I laughed pretty hard when my brother saw the reveal vid and said “Crank Yanker is in this?” She totally looks like a Crank Yanker puppet.
viper feels so right in mvc3
Burst Time has potential to drop after connecting the first hit, ala SF4.
/wrist
Wtf bro. I hope you are trolling because that shit is mad infuriating.
How did you get it to drop?
And can the opponent still punish you if they drop out of the first hit?
It was against a MODOK, raw super.
He was able to punish, but we were both just dazed by what happened and he didn’t do much about it.
Lolol capcom griefs us even in mvc3.
Played w viper mission modes and some of them are interesting. Focus attack combos w assists are really cool. Chun assist has so many active frames that u get a free level 3 focus if theh block it.
Seismo hitbox is generous but not a corridor. U can’t hit ur opponents jump but not their sj. Ex seismo is literally 3 seismos side by side at once. It controls a retarded amount of. Space but seems important vs sentinel. Ex tk blows through sents lasers so rly good tools at dealing w sent bs.
The combo potentinal is there for viper w 8 way jumps but one of her bigesg weaknesses is u can’t safely dhc her in on a blocked super so if u want to safely tag the on point character out u need to hit confrim into a dhc.
Bks can’t be tkd so its really weird but they hit 4 times.
Tk can be combod into burst time.
I’ve been messing with Viper a lot, and it looks like you can feint right up to the first active frame of the thunder knuckle. This allows you to start combos with M. TK, feint immediately on hit and then start a combo. With how fast TK is in this game, that’s looking like a great way to start some momentum. It seemed really picky, though, so I’m not sure how practical it will end up.
About feinting burn kicks, you can only do so 3 times in the air before you just end up falling. It’s not a bad way to extend your time in the air but I don’t see it being a nice option against a good chunk of the cast, especially storm.
Viper is a whole hell of a lot of fun, mid screen you can combo after a l.seismo only on bigger characters I’m finding, on medium sized ones like say Ryu better off just going straight into launcher, though I can see it being a setup for a reset. I love her air dash since it looks cool and you can cancel into j.H very early unlike other characters I’ve messed with. Makes rushing in very nice.
Usage of her EX moves is really gonna depend on what character you’re fighting. I’m leaning towards EX BK a lot of the time since you can follow it up with a combo into launcher.
tk cancel is nice to extend your initial ground combo but the timing is a little hard to get down.
Chun assist is very nice for viper but I’m still fooling around with it.
Ive been messing with viper a little myself, have you been able to thunder knuckle and follow up with a combo? kind of like how spiderman can combo into web ball then continue to combo?
TK can be combo’d into EX TK and then extend your combo into basic ground series, launcher, air combo, spike, OTG seismo, Burst Time or something to that effect. I feel there’s a lot more combo potential with her that needs to be discovered especially with assist but mission mode doesn’t really do much for her.
You can TK Feint right after the TK hits (timing seems to be tight) and then continue to combo so I can expect some extensions from there but you get to a point where damage scaling and hit stun decay makes long follows up impractical or impossible.
dunno if anyone posted it yet but her over head (F+MP) can be canceled into a burn kick
so a mix up i thought of is doing the overhead and feinting the burn kick then doing air S into a combo
another one i thought of is doing the overhead feinting the burning kick then timing an ex burning kick so it crosses the opponent which gives u a free launcher
also you could just cancel overhead into ex burning kick instead
Training mode lacks a record function, but when she bounces after she feints the burn kick seems like something easy to react to, of course assuming the opponent knows what it looks like.
Thanks for the info.
Looking good.
There is a record feature you have to configure the record buttons in button config.
O wow, did not know this. Thanks for the heads up
I’d like some more detailed information on all of her EX moves and exactly how they can be used to make them worth 1 full bar of meter please.
some bnb’s
lmh xx siesmo, iad mmh, dj hs xx ex bk, hs, sj mmh, dj hs, otg siesmo xx burst time
lmh xx tk xx ex tk iad s, lmhs, sj mmh, dj hs, land otg siesmo xx burst time
100% - lmh xx tk (xf) c.m,hs xx ex tk mhs, sj mmh, dj he (can add stuff to kill sent)
omg thunder knuckles that cancel on hit! <3<3<3
Woah, really? That’s amazinggggg.
Her EX TK eats projectiles(tho not super projectiles, tho I didn’t test all of them), how many projectiles I haven’t counted yet. Can combo into it off pretty much any part of the ground combo and off a L or M tk. Can follow it up any which way you’d like, super, ground series again or just straight launch.
EX seismo is as was said before, 3 seismo’s side by side. Aside zoning purposes I haven’t seen a real reason to use it in a combo instead of L seismo. That may change very soon however.
EX burn kick is the only burn kick(atleast that I’ve managed to get working) that will let you follow it up with a relaunch be it S, s.M to c.H to S or other variations of those two that she can do to S. It’s her best EX move imo as far as usage is concerned.