C.Viper Strategies and Match-ups

that first video was a heart breaker. second video was…ouch.

Unfortunately no, to pull off consecutive seismos you need to HJC. As for where it can be applies effectively, I’d say for a good block string mid-near full screen away. It does decent chip too.

thanks Shinobi, do you have a description of what that motion even looks like?

Wouldn’t be surprised if there is an easier way to pull it off. But what I’ve been doing is DP+d+u~DP. I buffer the HJC early in the animation of the first seismo. However, I still have a lot of trouble doing it 100%.

Sounds simple enough. Thanks much, Kunai.
EDIT:
Just tried that shit. Easy as pie. Warm, crisp, melt-in-my-mouth peach pie with ice cream on top.
…I’m hungry.

For the seismo(s) after the first one, I take advantage of the “shortcut motion” for the dragon punch (i.e. :df::df:) and use the second :df: to lead into the HJC.

Here’s what works for me:

1st Seismo, then :df: :df: :ub: Punch for the next seismo.

In general canceling out of seismos the important thing to remember is its better to not buffer it, if you do that you are more likely to miss the button press and just get a super jump. So what I just do is just let it hit and then tk your move as you always would. I was a believer in the shortucut method but now after some practice I just do everything like a normal tk. just let the seismo hit and then tk the motion… I was suprised how easy it was once I figured out the timing.

any matchup tips for Cammy yet?

I was just about to ask that. Was wondering about tips against Cammy using Viper. I have been going up against the computer as an opponent and also my friend. I lose to both.

CPU I do alright sometimes, but my friend just puts a lot of pressure with just Cannon Drill and then Cannon Spike.

C Viper and Abel are becoming my mains, and the threads here have been a source of great info, myself reading it on and off but very little though since SFIV first came out in the arcades.

Good to finally post after finally playing the game at home :china:

so does Viper have any good wake-up? fierce thunder knuckle gets stuffed easy and EX flame kick only works if they’re crowding super-close–and with the way wake-up Ultras work, most good players don’t bother doing that for anything but bait, so the chance rarely comes up

Anyone else losing to scrub Vegas spamming random specials? Any advice?

I wouldn’t use this too often. Green Hand follows you, knocks you down, you will end up falling for his trap and you lose at least 50% life.

I would only do this if the Zangief player is scrubby. Otherwise, stay away from him at all times.

Yeah you’ve already pretty much lost to Zangief once he puts you in the corner. C.Viper has a huge mobility advantage over Zangief and him putting you in the corner means he completely outplayed you or you’re ignorant of the matchup and got unneccessarily nervous. Sure…Zangief is more powerful than he’s been in any SF game in a while but he’s still reliant on his special moves to have any real mobility at all and his jump ins are slower and more obvious than other characters making him easier for Viper to AA should he try to jump. HP burn knuckle should beat or trade just about any jump in he tries.

I don’t have a whole lot of experience with the matchup but the idea is to keep Zangief grounded. Once Zangief has room to jump in at you that starts the momentum for him to put you in the corner and keep you there. Considering you haven’t already lost tons of health before then. I think seismos and effective use of seismo cancelling is your best friend in this matchup. Zangief’s AA game is serious business in SFIV which means you really can’t TK burning kick him very often.

The idea is to keep him grounded with the seismos since as a slower character his jumps are move obvious and green hand is his best tool for movement across the stage which is also a ground based move. Seismos also give you probably the best opportunity to follow up with TK burning kick to pressure him during the block stun. Even that is risky though and you really only wanna do that when you have a health lead to help apply mind games. You really don’t ever wanna burn kick Zangief unless he’s in block stun or if you do it real meaty after a knockdown. Even then you don’t want to do it that often so he doesn’t get thinking he can lariat it out. Lariat is basically his wake up dragon punch but it has a ton of recovery so it’s not something he wants to throw around a lot. Use that to your advantage and make your cross ups ambiguous and do it sparingly enough so he isn’t thinking to do that. Like Sagat…Zangief has a huge crouching hit box so you can take advantage of this to set up cross ups.

