Why does everyone want a flight mode? Doesn’t one need a good set of air normals, or good air moves for a flight mode to be effective. I mean with her current move-set all she can do is burn kick in the air. I thought viper was weak in the normals category compared to characters like iron-man or storm whom I thought had great air-to-air normals. I would’ve been happy with the idea that they address the freeze times on her feints (I have the ex issue as well from time to time) . Also a buff that would be nice is that there would be more viable characters for a viper team. And give her an original mvc2 soundtrack for her theme. Or viper plays like a GG character anyway give her a roman cancel…
I wasn’t able to test almost anything since pretty much all my matches were tournament.
Viper:
+Still broken.
+Seismic hammer is still broken.
+EX seismic hammer is still broken.
-New move has long start up, long charge time, lowish damage and slow recovery, I need to learn about its properties to see what it’s good for.
-I couldn’t test a lot of things I wanted since everyone was just playing to win and checking things like safety of Burn Kicks couldn’t happen since it was mostly tournament play.
any notes on the new hitstun scaling and general damage?
Thisthisthisthisthisthisthisthisthisthisthisthisthisthisthisthisthisthisthisthisthis :rock:
Her damage seems the same, I was dropping all my combos at a really weird point, all my normal hit confirms off seismo though it was just execution and I can guarentee it wasn’t a game thing. I was getting elbowed on my button arm while trying to play >:B
One interesting theory someone brought up in the general MvC3 thread was they could have tinkered with the HSD of H attacks and left everything else the same. The characters who have a lot of H’s in their combos seem to be the ones that have been altered like Magneto, Taskmaster, and to some certain extent Dante even though he seems to be able to do pretty much a lot of the same.
Attacks hitting opponents in the air seemed to knock them higher which changed combos for grounded normals to air opponents a bit, unsure if it was just in my head but I’m pretty sure it’s the case.
Hmm… That is and interesting thought/theory…
Zero is another one who has been to have said needs altered variations of combos as the old longer ones don’t work. He also uses a shitload of H’s…
Chrisis, could you talk about the new beam a little bit?
Is it special cancelable, EX, Super? What Kind of knockdown? Air OK?
Not air okay, didn’t get to test cancels really as I only got to use the attack twice in casuals, don’t believe even a soft knock down.
What about durability. I’ve been speculating that it’s medium priority instead of light.
It may be but never had an opportunity to test that since start up is so long and nobody is happy to help test things since if someone loses they’re off.
Lol it sounds like this gathering was more of a cocktease than anything
Well it was a tournament, though people interested in SFXT definitely got a lot out of it, 2 set ups for it were there both were running casuals the entire time! F-champ seemed to really like the game.
Did you get a chance to try it out or were you focused on observing ultimate?
F-Champ like SFxT or UMvC3?
@Nissan:
I was too focused on Ultimate, but as of now SFxT looks far more interesting than AE for me.
@FlyingVe:
F-Champ liked SFxT to the fact that he likes it over Ultimate.
I agree about it looking more interesting than SF4. Im done with SF4… I appreciate that it got me back into fighting games (and got me into them competitively). But there is too much stuff about that game I find boring to play. Specifically knockdown into safe jump OS. I found it boring and tedious to grind away at learning all that shit. I really enjoy watching high level sf4 though and admire the people who have put in the time to learn the ins and outs of that game.
SF x Tekken looks fun but dunno how serious I will get into it. Im really liking the way KOF 13 looks and possibly Skullgirls. Im also really into 3rd strike online right now too… Parry system makes the game so much fun.
I think it’s time we look at this from a new perspective. It seems like any changes to viper are of little consequence. But that doesn’t mean that this game won’t be much different for Viper. There are several big factors of her metagame that we really need to look into, and to do that, we need to start looking into…
THE TEAM
VIPER
DANTE
MAGNETO
More specifically, how will large and in some cases drastic changes of Dante and Magneto (and Ammy) affect their team synergy with Viper?
Is Jam session any different? What about DHC options? What will we have to deal with as Viper mains we wouldn’t have had to before?
Is EM Disruptuh any different? Slower? How is Magneto as a battery character, worse, better?
And just as important, how will they function as characters when Vipes is out of commission? I’m a little worried about mags, since I’ve heard that he’s not really a rushdown character anymore. I don’t know if him being a zoning character will be as useful for us.