When I play with Viper, I play very aggresive. It works very nice and I defete most of the player I play against. Anyone do the same?
Honda + Dictator
Whats the quick and dirty?
I found that you can f+mp over headbutt then do mp siesmo if it was fp…yay:/
Well that information completely changes the Honda matchup. :lol:
I’m new with Street Fighter, and I really like Viper and how she plays.
I have a stick and I have played Soul Calibur since 2003, so I know how fighting games work in general, but I have (almost) never played a 2D-fighter before. Is Viper to much for me to take on?
People say that she’s really hard to play. What’s is it that’s hard to learn/do? Excecution? Cancels? Please help me out.
Read the Moveset and Attributes thread or try to finish her normal and hard challenge modes and you’ll see why (you’ll be pulling your hair out in challenge mode). It’s already explained in depth all over the C.Viper thread. Read and read some more. Then when you’re tired of reading play challenge mode and jump off a bridge. Most of us already have.
is there a specific way to do viper’s “triangle jump fire kick” that hits overhead? or is it to just do 2,9,214+hk really really fast? I know viper’s a technical character i just don’t got the skills to do it really really fast. do you guys think that this is a vital part of her game?
is there a specific way to do viper’s “triangle jump fire kick” that hits overhead? or is it to just do 2,9,214+hk really really fast? I know viper’s a technical character i just don’t got the skills to do it really really fast. do you guys think that this is a vital part of her game?
banishing flat on block is -7 jp, -8 mp, -9 fp, and -9 ex. so if you block one it is a free mp, cr. mp xx tk everytime. hell on hit the jp is -5 so its the same thing just more difficult timing. the only banishing flat that is EVER safe(assuming it doesn’t get focus canceled) is ex because it knocks down.
How does C. Viper get 6/4 over Guile but loses 3/7 to Honda?
I find Guile a tough as hell matchup because of the hard to punish booms, and flash kick owning everything in Viper’s arsenal. His long limbs makes footsies a tough matchup as well.
I thought about focus attacking the flash kick and then backdashing for aerial electric punch, but then he’s got EX flashkicks to prevent that nonsense anyway.
Any serious advice?
Regular flash kicks, Viper’s jump toward roundhouse a lil bit earlier will beat it clean, after that switch sides with burning kick and ruin Guile’s charge. And if Guile does something silly like cr roundhouse or alot of cr forward spam while cornered guard first hit, burning kick the second hit and get your ultra or something.
Whoa, seriously? That is excellent to know! I usually can’t predict it coming sometimes, since if it whiffs in front of me an SPD is coming my way. Also when I try blocking it, Zangeif’s throw is usually fast enough to beat my reaction time and out prioritizes any move I throw out.
I’m definitely going to practice this more! Thanks alot!
Guile’s a bit easier to handle thanks to lp tk going under his sonic boom. I’d guess only because of that little advantage that Viper has a small edge against him.
As for Honda, she can’t really knock him out of headbutt reliably, and his ochio throw is lethal just like Zangief. I also really hate his sumo smash, since it crosses up so freaking easily and Viper can’t really punish it reliably. Jump ins are hard too, thanks to lp headbutt being invincible on startup. Did I mention hand slaps are a good keepout deterrent?
I’m having alot of trouble doing the back to back seismos using the method on the first page (623p~338p). I’m playing on a pad; is there any other way to get this to come out? I don’t think I’ve gotten it once with the aforementioned method, even though the input display will show I’m doing it correctly.
I also find that TKing flame kicks FORWARD is pretty difficult, but doable. Usually 2149mk or rh gets it done for me ( only on the 2p side though :sad: ). Although I think if this is mastered, it’d help step her game up to the next level. The backward flame kicks (2147k) are almost braindead easy.
Cuz Honda can pretty much sit on a health lead and win. Viper has to try to hard just to get hits in on him cuz practically everything he does is safe vs. her. Try to pressure with Seismos more than a couple times…you get headbutted. You don’t want to get knocked down against a Honda player. Viper’s wake up tools are chancey at best vs. Honda’s very solid wake up game. She has a hard time dealing with buttslams too. There aren’t much ways for Viper to mount a serious offense on a turtling Honda. Headbutt on reaction beats most stuff Viper does. You have to bait the hell out of him and hope you have a health lead towards the end of the round. Knocking him down is crucial to even have a chance of winning. If he’s just walking back and forth playing the bait game…it’s tough. Even if you knock him down EX buttslam or Ochio is always a threat. Better be real solid with your cross ups. EX buttslam can fly him out of the wake of a wake up situation and then he’s back to sitting on a health lead if he is in the lead.
Guile isn’t easy but it’s obviously in Viper’s favor. She has multiple ways to get under or over booms and Seismos can keep him from mounting the fireball pressure he normally can against other characters. Flash kick is only good vs. grounded moves. If you can get a burning kick over his head and get a knockdown…you can run all over him. That’s pretty much the match. Trying to get in and then confusing the hell out of him wit cross up burning kick shenanigans. LP thunder knuckle is a constant threat vs. Guile around footsie range. He can’t throw a sonic boom once you get within poking range of him. If he does…bam. If you got super…GG’s. Even if you don’t it allows you to gain ground and get ready to cross up burn kick him or set up thunder knuckle combos.
Basically if you knock him down and aren’t cross up burning kicking the crap out of him…you’re messing up the best part of the matchup. You should almost never be afraid of Guile on wake up as a Viper player. That’s exactly where you want him. Even before the burn kick you can just bait the hell out of a EX flash kick or EX boom on wake up with your feints and then punish. Just like in ST if you can get behind the flash kick it’s useless. You really don’t even need to do that since flash kicks have very little aerial priority in IV as well. As long as you’re aren’t throwing a ground poke at Guile on wake up you’re good.
Any Dictator advice?
Any tips on dealing with turtles?The other night I pretty much gave up on using C.Viper to deal with a super turtle dictator who would block and throw break about all my mix ups.I used feints,f+MP,pokes etc and it seem like the only damage I was doing was small chipping.Ended up using Chun afterwards and won 4 games in a row -_-.
anybody else notice c.vipers “buldge”??? i’m freaking out man.
That’s why I never pick the white costume. EVER. It looks like she has a baby coming out of there. Fuck that, dude.
Yeah, without even seeing this thread, I learned that Honda is a BAD matchup. Kills my heart. I threw a match because dude had me cornered doing nothing but Hands and Buttslams. Not a single throw. I couldn’t get out. It was really Hands, Hands, Hands, EXHands, Hands, Hands, EXHands, Buttslam, Buttslam, EXHands. I threw it.
Since we’re on the topic of turtling characters. I’m semi confused on her options against a turtling Blanka.
Is the match up at any better odds than Viper VS Honda? I’m kinda shocked to hear about her troubles with Honda. It’s ST Cammy VS Honda all over again…
It seems like Dictator, Blank and Honda are all not in her favor.
Any more successful Viper players give some advice? Maybe the match ups aren’t that bad? Kensou, Kryo, Kunai, etc. (lol all K names) ?
I’ve been trying this off a blocked standing short x2. I’ve been doing a crouch 2-in-1 to SJ and rolling from up-towards to back. It tends to come out at the right height, but I’m often getting a standing forward instead of low forward.
Everytime I’ve tried to do Burning Kick with the hcb, uf+mk I get a grounded Burning Kick, like the animation is so slow to execute that it requires a longer motion to be timed correctly.