If the rest of the cast are getting buffed appropriately than I don’t see any reason why Viper shouldn’t get a few buffs in order to keep her relevant with the rest of the cast. Most Viper players are content with her, as her play style hasn’t been changed to date but she could use a few minor improvements.
-c.Foward hitbox extended to hit as they way it appears - This is a buff that every Viper player back in the day wanted and it’s still a valid buff that can improve her footsies. I understand this would be one hell of a long range poke but you have to realize that Jab or Strong TK would whiff on a max ranged c.Forward. Hell, it already whiffs on spacing as is so a buff like this will still encourage an understanding of footsies.
-far s.RH anti-air cause a hard knockdown - The move is an extremely situational anti-air and has bad recovery so the least it can do is cause a hard knockdown when used correctly. Preferably, so we can start our oki game with a safe jump or something.
-Increased frame advantage off of TK feints from normals - I’m not sure what the frame (dis)advantage is with TK feint cancels off of normals but I would like to see these slightly buffed so that characters with 3f normals can’t just mash their way out of feint cancel pressure.
Interesting buffs but potentially broken:
-Allow Burn Kicks to be feinted - Probably really broken depending on how this is implemented but this would add an interesting layer to her mix ups and make her fun to play again because the game is starting to get stagnant.
Feinting using the kick buttons might be good & bad because double tapping BK’s would trigger the feint giving some interesting results but would also make it annoying for people who double tap BK’s for execution consistency. Feinting BK’s with punches would create interesting execution techniques for mix ups utilizing the feint. Recovery of a feinted BK is proportional to the height at which she performs the BK so a SJ BK would be trip guard punishable if she feinted at max height.
Feinting with TK’s had different recovery times based on which strength of TK was used; however, with BK’s I would like to see the strength of button used for the feint to manipulate things like whether Viper retains the momentum of the BK trajectory.