So this may be a total scrub question, but what are the best options after a counter hit FA? I’ve just been doing w.TK but there has to be more, I just can’t figure it out for the life of me.
s.fp fp tk feint, c.fp xx mp.tk…after crumple
or use ex siesmo as ender if you have it
Thats a really broad question. Do you mean a fully charged FA? CH FA (any level) or just normal hit FA?
Asuuming you mean crumple stun FA~DC
With no meter:
close close MP, link d.MP, MP TK
EX meter:
close FP, FP TK feint, d.FP, EX Seismo SJC Flame Kick
If I need something reliable and less timing restrictive
close FP, LP TK Feint, d.MK, MP TK
Ultra meter:
The fuckin Ultra nuff said
You can do more in the corner but I dnt feel like going through all of that
Thats common in any game, just try to play games with the best connections online, and adjust to offline by going into training mode before matches
I’m having some real trouble with Blanka, not really sure how to go about the match, It seems anyone who can do a Blanka Ball can get free wins off of me. Also does she have anything to stop crossups?(in general, Fierce TK doesn’t seem to be cutting it for me)
I’m a complete noob at street fighter, and Viper is my favorite character so…
Does anyone have any advice of where to even start with her, because I feel overwhelmed with all the things there are to learn. I know she is a really difficult character to use, but I’m determined. I’m a decent SC4 player so I’m not new to fighting games in general. Any advice would be appreciated.
I don’t think you should worry too much about using Viper’s focus attack. Unless the opponent does something insanely obvious it’s not worth it. It doesn’t hit crouching opponents AFAIK, it’s rather slow and it doesn’t have much range. Only time I really ever see tournament players use it is to use a fully charged one on a stunned opponent to set up a big combo after. You’re better off learning how to utilize it as a cancel move in combos like Kensou described in the combos and glitches thread.
Blanka can be a difficult fight for Viper but Blanka Ball is not really one of the main reasons why it is. Actually…it’s one of the better parts of the matchup for Viper. Blanka’s tough mainly because he has very solid pokes and air normals that are difficult for Viper to deal with. EX electricity and EX balls make him very risky to cross up as well. That’s on top of the fact that his crouching hit box is very small as well.
People who just throw around Blanka balls recklessly should be easy wins for you. Blanka ball can be punished with dp+P (seismo hammer) as he’s falling towards the ground after you block one. So everytime you block a blanka ball go for EX seismo (if you have it) or the correct regular seismo depending on distance and HJC burn kick after him to combo or to gain distance and stay on top of him.
I don’t really have a whole lot of experience with the matchup but that should get you started.
As for cross ups…that’s something I’m still learning myself but inevitably in SF there are characters that have really strong wake up options and there are those that do not. Viper seems to be in the “not so hot” area with wake up options. Which means good blocking is the best way to beat cross ups when there’s not a whole lot else to do. Most of Viper’s wake up options are rather risky and the idea is more so to be the one putting momentum on during the match so that you don’t have to deal with wake ups in the first place. It’s as tough as it sounds but that’s the idea when you use a character with as much mobility as Viper does. Her options to escape situations where she can no longer move are inherently more limited to make up.
I would at least try an EX burning kick once in a blue moon if you think it will catch the opponent off guard or move you out of the way. HP TK is probably her most solid anti wake up move but it’s risky against cross ups. If the person crosses you up real good and you time it wrong you’ll go flying in the other direction and get owned.
That’s exactly what I meant. I know it’s not the best but I do get it sometimes, just nice to know how to capitalize. Thanks a lot.
ah thanks Devil Jin, that should make that Blanka match a whole lot easier, my fundamentals are better than any Blanka I’ve played, didn’t think seismo would punish blanka ball though, thought it might be too slow, should’ve tried it.
Now if anyone’s got some ideas on that Abel match up lol. Start beating one character and then there’s a new tough match up:rofl:
Start slow…read threads and just use very basic stuff and start learning stuff slowly. Even if you aren’t winning a whole lot of matches don’t get too concerned with looking to up yourself to a tournament level beast like the C.Viper’s you see in vids. Work on the basics first so you learn how to utilize the things that will get you to set up the more advanced stuff.
I would start with the moveset thread and go from there. Once we really start getting things together I think we can do something that’ll really help newer players get a grasp of C.Viper and start them with the basics instead of trying to figure out her Guilty Gear esque combos from day one.
For anybody having trouble against Gief (like I was at first). Couple of things I picked up after playing against a really good Gief player (offline btw)
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BACKDASH!! often very often. I can’t count the number of times on wake-up I did a early overhead(to miss), or whiff a normal to bait a 360 and then backdash > free LP or MP TK.
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Vertical jump to lariat bait. If you time it properly. You can get a free vertical jump HK, D.FP, EX Seismo, hjc Flame Kick
3.If you are getting raped on wakeup with, crossup uf.LK(block), d.LK(block) then {[tick-throw] , [close FP or some other standing normal] , [d.LP,d.LP, d.lk EX slap]} mix-up. I found the best option is LK flame Kick. It jumps the lows, can’t be grabbed. close FP will hit you out of hit but, that’s WAY better than eating the other two option.
4.Always buffer F,F when you use FP TK as anti-air. His Dive will trade hits alot. When you buffer F,F you get your guaranteed second FP TK everytime after you trade hits
5.Don’t forget to spam him with MP and FP Seismo at the proper range. That really pisses Gief players off
- DON’T BE SCARED!!! That’s the worst thing you can do with Vip is be so terrified of the Lariat and 360 and back yourself into a corner… And then you are really fucked. Especially with her low health
vs gief I just siesmo xx siesmo xx siesmo all the way to the other end of the screen…lol, I got 5 on time in match
!
Trying to get sj forward xx flame kick is a PAIN, I practiced for like an hour and couldn;t get it 100%…any tips?
Two things.
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If you aren’t close enough when you land the EX Seismo, you’ll miss the flame kick. plain and simple
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Try to perform the flame kick at the lowest trajectory. In other words do it faster
That’s all I can say
im talking about using a sj flame kick to cross up, not off a siesmo. plus i dont like doing it manually(input sj the do flame kick) im trying to get in in one motion so it is as close to the ground as possible(hcb,uf+mk)sooo hard :x
I’m having a bit of trouble versus Abel. Fucker just spams that rolling attack, then uses the throw at random intervals. What can I do to prevent it? Can Abel be thrown out of his roll?
Oh I see
Well as for the crossup. There are two that I use. The ground one(non jumping) and the air one. The ground one is really really easy. Just stand as close as possible to someone as they are getting up and do the HK ground flame kick.
The air one is easy too. Just jump over the opponent and right when you get over their head do the LK flame kick. Don’t do it too early and MAKE SURE YOU ARE DOING THE MOTION IN REVERSE!
As for the tigerknee Flame Kick. The trick I use is to do it slowly. Not super slow but, don’t rush the motion.
The trick is to delay the press of mk, you’re probably hitting the button too early/while you’re still SJing. It’s the same for TKing moves after normals/seismo
Oh ho… OHHOHOHOHOHOHO
I love Abel match-ups.
Bait the roll and throw him during the start-up. It will keep him guessing and take that away from his arsenal. If he gets away with the roll, occasionally do WK Burning Kick to thwart his throw attempt and get a counter hit.
hm, I’m liking this thread, its pretty informative. I keep asking for this and that, but how is seismoxxseismoxxseismo done? Is it with SJC or can Sesimo just cancel into itself like that? Also since this is the strategies and match ups thread, how can this nice technique be applied effectively?
What’s your guys idea towards Akuma?