Just wanted a thread that comprises all of Viper’s omega mode changes, new combos, and new setups.
-New move Burst Heel (qcf+K): Viper does a flaming back flip kick similar to her Ultra 1.
[list]
[] The normal versions (Short, Forward, Roundhouse) don’t have any invincibility. All versions are unsafe on block.
[]Short version fast start up, 1 hit, and remains stationary. Does 90 dmg, and 100 stun
[]Forward version longer start up, 2 hits, and moves her forward. 1st hit=70 dmg, 80 stun 2nd hit=40 dmg, 40 stun
[]Roundhouse version longest start up, 2 hits, and moves the farthest. 1st hit=80 dmg, 80 stun 2nd hit=40 dmg, 50 stun
[]EX version fastest start up, remains stationary, start up invincible, and is 4 hits.
[]EX version dmg and stun - 1st hit=30 dmg, 30 stun 2nd hit=30 dmg, 30 stun 3rd hit=30 dmg, 30 stun 4th hit=70 dmg, 100 stun
[]The short version can be used as a quick anti-air but not having invincibility on it means it loses to a lot of jump ins if spaced improperly or mistimed.
[]The medium and EX versions are combo enders. The RH version has too much start up to combo into it.
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-New move Thunder First (qcf+P): Viper electrifies her gloves then does a forward moving gut punch that hits twice. The animation looks like the start up and first punch of her super.
[list]
[] The range on all the versions is small, does 2 hits, none of them have invincibility, all versions are negative on block. You can feint it with 2P during start up.
[] Jab version has fast start up and travels a short distance. Can link close s.Jab after. 1st hit=30 dmg, 50 stun 2nd hit= 70 dmg, 100 stun
[] Strong version has slower start up and travel farther. Can link cr.Strong after. 1st hit=30 dmg, 50 stun 2nd hit=70 dmg, 100 stun
[] Fierce version has slowest start up and travels farther. Can link crouch/close s.Fierce after. 1st hit=30 dmg, 50 stun 2nd hit=70 dmg, 100 stun
[] Ex version has the fastest start up and travels the farthest. Does two punches instead of one but still 2 hits. Can link cr.Strong after.
[] Ex version and stun 1st hit = 50 dmg, 50 stun 2nd hit=70 dmg, 100 stun
[*] Unfortunately it’s really hard to combo into this move due to it’s long start up and short distance.
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Changes:
-Level 1 focus attack now causes a soft knockdown on hit.
-Level 2 focus release is faster. Charge time to level 2 is the same as Ultra version.
-Focus back dash is faster.
-cr.Forward hit box back to the way it was in Vanilla, Super, and Arcade Edition.
-Far s.Jab seems to be faster
-cr.RH start up and recovery is MUCH faster
-cr.Strong start up is faster. It looks like it’s 3 frames to me. The old 1 frame link of cr.strong, cr.strong can be mashed on now and it combos with no timing.
-f+RH causes a soft knockdown on the second hit.
-cr.Fierce start up and recovery significantly faster. I think it’s around 3-4f start up now.
-TK feint animation is different and can be cancelled immediately into a special or normal. You can do FFF with jab feints easily. You can even do FFF with qcf+P feints but I also think this is due to cr.Fierce buff.
-Close s.Forward now does two hits on a grounded opponent and launches in the second hit. The launch also places the opponent in a juggle state so you can combo into TK’s or qcf+K in the corner.
-Fierce Thunder Knuckle hit box expanded horizontally.
-EX thunder knuckle now tracks the opponent. To be more specific EX TK use to travel a set distance and on block it would continue to travel its set distance. Omega mode EX TK travels to the opponents position (provided they don’t jump) and on hit or block stops at a specific distance that’s the same if done point blank or full screen.
-EX burn kick travels a linear straight line forward or backwards depending on the direction your traveling when you perform it. It does the standard 4 hits. I don’t think you can juggle Ultra 1 after it anymore. Also, if you TK it low to the ground the kick itself doesn’t come out. If you tk it so that only the first 3 hits connect that you’re actually + on block.
-Forward throw animation and properties are different. Viper charges her first with the Seismo bubble around it and then does the gut punch sending a shockwave. The throw actually pushes viper back and from mid-to-full screen it leaves you at the same distance as her normal forward throw. It’s still two dashes and a normal jump away. However, if you do this while your back is the corner it reduces the amount of distance between you and the opponent. Your one dash and a normal jump away. It causes a soft knockdown now.
-Back throw animation is different. After she does the temple massage the opponent goes spinning in the air. It causes a soft knockdown now.
-Emergency Combination (Super) is different. After the first two punches she does a seismo and the ex version of qcf+K.
New Combos:
Midscreen:
s.short x2, cr.strong xx qcf+Forward
close s.Fierce xx qcf+Strong, cr.Strong xx Strong thunder knuckle
qcf+Fierce, close s/cr.Fierce xx EX Seismo, sjc BK, Fierce TK (yes this combos from midscreen)
Corner:
Close s.Forward (2) xx Strong TK, Ultra 1