I feel regardless of assists Arthur and She-hulk are free, with assists it depends on how your assists deal with their own.
I have to strongly disagree with the Wolverine matchup. Yes he is assist reliant, but he ALWAYS has that assist so that shouldn’t even really factor in. I would say it is more along the lines of 6-4 Viper.
I just feel like its all too easy to get a first hit on Viper into ToD than off of wolverine with viper. That said her seismo game should keep wolverine free from the air. But on the ground i wouldn’t abuse it. One berserker slash mix-up in the right spot and done. I just feel like Viper doesn’t have the offensive here or specific tools aside from her EX moves to really bombard/counter a good wolverine from a specific distance. You shouldn’t tri-dash back on a seismo because depending on the range you’re giving Wolverine that just much more vulnerable frames to hit viper…
Maybe ISJF burning kick assist covered set-ups would work as Vipers own Berserker slash type mix-up. This set-up tends to work more on those without a spammable projectile and on characters who cannot control and zone the screen. With a smart offense/defense and the right assists i could see this match-up go heavily in vipers favor but only when you have that. But you can never count out stupid good Berserker slash mix-ups. getting caught in blockstun on the akuma assist off of a berserker slash set-up can give him one 50/50 mixup and that is all wolverine needs.
I noticed in some recent MarlinPie matches he would combo into a BK Feint air dash down forward. Started messing around with air dashing after a BK feint and using Chrisis’ Viper Ball you can make the fast overhead into an even faster cross up by doing air dash down forward, j.H. If you can cover her approach with the right assist it becomes really ambiguous.
against wolverine/akuma… as far as what i’ve experienced, akuma assist blows up your wall of seismos, so you gotta be a little reserved with it. although, if wolverine were to aim at your head from a superjump and dive kick at you, you should be relatively safe since you can immediately stop your seismo to sjc then chicken block. even then, if he gets in like that and akuma comes at you flying, that’s when things get dangerous.
the best bet i think is to stay alive until wolverine comes down with a bad dive kick during akuma’s assist cooldown period, which you can dash slightly away from where wolverine will end up, and punish. if akuma’s coming at you, FASC ex seismo is also not a good idea since you’ll take enormous damage. this is only possible when wolverine thinks he’s got you and is mashing low A. i suppose the key is to go in while akuma is cooling down… or sometimes you can get extremely lucky and hit both wolverine and akuma for a BOGO… this is random though.
my old viper/tron combo could keep akuma assist at bay, but even then you risk wolverine doing derpderper slash behind viper AND tron. now that im using taskmaster instead of tron, though, i need to work on my defense even more, and also cover taskmaster better while he’s out as an assist >< been getting happy b-day’d a lot! properly covered, though, task arrows can still stop akuma, unlike a lot of other non-beam projectile assists which akuma just kicks away.
this is mostly the same with mag/akuma, but mag is somewhat easier to defend against… i think cross-up trijump C is the only thing i can’t consistently block. other than that, it’s mostly my fault for trying to chicken block too early and getting hit low. against mag the best way to get him is read his disruptor timing, and patiently airdash forward, bk feint to close in and finally punish that one disruptor… or you can put in your ex thunder knuckle (hail mary that shit) at the same time he says DISRUPTOAR then you can combo from it to kill him. if akuma was coming out at the same time, all the more better – you will build enough meter in the subsequent combo into knockdown => burst time => DHC to kill both characters. no xfc needed as long as the super that you DHC into still hits both characters (viper => tron servbot works, viper => task up arrow works).
against teams like this it feels like i am always on the defensive and can’t get my offense going on my own accord, i’d just be dodging my way into a 1st hit. if this wasn’t the case, though, viper has really good mobility to create sandwich setups with assists (call assist, sj trijump A/S down-forward to cross up), and in between blockstun periods she can threaten with throws which will still start her bnb. i think this is how she can do fairly well against amaterasu, even just a fast jump away into trijump S is tricky for amaterasu to react to with a proper counter. if the opposing team was amaterasu/tron, you just have to watch out for tron, and keep setting things up to kill the dog.
i started doing bk feint and calling assist when a character is coming in – you can naturally fall down or airdash down (i think) to create a 50/50 up and down mixup situation, or threaten with an airthrow, depending on how good your assist locks them down. seems to be working ok so far. got the idea from andyOCR’s storm lightning attack whiff setup to make his sentinel drones cross up. i will try doing bk feints at different heights to see where it is really effective.
