how would you generally approach an opponent with viper? start out first with the seismo game, let the opponent come to you? or going in, would it be effective to have a lockdown assist to complement her trijump/box jump pressure?

So is anyone going to CEO this weekend? I signed up and will be running Viper,Magneto & Wesker, if anyone wants to get some games in pre-tourney hit me up!!!

PSN: slychivas90

It’s always good to have a horizontal assist. Even if it doesn’t keep them in place the Em Disruptor from Mag is enough to give you all you need to get across the screen. On hit you can surmount an offense. Seismo game works on those who have to get in. It’s good to develop a seismo game because if the opponent is having troubles getting in it makes them a bit more reckless. Plus from a Light or medium seismo you can box dash or ISJF burning kick to combo it. There are some cases where the seismo game gets a bit useless for those who have a good tri-dash approach and are unpredictable or someone who SJ across the screen. A lockdown assist always helps though. Jam session is definitely a good lockdown assist for FA Level 3 but in terms of approaching if you get them in blockstun that should be all you need to get closer and closer because you can approach as soon as you get them in any kind of stun.

Fun fact: Viper in lvl 2 x factor can’t cancel her Heavy TK on hit. Wonder why?

Maybe it has something to do with the 20% speed boost? Like that frame gets lost or something.

i had a feeling it would be something like that.

Can you do it in lvl3? If you can, it would be weirder, but it still could be the odd frame out getting eliminated. Just a guess though.

I think she is Top 10 for sure but Top 2?

No way!

Dante and Magneto are #1 and #2 regardless of their matchup with Viper.

But yes, Viper is REALLY strong in MvC3, on that I agree.

Viper is as good as any of the other top characters, at least. She has the single best move in the game, plus a ridiculous amount of other strengths and flexibility.

Magneto has the most stable match ups, Viper has the most one sided match ups. Magneto has less bad match ups, but Viper has vastly more good match ups and they’re match ups she dominates more. Dante’s the step in between the two as far as match up ratios are concerned. Viper’s abilities are stupid and people aren’t utilizing them correctly yet. Dante is the only parallel, Magneto’s tools are roughly understood though can of course be improved upon. Some of what should be basic for Viper tools aren’t being applied at all yet. Viper now is like saying Magneto in XvSF before people found out what a tri-jump is, she has technology that invents new ways to play that are superior to the old. Dante’s the only other character with a lot of tools that are simply not used correctly yet.

Hey do u guys ever use the tk fients. I find them pretty good. When paired with a horizontal assist it covers it pretty well. I can finally cancel it on hit. And Im not too sure but I think there is some frame advantage off it. Also light tk seems to be a pretty good poke

I use TK feints primarily to set up throws/ or high low mix up as they’re scary for that. If I could practice feinting them on hit I’d likely poke with light at certain ranges.

I find stuff happening to fast in this game to really use feints

They are actually effective. Atleast the heavy TK feint. If you do it right you’d be surprised what kind of frame traps you can do. I would never do a TK feint away from the opponent unless i think they’re trying to fish for a random beam ultra which I’ve done a couple times successfully.

Another crack session of Marvel and I have another set of findings to share with you guys! :smiley:

First, some things learned from play. I was fighting a vast majority of Wolverines and Phoenixes and Viper wins both of these match ups. I’m getting more confident in my ability to make Phoenix into a dead bizzle on snap. Wave dash into super jump is vital if Phoenix hits the screen and doesn’t die. It’s Viper’s most effective way of dealing with tracking TK shots IMO as she can super jump air throw Phoenix as long as she was half screen distance from her or less. It takes timing and practice but it blows up regular Phoenix hard, of course this no longer works against XF3 Dark Phoenix but important for the part of the match before. Wesker’s command throw mix up with Tron assist is scary, don’t let him start it against you, it hurts. >.< Viper has the tools to prevent this situation luckily.

Training mode:

-Seismo SJC focus+assist: I found out that with proper timing this string lets you get seismo into seismo as a block string with an assist out and potentially dealing with push block depending on execution, you can set up corner unblockables inside your normal pressure strings with this so make sure to abuse it! Remember that negative edging the assist button is the only thing that makes the assist pop up, so depending on which assists you have and the timing for them you can vary when you want to have the assist come out, I try to release the button the frame after I start focus as that always makes the assist come out and it’s relatively quick. On connected seismo if the character has low mobility you can get unblockables off of back tech for free, did it accidentally a few times when failing to cancel seismo right away and then just letting it rock. It’s really scary against characters like Wolverine and makes him very very dead.

