I’m STILL having trouble with normal combo #3 (section 4?).
The FA -> ex knuckle -> burst time
I can get the EX knuckle but it always knocks Dan down so the burst time doesn’t hit. How do I get the EX knuckle to just stun Dan? What exactly do you mean by buffer the dash? I’m not familiar with comboing from FA’s yet.
Viper is a serious challenge of your stick skills, among other things. You could prolly spent equal time with various other characters and be better in most cases, but the satisfaction of accomplishing such a task is a reward worth working for. Plus Viper has been moving up the tier list as time has pasted.
When I finally figured out the dash cancel for the FA I got this one the first time I got Burst Time off afterwards. Later on when I went back into the same trial it took me about 10 times because of the same problem you are having. It seems sometimes Dan the dummy will pop up into the air and be out of range for your Burst Time but sometimes he will just fall to his knees, I don’t know what determines this but I suggest to just keep trying left and right sides and it will eventually connect. Also, when he said to buffer the knuckle he means that while the dash is happening you should have already put in the movement commands (:d::db::l:) for the EX knuckle so all you need to do is hit your punches.
That’s another reason I would like to main her. Aside from the fact she looks so aweseom, I would love to kick the shit out of all the shoto-users online with her but I’m afraid I will break the game out of sheer frustration trying to play her with the 360 controller. On a side note does anyone here use the Madcatz Fight Pad and if so can they tell me how they do with her. I’m debating if I should pick one up or just go straight for an arcade stick.
im stuck on this one too… i have got to the 4th step but the ultra will not connect also. the only thing im not clear on is what do you meannegative edge the feirce thunder knuckle?
i have tried all sorts of methods with her… i dunno if its been mentioned, but for some reason her ultra comes with when you 360 motion really fast the oppsite way of her normal ultra…
I really don’t know all the terms and what-not for Street Fighter but I do believe that when he says negative edge it means you use the same punch for both the crouch HP and the Thunder Knuckle. Meaning you do the crouch HP and then the Thunder Knuckle fast enough to catch the tail end of the HP so it counts for that move too. You may have noticed sometimes when you do a special move in a certain way your character will punch or kick right before it goes off because it’s registering as two moves for the price of one. Someone correct me on this if I am wrong please.
I think like a few people here, I’m having a hell of a time with Trial HARD #2. Is there any tips/tricks to this or is it simply just do it as fast as you possibly can? I can get up to the TK feint pretty easily, but I just can’t seem to get the Ultra out fast enough…
I really think Viper is my new favorite character, so much style and so cool, but the fact that she is so god damned hard to use has me thinking twice… :crybaby:
i also am still having trouble with combo 3 in med trial 4 i can never connect with burst time ive been trying for 2 days do i input qcf x 2 immediately after the ex tk or wait til shes on the other side?
i just got it FINALLY apparently you have to do it from the other side after shes gone through the dummy with ex thunder knuckle i must be getting old this stuff is hard but soo fun
Just managed to beat hard #3 and #4 and my hands hurt so much right now. I got the double crouching fierce somewhat down but haven’t tried it in combos yet so I think I will leave #5 for some other day.
the cr. lp into the superjump is one motion right? but how does the Burst Time come into play? I was trying to just work on the cr. lp + superjump + BT combo…and I kept getting the BT…but I couldn’t help but think the game wasn’t recognizing my UP button press and was instead just giving me cr. lp + burst time. I’m kinda physically drained now after taking about 2 hours to get through l1 and l2.
sad reality? I don’t think I’d ever realistically want to use l1, l2 or l3 in a real match. dunno what l4 and l5 look like, so i can’t comment.
**random aside: **I literally worked up a sweat trying to get her Hard L1 and L2. inputs are so fast.
and I second the motion on needing a stick for C. Viper. I can’t imagine trying to do these inputs on a dpad of any kind. not at this speed. not as unforgiving as the inputs in this game can be.
Hard 4 and 5 are practical for use. As far as 4 is concerned the part of the combo after the focus attack, I mean, and it is excellent.
About the focus attack, so far I’ve come to the conclusion that her focus attack isn’t very good - you can go for it on dizzies or something just for combos. I can’t seem to hit anyone when I use it cause it got bad range.
but 1-3? those combos as-is (without modification) are impractical for me right now.
I will certainly use parts of them. for example, with L2… I’ll definitely use the focus to cr. FP to…something. maybe TK or something. but it’s too difficult to land the TK cancel into Ultra. I’d say I did the move perfectly 5 times, but it wiffed Dan. Now why the hell would I employ a combo who’s final move wiff’s often? so that I can get punished AND lose my Ultra? Hell no. Makes no sense.
as for L1…I like the st. MP to cr. MP to TK. dunno how often I’ll pull off the super at the end, but I think my chances are good that I can get used to using that combo (or at least the punches leading into TK to super quite are quite good.
4 and 5, I dunno. combo 3? I’ll use the first 3 hits. depending on what is required for the superjump into ultra, I might add it too.
again, can anyone offer advice on how to get through Hard 3?
My guess (since it was what made it hard for me to do it, even though I figured out what I was doing wrong) is that you’re pressing down for the cr.lp too soon. Remember that a superjump requires a quick down to u/ub/uf motion, so you really have to time your directional inputs well.
Oh yeah I forgot about Hard 1, I use that combo all the time, cause it’s very useful. Her close strong is useful man, good adv. That combo is great for a round closer and just for general pressure with some TK feints.
As for how to get past Hard 3? That’s the jump roundhouse cr short, cr jab, ultra right? I think I just did that shit the hard way by motioning the ultra right after I inputed high jump. I don’t really remember exactly how I went about that one.
EDIT: I think I actually did cr jab qcf, uf, qcf PPP.
Maybe you could try doing df, uf, df, f PPP that might work