i will try to post more about my experiences – i am hardly good at marvel but i hope i am learning things that i can share with others. i get to often play and get my ass kicked by team hori and other big names in the OC… so hopefully i learn a thing or two XD
i agree with Chrisis’ evaluation of she-hulk, amaterasu and zero so far. i will have to think about the others more in depth (trying to go back to work haha).
she-hulk is either 1) she-hulk/tron, watch for tron then pushblock/jump away from command grabs correctly and punish, or 2) she-hulk/task, watch for sandwich setups and punish. as good as her slide is, once the assist is gone viper can airdash df S-lap it for free. i guess the downside is she wont die so easily…
zero is hard to block against but i think there is a good chance for viper to anticipate and jump away + airdash df S his low B attempts (his best button). one hit is dead zero. even one throw could end up in dead zero with sufficient meter, but it’s hard to airthrow zero since he thrives off air C / airdash (when done with BC, auto option-select throw). also his buster is a pain in the ass. hard match overall since you can’t be moving around on your own accord, you’re constantly defending.
btw, wesker is not horrible for viper – i need to test this but if wesker forward teleports from full screen, you have the advantage so you can throw out a far-reaching, good priority normal and hit him in his teleport recovery. for viper i believe this should be low B or low C… also the best thing to do against wesker is to patiently chase after him, block air pistols, duck under ground pistols, and finally when you’re close enough and he’s committed to an air pistol, airthrow him before he teleports or hits the floor. it’s also possible to react to his C teleport and airthrow him, but i’d think blocking would be more important in that situation.
A lot of this is interesting to hear and potentially useful, especially about the BKFs against EM disruptor! On Wolvie/Akuma I feel the only thing that makes this match even remotely difficult is Akuma assist stopping seismos since their hitboxes are too good and connect all over thus his foot is more likely to come in contact with them and can nullify them more easily. Any time Wolverine super jumps and dive kicks against Viper you should kill him if Akuma’s not already out! EX seismo blows him up regardless of timing since you’re invincible a really long time and even if you don’t hit him during the active frames for dive kick you destroy his recovery incredibly hard. This also means unless you already had an assist out it should pretty much lead to a dead Wolverine.
As for Akuma, if you have decent execution I found out that burn kick from a little above him completely blows up the assist and if you can have an assist to support you like a beam then you get to take a little over 1/4 life on Akuma just with BK + disruptor which lets you either seismo pressure into a dead Akuma or start pressure on their point depending on the situation.
I agree that Tron not blowing up Berzerker slash is obnoxious, but you have Burst time which will option select murder Berserker slash, I feel this is one of the matches where if Viper’s on the ground Wolverine shouldn’t go for that move as it’s as thoughtless for her to punish either side as it is for him to cross up.
EX thunder knuckle when hit is ridiculously satisfying, also if they get to block in time cancel into EX seismo or EX burn kick to get free pressure on them and in that match up whoever has their pressure going seems to be winning.
As for dodging your way into a first hit, I feel this is why Viper’s best supplemented by a strong horizontal assist of some kind, when she has one she can force one block/jump and if she’s done that she gets to start seismo pressure and they have to rely on dodging into the first hit, this is why I love Task/Mags with her since if she gets momentum she has a very high chance of winning.
The concept of using a burn kick feint as people come in sounds interesting and the mix up you can get out of it sounds pretty scary! Depending on the enemy’s mobility I’d assume the beast spacing would be to use them at half of normal jump height or assist summon first into Viper ball since that will partially negate their advancing guard attempts. As for people coming in the fact that Viper’s air A and stand A have such little hit stun is incredibly scary, you can do: Air C, air S+ task arrows, land, (Task arrows are blocked) A at the last hit of the arrows immediately into throw, it’s confusing since most characters can’t really throw well there but Viper can reset the block stun to an insanely low number and throw immediately after doing so.
I’m eager to hear more about your experiences! The breadth of characters you get to play against is different from my own and the experience seems like it would be useful!
Buster shot is pure evil against Viper, Zero can run away in the air all day long against her and getting in isn’t easy. It’s good to hear that about his crouch B though, I’ll have to incorporate that punish more!
Man, watching archvies of the break weekly and even MarlinPie has an incredibly tough time against Trish. I hate that fight the worst because it’s just a slow annoying death rather then getting herped by Wolverine.
I’ve been using a regular BK feint off a normal jump as of late just to get that extra height. Doesnt seem a lot of characters can convert a hit into some type of good combo… well its harder. This just gives you a bit of off screen assist potential and higher angles to get in. love it. I’ve tested the spacing on a viperball tri-dash and your angle against zoners from full screen is relatively safe and you gain extreme ground. Never really used it in matches but its fun when you do.
