Viper has very few easy matchups, and even fewer that allow many mistakes. With that being said, you need to be incredibly dynamic to your opponent. The best advice I can give any aspiring Viper player is 1. Anti-air everything you possibly can. 2. KNOW your optimal ranges for every matchup, they vary by matchup, learn them. 3. Stay on the ground unless you have a really good reason not to be, aside from neutral jumps which are pretty safe and a great way to create a vertical wall, viper can’t really start mixing up shit all until your opponent is scared of you. I think you should always feint way more than you throw shit out, even safe shit like lp/mp tks, when feinting be prepared to antiair. If your op isn’t falling for that and staying grounded you’ve already got him afraid of something. For someone who is dead set on downback, crossup burnkick will make short work of them, for someone who is neutral jumping, wait for them to land before crossing them up, OR pressure them with cr. mk xx mptk. For someone who is pacing with footsies, stay at optimal range and look for your openings.
Eventually you will get a knockdown, this is where viper shines, it’s up to you to capitalize on it.
Some notes:
Rog:
Optimal range is just outside HIS sweep range which is likely just inside or at the tip of your sweep range.
Using neutral jumps coupled with neutral jump burn kicks will make him weary of using straight rush to punish
Beware his neutral jump HK/HP when trying to pressure, and beware jump back normals when rushing him down.
In neutral game, make good use of crossup bks and early lp tks to beat rush punches, feints are your friend here, use them often, be very sparing with seismos.
After knockdown:
- crossup bk
- ambiguous j HK
- jump in delayed bk crossup
- whiff normal throw (when he has meter for ex rush)
- Safe jump block (when he has meter for ex rush)
Take advantage of his shitty wakeup options, continue to do safe crossups to not only take away his reversals but his charge as well.
Last note: If you have two bars, be prepared to use hptk FADC dash up just to stop momentum, or even to keep momentum going on his wakeup if they like to jab.
**Blanka: **See Subzeros post
Gouken: You kind of just need to play solid, and on your first knockdown it’s always a good bet to do something that isn’t punishable by the counter, bait that shit out or let him know you know he has it, that way you’ll be able to mix him up. As stated earlier, Nj HK is your best friend, if he tries to use rush palm nj bk ftw. He doesn’t have an answer for crossups either so just play solid and antiair any demon flips.
Yun: I’m pretty free against Yuns, it’s similar to playing Rufus though. If you get momentum make sure you make attempt a safe crossup or a lk bk right over his head to teach him dps aren’t free. f.mp is solid and will reset if they divekick you, crossup burnkicks pretty much own him and he’s got low stun so you just gotta play incredibly solid and do what you can, there’s no secret to yun, make sure you try and throw and dive kicks that land at your neck or above. Nj hk and nj bk when applicable
**Yang: **Not too different from playing Yun with elements of Fei. Be weary that everything is a fuckin frame trap. Bait WAY more than you bait Yun because he can Fadc his DP, and because his DP can hit you like full screen so seismos aren’t even close to free, but he falls victim to smart crossup bks just like Yun, low health and stun. nj hk and nj bk when applicable
For both the twins, if you can, get them the fuck off you with 2 bars and fadc, neutral game is your best friend. tech throws. Antiairs aren’t as reliable because of their weird normals when jumping in.
Bison: His pressure is way easier to block against than people with divekicks, just block until he’s out of range to land another scissor, look out for dash up throws that asshole bisons like to do and get yourself back to neutral as soon as possible. Optimal range is midrange to full screen.
General: When your opponent is scared or even if he isn’t, do not be afraid to f. mp in footsies, it’s a sort of free mixup afterwards if you have bar of either throw or ex seismo. Also, do not die with full meter, I land a fair amount of supers, but you’ll have better luck cancelling normals into exseismo for free pressure. If i’m about to close off the first round in a match i’ll almost always try and go for a cr.hp xx ex seismo into mixup / block whatever just because I can and because it’s safe.
Edit: TAKE ADVANTAGE OF YOUR LIFE LEAD. Turtling is a viable tactic, if anyone says otherwise tell them to eat shit and die because you have generic capcom bitch health, lower than Makotos and your reversals are garbage so why put yourself into a position where you can get exposed easily? Don’t, salt up their life by turtling when you need to, do not take unnecessary risks, i’m sure we’ve all lossed online games we should have won due to our own stupidity in not knowing that 8000BP scrub would wakeup ultra. TURTLE
NOW…
I need info/advice/frame data/tactics for these two fuckers, the bane of my existence:
Guy and Deejay. With Guy I feel like his rushdown is kind of anti viper tactics, on knockdown it’s fine, but knocking him down at all is really tough. With Deejay I feel like all his shit is safe, what isn’t safe? How can I make this matchup easier? Even neutral jumps get beaten by his random sobats it’s fucking garbage. Please help me lower my sodium.
Thank you