Crimson Viper's Matchups

Abel:

Oki:

  • Jumpin grab —> AV COD, AV TT, AV Roll, Block
  • OS JTK----------> Back dash, AV Wheel Kick

Footsies:

  • Stay out his step kick range
  • Overhead
  • BK
  • TK

Defense:

  • Block
  • Neutral Jump

Specifics:
After blocking a step kick:
-Block
-Back dash

Adon:
Size: Average
Style: Pressure
Range: Variable

Offensively: I recommend staying further away and pressuring him with Hammer/AA/TK. Once you get the knock down do your thing but remember that he rises faster than the average fighter. If he has no EX, JRH beats out Rising Jaguar. Be careful when using low forward because Jaguar Kick hops over it.

Defensively: Late FTK beats Jaguar kick clean, early StRH beats Juaguar tooth clean if its EX then EX hammer is guaranteed to hit. Block on wakeup. Be careful at close range, blocking till you can punish is your best bet.

Akuma:
Size: Average
Style: Mix up/Zoning
Range: Variable

Boxer:
Size: Average
Style: Pressure
Range: CQC

Defensively: Watch overhead and sweep.

Offensively: Jab TK is pretty much all purpose here. EX Hammer is suicide close range.

Blanka:
Size: Small
Style: Pressure/ Mix up
Range: Variable

Defensively: You need to crouch block. Stay just outside his slide range. Remember that his Electricity leaves him at an advantage on block. Don’t jump away and minimize back dashing. Be very careful of throw setups.

Offensively: All horizontal balls with F Hammer, all vertical balls with EX Hammer, all rainbow balls can be FADC’d and EX version can be stuffed with st.rh or FTK, Electricity with cr.st/Ultra, EX electricity only with cr.fo/Ultra. Keep in mind that these punishes are on block and on wiff for the Electricity. TK mixups is how you open him up and bait out his reversals. BK’s and jumpins are to be used conservatively. If he jumps towards you, all AA’s are good. Finally, blanka is hard to play when he has the life lead, so when you have it stop taking risks.

Cammy:
Size: Average
Style: Pressure
Range: CQC

Defensively: Block/Backdash/FTK. Keep 2 bars two make the FTK safe, my strategy is to FADC her offense so I can build quick ultra and this way she’s prone to attacking me which makes FTK with 2 bars essential.

Offensively: Knock her down, when shes on her feet theres too much that can stuff you. Space yourself properly at max STK/RH AA range.

Chun-Li:
Size:
Style: Pressure/ Zoning
Range: Variable

Claw:
Size:Large
Style: Pressure/ Mixup
Range: Variable

Defensively: If you EVER see him fly past you, block the other way, if he jumps off the wall for his horizontal claw you’re already in position to block and if jumps off the wall to mix you up with claw/grab/empty jump use EX hammer to kill all those options. If he’s poking you crouch block while watching out for his overhead and kara throw.Be wary of his FBA if he’s had time to charge. If he knocks you down blocking is your best option.

Offensively: Your offense is actually very effective agaisnt him, but only once you knock him down. When he’s on his feet be patient and wait for an opening. Hammer feints and BK are your other options to open him up. If you knock him down safe jump and pursue mixup.

Cody:
Size: Large
Style: Pressure
Range: Variable

C.Viper:
Size: Average
Style: Pressure/ Mix up
Range:Variable

Defensively: You can punish whiffed air attacks with trip guard/EX Hammer, If your getting mixed up be ready to FA a crossup BK or block and overhead which will kill his momentum. Though your best defensive option is block.

Offensively: Pressure her and bait out her unsafe reversals. Neutral jump dodges reversal bk and EX hammer and you can punish on the way down this can be caught with HP TK so be careful when she has ultra. If you see a bk FA. Be wary of overhead.

Dan:
Size:
Style: Pressure
Range: CQC

Dee Jay:
Size: Average
Style: Zoning/ Pressure
Range:Variable

Dhalsim:
Size: Average
Style: Zoning
Range: Variable

Defensively: Watch for instant overhead and teleport+fireball mixups.

Offensively: Don’t rush, you can Hammer him after he does yoga fire on reaction or SJ in if your sure he’s gonna do it. Watch teleport, you can hit him out of it or catch him with EX TK if he was moving back.

Dictator:
Footsies:
Range:
-St.Fo

Zoning:
-JTK:
-Seismo

Transition:
-BK
-OS.l.Fo>>STK beats dash,St.Rh

*Wiff punish: *
-St.Fo
-St.Rh:

Defense:

Ground:
-AA(verify):
-Slide:Close–FFF, Mid screen----ST.mp
-PC/EX PC(verify):
-SK/EX SK(verify):
-DR/EX DR(verify):

Wake up:
-Ground:

-Air:

**Offense: **
Ground:

Oki:
-Ground:
-Air:

Dudley:
Size:
Style: Pressure
Range: CQC

E. Honda:
Size: Average
Style: Pressure
Range: CQC

Defensively: Block everything except splash which you FA. Keep EX stocked strictly for EX hammer punish on whiffed attacks.

