“Heavy Thunder Knuckle has 1 more recovery after being cancelled”
What, like feint cancelled?
“Heavy Thunder Knuckle has 1 more recovery after being cancelled”
What, like feint cancelled?
I suppose. That means cs.HP xx HP TK feint, c.HK won’t work anymore.
Not quite sure how to feel about that MP TK buff.
In reality, this shouldn’t affect the rest of her feint combos. They’re increasing the damage of her cl.hp by 10 points, which is appreciated, but why are they doing it? All the changes seem incredibly weird and I dunno how much they’re increasing the start up of her moves by so everything’s difficult to gauge. Well, I suppose if something drastic happened, Uryo would have reported it.
Not quite sure how to feel about that MP TK buff.
The MP TK FADC being +4 buff? Useless IMO.
In reality, this shouldn’t affect the rest of her feint combos. They’re increasing the damage of her cl.hp by 10 points, which is appreciated, but why are they doing it? All the changes seem incredibly weird and I dunno how much they’re increasing the start up of her moves by so everything’s difficult to gauge. Well, I suppose if something drastic happened, Uryo would have reported it.
Wouldn’t it affect her feint pressure overall? One frame might not seem like much but it could be crucial. That, and you wouldn’t be able to do c.MP HP TK feint, c.MP SJC U1 for style…
It would be nice if they put a reason behind each change, but that is never going to happen (because they don’t have legit reasons behind most of them…). Also, I only see “Standing Heavy Punch deals 10 more damage.” Knowing Capcom, they most likely mean fs.HP. Her normals are already terrible as it is, the last thing she needs is a nerf on startup on anything. They should honestly leave her alone, just like Latif said. Shame.
Yeah, I believe it will affect her overall feint pressure by a bit. Very little of her feint strings were tight if I remember correctly, a completely tight one that comes to mind is c.fp>HP TK feint>cr.mp. I’m no good with frame data when it comes to feints, I admit, but a majority of her feint strings weren’t tight and could be interrupted with a fast normal/move, 4-frames at most, but not quite sure. With an extra frame, it allows for more leeway in interrupting her strings.
IMO they need to look at how to change EX thunder knuckle. It is unarguable the most useless tool in her arsenal, if they made it so it appeared more than just an execution error it would be great.
IMO they need to look at how to change EX thunder knuckle. It is unarguable the most useless tool in her arsenal, if they made it so it appeared more than just an execution error it would be great.
That title goes to Ultra 2. EX TK has some uses such as neutral jump punish from between MP and HP seismo range. Wolfkrone made a video a while ago.
However, the move is pretty bad, but we can feint it so when we do mess up, we don’t go flying at the opponent or in the air. At least you can chase down some moves with EX TK…
Man if they are nerfing hp tk feint a frame they should buff cl hp hit stun a frame to compensate, losing cl hp hp tk feint, sweep/u1 link is unnecessary. Also they should buff the cl hp hitbox extend it downwards, for working so hard to get in that close and set that slow ass move up it shouldnt be whiffing entirely on some crouched chars/normals/moves. Someone go put these in the suggestion box, wherever that is lol, capcom unity?
So, what’s going on about the old viper changes ?
Burnkicks recovery and burnkick start up grounded ? Did they removed them ? Because they don’t seem to be in the location test right now.
Man if they are nerfing hp tk feint a frame they should buff cl hp hit stun a frame to compensate, losing cl hp hp tk feint, sweep/u1 link is unnecessary. Also they should buff the cl hp hitbox extend it downwards, for working so hard to get in that close and set that slow ass move up it shouldnt be whiffing entirely on some crouched chars/normals/moves. Someone go put these in the suggestion box, wherever that is lol, capcom unity?
We wouldn’t lose the cs.HP/c.HP HP TK feint U1 link. It would just be 1 frame harder to link. cs.HP HP TK feint is +12 on hit and c.HP HP TK feint is +11 on hit right now. I can definitely agree with the cs.HP hitbox buff. TBH I don’t think Capcom even knows that cs.HP HP TK feint > c.HK is even a thing. They probably read everyone complaining about the feints and just randomly nerfed it…
So, what’s going on about the old viper changes ?
