I need tips of zoning with Viper. I FINALLY got seismo chains pretty much down. I can chain them about 70-80 percent which is more than decent online.
That said, seismo chaining isn’t enough in most cases. I have to seismo chain to seismo feint sometimes or sjc burn kick.
The hardest part is when players know the seismo spacing and will go all the way to the end of the stage and and be outside of the fierce seismo range-or they will jump over a seismo and jump in combo. Some characters have ways to simply ex through them (Yun and Dudley come to mind).
I guess with my main, Guile, I’m so used to being able to cut off two axis of movement at the same time very easily, I’m looking for a way with Viper to keep both pressured.
I always liked the close st.lk - close st.hp frame trap for crouch techs, but I’ve never really implemented it into my game because I dont represent throw or blockstrings involving lights enough in the close game, which also always makes me fearful of mashed dps. It’s so sexy when it hits though.
I’d also like to let my fellow Viper brethren know that some of her less used normals do have places they can be used. Not as combo starters of course but as ways of interrupting your opponents offense to throw them off their game and make them think twice about their usual game plan v. Viper.
her far st.fierce (the chop): I’ve managed to get some good hits with it, its a very situational anti air and has decent ground range. I’ve actually hit the tip of a neutral jump Honda strong or fierce (whichever one lets him steer).
far st.short: Not exactly sure what the hit/hurtbox looks like on it, but I’ve managed to interrupt a good bit of Makoto’s ground game with it, same thing with Honda, pretty sure I’ve kicked him out of close range offense, especially non EX Headbutts with it.
cr.jab: I need more time to mess with this one but I do know of at least one time I’ve poked Bison out of a scissor kick with it clean.
IMO her “high level” footsie game needs to be explored more, and by that I mean thinking outside the box in terms of this move vs. that move, or what will let me get a combo. Rather we should explore ways to get people in the ranges we feel strongest at, and make them hesitate when they should be throwing out buttons.
close s.Forward is also a good anti-air against people who want to do a raw cross-up (not after a knockdown). It’s good against Guy if they want to Bunshin Flip elbow on top of your head and against Bison’s devil reverse if he tries to go behind you or on top of your head. Neutral j.Forward/RH, and j.Strong are good for the air-to-air game.
I personally use cr jab to beat mid to full screen headbutts, blanka balls, and psycho’s. even the ex versions of all those moves get stopped.
far st short into mp tk is good to stop people from pressing buttons when viper’s only +1 or so. it combos on counter hit.
I still only use st fp to troll. i prefer thunder knuckling or seismoing to combat honda’s nj fierce spam.
I also use a lot of viper’s roundhouses, both the df rh and the hop kick roundhouse. df rh combos into cr strong on counter hit if you land it while they’re on the ground.
And idk how many shotos have eaten hopkick roundhouses to the face when i predict a crouching poke, it’s so satisfying. The only thing is to watch the range on them because it is very punishable if the second kick whiffs.
Hopkick especially on E. Ryus… they love that cr.forward a little too much lol. Good ones will switch it up to punches though if you do it too much.
And as far as Blanka balls go, cr.fierce is my go to. But just blocking is also a good option for the punish. Cr. fierce is basically if you can tell they’re just doing the light ball to stop in front of you and grab. cr.fierce also can stop a lot of hop shenanigans.
has anyone messed with using ex tk for a little corpse push to get opponents to the corner? I was gonna test that out this weekend, but i have to work, lol.
I was thinking of using it after landing seismo -> fast sj bk, but i think it will probably still be punishable if they quick rise.
On the subject of ex tk, I think it’s absolutely best use is people that focus from almost full screen. They may be trying to anticipate a seismo or burn kick, and then they’ve just trapped themselves because most dashes arent over quick enough to escape when they see what’s coming lol. Second best uses are situational or matchup dependant
Other good uses: Makotos that try to dash in or out too much, Fuertes that use run/ex run too much, the obvious teleports (Akuma, etc), and option select for back dashes.
Her new super motion is even more annoying than the old one. At least with the old one you could use to SRK shortcut to avoid getting it. Now everytime I FFF there a good chance of getting super.
yeah, they’re about 4 years late on changing the super motion. But i guess not getting super on occasion during FFF combos is nice. Idk how you were getting supers during your FFFs, you probably keep holding back when you go for the second fierce…idk.
You forget sf4 shortcuts are retarded (HCB + fwd = srk? lol).
Doing downforward (3) HP for the second fierce never results in super, downbacking (1) always does. That is the problem. Try it in training mode if you don’t believe us.
So on a side note, is anyone finding it viable to go for mp tk fadc combos online? Or does anyone find them useful at all?
i would only do them for a kill or for stun if i really wanted it, but i’m still not confident enough that I’ll land the link to go for them anyway. I’m curious to hear other thoughts.
I think if I moved my back button to the face of my stick to plink with I might fool around with them, otherwise the somewhat unpunishable nature of mp.tk leaves you in a good position to go for more damage through a mix up or frame trap. The better options really seem like either use red focus if you’ve got the 3 meters, and otherwise save your meter if you dont.