Anyone know how Marlin is able to combo off of an aerial cross up BK? The recovery is so long that I can’t do squat so I’m boggled at how he can do follow ups.
Also, been testing anti-phoenix strats what with it being all the rage and outside of snapping her in and running an unblockable focus setup I can’t really find anything to punish the transformation. So far the only thing I’ve discovered to keep close to DP after the transformation is to kill Phoenix with the OTG Seismo then SJC into Emergency Combination. The super will go through the burst but she can block in time even after a timed x-factor cancel. If you x-factor before the burst you’ll get blown away. It’s something useful to know to maintain pressure on Phoenix and you could probably get a throw in there as a surprise but it’s not a guaranteed kill against DP. Seems using the Emergency combination invinci frames then DHCing into a throw super is one way to kill DP.
killey: yes, i feel that viper vs trish is very difficult as well. viper has an 8-way dash but no fly, so trish can run away and float in a place viper cant reach, and make sure she doesn’t reach by placing a trap. it’s really ugly. seismos cant reach her either if shes too high. ><
to elaborate on getting past em disruptors, viper’s normal jump height will avoid grounded em disruptors, and you can proceed to move forward at that height with a forward airdash + up to 3 bk feints. good way to close in. and if you were close enough and mag is recovering from disruptor, time to slap him back.
i’ve never tried focus attacking through disruptors and dashing towards… this is some sf4 stuff but i don’t think it’ll be worth the 9000+ times you’ll have to do this. plus akuma might come out. but it is an option.
anyone else have trouble against hulk? in 1v1 against hulk it’s usually no problem, but combined with an assist, i keep eating dumb mixups =/
use the light version of the BK in the air. It has less recovery time. Still not safe on an ISJF BK even though in the book it says -1 i think. That and you get more pop on the opponent if you do a superjump BK rather than regular aerial BK
I still use a projectile assist on any aerial BK’s to keep them safe. If you manage to get blocked the projectile will generally keep them in block stun (depending on which one you use) and you can go for a mixup afterwards.
I wonder if you could kill off phoenix and right before the burst you do your emergency combo. And before the first hit X factor into an air throw.
Seismic hammer doesn’t quite work normally against Hulk I’ve noticed and he can do a lot of things to make himself safer, 1 hit is all it takes to kill him if you have the right assists, but being patient is the most important thing in that match up IMO. He require assists to do anything about you just patiently staying away from him and throwing a seismo here and then. If he tries to rush you down is when you have an advantage, Hulk in the low air dies hard to Viper so forcing him to get there should be one of your priorities either via assists, seismo chip, or hovering around at a range where his gamma waves are a huge risk for him.
As for EC into throw you can do that but it’s possible for Phoenix to tech which is what she should be looking for at that point.
I know I’m not as experienced as you guys but I use a heck of alot of EX siesmo against Hulk, it blows up literally all of his options and lets you go in our out on block. He’s also easy to force into focus situations with Dante. Usually, when I lose to Hulk, it’s because I got very impatient and decided to bum rush him stupidly.
I just have to ask, is anyone ever going to be capable of reacting fast enough for these theory matchups to possibly reach what they’re stated to be?
I’ve never once been so scared of Viper that I thought about changing my team because of her, and yet after playing just one great wolverine I changed my team the next day.
And if I recall correctly, Chrisis, you didn’t play Justin’s wolverine, which is truly the only one that mattered there.
I believe until you see someone get the execution and completely understand her tools you will never be as scared as with wolverine. Simply put Wolverine is a much easier character to make things happen with. And his rushdown is much greater than Vipers. Viper has a lot of amazing tools and much scarier than Wolverine’s IMO. Her mix-up game is better than Wolverines where you could do quite possibly 25/25/25/25 in situations where wolverine can only do 50/50. But Wolverine’s 50/50 is just way too stupid good and 50/50 is a really good chance if you’re wolverine.
… 25/25/25/25 mix up? With Viper? This is entering a realm of theory craft that seems impossibly ludicrous, especially since the option of instant cross up is nowhere near as invisible for her.
I’d like to state that I wouldn’t consider any mix up ??/?? unless it’s literally guessing, and Wolverine gets a series of 50/50, 33/33/33, 33/33/33 every single time he kills someone with XFC. Now if you were mentioning her unblockables setups that are assuming flawless execution inescapable, then you have a case on your hands. But even then, I don’t believe Viper is as capable of getting the first hit as Wolverine.
