Spies like us: The MvC3 C.Viper Team/Matchup Discussion Thread

As someone who plays both characters, Trish has to be scared of two things : a Viper air throw, and Viper converting a combo off a Jam Session assist (via EX Burn Kick). The way you get either opportunity is patience (what Kareem said).

Trish’s zoning game may feel very annoying and controlling, but it’s very low damage compared to something like Magneto Disrupters+Drones, or Taskmaster arrows. She chips for much less. You have a lot of time to generate a mistake. Try out new ways of moving around and getting air like Burn Kick cancels and so on.

Also don’t be afraid to raw tag to a different match-up if you’ve taken a lot of chip/red damage. While Trish is very difficult to approach at the top of the screen, it’s also very difficult for her to punish a raw tag that she can hardly see down below her. Dante and Magneto both fair well against her.

@The_Destroyer:
Although that team is exceptionally strong it far from shuts Viper down, remember the locations he has to teleport to after firing a gun since he guard breaks himself otherwise and you get to kill Wesker off of that. This is a match to be more reserved with seismos before he’s in block stun since he likes to move vertically before moving horizontally when trying to control space.

@Diveman:
Trish can be obnoxious, but understanding all her options really helps you in the match up, once you have jam session you can limit her ability to play in the air while controlling the ground yourself, remember that sometimes jumping forward and calling an assist lets you block her hop scotch so Dante can slide under her for victory.

@KJunk:
You pointed out one of the most important parts of the Trish match up, there’s a lot of time for Trish to make a mistake. Also, if she’s not chipping you because of your movement you’re not the only player who can get frustrated.

Thanks for the advice Chrisis. Ill definitely remember to take that into consideration. What ive been doing doing is watching a couple Weskers and I started to notice they get pretty patterny. Each Wesker has a different pattern in how they advance. I hold sessions here at SCU and we have three wesker players. I played one yesterday and saw that he always does heavy teleport does a blockstring and then light teleport. I think what I need to do is since I know this I should punish the light the light teleport or air grab him out of the heavy teleport since I know which teleport he wants to use

If he’s porting un-assisted it’s definitely possible to air-grap him on reaction.

just curious also is it possible if you use ex Thunder Knuckle if you know for sure the Wesker is going to use a light teleport

Yeah you can. I’d advise against it though. IF you happen to mistime it they can block or you go right through them. What I do if I feel like they’re going to use light teleport then I’ll do cr.M into medium TK. Then if it hits i confirm into EX.TK. My idea with Wesker is keep him mid screen, or slightly further. That way his teleports are useless and they’re kept in front of you. The only thing is he has his gun, but I just zone him real good with Seismo. IF they have a good assist with their teleport and try and do that to you, then you are almost certain to get a hit by just doing a raw EX.TK because all wesker’s think that Beam + teleport is unstoppable.

Oh and recently found some good tech in this matchup
neutral super jump, dash down, j.L (land) cr.M S (First hit) into whatever cancel.

IF the Wesker doesn’t spam teleport and does some dash cancel cr.M (trade mark wesker footsies) shenanigans this little tidbit above is a really really good counter for it. It works wonders on Wesker, Taskmaster, just about anyone with a decent dash kara footsie.

Thanks. Ive been practicing that and FADC seismos this week. I’ve gotten decent at them but i still need practice on my FADC seismo stuff. I am gonna try the setup you mentioned on the Wesker army today.

What match ups if any do the other Viper players here think the easy reliable Thunder Knuckle feints are going to change in ultimate? If they haven’t changed thunderknuckle at all I think it may make fighting Joe easier otherwise I don’t see much change.

I think itll make tk feints into combos easier. But I have no trouble incorporating the tk feints into my game. I liked one of the setups I saw in gotnoskill’s vid. Where he did a tk feint to throw. I’ve been using that in the corner. I end some of my block strings with tk feints as well. Also I think thunderknuckles are the least used of Viper’s moveset but they are really good. Granted seismo and burn kicks are better but I like using the tk fients to pressure. Also I saw in the guide book that light thunderknuckle is +1 on block.

TK did get one small nerf: M.TK had its range reduced. Honestly, I think they didn’t like our midscreen M.TK > OTG Burst time. My guess is that they have some sort of plan for what they want Viper to be, and it involves forcing you to force them into the corner to get her epic combos off.

It’ll make feint combo’s practical, but I don’t think it will really change matchups. It might help against characters with bad defence a feinted TK is +10. However, the decreased forward movement will make it very weak against PushBock.

The Viper beam might help a few matchups, I watched videos and I am almost sure it’s medium durability.

I’m thinking more of how to use it to just get rid of projectiles that may or may not be on the screen in an incredibly safe way since thunder knuckle is like Akuma tatsu just like all of Viper’s specials.

If they become as easy to work into combos as the Heavy TK Feint, it’ll have a nice bump on her overall damage and meter build. I think that alone would completely offset the 10% meterbuild nerf that’s happening across all the characters, and likely offset some of the damage nerf she might receive from increased hit stun deterioration.

It’s also a nice pressure tool in general, though I’m not sure what matches it would shine in as a neutral game tool.

It’s not going to be quite as easy, since unlike the stationary H.TK, L/M.TK moves forward, and thus the timing is going to be different depending on how faraway they are.

Still shouldn’t be too hard though. Just not as incredibly easy.

So i was messing around today and I think i like Viper/Phoenix. I was playing Viper(Thunder Knuckle), Phoenix(TK Shot), Dr. Doom(Hidden Missiles). And if they didnt snap me in I was able to get five bars really quickly even while using ex moves such as ex thunderknuckle

Hey what do you guys think of the orbital grudge assist super skrull has. I think it can benefit Viper really well. You can launch right after. Or it can be used for lockdown and it has a hit of superarmor. Also I think you can get an unblockable with it. Also I heard in xf lvl 3 all of Super Skrull’s normals are safe on block. Im thinking of using Viper(Burn Kick), Doom(Hidden Missiles), and Super Skrull(Orbital Grudge).

Also Super Skrull can do really well against Phoenix

One of Skrulls assists got a big boost in armor in Ultimate, might be much more desirable.

Yea it was Orbital Grudge. I messed with skrull when the game first came out. I would have stayed with him if I could get him to work with Viper. Now I think I can with Orbital Grudge. I liked how Haggar assist worked with Viper/Doom. It was kind of retarded how good that assist is. But I didnt like Haggar as anchor. So I’m thinking when ultimate comes out how well that assist will work for Viper. Im gonna try out that Viper/Skrull/Doom team I mentioned earlier

Orbital grudge is no longer soft knock down however. :frowning:

Actually I wonder how many assists were a soft knockdown because of hitstun and not because they had the soft knockdown property. Now that assist are affected by HSD alot of them aren’t gonna be as great as they used to be (like Viper’s BK assist for one).