Burnkicks recovery and burnkick start up grounded ? Did they removed them ? Because they don’t seem to be in the location test right now.
Seems like it was just a rumor. There were some Seth nerfs floating around that aren’t on the loc test changes either.
Well in that case I think Viper got off pretty great from the changes. She’s barely nerfed, even got some pretty okay buffs.
Compare it to the treatment Adon or Rufus got, we can feel lucky I guess.
Delayed wake up might be pretty big, but burnkicks mix up has always been done around a lot of soft knockdown anyway.
Ah ok cheers floor. Well delayed wake up could be a bit bad for viper. What mixup she getting right next to someone the insta cross bk? People just cop that like a sac throw to get out of pressure, doesnt get you that much.
Ah ok cheers floor. Well delayed wake up could be a bit bad for viper. What mixup she getting right next to someone the insta cross bk? People just cop that like a sac throw to get out of pressure, doesnt get you that much.
IA BK is good I guess. The reason why I say delayed wakeup would hurt her a bit is because of the low amount of active frames she has on her normals. c.LK (2 active), c.HP (2 active), cs.LK (1 active). It will be more difficult to time meaty attacks (to get a counter hit if the opponent reads IA BK and tries to c.MK/whatever to avoid). Because of the low active frames, if you mistime and your opponent delays wakeup, they could potentially whiff punish you because Viper’s normals aren’t the greatest.
Perhaps forward throw safe jumps could lead to perfectly meaty setups (if opponent delays wake up). Just a thought.
Has anyone figured out any useful/viable proximity OS with viper? Its probably going to get patched or w/e but it would be fun to try out in the mean time. I don’t even know how they work let alone experiment with them so I was hoping someone else has haha.
Also any word on how much they increased the startup of her normals by?
IMO they need to look at how to change EX thunder knuckle. It is unarguable the most useless tool in her arsenal, if they made it so it appeared more than just an execution error it would be great.
Actually EX TK is pretty good for some limited situations. Best example is against Akuma who jumps back and throws an air fireball. EX TK is actually really good in this matchup, you just have to commit to hard reads with it. I have hit countless Ultras against akumas who had the lifelead and tried to back off to start zoning me out.
Yeah, I believe it will affect her overall feint pressure by a bit. Very little of her feint strings were tight if I remember correctly, a completely tight one that comes to mind is c.fp>HP TK feint>cr.mp. I’m no good with frame data when it comes to feints, I admit, but a majority of her feint strings weren’t tight and could be interrupted with a fast normal/move, 4-frames at most, but not quite sure. With an extra frame, it allows for more leeway in interrupting her strings.
Man if they are nerfing hp tk feint a frame they should buff cl hp hit stun a frame to compensate, losing cl hp hp tk feint, sweep/u1 link is unnecessary. Also they should buff the cl hp hitbox extend it downwards, for working so hard to get in that close and set that slow ass move up it shouldnt be whiffing entirely on some crouched chars/normals/moves. Someone go put these in the suggestion box, wherever that is lol, capcom unity?
Only 1-frame feint links are, as everyone said, st.hp xx hptk feint ~ cr.hk, and cl.mp xx hptk feint ~ cr.mp/cr.lk. Every other link is much more lenient, including the hp xx hptk feint ~ u1 (5-6 frame link, if I’m not mistaken). cl./cr.mp ~ cr.mp is already a normal 2/1 frame link anyway, so just react and link instead of feinting?
I agree on cl.hp hitbox buff, and I think horizontal range on cr.hp could be sliiiiiiightly better to not let FFF whiff. >_> But I guess that’s asking for too much.
Has there been videos of anyone testing out her new U2? Supposed 0 height requirement would definitely be fun to troll with.
^
Nah, I meant feint pressure for blockstrings, not for hit confirmation or combos.
^
Nah, I meant feint pressure for blockstrings, not for hit confirmation or combos.
Ohhh.
Well, you don’t want perfect strings anyway >_> You usually want to leave a couple frames of gaps in between so they can mash crouch tech/DP, then punish accordingly.