And then you add on the fact that if at any given moment, the Viper player screws up any odd number of quick inputs, her opponent will usually kill her… before you say this is “irrelevant”, it’s been the downfall of every Viper player’s tournament life, consistently, and will continue to be so. When you have to beat 10 opponents to win a tournament, all of which are FT2 or FT3 later in the tournament, sooner or later something will drop, especially when the stakes are highest. It’s like rolling the dice, but with execution. A character that is just as powerful but also batshit easy is much more powerful in practice.
There really shouldn’t be 1v1 match up charts for MvC3 because it should always be approached from a team dynamic perspective. I will agree that Viper will hard counter certain characters and vice versa but there are a lot of match ups where it’s completely dependant on the assists either team is using. She-Hulk and Spencer are match ups where I feel that in a strictly 1v1 scenario the match up is in Viper’s favor but if you factor in certain assists on either side the match up dynamic completely changes. When people were determining match ups in MvC2 it was done strictly from a team perspective like how MSP or Duc’s team loses to Santhrax.
@Dacid:
No I didn’t get the chance with Justin, just Daigo, Noel etc.
Viper does have high low left right throw mix up but it’s not 20/20/20/20/20, she simply doesn’t get to the ground fast enough to hit opposite side low at the same time as she could hit the other things. Her best mix up that has a guess involved is Viperball high/low throw. Her mix up for characters on the ground is much better than Wolverine’s, but Chicken blocking has less effect on Wolverine than it does on her since her left right is more traditional requiring to have higher altitude than that she’s hitting.
Her high low throw is invisible for all intents and purposes when she does an air dash down or viper ball, however despite having a more difficult to block mix up, like everything with Viper it’s harder to do than Wolverine. With him you can be roughly in the same neighborhood as someone, pressure with an assist that sets up your spacing for a perfectly ambiguous slash, or go straight from poking range into what makes him scary. Thanks to Viper’s normals doing similar things will often get you counterpoked and you need to do things that are more difficult to set up her mix up. All those match ups are based on the concept of equal skill levels, if I was as good as Justin Wong I’d have no doubt whatsoever that my team could beat his 7/10 times.
I’m debating going to Viper/Dante/Akuma simply for the fact that it lets you get free mix up from really safe options Akuma assist is honestly half of why Wolverine is scary as it gives him free mix ups, makes a lot of things safe, lets him follow up throws and helps cover his projectile weaknesses
I agree with Viper screwing up inputs but I feel that as this goes on it will be less of an issue, if you reverb shock and fail to get fireworks with Dante you can be screwed if you don’t DT in time, but the longer people play the more consistent they’ll be with that, and aside from the things that give Viper 10-0 match ups such as guaranteed unblockables into 1.25 million damage, and chip strings for half life assuming perfect advance guarding I think her input is more foreign than it is difficult, a lot of the timing on her things isn’t 1 frame, it’s just not like something that’s been required for any character including Viper before.
The numbers for match ups are based on the assumption that both players are competent to the point that they can use their basic and moderate tools with minimal drops. I don’t believe this is unwarranted by any means as assuming someone will drop their B&B mainly matters if people don’t get enough time to practice it.
Viper has early Richard N syndrome, where at first when she’s working she’s doing something ridiculous until she drops something, but as time goes on she just keeps doing something ridiculous with much less dropping.
I don’t think you’ve seen her BK mix-ups then. Sure they’re not as invisible but in the right situations they’re impossible to react to. That and off a blocked seismo close enough you can FADC out into a low hit or a tick throw, or you could ISJF BK and depending on strengths you can choose what side you end up on. These are very hard to react to overheads and + they could land on either side.
There will always be a barrier for execution on this character but it isn’t impossible to be near flawless with your technique. And I’m not going to say execution is “irrelevant” to the downfall of Vipers but that is not so much the case as the wrong decision being made in any given situation and this is what I see in tournament play more-so than a dropped combo. The only thing I could see being punished big time for execution errors have to do with Seismo SJC into thunder knuckle by accident or accidental move canceled into Ex.TK. But other than that the quick inputs dont necessarily put her in a life or death situation.
Killey: I agree that team synergy and a well thought out game plan is what wins. Not this character vs character. You could talk about what beats what with specific characters or what counters this or that, but you will never really get a definitive answer unless you think of the team dynamic. Not to dispose of Chrisis’ match-up list because its good for discussion and I enjoy seeing and discussing match-ups of the point characters and their options raw.