Ultra SSFIV Viper change speculation

What Feint change?

Latest changes from Japan Loketest:

*- Close Standing HP damage increased from 90 to 100

  • Far Standing HP damage increased from 90 to 100
  • Far Standing HK hurtbox slightly reduced
  • Crouching MK hitbox slightly expanded forward
  • Level 1 Focus Attack start-up reduced from 26F to 23F
  • Level 2 Focus Attack start-up reduced from 17F to 13F after button release
  • Level 3 Focus Attack start-up reduced from 70F to 68F
  • L Thunder Knuckle hitbox slightly expanded
  • M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; bug where M Thunder Knuckle → EX Level 2 Focus → Forward Dash would not work fixed; cannot be EX Red Focus-cancelled on hit
  • H Thunder Knuckle cancel recovery increased from 6F to 7F
  • Emergency Combination (Super Combo) damage increased from 330 to 350
  • Burst Time (UC1) smoke visual effects reduced
  • Burning Dance (UC2) start-up reduced from 10F to 9F, height restriction removed*

I…guess her focus attack could use a buff…? Reducing the start up a few frames still won’t stop it from being the worst overall focus attack in the game.

really dont get the point of this. I hope its actually to look better and not because people are complaining they cant see if it hit or not.

Go to :22

Doesn’t look very good to me…

wut, there’s no smoke at all in this video.

lol characters always look goofy after they whiff an ultra though. need someone to do fff ex seismo dash u1 or something to confirm the real aesthetics of it imo :stuck_out_tongue:

Report from Paris loketest:
https://twitter.com/WDM2pac/status/419299616170209280
https://twitter.com/WDM2pac/status/419300242572709889
https://twitter.com/WDM2pac/status/419300694508969985
https://twitter.com/WDM2pac/status/419301199406727168
https://twitter.com/WDM2pac/status/419301628790190080

Well, I’ll translate I guess, even if most of it is pretty obvious

2/ Medium TK is 0 on block and +4 on hit ( need confirmation on the data on hit )
burning kick is the same, even tho he finds it a bit quicker in instant air burnkicks.

3/ focus is better ( from 28 f to 22f
crMK has a better hitbox

4/ far stHK hurtbox is reduced. Trade less, better anti air
new combo : medium tk fadc stLP connects.
He give an example with FFF > Medium TK > fadc > stLP > stMP > crMP > medium TK that does around 800 stun

5/ Feels like Delayed wake up is bad for the game, other french top players agree. Bad for okizeme and setups.

god dammit, I quoted instead of editing, sorry -_-

how does delayed wakeup work exactly? it only apply to hard knockdowns right?

also what did he say about a new combo in 4) (something about cr.hp)

Delayed wake up is done by holding two buttons when your character hit the ground for a hard knockdown only ( doesn’t apply to burnkick )

When he talk about crHP for the new combo, he means jHK > crHP feint crHP ( basically FFF ) > medium TK fadc stLP stMP crMP medium TK which is the 800 stun combo

That looks absolutely terrible. When I first read about it, I wondered for a moment whose sake that was done for: Viper players or otherwise. Then I immediately came to my senses and realized it wasn’t done for Vipers. Besides, the electrified body of the enemy popping up out of the smoke has always been a dead giveaway, amirite?
That’s the first hit, and and it’s accompanied by the smoke. It’s simultaneous. It also occurs long before the follow-up hits in the Ultra. Meaning if a body isn’t floating upward upon Ultra 1 impact, Viper can be punished before leaving the ground in a ring of fire. OR, take the meager chip damage from blocking the first and possibly the second hit, put your fightstick down, go take a shower, walk your dog, catch up on current events, discover a viable alternative to fossil fuels, figure out the meaning of life, find Jesus, come back, taunt the airborne Viper**, and admire her curves on her way down as you prep your character’s max damage punish; possibly for the win.

“Reducing” [read: eliminating] her aesthetically appealing geyser of dust does not change the outcome. How about we turn the lights on during Raging Demon?
All it does is diminish the rare chance we benefit from landing the follow-up hits against Mr. Antsy-Pants after the first one gets blocked or mistimed after air BK. God forbid.

Characters kick up more dust when they jump, dash, use forward-propulsion attacks, and even when they hit the ground on knockdown. What she has now isn’t even rivaling the kick-up from a Seismic Hammer. Shit is weak. Next they’ll reduce the fire on BK. Yea… Hot Kick. “Hot Kick” and “Unable-to-Burst Time”. So satisfying.
Style points ALL the way down…

** for:

  • mistiming the anti-air use of Ultra to punish jump-in
  • dropping air Burn Kick > Ultra midscreen
  • dropping air Burn Kick > Ultra in the corner
  • misjudging character-specific height restriction on anti-air Fierce Thunder Knuckle > Ultra juggle
  • random/wake-up Ultra (because this is what you were itching to respond to in the first place, huh. Don’t worry, I gotcha covered.)

i dont think the smoke change was to affect the gameplay in any way. someone at capcom probably thought the giant mountain of smoke looked terrible and wanted to make viper doing the giant electro-seismo during U1 more visible. At least that’s my guess anyway. As for how I perceive it like i said someone need to do some combo videos first b4 I can judge

3 more changes I’d like to viper (my other suggestions were extend cl hp hitbox lower so it doesn’t whiff low dudes and buff hit stun of cl hp a frame so she keeps combos with hp tk feint nerf a frame). Other 2 changes i might as well vent here:

  1. Extend burn kick hitbox lower so lower profile moves aren’t making it whiff entirely, she wasnt designed around that idea why have something so fundamental of hers not work vs a lot of chars when it’s often her only way in
  2. Widen lp seismo hitbox a little so frame traps with it are actually reliable and you don’t have to guess between lp and mp seismo at extended ranges
  3. Extend Kara xxrange forward of mp tk and/or extend hitbox lower of mp tk, do whatever is needed to fix the dam move whiffing entirely after a successfully spaced cr mk xx mp tk. Not even a hitting limbs spaced too far situation it will still whiff chars when you’ve spaced it properly often when they are ducking because of the lean back hitbox situation which a lot of chars have where they lean back their head after being hit and it will make the mp tk whiff entirely right in front of their feet that’s nonsense. So either extend range of xx or lower hitbox as it might be another case of hitting high with no hitbox below yet another fundamental oversight with viper… Not they’ll fix any of her proper issues anyways…

Well, Viper get past another build with no additional nerf beside the really weak HP TK feint nerf.
And everyone get a nerf to DP fadc forward to be -5, but we’re not concerned.

Top tier and here to stay it seems.

God damnit nobody was supposed to say anything about heavy tk fadc not being -5!! Now its obviously gonna be nerfed as well 8[

Isn’t HP TK fadc forward already pretty unsafe ?
Not sure about the numbers but it sure doesn’t feel that solid when I doing it outside of HP tk > fadc HP tk trap in the corner

Well its -2 on block, so unless your up against a grappler its pretty damn safe. You probably got that impression because when you try to keep the pressure going with viper afterward you most likely will get hit because you are trying to pressure with vipers slow start up moves out of a -2 situation… Thinking on it some more this was probably not an oversight. Viper needs tk fadc more than most other chars because her buttons and crouch tech are so bad. Its pretty much all she has once a char with good normals and frametraps gets in close.

I guess. Usually only do another HP tk or an Instant air burnkick after that on block tho. But I get hit out fo the burnkicks sometimes.
-2 is fine then. Let’s hope she doesn’t get the -5 treatment.