That sounds scary.
Killey got top 16!
I’m proud of you, bro. I remember talking to you back in super days, now you made a name for yourself!
Not a short cut but a long cut and KoF uses the same to prevent certain overlapping motions for combos. The best change for the super is to have it be qcfx2+K. There are no overlapping specials with this command but it’s also unintuitive for players.
Hahaha…thanks buddy. I’m not really looking to make a name for myself in general. lol I definitely remember talking to you back during the Super days. I don’t really play SF4 actively any more due to work and other games so I was pretty surprised with making it to top 16.
That being said, I didn’t think it was that special to qualify in top 16 at the SDCC qualifiers. They basically held two 16 man qualifying tournaments Thursday-Saturday at the convention centre and then a last chance at the Omni hotel across the con on Sunday. You had a mix bag of competitors at SDCC with people ranging from bad-to-average with a few exceptional players. Kineda and Killer Kai were at some of the qualifiers but got eliminated at the very end.
I was in San Diego just for SDCC and noticed they had a Capcom Pro Tour event going on so I was only going to try once and call it quits even though you could enter as many times as you want. I wasn’t even expecting to make it into the bracket as sign ups were at 9:00AM and I had to do line ups for signings so I ended up registering at 10-10:30 and was put on a back list. There were a few no shows for the 1PM qualifier on Thursday and I got squeezed into the bracket. The only substantial player in the bracket was JWong and he blew me up in winners finals and I ended up qualifying in losers.
I didn’t know who my opponent was on Sunday and I have no little experience in the Yun match up. I’ve dabbled with Yun a few weeks ago so that was the only way I knew how to block some of his mix ups like the cross up shoulder. I could tell my opponent was familiar with the Viper match up so that made me hesitate on several things. In hindsight after watching him play against the other Viper player I should have went more HAM in my matches since it seemed like he had difficulties blocking BK mix ups. I generally don’t like playing in that style because good players like Justin rarely get caught up in that so I try to play more control like Jayce or Latif. I definitely got outplayed in that match but I felt I could have gone farther if I was in the upper half of the losers bracket.
Hello to all my C.Viper brethren. I’m a pretty infrequent poster but definitely a frequent reader of the forums. What I’ve been noticing about the viper threads, and I don’t mean to come off as lazy, but I think we put ourselves at a distinct disadvantage by having all of our information so divided.
Comparing with other characters who have all these master lists and guides of OS’s, safe jumps, frame traps, soft and hard knockdown setups, delayed wake up set ups. It’d be cool to get together and maybe put together like an ultimate viper compendium of sorts. Complete with video examples and the like.
Just wondering if there’s any interest in that kind of thing.
Well that would sure help me at least since I don’t know shit yet
What kind of burn kicks do I need to be able to do? I am playing on a hitbox controller so it’s kind of weird.
What I know:
2149 with a regular jump can be done for left-right mixups on their wakeup or when you’re at a frame advantage.
SJ Burnkick (29214 or 2149): You can punish fireballs with this if you cancel into the burnkick fast enough, because you stay low to the ground but move forward a lot.
Seems like you can also do left-right mixups with these at certain setup ranges like after blocked cr.mk xx feint. These are super inconsistent and frustrating for me, especially P2 side.
I also read about cancelling super jump prejump frames into burnkicks, and you know you did it right because you don’t see the boot jets. Is this a real thing?
Also not exactly related but are you guys able to confirm your seismos in neutral? Or pretty much just when you know they whiffed something?
Do you have any tips on practicing/learning how to do these things, especially on a hitbox controller? These things seem way more difficult for me to do than all her other tech.
Floors tutorial in the USF4 video thread does all of this and more. You should check it out.
There also threads for safe jumps and os’es you just have to look a bit through the forum.
The only thing that really changed for safe jumps is that you have to buffer QCB during the dash due to the -1F nerf on f.tk feint
You have to admit though that for a brand new player the information is not organized well enough on the forums to make it accessible to them to learn the character. The information is kind of scattered all over the place and should be centralized and stickied to help players out.
Yeah I can’t disagree with that. Would it be best to have 2 threads? 1 safe jumps oses etc. and the other execution stuff FFF feints etc
I know floor proposed to make an execution guide at one point but I havent seen him around lately.
EDIT: I would be willing to make an execution thread but I don’t have anything to record with :(. Ill make a draft of the post this weekend and see what guys think.
EDIT2: I feel like safe jumps, os’es, etc are pretty character specific and we could just add to the match up thread. Neo is doing sick work on that thread
I agree. I started using the board over a year ago and the information is a hassle to find. Hopefully it all gets organized soon.
I didn’t think the delayed wake up would hurt my game that much. I still haven’t the dexterity to react to the “technical” display. Are you guys getting used to it ?
I really feel like it hurts Viper way more than Akuma, since it’s much easier for him to get a hard knockdown.
Still really frustrated with Viper. But I don’t want to give her up!
- I have no go to button to frustrate people.
- Online, on reaction, she is horrible.
- Seismo spam is easy to jump over at intermediate levels of play.
- Her AA is bad. I even go into training mode to practice and I just realize…wow her AAs are bad on reaction.
- I have no good ways of cutting off two axis of movement at once without guesses or reads.
- All her moves get beat out except EX seismo…which gets beat out sometimes.
- No way to punish most of Rose or Dudley’s stuff.
- Similar to #7 at close range I have no go to punish normal. EX TK loses to everything and actually whiffs against crouching peeps.
- If people just crouch or pick Elena I can’t hit them.
