. Occasionally, the Burning Kick flames may absorb the fireball, but the instance of that happening is difficult, so
it’s not something to rely on.)
Seismo or EX Seismo (Against characters with slow fireballs, like Chun-Li, Dhalsim or Guile, it’s possible to hit them from a distance as they are throwing the fireball, HJC and hit them with Burning Kick for a solid knockdown. Against people with fast fireballs, you will trade hits… but this isn’t a bad option when the opponent is near death.)
Instant HJCed MK or FK Burning Kick (If timed right, you will hit characters even if they throw an EX Fireball.)
Viper’s F + MP Overhead Attack (Advances you slightly as well)
These options are great to use because it will either hit the opponent or let you pass through the fireball without blocking it. Of course, you want to avoid blocking a fireball because it gives the opponent the ability to throw another fireball much sooner.
Knockdown tactics:
Viper needs to knock down most of her opponents in order to play mind games with them. The easiest way to do knockdown set-ups is to put them on the ground first using throws. Here are some mix-ups you can do after certain throws:
After Ab Massage Throw:
Short delay and then do a High-Jump towards the opponent, then do a Burning Kick before they get up (WK goes in front, MK and FK go behind the opponent)
NOTE: Do not do this against Blanka. He can hit you with his Ultra or his Vertical Ball due to auto-tracking. Against Dictator, his Ultra will NOT auto-track, so you don’t have to worry about him hitting you with Ultra if timed right.
After Temple Shock Throw:
Time a regular jump over the opponent, then do a WK Burning Kick to drop straight down
Instant HJCed WK Burning Kick just before opponent rises(you can also dash forward first, then perform HJC WK Burning Kick)
Time an overhead attack as they get up (hard to counter if timing is correct, good option if opponent is near death and doesn’t have an Ultra stocked)
Back up a little bit, jump towards the opponent and hit with WK or FK, then 2-in-1 to Burning Kick (WK hits the front, MK and FK hits the back of the opponent’s body)
- Short delay, jump towards opponent and hit with MK before landing, insert BnB combo of choice here
- Short delay, jump towards opponent and hit with deep FK, crouching FP, EX Seismo, Instant HJC MK Burning Kick
NOTE: NEVER use Burning Kicks after knockdowns against these characters: Zangief (he can lariat for free), Blanka (he can counter with electricity or with Ultra), Dictator (when he has Ultra stocked), El Fuerte (Ultra and his EX command anti-air grab can get you).
- These options are denoted because they are great against opponents on wake up. If hit deep and with good timing, it will counter mostly everything the opponent can do on wake-up (except maybe Ultra) and will create a 50/50 guessing game on whether or not the attack will cross-up. If your jump-in attack does hit, you can do Viper’s BnB (close MP, crouching MP, MP Thunder Knuckle) or you can do a high-stun combo (ex. crouching FP, EX Seismo, HJC to jumping-towards Burning Kick).
This is an explanation of the FK guessing game by Kamui from this forum:
***The way the set up works changes based on the character you’re against, but the general premise is to position yourself after the throw so that jumping HK hits either the front or back of your enemy. This essentially puts the enemy in a 50/50 situation where they have to guess which direction to block. It’s very difficult to distinguish which side the attack will hit on, and since 4 + throw deals massive stun damage, successfully landing a cross up combo afterwards often leads to a dizzy.
Against shotos the basic options are:
1.) Perform 4 + throw, wait a moment, then jump forward and perform a semi-late jumping HK. Hits the enemy’s front.
2.) Perform 4 + throw, take a very short step forward, then jump forward. Perform a jumping HK at the enemy’s neck. Hits your foe’s backside.
Again, the positioning changes slightly against certain characters. Jumping forward without moving actually hits Honda and Abel’s back, which normally hits the front of other characters. Additionally, some characters can crouch under option 2 because of its high attack trajectory, which allows them to usually score a free throw/combo. This is really risky for them to go for though since option 1 will hit crouch attempts. If you’re subtle about your movements, it’s exceedingly difficult for them to tell the difference between both options.
Added Note: I believe jump-in MK has different cross-up properties on wake-up than jump-in FK, especially against smaller opponents. Either option is great and I will post more findings as more information circulates.
How to Punish the Opponent’s Common and/or Abusable Attacks
If you are getting owned by one or two moves from an opponent, maybe this list can help you counter his/her tactics. The list will grow as more information is gathered. Contributions are more than welcome.
Blanka’s Horizontal Ball - counter with MP or FP Seismo Hammer (better recovery if blocked while standing)
Honda’s Sumo Torpedo - counter with WP Super Combo
Blocked Shoto Sweep - counter with crouching MK to MP Thunder Knuckle
Thanks to kaqn and FZ, gamechariot.com and the fellow Viper players on shoryuken.com (special thanks to Kamui, FullMetalRoss and IparryU) for helping me make this comprehensive list.