This ends up being a big thing as well since you can either get people mashing pushblock with TK feint throw, TK feint low, or TK feint overhead, while if they don’t advance guard you get to unblockable them quite often.

-Combo update and the squiggles loop: While testing for ways to get more damage out of things I changed up the box loop section of my combo to do more damage, a friend said it’s not really a box any more so it’s now a squiggles loop, though I only put 1 rep of it in the combo so that doesn’t really matter. With squiggles loop into combo at half a starting gauge Viper can kill Dante health characters off of a mid to close range seismo and it pushes them way farther toward the corner than the old segment.
Corner version: 214A~S~C~S -/ 2C + (Summon Taskmaster) xx 236B, (Taskmaster hits) 214A~S~C~S -/ 2B, 2C xx 236B xx 236S, 623A, 28 ADF, C xx 214A~S, C, S xx 214A -/, 2C, 236C~S, 9B, C, 9, B, C, S xx 214S -/ 5S, /-, C, 9, C, S -/ (Summon Dante) 623A (Jam session hits) 236C~S, 2147 C -/ 214AB (DHC)

So the squiggles loop is 623A, 28 ADF, C xx 214A~S, C, S xx 214A -/, 2C cancel the 2C into a 5S if you want to loop it but almost always more efficient to go into a 236C~S instead

Squiggles loop has a dramatic amount of horizontal push for some reason the BKF and BK in the combo just propel you, with the full combo you go corner to corner but just the squiggles part alone is really good for changing horizontal space. The air dash forward and super jump need to be really early on. I’m debating whether it would be more effective to do it with double seismo then do it later. That may increase damage output and meter gain without too much enhanced difficulty

-Air dash down/BKF mix up: I’m starting to apply more of my BKF and air dash down mix up, when it’s done right it is impossible to react and people have to guess.

1.) The 3 primary options off of air dash down/Burn Kick Feint/Viper Ball:
Air A (Step 2A)
Land 5A (Step 2B)
Land Throw (Step 2C)
C Burn Kick (This gives you cross up, but I haven’t found the best safe ways to apply it in strings so don’t consider it a full option yet, will need more testing.)

Other things lead into higher damage but those lead into enough damage to kill most of the time and have the least hit stun meaning if you miss your first mix up you have the best secondary tier mix up.

Secondary tier mix ups

2A.)Off of air A (Blocked):
Secondary air A (BKF/Viper ball only)
A Burn Kick
C Burn Kick
Land 5A (Step 2B)
Land Throw (Step 2C)
BKF (Return to step 1)

2B.) Off of Land 5A (Blocked):
BKF (Return to step 1)
Viper Ball (Return to step 1 and kill all push block)
2 B (Treat as a loop back to the same step)
Throw (Step 2C)
2 C xx 623A 28+A+S+Assist (Unblockable set up for if they’re trying to deal with the mix up in something other than throw tech. With certain assists gets really amazing)

2C.) Off of Land Throw (Teched):
EX seismo (AKA what now bizzle?)
TK feint Throw again
Dash 5A (Step 2B)
BKF (Return to step 1)
Viper Ball (Return to step 1 and kill all push block)

From there you can go to tertiary tier but normally you’re either backed out off of correct guesses or more likely they are about to die if you don’t drop your combo. :smiley:

I hope to get some type of video up on all my viper findings and mix-ups soon. she has too many close range mix-ups to worry about. probably 5 off of one simple tridash 5S.

The main reason I was working on the BKF status ones is that it lets you safely go into the most options that require the most different reactions from your enemy. The difference between the timing is 1 frame difference from overhead/throw and a 6 frame difference between overhead and low. Along with that it starts really quickly.

I can’t wait to see your stuff gottnoskill!

Yo this technology is garbage and Chris has shown me the true path to Marvel 3 greatness. I will now start learning Viper.

Glad you’re joining the Vipah Squad! (Since unlike a character like Balrog not enough play her to have an army. XD)

Wow nice combos chrisis im gonna have to try those out, dam i hate the numpad notation its a bitch to read for me lol.

How come you sjc your seismos? Easier to just hold uf imo.