SSF4 AE C.Viper Match-up Thread

His EX Tatsu is 4 frames start up, a lot harder to safe jump than 6 frames. He can actually get out of BK pressure too with EX Bunshin Flip on wakeup, it’s projectile invincible (BK is a projectile). Honestly, wakeup against Guy is tricky when he has EX. He even has a 2 frame grab in the air immediately above him which might punish BKs. The only reliably safe method I’ve come across is IABK and the possible mind-screw resulting from it.

When I said to turtle, I didn’t mean to turtle in the corner, holding down-back, I just meant play uber-defensive. Never go beyond c.MK range if you can when he’s not knocked down.

Ah yeah it is 4 frames. The HK version is the one that is 6 frames. Yeah that means u can’t really safe jump reliably and hit him. You’ll just have to jump early and bait it. It has terrible whiff recovery though so it’s still worth it to try and get in.

Alrite i think it probably is another abel like match were you kinda wanna stay grounded but instead of relying on mp tk, its better to use lp tk since you can go under most of his attacks wit this one.

I don’t think that will work if you’re talking about zoning him out mainly with TKs. He can do his run into overhead, he can do his Bunshin and throw your recovery, he can stop his jump arc at any time with his elbow and get in on you for free if you whiff a LP TK, not to mention at least his s.MK totally beating it AND the c.MK you would combo from.

Yeah, in regards to his EX Tatsu, better off baiting it. I haven’t tried instant BK crossing it up, but I’ve got a feeling that won’t work either.

Hi I was trying something out and and didnt work for me but I was wondering for ryu and sagat who have fireball ultras if you could bait it with a siesmo feint and then cancel the fient into ex seismo sjc over the fireball and bk.

Just jump and do a combo. It will do more damage anyway.

seriously!! Diana/Prince WTH! :sweat:

if viper backdashes, she will dash into cammy. forward dash = hit (in the video i went through the reversals listed in order!)

backdash @ 0:36
forward dash @ 0:40

you can make it harder for cammy:

  • dont quick rise! throwing the timing/positioning off
  • FA Dash Forward (OS arrow/Ultra wont come out, obviously), but this leads to further mixup. like cammy could fake and lk strike then land head to head into viper to punish her FA dash forward. or a simple empty jump.
  • EX Feint works too but again leads to further mixups, block, throw, TKCS, blockstring, tech… etc etc

:tup:

Ah, right, I forgot about Cannon Strike hitting her backdash lol, thanks for the other counter measures as well!

Rushdown Akuma is killing me. Rarely fireballs, rarely does air fireballs unless it’s to get in, block strings until demon flip or ambiguous cross-up (seriously, I get hit more than half the time). Of course, once he scores one hit, a huge combo comes and I’m down 30% of my health. I’m getting away with punishes at this point, and a lot of the time I try to punish, his footsies make my move get OJed. For once, Akuma’s s.RH is actually saving me instead of killing me, since it’s a free punish if done up close.

What can I do safely on his wakeup? His SRK seems so vertical, it doesn’t seem I can go on top of him and do a BK for free like Ryu. His teleport can be punished if predicted with EX TK, I guess.

If he does Wake-up Demon Ultra, and I’m relatively far away, is that a free c.HP xx EX Seismo SJC etc? I’ve been jumping away from him … usually not in range to hit him on the way down.

EDIT: Seems like Uryo generally gets away from footsie range, backdashing often when up close and not at an advantage. Gonna have to make a large effort to work on spacing in this matchup particularly.

I’m still interested in any info regarding Akuma, especially on a what’s safe and what-beats-what basis.

I’m maining Akuma but I’m looking to get more familiar with Viper because I really like her style. I’m not that good but there are several things I’ve come across.
I’ve read through first post and got something to add (or to discuss).

This covers only those Akumas that like to setup their demons by baiting his opponent to jump over fireballs or those who just throw them out brainless. Both types can be declared extinct.

Yeah… assuming that this Akuma has suicidal tendencies and demonflips from full screen away…
But if he’s somewhat decent and mixes his demonflips into blockstrings there is no time to jump on reaction. And backdash and Ultra lose to demonflip palm OS. If you’re predictable with backdash, Akuma option selects a whiffed palm into ultra.
So I guess you have to guess right and block (just like most of the cast) to deal with his okizeme. Always look for the late Throw-OS. Backjump should be an option, too. Useful to avoid his demonflip throw, I guess.

Only when he sees a burningkick coming.

Don’t forget about his c.mk. It goes under any burning kick and gives him some frame advantage so he can throw you after a whiffed burningkick.
Or he can cancel his f.mk into Ultra. So beware of those bks.

you could also whiff cr. mp/mk to get under those deadly cross-up tatsus!
her st. hk also hops over shoto’s cr.mk.
finally, outside akuma’s sweep range you can use an instant normal jump burn kick.

DF’s cancelled from block normals can be countered on reaction.

It’s those pesky DF’s, jump-ins, cross-ups that shuts viper down when she gets knocked down, it’s hard to react per se when you are in the ‘vortex’, you should also be reading your opponents vortex patterns.

I have trouble using this. The 2nd hit of s.hk whiffs a LOT and is punishable even if the first hit connects. Also I am not sure but I feel it is negative frame advantage on block.

use it sparingly, i barely ever use it, but do throw it out from tiem to time

It is a very underated normal, it hops lows and breaks focus which in itself is decent. it’s only -3 on block and gets you out of some situations if you learn when and where.
An example is bison’s scissor kicks there are the mixups sure but if you established a person as one that will attempt to keep pressure with shorts the f.rh will hop it. Same with rog and sweep. If you work it in it can be used to provide aspects to your game.

As for cross up tatsu’s from shoto’s just EX feint to FFF, it’s a legit punish.

BK’s should be used sparingly depending on player. Test your waters at first by using bk’s in strings if you establish the player won’t low forward out then keep doing it. if they know to low forward then you think “Is it reaction or premptive” if it’s reaction then they have it, if it’s premptive just condition them then just start doing minor ch setups or just jump fierce, or another option is stop entirely and whiff punish the forward with sweep or m.tk. This is only if they are premptively doing the foward if it’s on reaction then you need to find a way to cloud it.(AKA change your angles)

But as for the gouki matchup in general it’s a patient matchup, the more you attempt to move outside of reactive movements the faster you will lose. just a FYI

the 2nd hit of her f. hk can be backdashed.
against akuma, sometimes it’s better to get hit while doing your BK’s on wakeup than to guess wrong and eat another combo into a knockdown.

you have to understand though, that most of their attempts on your wakeup will be frontal or empty jumps, crossups are mostly tatsu’s and if you work at it you will be able to see that tatsu. Just practice the reaction to it

anyone got tips on dealing with dictators U2 on wake-up after a throw?! other than blocking correctly

If you can, try to auto correct EX BK. Do qcb, delay the kick press. I heard there was a way to tell through the shadows on the ground, but to this day, I still don’t know what that person was talking about lol.

What the fuck am I supposed to do against Rufus? Thanks in advance!