Luckily from what I’ve seen Viper’s ground game looks just as good or better than Zangief’s. c.MK works well against a lot of his pokes and lariat from a distance. LP thunder knuckle beats c.LK from a distance which is one of his more used low normals. Probably the two tools you’ll be using most often are seismos/seismo cancels and straight up j.HK. Seismos because they keep him grounded from a distance and u+HK for reasons I’ll explain below. LP thunder knuckle should also beat PPP lariat and you can use MP knuckle after a whiffed PPP lariat. Try to hit him towards the end of the lariat and that should knock him out of it.

Like said earlier Zangief’s jumps are slow and even Viper’s regular jump is rather quick. Keep yourself at a good distance from Zangief and any time he tries to jump near hit him with the vertical j.HK. Great range and beats mostly all of his air normals from a distance. Use multiple seismos during the ground game keep him grounded and if he so much as even starts to jump near you…either jump in the air to beat him with u+HK or if you have distance just let him jump and let go a seismo under his body when he falls to the ground and either continue the seismo pressure or jump away if he’s too close to you.

If you’re too close to the corner in that earlier situation try to set up a seismo on him (whether it hits or he blocks it) and then TK burning kick cross him up on the other side. If you’re not feeling risky I would say just HK burning kick after a super jump and fly yourself over his head once you’re doing a good job keeping him grounded or you see him whiff something.

lk burnig kick hits her out of her drill i do it on reaction all the time, and a blocked cannon spike gets u a free seismo sjc to burning kikc its really ez to punish cammy shenanigans wit viper GL

how do you cancel the seismic hit like he did around minute 2:15

Nice stuff DevilJin, I versused a decent Zangief with Viper and ran into the same problem. Except I got owned haha. This seems to be a match-up issue here. So it seems that you have to be more “tricky” with Zangief and be aware of the Lariat.

Your advice seem like it would work well in combat. Also I noticed that she eats alot of damage from Zangief so it is more crucial you are aware of distance.

Viper vs Rushdown fatass Dufus…er Rufus.

Anyone have any tips on this match up? That rushdown gets annoying fast. Damn jesus kick. Feels like I’m fighting a character from Marvel.

I havent had any problems vs Gief…I just vertical Jump RH all day and combo/mix up… Build Meter and EX Seismo when hes not expecting it. Vertical J. RH is just too good in this match…

How does Viper deal with boxer and dictator?

Boxer’s headbutt seems to go through everything and it has alot of range. vs his lows in strings I burn kick em. Other than that it’s a struggle of not getting randomly punched in the face with dash punches and headbutt ultras.

vs Dictator his standing roundhouse seems to rip into everything land sea or air, except for jab TK and ex seismo, and very early jump in fierce. He can teleport out of mixups, and I don’t know what to do to punish teleports.

Hi guys, first time poster in here.

I play alot against my friend’s Zangief, and while it’s usually a really tough uphill battle against him (a few spds, and the momentum gets lost easily), I found that using lk flame kick works somewhat well against a blocked banishing flat.

Sometimes just using a straight up jump into air hk works pretty well too. I used to think lariat would just knock me out of the air rather easily; either that or he’s not good at timing it against my jumpins yet.

The other troublesome thing about Zangief is his splash crossup. If you see Zangief go for a splash crossup into cr df hk, he’s setting up a throw. You can beat it by jumping straight up to get out of it, lk flame kick, maybe even hp tk (haven’t tried it, since its pretty risky).

Also, I’m starting to think Rose is way too strong against C.Viper. Soul Throw beats out flame kick and jump ins, not too mention her st. mk / hk goes over lows and beats out flame kicks and lp / mp tks. Rose’s fireball keeps her away really good, and her soul spiral beats out most of C. Viper’s specials and knocks her down…

Such a tough match… :sad: