what do yall think of the sagat matchup.
he does more dmg, great anti-air with either his standing HK uppercut or tigerknee. longer range also if he pops u in the air be rdy for that ultra.
what do yall think of the sagat matchup.
he does more dmg, great anti-air with either his standing HK uppercut or tigerknee. longer range also if he pops u in the air be rdy for that ultra.
I found out last night that with two intermediate C. Viper players the match degenerates to random cross up burning kicks and who can land the c.hp hp TK fient combo first.
Difficult but not extremely. Your pokes can contend with his and he can’t throw Tiger shots from a distance quite as free as vs. other characters. The scariest part about fighting Sagat is his damage potential off of basic moves like low short and uppercut. Good blocking is very important vs. a good Sagat. This is another matchup where scoring knockdowns is very important since Sagat’s hit box is large and easy to cross up. A couple well placed cross up j.HK’s can turn the match around. You obviously don’t want to jump around unnecessarily in this matchup and learning to use seismos to control his tiger shots helps as well. I don’t have a whole lot of experience with the matchup yet but that’s some basic stuff there.
as far as cammy goes, forward mp not only jumps over the cannon drill, but beats it clean it she makes contact i believe it beats out the spinning knuckle as well. as far as i know, HP tk beats out her dive kick as well. all that is left is her cannon spike, which, i am sure you know how to handle.
I’ve been working really hard on Viper, so I want to try making more contributions as opposed to asking more questions. Maybe some of the information will help.
Fighting against Sagat sucks because, well… he’s Sagat. But Viper can at least control his tiger shots with Seismo, so that’s a start. Sagat’s tiger shots are faster than typical hadoukens, though, so be careful not to launch Seismo too late or you’ll just end up getting hit. Viper should be happy to trade a Seismo with any projectile; Seismo does more damage and gives you a knockdown. Madness can ensue from there.
Sagat has good jump-ins, but baiting him into jumping and doing HP TK still works very well. You need to play it safe against Sagat, so I would try to connect a Seismo from full screen or a HP TK on anti-air before moving in at all. You can’t afford to make too many erratic movements while he’s on his feet. But as long as you’re not totally reckless once you get in, you can stay in for a while. Just try to read his DPs and punish him hard.
I’m not sure now
lol
Whenever she does it and I block, she seems to gain some good distance for me to attack. Even sometimes on her drill, if I happen to block and I go for a grab, she will instantly connect with a Cannon Spike.
I need to try the -> Mp though on her drill, because Ive been getting tagged while trying to do WK BK as Cammy does her canon drill.
Depending on the distance, you can punish with crouching MP to MP TK. If she’s at the right distance, you will eat Cannon Spike afterwards… so be aware of this. I like to punish blocked Cannon Spikes with EX Seismos, as someone said earlier I believe. I usually try to be more patient against Cammy, because a lot of her offense can take out mine… but if I block her stuff or zone properly, I can severely punish her. I treat her like El Fuerte, where I jump backwards more than I jump forwards or vertical.
To beat turtles, sometimes you have to out-turtle them. It’s a crazy thought, but it works. You play in their hands if you just keep jumping when they want you to. Make them work for their damage and don’t freak out if you are behind on health… unless you have 20 seconds left or something. Do some fakes and bait a lot with safe moves with safe recovery from a distance.
Boxer needs to get close to you to do damage, and Viper can react to anything he does from full-screen away. It’s up close that kills you. Unless you knock him down, it’s probably better to keep your distance and range him. I hate the match-up but I keep trying to play versus Boxer because it’s a huge challenge. The only success I have is when I keep him away until I knock him down, and being unpredictable with attacks helps.
Guile should be an even match-up… but I actually think it’s in Viper’s favor. Seismos beat Sonic Booms from a distance, with a free jump-in every time if the Seismo hits him clean. Cross-up Burning Kicks will confuse him if timed right. He will kill you if you are predictable with your jump-ins, but if you get in and stay on him, he is toast because most Guile players cannot handle Viper’s pressure game.
Works like butter. :tup:
Has anybody found any practical uses for her EX TK? I’ve been looking but can’t really find any except after hurricane kicks goes over my head and I retaliate with it.
Use it to escape the corner if the opponent is stalling for a second while they have you in the corner. Especially if you’re just near the corner and are getting pressured and need a quick way to regain some space. Also nice to chip kill people with. :lol:
anyone got any suggestions for fighting a well trained chun?
Huge find…I hope, unless ppl already know
Blocked FP headbutt - Block it high and land a 1st frame reversal mp tk…tada!
EDIT: Ya, I just landed it a ton in a row, unless it’s some training mode flaw, this makes the match up a little more tolerable…I guess(still, never felt so good hitting Honda after a Butt)
Can anyone tell me how this C. Viper does repeated seismo hammers without EX? [media=youtube]upcnDKv9t2c"[/media]
at around 1:10-1:20
It’s explained a few times in this thread, but my understanding and experience is
1.) The opponent has to block the seismo first of all
2.) You have to sjc the seismo to do a follow up seismo so the motion I use use is 623 p 38 p
Each seismo will move you back a little bit so the amount you can do continously depends on where you start and if they keep blocking
As already stated, it’s in this thread and others, but why the hell not:
Seismo can be high jump canceled (hjc’ed).
High jumps can be cancelled in the first few frames, before she leaves the ground, in to other moves.
Combine the two and you get people doing a seismo, canceling it in to a high jump, and then canceling the high jump in to another seismo, rinse, repeat. She can also cancel high jump in to any special command move, so she could do a Thunder Knuckle, ground Burning Kick, Ultra, Super (though you can just cancel the seismo in to super, but whatever), or regular Focus Attack.
If you want to try this at home, put your opponent on all block, then do DP + P, during those frames you do DP~U P and you’ll get a seismo. Numpad notation would look like: 623 P, 6239 P. Alternatively you can use the SFIV shortcut for DP’s and do 623 P, 339 P (DF, DF, UF). I find when you have full super meter that this gives you super most of the time, so I recommend only doing it if you don’t have full meter.
In other news, I’m pushing 90% consistency with Fierce xx EX Seismo ~ HJC BK ~ Ultra midscreen.
Still horrible at doing it in a real match though.
Thanks both for your help. I suck at at doing it :(. I can pull it off every now and then though. Will be training for quite a bit.
Personally I started learning how to do Seismo, HJC~MOVE by doing Focus attack. You do the Seismo, then hit down, then up + both mediums. This is a great learning tool because there is no complex motion, and you can tell if you’re messing up by your results: If you get EX Focus Attack (glow yellow, costs 2 stocks) you’re hitting MP+MK too early. If you get a high jump, then you’re hitting them too late.
Play around with that for a while and you start to realize how fast and how slow you can be on jump canceling the Seismo, pretty much from the moment the move hits/is blocked up until Viper recovers from the move you can HJC, meaning she has a huge, huge window to do it in. I think most people are trying to cancel it way too early, and this causes them to mess up.
Late jump cancels are the basis for combos like this one in the corner:
HP xx EX Seismo, HJC MP TK, HP TK (or ultra).
You don’t have to jump cancel to do that combo in the corner.
This has been THE INVINCIBLE SWORDSMAN saying:
All you have to do is do the mp TK as soon as you can and it’ll hit.
Oh really? Nice, I’ve been attempting to jump cancel every time, that should make it easier to land.
Doing the normal seismo -> mp knuckle requires a late jump cancel, but I don’t see being able to pull that off with my opponent in the corner.
I’m fine using most of her combos like EX Seismo > HJC > BK or TK in fights. But I am still not used to doing her feints or focus attacks :P. Still practicing though.