There’s really no way to make her Super input not annoying to use unless you change it to kicks or something
Can’t do rapid tk feints with super without being very slow about it. But I’d rather it be that way instead of me getting super during seismo feint or an accidental cr. FP xx Super when trying to do cr. FP xx ex seismo.
I complained about it at first but after some playing around, I prefer the new change. I’d much rather get an accidental EX Seismo at the end of a failed cr.Short, st.Short, cr.Strong > SJC Ultra, than Super. And I always have Super, strangely enough.
I used to spend it all the time when I was new to the game, but now I think I suck at knowing the best use of meter with Viper, so I find myself squatting on it. I fight other people (Vipers included, though very rare), and when I kill them, they have no meter; When they kill me, I have a full stick of butter. Despite using more EX TKs than any other Viper I know, and (probably?) overdoing cr.Fierce > EX Seismo to start my combos, I’m almost never strapped for an FADC if the time comes for it. But whatever.
As for Burning Dance changes…
Maybe one of you can shed some light on how it’s supposed to be more useful now, other than being able to combo into it from a Strong or low Forward.
I’d rather have the input issue fixed instead of just shifted around, that’s my main complain.
It’s not only the rapid feints, even a fff mp.tk for a rfa combo is annoying with it.
As stated earlier in the thread, it would’ve been so easy with just a kkk input.
Still only a minor complain, but some things I just don’t have to understand, I guess.
Wait so they didn’t really fix her cr.forward?
Burning Dance was always useless because it didn’t have the utility that Burst Time had. Changing the height restriction didn’t change that fact. It was an Ultra meant for new Viper players to be able to combo into an Ultra because Burst Time had height requirements that new players struggled with. Burning Dance height restriction removed means you can SJC into it from normals but it’s probably off of a s.Fierce or something. There was a combo concept vid with a PC hack before that showed an example of this. Ultimately, you still shouldn’t be using U2 unless there’s a specific match up that requires it.
I do think cr.forward is better than it was, but just barely. It’s more noticeable when you’re actually trying to counter hit or whiff punish with it.
I know U2 is 99.9% pointless, because wherever it’s relevant, U1 outclasses it in practicality and damage. But a part of me wanted to believe that the changes made to it would someway, somehow open up more than just one additional use for it. Looks like I was wrong.
I totally would’ve chosen it just to style on certain characters but that’s not gonna happen, 'cause that undeniable ABSENCE of a viable hitbox (from any angle other than the previously height-restricted one) scares the shit out of me. Burst Time is already a high-maintenance Ultra; I don’t need Burning Dance being a tight-ass with me too.
Anyone having trouble vs decapre?
Remember not to do anything dumb when she has ultra 2 set its incredibly fast. Her dk seems unsafe as hell.
Overall I love the new viper she hits hard, better footsies, she has better aa thanks to command down fwd hk. Her lp tk hits further and her mp tk buff does wonders ( even though timing is very strict).
I feel that in this version you are highly rewarded just for having stupid good execution and reaction with viper. So many opportunities to land some of her high damage combos now even more so then before.
Anyone wanna add towards this?
Nice! Level 1 or 2?
Well, this is hardly convenient. Thanks Capcom, ncie new characters.
I see a patch in the future, maybe its the reason for no trials/new title screen so they could have an excuse to issue a patch when the disc comes out?
Even so why does it always take them so long to fix simple stuff like that?
The comments on that video are trying to justify why this shouldn’t be considered a mishap. The way I see it, as long as Hugo, with his huge size, can crouch ‘under’ high Tiger Shots, Elena’s current hurtbox is in need of a fix.
It’s very annoying trying to make sense of Capcom’s selective use of character-specific True-to-Life factors.
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Zangief, a burly, lumbering wrestler can move from one end of the screen to another faster than most characters less than half his size, and teleport-grab me from half a screen away because I whiffed a jab.
Oh~ but my cr.Fierce > SJC Ultra randomly whiffs on him because he raises his leg during his reel-back animation? Seems Legit. I can dig it. -
Adon and Juri, whose idle stances have them standing on one foot, can remain untouchable at points between Viper’s Seismic Hammer strengths
Oh, well that could actually make sense and be a handy advantage. No biggie. -
Rose can absorb the shock of a Seismic Hammer by balancing on her shawl during its active frames, thereby avoiding damage completely
Perfectly fine. Next? -
High Tiger Shots pass through crouching Hugo without causing damage
Uhmm… you see, that’s kinda… -
Viper’s Burn Kick hurtbox extends WAY below and behind her character model and can be (counter)hit by attacks that don’t even come close to physically reaching her. Anti-projectile Burn Kick at your own risk.
HAHA- Hilarious! Tell me you’re joking…
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Yea, as far as I’m concerned, Elena’s persistent low profile = bullshit.
It’s dumb that Elena can low profile Vipers stuff but crouching but just adapt for the time being. Instead of low forward xx strong tk you do low forward xx jab tk. Elena was probably going to low profile BK’s with cr.short anyways. For her to low profile those attacks she has to not crouch block so if the opponent is utilizing those tactics you fake them out and go for an actual hit instead. Elena is looking pretty bad thus far anyways. I’d be more concerned about the buffed T.Hawk, Yun, and Yang for starters.
are they going to change elenas hit box ? no fff = sad panda
This new move of hers needs better animation.