Offensively: You can’t do much while he has EX except bait it out. If he’s out he becomes very slow and easy to mixup. Your always looking for the knock down so don’t try anything risky. This matchup is probably the most time consuming, be patient and be careful.

El Fuerte:
Size:
Style: Mix up
Range: Variable

Fei-Long:
Size:
Style: Pressure
Range: CQC

Gen:
Size:
Style: Mix up/ Pressure
Range: CQC

Defensively: Watch the air, Jumpins, Wall dives (can crossup and is overhead).

Offensively: Hammers are dangerous if he has ultra, however close range he only has dp which is unsafe if blocked.

Gouken:
Size: Average
Style: Zoning/ Pressure
Range: Variable

Guile:
Size:
Style: Zoning
Range: Variable

Defensively: Block, his whole game revolves around block stun and punish. Watch for overhead.

Offensively: Knock him down. On his feet pepper him with TK’s and Hammers. Air to air will get you killed.

Guy:
Size: Average
Style: Pressure
Range: CQC

Defensively: All you need to do is crouch block. His Bunshin Izuna throw can’t grab you in the crouching position, this will force him to use the elbow instead which you can crouch block, or reverse. Watch for Ultra 2(Grab)

Offensively: Stay grounded for the most part, if he predicts a jump he can punish you big time.

Hakan:
Size: Large
Style: Mixup
Range: CQC

Ibuki:

Footsies:

  • Punish kunai throws with Hammer
  • Overhead

Defense:
-Block (overhead)

Specifics:
Kunai mixup:
-After being knocked down by neckbreaker, she can only cross you up with her normals if she moves forward and cross you up with her kunai if she jumps early and releases it high.

Juri:
Size:
Style:
Range:

Offensively: Watch out for her counter, ducking moves and EX reversal. EX hammer works great for beating dive kick.

Defensively: Watch for overhead

Ken:
Size: Average
Style: Mix up/ Pressure
Range: Variable

Defensively: Stay out of his step kick range. When he’s at close range you either block or FTK. Reversal BK’s and EX Hammer also useful to beat the step kick.

Offensively: All you need to worry about is his DP and be careful when you poke because his normals are better than yours. Overhead and feints works great to bait out counters.

Makoto:
Size:
Style: Pressure/ Mix up
Range: Variable

Rose:
Size: Average
Style: Pressure/ Zoning
Range: Variable

Defensively: crouch block is your best option. Stay outside her slide range. Block on wakeup. Be careful if she has Ultra 2 out it gives her lots of crossup options.

Offensively: Overhead works well. JTK ducks her jumping forward and regular Soul Spiral. After knock down if you predict a soulspiral you can jump back for a full combo. You can counter her regular projectiles at long range with your Hammer on reaction. Also be mindful when using the BK’s her Soul Throw can easily catch you.

Rufus:
Size: Large
Style: Pressure
Range: CQC

Defensively: You either block or reverse BK. Remember that he has an over head and a low hitting move. Stay within STK range, this way you can punish his wiffed dive kicks or chip/zone him. During dive kick pressure DO NOT OST either BK reversal or EX Hammer feint.

Offensively: Be patient coming in. Air to air is suicide. You usually get in after punishing him. Overhead is excellent in this match because if he counters it you never eat a full combo. When he crouches his hitbox gets ridiculously low so be careful when BKing. After block Messiah You block and wait until you see him go off the ground and punish with EX hammer, if you predict one coming you can jump back RH into full combo. At close range STRH works great to knocking him out of his shit or just hitting him because of his huge hitbox.

Ryu:
Size: Average
Style: Pressure/Zoning
Range: Variable

Defensively: Watch for overhead, don’t tech.

Offensively: EX hammer is your best tool, it catches FB and low forward.

Sagat:
Size: Large
Style: Pressure/ Zoning
Range: Variable

Defensively: Play him within jumpin range this way you can jumpin if you ever predict a TS. You can counter TKnees with EX Hammer/JTK/ultra/low forward. If he doesnt have meter you can back dash if he does block and wait for an opening.

Offensively: Zone him and make him come to you. If he doesnt have meter go all out if he does pepper him with overheads and JTK. Bk works great in this match.

Sakura:
Size: Small
Style: Mix up
Range: Variable

Defensively: Crouch block or reverse. Her tatsu pressure is safe so don’t mash. Her pokes are better than yours so don’t counter poke. Stay out of her low forward range. If your knocked down do not back dash because of OS EX DP. She also has an overhead and be wary of her EX FB frame trap.

Offensively: Play her patiently until you get the knockdown. Low forward and overhead works well. After knockdown safe jump but if she has bar to cancel neutral jump to make her wiff. When pressured she tends to neutral jump to escape, AA if that should happen. Be careful when using BK’s because her EX DP beats it clean.

Seth:
Size:
Style: Zoning/Mix up
Range: Variable

T.Hawk:
Size: Large
Style: Pressure/ Mix up
Range: CQC

Zangief:
Size: Large
Style: Pressure/ Mix up
Range: CQC

Defensively: Back dash or reversal bk.