I have been playing her for awhile now, since the beginning of the summer, and struggle with the above stuff. I think the main thing is she is such low priority. I am always getting beat out. With Guile, Cammy, Rog, or Bison when I press a button or do a special it reliably punishes or beats out their counter.
How can I overwhelm my opponents with Viper’s priority/pressure? Especially online, during lag where they are going to have the execution advantage?
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there is no go to button. Gotta be creative. Mix it up between your buttons at each range. Up close is where you have the most buttons to use. Be sure to use hp tk feints after normals.
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thats online but it doesnt mean shes unplayable its partly you too
3 and 4) so mix it up. Gotta learn how to mezmerize people. If they jump just air to air or anti air or hell try to seismo their landing. There are many things you can do to air borne players. Her anti airs are situational. Just because hp tk beats a jumping guile doesn’t mean it beats the twins every jump situation. Gotta experiment.
Some of her aas regardless of reliabilty are
- hp tk
- far hp
- far hk
- lp tk
- close mk
- ultra
-mp tk - far mp
-cr mp
remember most are matchup specific.
So you shouldn’t be using cr mp to aa a shoto but it’s possible vs say yuns dk if poistioned correctly or even rufus dk.
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I dont understand this. Please clarify
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shes high risk high reward. Shes trades and loses many situations but if she hits she hits hard and gains incredible positioning and can setup a ton of things afterwards. Many many 50 50s. Gotta pay close close attention to every situation and block if you know x moves will beat all your options I.e vs bison mashing will get you killed quickly just block and wait for opening if cornered.
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dudleys ex mgb is punishable via reversal ultra 1. Hp mgb is also very punishable. His up close normals are very safe just block and reversal if you feel he will leave to big of a gap to not hit you or if you think hes gonna grab.
rose her ex soul spiral is punishable on block with cr mp depending on distance. If its from tip I believe its it’s safe. If shes not at tip cr mp xx mp tk that shit. You can also grab her out of ex soul spiral. Seismo all soul sparks her recovery is still pretty bad and start up is slow. Watch latif vs louffy vids too learn what to look for and how to
Approach neutral vs rose and and everything else.
8 ) if its big punish just do fff if they whiff super unsafe stuff. if its just regular unsafe either cr mp combos or cr jab into her links. Give examples for better understanding. Ex tk sucks but its a good tool to chase down akumas teleport on wake up. I dont recommend ex tk in neutral game at all. Be patient vs rose and dudley.
- gl with glitched elena I only know your supposed to lame her since most of vipers tools whiff vs her.
Practice practice practice. Regardless of anything you do or don’t know you wont improve unless you practice everything. Training mode and actual matches are your best bets. Observe other vipers too
There’s still something I don’t understand about viper. When you’re doing seismos how do you know/decide if you want to chain another after on block, feint, or sjc to followup?
Sometimes you just know almost positively it will hit like when you’re punishing, but if you’re unsure, are you really reacting to if it hit or was blocked?
Any tips? Do you typically buffer a particular motion or something
Also for something like cr.mk in footsies, do you guys just cr.mk HP TK feint into a mixup each time regardless of hit or block? Or do you ever confirm and go into a MP TK or what have you?
Your actions are always determined by what you want to achieve and what you expect your opponent to do.
When you’re Seismo chaining you can only chain it up until a certain point unless certain characters don’t know that they can just walk back to avoid it at max range. That becomes your first option, chain until you reach a certain distance that chaining won’t connect anymore.
Your other options depend on what you expect your opponent to do, if they understand that they can backdash to avoid a Seismo SJC Seismo then you feint at the point where you expect them to backdash and depending on their point of the screen you can potentially force them to immediately eat another Seismo or if they’re fullscreen then you can take advantage of this and press forward to gain screen positioning.
If your opponent jumps out of Seismo chains then you can do multiple things depending on where they are; first of all you can SJC into an EX Seismo so that they are caught before the jump even happens. If they’re close enough and a jump forward can lead into a jump in you feint and anti-air them. If they are too far or neutral jump or jump backwards then you can force them to land on another Seismo and repeat the Seismo game again.
If they focus absorb then what you expect them to do causes you to have two options. Forward dash you EX Seismo after they absorb the regular Seismo and punish the forward dash. If they backdash you can again force them to eat a Seismo as they land or feint and press forward to gain screen positioning.
For footsies if the other character pressing forward then you always buffer c.mk into a MP TK (or LP TK against Elena) because there’s only two things that can happen they walk into it and take free damage or they can react to it and block a safe MP TK. However if they know that c.mk xx MP TK isn’t a true blockstring and they interrupt it, that is when feinting will be beneficial.
If you are being aggressive and walking them down then feinting will give you better options as you are at least 0 on block or +3 on hit. Then you can start applying pressure and mix-ups.
Yay. \o/
Yup, after ~6+ years, they finally got that right…
Question for the Viper players,
When someone keeps eating Seismos should you Seismo Feint after the seismo hits or should you light burnkick in place(or M bk to gain a little ground)? I use to seismo feint after a seismo hit but it doesn’t build any meter, doing a burnkick I gain a bit of meter and can still seismo their wake up. I’m really not sure which is best. I feel like there are pro’s and cons to both but I’m still to scrubby and lack the experience to know for sure.
Opinions?
New Viper here. I watched floor’s tut series and can do IABK but is there a different input for low trajectory bk’s? I can’t get those cross up BKs from like half screen I see Latif and others do.
Any good secondaries for Viper? I can play a number of characters, so it’s just a matter of sitting down and focusing on them.
I think Yun and Seth are good completary characters.