Neutral jump.hk works pretty well in the match against Gief.

remember that non-ex green hand is always punishable with a throw, I think they’re all around -5 or something on hit.

I never try any kind of wake-up mixups on gief. you can get away with the occasional cheeky throw or overhead, but what’s the point when you stand to lose way more than you could gain? especially online where you’re guaranteed to eat empty jump ultra bs after a knockdown. it’s all meaty seismo or seismo feint with me.

far st.rh can be nice as an anti-air. f+rh isn’t as godly as akumas rh but you can put it to good use because of his big hitbox. and far st.mp can be useful for stuffing his jabs.

playing footsies it’s easy to end up eating / blocking jump-ins since her thunder knuckles and normals and AA are generally kinda slow. I’m getting more confident with it though.

the sj bk thing in reverse is very helpfull ive been doing this in geif matchups for prob a month, i didnt realize it wasnt well know, it gets u so far away from him and allows for the seismo and anti air game, i play the match up exactly like you, i keep away and just blast him to death and then challenge him in the air, i dont think going toe to toe with him is a good idea at all. i never let him get close to me unless hes lariating and i walk up and c.mk,mptk him.

All blocked hands are like -7 thru -9, and even on hit regular hands is still like -5.

Throwing as a punish is weaksauce :stuck_out_tongue: I’d rather c.mp xx mp.tk.

Yeah if you block hand/EX hand and you’re close enough you can stick in close s.MP, c.MP, MP Knuckle.

c mp is weaksauce. cr hp on the hp blocked green hand is where it’s at. Haha. JK I don’t have reactions like that to know whether the green hands was a hp or a mp or whatever. Even if you did you would have like 1 frame to pull it off. I just do c mp xxx mp tk.

Um, Zangiefs hands have like a delayed hitbox (normal version). If you see him start it up normal you can grab him out of it Ive done this like soo many times and i just chip him for like 120 everytime.

V.Elbow beats out all Green Hands on reaction too, including EX.

When Zangief gets into throw range, is spam the SHIT out of V.Elbow, it beats out all his shit. ALL OF IT.

EDIT:

Also, earlier today, an Akuma fucking RD’d me in the middle of FFF. It went like this:

s.FP xx FP.Feint xx c.FP (Freeze@ frame 1) Raging Demon grabs me in like the 2nd frame of c.FP.

It was super fucking quick, I don’t know if he kara’d it or not but I was impressed as hell. It sure didn’t look like I was off timing wise for my 2nd FP, so it should’ve landed, im assuming I was but still, something to know or try and figure out in training mode.

did he use the super demon or ultra demon? i know the super version grabs pretty quick…but the same kinda thing happened to me…i did FFF (it was blocked) and guy reversal’d ken’s ultra

EDIT: i’ll remember that tip for gief players! as long as they’re not lariat whores

im pretty sure anyone can mash their ultra out during FFF havent had it happen personally but been DP out of alot of strings on block.

Yep, I’ve also been reversal Ultra’d out of FFF numerous times by Ken players. I think the Akuma was most likely mashing his Ultra during your FFF in the hopes that he’d catch you and online probably threw off your timing a little.

If the person blocks your FFF…yeah expect to get mash Ultra’d or supered inbetween sometimes. I think you have to do FFM (fierce feint c.MP) in order to not be mash Ultra’d on block. I think I remember seeing in a video that FFM is a completely safe string but can’t say 100 percent.

That’s one of the reasons why Viper can never be as strong in this game as she could be. Majority of the stuff she uses to verify big damage is insanely risky once the opponent blocks it. Even if it’s safe on block the lack of block stun makes every combo string of hers ridiculously unsafe. Which reduces her strings to nothing more than risky mind games.

this is why i find uryo to be the best viper, he plays the ground game perfectly, and only goes for fff when its guaranteed, and even then.

Well, I was actually hitting the person with FFF, lol. I think my timing was off and a small gap allowed him to mash reversal. And thanks, I’ll definitely start using FFM a bit more if it’s completely safe. I hate it that Viper’s block strings don’t put enough blockstun on people whereas other characters can use their blockstrings all day long and not get interrupted.

Yeah, I also feel that Uryo is the best Viper. I’d love for my ground game to be at least half as good as his.

The last time I played Viper in singles I don’t think I missed an FFF combo to punish with. That was out of like…maybe 6-8 times. It’s not too risky to be doing…but I didn’t take the time to read what the whole discussion was about.