Offensively: Hammer the shit out of him. Cancel your last hammer into BK so you can get back to your optimal range which is Max STK range.

good shit beyleh, lets make this a full list with everyone in it!

Lets see things to add for Abel

Defensively:
Watch for wheel kicks since they are punishable on block.
During knockdown watch for his bars, if abel has 2, they would generally opt for the s.hp option to catch backfashers, jumpers etc
If you can predict a TT, and you back dash it, you can ultra him
I use Ex seismo or ex bk during ambiguous roll crosses. Be aware that Abels can just block and do nothing or do a s.hp or c.hp that may hit you outta invince frames.

Adon

S.hk, and ex seimo or even ultra his tooth. I would choose s.hk and ex seismo
watch for jk distance, punish with c.hp ex seismo
thunder knuckles work great on jk happy adons, but careful with s.hk that will hurt if hit.
Watch for adon bait, if adon dashes towards you, he can opt for ex jag tooth, so dont waste ex seimo on wakeup. watch for the tooth, or jk.

excellent write up.

in my blog from earlier today I posted her match ups IMO so I thought I would just throw it in here too

6/4 : Vega, Gen, Sakura, Fuerte, Hakan
5/5 : Akuma, Dhalsim, Viper, Guile, Sagat, Dan, Seth, Cody, Makoto, Juri
4/6 : Abel, Fei Long, Chun, Ryu, Blanka, Gouken, Balrog, Ken, Gief, Rufus, Rose, Adon, Thawk, Deejay, Guy, Ibuki, Bison
3/7 : Honda, Cammy

the whole blog if anyone is interested

Option-Select.com - Viper

j.HK beats Rising Jaguar on his wakeup? Does it have to be late, or almost safe-jump like, or just whenever?

Training mode?

The 4/6 category seems a little heavy.

dont think it beats delayed RJ

I thought so as well. Gouken I honestly can’t say since I’ve never really played an elite Gouken. I’m actually interested in hearing why he is 6/4, since from the surface he has almost no hit confirms, a weak version of Akuma’s mix up, pressure, and defense. I guess he wins in damage & stun output?

Chun-li went from being 4/6 to 6/4? No brief pause at 5/5 for awhile first? Ryu still seems closer to 5/5. Rufus I might actually list as 6.5/3.5 as he completely owns you whether he chooses to be offensive or defensive. Deejay is another 6/4 I’m interested in, I would imagine it couldn’t possibly be that much worse than Guile but once again I think exposure to solid Deejay’s is pretty hard to find.

I wonder if you aren’t being a little bit too hard on Viper at the moment, Flash. She is definitely low-mid but this match up guide makes her look like fucking Gen.

As for the RJ. Just about everything beats LK version. lol you can walk up to Adon and cleanly beat LK RJ with FP TK (that’s rare for Viper) the MK or FK versions I’m not sure on, I remember them being trickier.

Oh thank god someone finally agrees with me that Guy, Deejay, Fei are 6-4’s and that Dhalshim, Guile, and Makoto are 5-5 and Chun is a lot harder now then she was in Vanilla.

Read your blog and it was an enjoyable read because it is the same frustrations I’m going through with this character as I see more and more match ups to be at her disadvantage. I feel this way partly due to the buffs to a lot of characters while Viper remained intact making her match ups even/worse across the board and also partly due to how I feel the game has limited options. It literally feels like the only options in the game are walk forward, jump, or block.

Is Chun a badder match up now because of her new Ultra and overall damage reduction across the board?

I’m happy that Viper has a lot of 5/5 match ups honestly. 6/4 match ups aren’t awful - just slightly inconvenient. 7/3s however are awful.

hmmm this is my take on the matchups
6/4: Hakan
5/5 : Akuma, Dhalsim, Viper, Guile, Sagat, Dan, Seth, Cody, Makoto, Juri, Dudley, Gen (He seems to be harder than most give credit for), Sakura, Chun, Ryu, Gouken (Havent fought any good goukens), Vega (I dont know if he is 5-5 or 5.5-4.5 for vega, his pokes can be annoying), Fuerte (This can potentially be another scary one), Ibuki
4/6 : Abel, Fei Long (Based on mago vs uryo), Blanka, Balrog, Ken, Gief, Rufus, Rose (based on arturo), Adon, Thawk, Deejay, Guy, Bison
3/7 : Honda, Cammy

Looking forward to how whored out Fei is going to be in AE, and how utterly retarded this match will be for Viper.

I don’t know if this is the right place for this and i hadnt seen it anywhere else. Against Dictator, after his lil rush down of bull that combos into lk scissor kick they usually go for cr. lk and another lk scissor kick. F+HK cleanly puts a stop to it, she hops right over his and many other character’s cr. lk and a few character’s cr. mk.

unless he does s.hk or s.mk

light punch thunder knuckle will beat the roundhouse… I have no ideas for standing forward except gtfo.

hmm i guess 1 out of 3 is pretty bad.

well at least its still an option? haha good shit