Dante as he pertains to Viper:
Jam session is still the same and you can get the same follow ups and combo enders out of it. Unsure about damage off of a connected jam session when people try to avoid set ups or move at you from the air. DHC into Devil trigger is still ridiculous and stupid, though you won’t get as much damage out of any follow up with it.
On point he’s still more than viable despite the nerfs to damage, meter, hammer, and normals. He has a lot of scary offensive and defensive tools.
Amaterasu:
Her assist and DHCs are the same as before.
When on point the lack of blocking during air dash is a huge issue, Amaterasu players were getting blown up left and right for it. However aside from that she anchors better thanks to getting a massive speed increase in comparison with before.
Magneto:
EM disruptor assist albeit slightly slower is still absolutely fine for what she uses it for. Will change the timing on some things.
On point I reserve judgement, he’s slower, his new attack is ridiculously strong, and he may get more adjustments before the last build.
Additional potential hard match ups of the new and returning cast:
Doctor Strange:
Some of his air to ground tools are really solid, he’s one of those characters with the potential to put out a bunch of things from the corner that can really give Viper a bad day, especially if he has grace of hoggoths set up in places that force her to block some discs which in turn let him set up more graces. >.<
Zero:
Even more than before now that he can lightning cover angles while busters are flying out of him he’s bloody fear inspiring. He was already likely her worst match up when not jam session covered.
Firebrand:
His 236C in the air X_X Not fully sure on this one as his normals are stubby and Viper may be able to air to air him.
Trish:
Same as before strong air to ground control, easier solo stuff for her and higher damage max voltage. Her rush is slightly less of a threat than before but she still has no reason to do it if you don’t have Jam session.
Have you tried out nemisis. All his assist have super armor so im hoping at least one of them works with viper and he looks really cool. Doctor Strange is a character that I really want to pick you though
what about Hawkeye for Viper? the up arrows assist is pretty much a faster version of hidden missiles. anchoring Hawkeye on a Viper/x/Hawkeye team seems like a pretty good idea, since his instant arrow super looks ridiculous for punishing stuff, more so with XF3.
Judging by the latest changes/updates, i think the ultimate Viper team is now: team snake docte`
VIPER
DANTE
DOOM
[LEFT]I cant see anybody seriously supplanting dante as vipers soul mate…however i see several potential substitutes for that anchor spot. I am extremely interested to see how Virgil does with the happily married couple. Hawkeye, ghost rider, nemisis, strange all seem to have good, if not great potential for vip/dante. And then there is still IM and trish as well as the remaining new characters.[/LEFT]
[LEFT]In a perfect world i would have viper/dante/cable…how stupid would that team be!!! Cable with 5 bars plus lvl3 xf…leave it to me![/LEFT]
Question for Chrisis. Could you talk about your overall impression of Ultimate? For Example, people say AE is much more aggressive then Super. To me, from watching vids, it really didn’t look like much more than Vanilla with more stuff.
Also, I’ve been thinking, Ghost Rider looks like he will be really good with Iron Man (unibeam), Viper is good with Iron Man, and Ghost Rider also looks like he will be good with Viper. I’m thinking Ghost(hellspike)/Viper(BK)/IM(Unibeam) could be pretty good.
Also, I noticed Vergil’s air super causes a hard knockdown (can’t self OTG after because of recovery), but you can probably do some nifty DHC tricks there. Like DHC into DT and do OTG loops, or DHC nicely into Burst Time.
Watching Ultimate, Seth Killian said something to the effect of, Vipers more interesting changes mean we should see more Viper players… That seems like Buffs to me.
He also commented on reduced hitstun on the C’s, referring to Dante, but he said it in a way that made me think he wasn’t being that specific.
Or just an overall execution decrease. Which I don’t want. <.<
EDIT: It should also be kept in mind that with the overall damage decrease and loss of the DHC glitch, Viper’s ToD’s are going to be much more alluring to players overall.
Well regarding ToD combos it seems in Ultimate they decreased the overall Health or they increased Damage. If you watch some of the new vids from iplaywinner characters with 800-900k were getting taken out fairly quickly with regular intermediate combos with level 1 supers.
I dont like this at all and is really my only gripe with ultimate so far.
Yes, but they also increased hitstun decay by a really good amount, so it’s actually a lot harder to ToD characters overall despite the damage increase, or so I’ve heard.
The HSD being lowered pisses me off too… characters seem to die a lot quicker as well. IDK it seems almost dumbed down from Vanilla and that would be ridiculous.
My take is, the lack of freebies (Breserker Slash, Haggar/Tron assist, Phoenix) and nerfed basic damage and Xfactor means that some level of practice will now be required for ToD. So, less derpy over-all.
I don’t know about that Ve, the whole purpose of the removal of the DHC Glitch was to remove easy ToD combos but with the Damage Increase/Health Decrease wtf was the point? My Character is still dying in 1 easy to do combo. I dont mind dying in 1 combo but my opponent better be putting in some hard work or heavy execution. same vice versa.
The video footage says otherwise, now I dont know for sure obviously because Im not Capcom and I haven’t compared the damage in training mode or even the played the game at all. This is all speculation.
The earlier videos did in fact talk about overall damage/health increases/decreases. However, later on they started talking about ToD combos becoming much more difficult. I have a feeling that they’re both true.
I think the higher damage/lower health has made it easier for characters to deal damage up to a certain point, but that increased hitstun decay has made it much harder to deal damage beyond a certain point. IE, combos are generally going to be doing about the same damage, and it will take more skill/suckery than it used to to very from that average.
Seth Killian has been asked about this several times and he said that there has been no overall damage (referring to individual moves) increase or health decrease.
I mean, in vanilla ABCDEFG does 60% damage, and I see the same thing in Ultimate.
Then they must have changed it around, because originally, they did say that they had changed damage/health… Just look at the old UMvC3 videos. There’s a reason everyone’s saying it.