So anyways I played a Sim today…was messing around with some stuff. Basically, he can’t really stay on the ground. In EX seismo range you can EX seismo his limbs so he has to be very careful. Slide throws are very easy to see and possibly empty jump EX seismo can win you a round. Doing different burning kicks in the air can hit him out of the air randomly in which you would have been anti aired out of if you didn’t try.

Fierce knuckles can always hit a limb if they press something during the jump, but they may try and teleport. In any case, whenever you feel they will start to land…you can EX seismo trip guard a limb. Even their jump fierces.

If you have a set up…remember that characters that can go under burning kicks from throws or knock downs are taking a risk. For example, Sim can slide under, Chun/shotos can low forward under, but they all take a huge risk if you land your roundhouse. So they have to be conservative with the use of going under burning kicks like that. Again, FFF is the main reason to get them to stop doing that.

But back to vs Sim…there isn’t much to describe…all about getting into position with some zoning and landing your damage when the opportunity arises. Easier said than done…a solid Sim can still be trouble. Some focus dashes can get you close when used wisely while simultaneously stacking ultra…so it’s something to consider.

Ryuga I’m pretty sure your timing was off at that point if it was on hit. I’ve heard of cases of Zangief being able to SPD or 720 El Fuerte out of his super on hit but I haven’t personally heard of any other cases of people being able to reversal a string of attacks on hit.

Yeah I’ve been preparing myself for Dhalsim but I personally feel the match is in Viper’s favor. Especially considering fighting him basically fits into my playing style of just basically not giving him room to breathe. Dhalsim still has a considerable amount of options in the match and at best can keep from getting hit by her from a long period of time. It’s just when she does get in which she eventually will she’s going to make it count against Dhalsim’s below average health.

I generally feel the better the health lead you have in this match the riskier you can play. It’ll be more in your favor to just super jump at Sim and catch him on a bad teleport than sit halfway across the screen where he can be comfortable and zone you. The only time you should limit yourself offensively against Dhalsim is when he has super. Dhalsim isn’t going to waste any EX meter in this match cuz none of his EXes do him any good in the first place and his super is his only shot at limiting some of your options. Once he has super you pretty much have to calm down a bit. Viper has a lot of ways to bait it out so even that isn’t the hugest issue for her. Other than that defensively he can’t do much other than poke at you or teleport away which neither is scary for Viper.

Yeah, my timing was definitely off, which sucked for me, lol. BTW, I forgot to say thank you very much for the detailed Blanka match-up description.

For some reason, I have a lot of trouble zoning with Viper now. No matter how much I feint to try and get them to jump into either an AA or another Seismo, it just doesn’t seem to click. I can only rarely successfuly zone people out, otherwise I just resort to gimmicks. Anyone got any tips?

Zoning people is very matchup dependent. You only want to zone for so long in certain matchups any ways. Viper doesn’t have terribly awesome pokes to complement her seismo zoning game (which is the majority of her zoning) but if you are zoning against most characters well timed seismos and feints along with vertical jump HK and c.MP/MK should do the trick.

You’re not going to be winning a lot of matches against any of the better characters in the game if you spend all day zoning them any ways. The only exception being Gief because his walk and jump speeds are slow and there’s no point going near that guy period outside of pulling stunts with Viper. Viper has to get in to unlock the damage she needs to win the match so your zoning is really just to set up for your offensive. Once you get a knockdown via a seismo you usually either continue to seismo to chip and create space to move in or just straight up jump in afterwards and close the gap.

Thanks Deviljin!

ryuga- i’ve been having that problem for a while too… my zoning game isn’t nearly as good as i’d like it be. but really what i use it for is just to create that one opening because once i have it, then the pressure begins.

as for sim, i find that once you get past all his BS and get in his grill the match up leans even more toward your favor. i played this pretty decent sim on live a couple of weeks ago, and i spent the majority of the match just trying to get close to the guy. different BK’s in the air can definitely work against flying limbs for a knockdown, as do those f.TK’s on the ground. in fact when sim’s in the air, sometimes i would just throw out a random f.TK just to see if i could catch him (this being when he has no super or ultra…)

also, i think it’s possible to catch him on the way down with an EX TK for another knockdown - similar to what i do against akuma’s air FBs.