C.Viper Strategies and Match-ups

With all the anti-Blanka information in this thread, I anticipate that good Viper players will never lose to Blanka again within a couple months.

Seems to juggle a tad more reliably than HP Super after a ground HK Burning Kick. LP Super doesn’t seem to work at all…?

I feel terrible for having to ask this, but…

Does anyone have any tips against Claw?

His walldives seem to destroy me, any attempt at HK TK results in my getting thrown in the air, and I have real trouble blocking the crossup after it (actually tbh ANY crossups in this game, there’s something weird about jumping which throws me off)

Her weak normals don’t help in this match at all, seismo is somewhat nullified because Claw is in the air a lot of the time, and the lack of a decent anti-air makes things pretty tricky. At the moment this match frustrates me even more than Blanka.

Any help appreciated.

TIA!

Dude, honestly, don’t feel bad. I’m 0 for 3 against Vega players online, and I personally think my Viper’s really good. Not having proper Vega experience can result in losses regardless of tier status. And personally, I don’t think Vega’s as garbage as everyone says he is.

I think this really needs to be discussed in detail, because I don’t even know what to do against Vega half the time.

This is another one of those matches where you really have to turtle, because Vega’s c.MP has a devastating effect on Viper’s ground game. It’s almost impossible to rush Vega down, if only because of that button. I can give you some quick possible suggestions, but I don’t have any kind of tried and true strategy against Vega, so take what I say with a grain of salt.

If he’s on the ground, try poking with LP TK. Your primary strategy, I would think, is to do repeated TK and Seismo feints to make him antsy. You need to make him come to you, because you sure as hell won’t be able to get to him. Bait a jump out of him and HP TK his face off. You may need to do the HP TK early, though, because I could swear I remember instances of j.HK beating out my HP TK attempts cleanly. Maybe it was just a nightmare.

If he likes to slide, try to read it and counter with SA2. This gives you a free combo, and against Vega you need to rack up as much damage as you can against him while you’re still close. If he gets too close, back throw him and try to keep him at a disadvantage. Abuse your overheads and your throws, because typical c.MP xx MP TK pressure is unreliable thanks to his stupid c.MP. If you forward throw him, prepare a meaty Seismo and get ready to turtle some more.

If he likes to wall dive (and often he does), all I can think of is to watch his position and block, then attempt to punish with a correct distance Seismo or LP/MP TK. If you’d rather not try, I’d say jump back with HK Burning Kick. Set up your meaty Seismo and go back to square one.

Even though square one seems like a terrible place to be, it seems difficult to fight against Vega outside of square one. The best way to counter Vega’s shenanigans is to play his game, not so much your own. Make him understand your pain and you’ll probably have more success.

i had a lot of probs w/ vega, and I still do tbh, but seems to me that Vega has problems dealing w/ pressure. So keep your offense up and you should have better success. I realize that’s vague, but I think most ppl get the gist.

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I saw this video in Buk’s ultra notes thread and I wonder if I’m the only one that noticed what the Viper player did around the 30 second mark. Not being a Viper player I’m going entirely on intuition, but it would seem to me that Viper can feint cancel her EX Seismo to make herself invulnerable for a brief moment, not much unlike Claw’s back-flip, so that she can force someone to whiff their move and punish them; in this case the Viper player punishes a cross-up jumping fierce with a grab ala EX Seismo -> feint cancel.

We actually knew about this a long time ago. It’s really useful against cross-ups as long as the opponent’s timing isn’t perfect when he tries to hit you with it. From what I have noticed, an EX Seismo Feint is more useful against jump-ins, with a throw follow-up right when they land. If you just do EX Seismo, I believe they can block when they land. I believe you have to do the dp motion in reverse for Seismo after they have completed the jump over you.

Using EX Seismo against ground pokes, it seems that just doing an EX Seismo is more effective because you can hit them back and punish afterwards.

Any more tips and strategies against Cammy? I mostly get killed by her. I don’t know if it’s a timing issue with me but after her cannon drill I immediately try to throw her after blocking low but then she goes right into her canon spike which knocks me back.

Is there a difference on how fast Cammy will recover after her drill depending what kick button she uses?

u can use low kick burning kick to punish her drills on reaction,

Definitely saw Kensou using EX Seismo fake to beat jump ins and cross ups at the tourney. I may not be able to even post most of the stuff I learned this week since I have a business meeting to go to all week. If Kensou will drop in before then to drop the knowledge bomb that’d be hot. Otherwise I’ll get at it next week.

I also use it to bait things that would other wise beat a regular ex seismo, like headbutt.

So I do stuff like, cr.mk xx mp tk wait a sec ex seismo feint (block attempted reversal headbutt) Punish.

I specifically remember FZ doing this in a video also, or maybe it was Oni.a.

It was FZ, he is the first one I saw who did this against a Ken who kept trying to cross him up.

Well, now i know why Japanese players say Honda destroys Viper… check the Kindevu vs. Yo-Y-Da Honda match near the end of this vid…

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blocked c.mk point blank into mp thunder knuckle is stuffed completely by jab headbutt. Then EX Headbutt, then Ultra. lol

Yas, it makes me cry how good he is against Viper. :sad:

Crouching HP to MP TK cannot be interrupted, in case you were wondering how to live w/o not doing crouching MK to MP TK. Also, if you are able to slip in a crouch MK when Honda is standing, usually you can do MP afterwards because the opponent usually loses his charge after noticing that he got hit.

Just don’t spam crouch MK to MP TK and you should be okay… well, I guess you won’t die as fast. lol

And yeah, Reno schooled me with Honda. The cheap bastard. :sad:

Um, i’m not sure if this goes here or i should make another thread about it.

Anyway, Viper’s wake up game for me: If the opponent is on the ground I usually follow up with a Seismic Hammer (FR or M), however in a match yesterday this guy would Wake-Up Back Dash out of it.

Is that really possible? or is that Lag? My timing is usually on point with it, so it sets me up for SJ BK if it hits, or just to get him in the mentality that he needs to either jump or block low. However, if that is indeed possible then I’ll need to go back to safe jump ins and Seismo Fakes.

Random note against ryu:

a friend of mine was really effectively using cr.mk with ryu to attempt to keep me out and was a little succesful for awhile, I was trying to read the timing for it to fwd+mp over it to reestablish some pressure but it wasn’t working to hot. So what I ended up using was fwd+rh (double roundhouse) I hit him with one or 2 of those and he stopped pressing mk so much.
Anyone else like st.mk for random poke sometimes, I like it against people with fast jabs who can stop you from doing tk pressure.

Edit: against another viper whats the best way to interrupt cr.mk xx mp knuckle? I havent had much success with hp knuckle, Im thinking ex seismo…

maybe a backdash or lp. tk? I havent fought another viper with mine so i dont know if lp.TK will go under mp.TK. or you could try a backward moving burning kick.

EX Seismo works. Make sure your timing is good, and you do the motion right when you see the crouching MK.

EX Seismo/HP TK will be fine in a situation where you are blocking the cr. MP -> MK TK string.

However, Ultra is probably your best bet if you have it. Again, hit them as soon as you see the crouching MK. Hell, even Super works. If you got either stocked, use it.

I have seen backdash work but the timing is too picky to rely on it. You are better off countering with an attack if you are low on health.

And FMR, yes that towards + HK is great to eat up Shoto ground pokes if they abuse it. Sometimes I use her standing MK (far) to poke, and it does catch people once in a while. I don’t think it has priority over a lot of moves, but some.

Newby question here! :sweat:

What is Vipers Kara thorw? same goes for her tick throws.