Ran into a bunch of them online this morning. I realized how little I know about the actual matchup. There isn’t that much about it in the matchup thread so is anyone else willing to help me out with it?
Also, here is Air’s guide on the matchup.
Ryu vs C.Viper
December 23, 2010 in Match Up
Though this is an even match up (5:5), I would consider saying that instead of the matchup, you need to know your player better. Viper is more like a free style character especially when it’s against Ryu. Different Vipers reacts differently in certain situations. For example, when do a jump in attack…when they mash on burning kicks…how aggressive/ defensive she is…frame trap based or more on the vortex side…a lot to think when facing against her. In this guide I will briefly explain what you CAN do and CANNOT do against her.
Far Range: Viper can take pretty good control at this range by using fake seismo to make you hesitate with fireballs. Observe carefully and if it is a seismo, Ryu can punish with Air hurricane kick or a ground roundhouse version hurricane kick.
Mid Range: Viper doesn’t have much footsies, so this is a pretty comfortable range for Ryu to poke with low forward. However, becareful for Ex seismo and Viper’s forward roundhouse kick (6hk, a 2 hit kick) does beat Ryu’s low forward clean, so beware. This is also a good range to throw fireball because it is hard to react to.
Close Range: When you get in this range…most Vipers will mash on burning kick to get out of poke strings and throws since without a doubt a cheap “get out of jail for free card”, but it is counter-able with fast reaction with SRK. (Focus armor breakable if it’s a reversal Burning Kick)
On Ryu’s Wakeup:
The most common mix ups are crossup/non-crossup Burning Kicks. As a matter of fact, this doesn’t bother Ryu too much on wake up if you can time your low forward perfectly to lower you body and evade the kick. This also allows you to punish/forces your opponent to block or tech (No matter what it’s in your favour). Good Vipers would know about this trick, therefore they would probably mix it up with the followings….
Jump forward roundhouse -> combo/burning kick
Jump forward short > burning kick
Viper also has an unblockable and Ryu has to be in the corner in order to make this work. As far as I know, there are two ways to do the unblockable and here it is-Viper forward throws Ryu in the corner > dash x 2 > cross up with jump HK-After Viper lands Ultra 1 while Ryu remains in the corner > dash x 2 > cross up with jump HK
Note There might be more mixups that I am missing……
However, besides the jump ins, everything from ground is not scary nor works on Ryu. Let me explain….so first…whenever you do a low forward on a wake up, you would do it in this command (cr.lp+cr.lk+Cr.mk). This option select allows you to tech on wake up (Make sure you read my Fundamental guides if you don’t understand how this technique works), wake up low forward beats Ex Seismo and you might get hit by an overhead which does no damage.
Thunder Knuckles: There’s three version of this move:
The jab (LP)version goes under fireballs but has a much slower start-up. It can be countered with Ryu’s SRK and punished with Super or sweep on block.
The strong (MP) version has a faster start-up than the jab one and it hits mid-high. It can simply be countered with basically anything before the move is released and this move can only be punished with Super on block.
The fierce (HP) version is an uppercut. Any version SRK can counter this move and it has a horrible recovery time allowing Ryu to punish with whatever he wants.
Ex Thunder Knuckles: A stronger version of the (MP) Thunder Knuckle that slashes through the whole screen which is only used to AA a neutral jump.
Burning Kick: All the normals that hit high and any version of SRK. Can use low forward to make this move whiffs timing is strict
Ex Burning Kick: Same as normal version + as long as you are in crouching position, this move whiffs.
Aerial Burning Kick: Low fierce, LP SRK/MP SRK and using low forward to make this move whiffs.
Ex Burning Kick: AH…I don’t know…never got hit by this out of a combo…………….
Ex Seismo: Standing roundhouse, any version SRK, low jabs (low attack into any OS)
Bursting Time (Ultra 1): This Ultra’s start up is quick slow and it’s usually used in combos. Although it can also be used as AA, so yah…don’t jump J
Burning Dance (Ultra 2): This Ultra starts up fast and it’s usually used as a DIVE KICK. As long as Ryu doesn’t throw reckless fireballs…I don’t know how Viper can land this besides from a combo…
Mind games and Option Select:
For a jump in attack OS, use fierce SRK which can beat all of her wake up options. And on ground wise, OS sweep would be the best choice because the only thing to worry about is his thunder knuckle. Standing roundhouse also beats Ex seismo clean, 2 hit also can hit Viper’s backdash, trades with thunder knuckles (Viper does not have time to juggle into any special moves/ultra) and can also beat burning kicks. By all means, only concern is a wakeup Ultra.
Similar to Chun Li when it comes to mind games. Mixup your safe jump OS with crossup jump ins and don’t forget crossup hurricane kick into super (if you have super meter)
There is also a little trick that you can do on Vipers wake up, a perfectly timed meaty low forward.
This trick allows you to shut down all her wake up options besides Ultra 1.
· Makes reversal uppercut Thunder knuckle whiffs
· Block reversal Ex Seismo
· Block reversal Burning Kicks
Things to be aware of:
Vipers can do pretty nasty frame traps like dashing forward instant Burning kicks/ Ex Sesimo and a delayed low fierce in Ex Sesimo. You got to look at her gauges and analyze to predict what her next move is on your and her own wakeup. In my opinion with this match up, I would rather take the throw and reset the situation like I mentioned before in my fundamental guides. Furthermore, Viper does have “not so great footsies” but her forward roundhouse kick can beat Ryu’s low forward clean. So beware and in this case, substitute your poke with low strong.