UMvC3 List of C. Viper Changes

Oh so your talking about hit-stun/damage scaling?

I heard somewhere that the hit-stun scaling on the C’s were increased, if this is true I could see why Viper could be hurt by this but it seems most of the cast is still able to pull of most of their Vanilla combos, so I don’t think Viper will be any different. I don’t know about special moves or hypers in regards to damage or hit-stun scaling, I wouldn’t be suprised if they made her Burnkicks scale more though.

Unfortunately, the MvC3 engine is really archaic, so the scaling must be done on a very broad Move-Class basis. So they could reduce BK specifically.

They need to reduce hit stun scaling on BK’s IMO. They have no place in combos except for finishers if you want to do high damaging combos and out of combos they have very little uses. They are very VERY unsafe all except for st.H burnkick. And even that will get bodied by random cr.M, launcher, can be chicken guarded and thrown as well

Idk, BK is extremely useful for relaunches and the such. The fact that it’s unrecoverable in the air makes it really sweet in combos, and essential to her assist relaunch game. It’s also gotta be the largest/longest range overhead hitbox in the game, and if you’re willing to burn a bar, EX BK can not only make it safe, but allow you to combo off of it. If anything I’d say they should make it easier to combo off of from a longer range should you land that, so it’s more worth burning that bar.

Forgot to say yeah BK is useful for relaunches as well, but the hit stun deterioration is so bad that you can’t grab that extra damage unless its near the end of a combo.

Unfortunately EX.BK isn’t safe on block :(. I’ve played a friend who knows how to punish it everytime. (Spam throw) Can’t escape unless the person happens to not catch you on the -1 for the throw and then you gotta jump or tech. I think its -1 in air and ground. But in the air the higher you are when the fire comes out for the EX.BK then the more time they got to punish you when you hit the ground. I love BK as a move but in reality most people are going to be jumping, pressing a button during a block strong (advance guard opens up punishes on BK if they Advance guard on the normal hit before BK) or if they know a BK is coming you can air throw the crap out of Viper if you use it close up. I’m complaining. It’s a move that needs to be accompanied by a good projectile assist to keep it completely safe. Similar to Captain America’s shield charge.

BK as a relaunch is fine and dandy. The timing it strict and you have to tiger knee it but if you can pull it off, you get an extra 100,000 I believe from just one relaunch if you finish the combo with a 214AA.

As far as buffs/nerfs go, along with the system changes so far, Viper does seem to be about the same secret high tier status or just full on close to top. I don’t mind either way, Viper combos are flashy and fun. I’m glad to hear Trish is more viable as a partner and on her own.

Currently my Viper team is Viper/Trish/Ammy though I’ve kind of wanted to switch out Ammy. Any recommendations on what you know might be a good switch for UMvC?

Dante…

I’m also considering replacing taskmaster with Dante when ultimate drops…I’ve given up on Vergil after seeing more of what he can do, he just doesn’t seem to work with Zero and Viper together :sad:

It’s just hard to Decide, since my Zero and Viper rely on a Horizontal assist to get in and Tasky fills that role very nicely. Not to mention he does absurd damage with relatively easy combos and can manage pretty well by himself.

But on the other hand…Dante is considered to be the best partner for both Viper and Zero! It’s like I’m hurting my team by not including him in it :sweat:

Horizontal assists are overrated. Going without one is like saying “Come at me, bro”… because it’s way easier for them to come to you then for you to go to them without the cover assist.

Actually it seems like both Zero and Viper can play without a horizontal assist, but their approaches just aren’t as auto-pilot without one. They still totally dominate the midrange/close games with their ridiculous tools.

I like a horizontal assist for Zero’s crossup game, and with Viper it nets you long range Seismo confirms.

For the record my Zero team is Zero/Dante/Akuma.

I’m theorying here, but I was thinking about Ultimate and I’m thinking Hulk might do pretty well against Viper.

He’s still got his reversal Hyper, H, and the AA assist, but that new gamma charge should be really good for dealing with Seismos and Viper’s weak-ish poking game.

Official changes:

C.Viper
- Increased feint input timing slightly for L and M versions of Thunder Knuckle.

  • Slightly decreased forward moving range of Thunder Knuckle M.
  • Untechable time from Thunder Knuckle H decreases with combo length.
  • Added new move “Optic Laser”

http://www.capcom-unity.com/gregaman/blog/2011/10/27/umvc3_character_change_log_-_capcom_characters

So…the infinite is gone, other wise BUFFZ!

Can’t wait to mess with the new faint timing…

…and that laser!

This list is my new evidence that capcom games are made by only marginally trained monkeys.

I dont think this will affect her so much. But really more speed and damage from wesker the more his glasses are damaged?? UMVc3 attack of the “Mad” scientist and his two lab tests.

THey made the game too early. When Ultimate went into production Viper was still considered low tier, same with Zero… silly capcom…

I wonder if the heavy thunder knuckle hitstun will scale to next to nothing or if it will still have a minimum amount. I have some theoretical combos I’d like to test using Viewtiful Joe’s now DHC-able Godhand that depend on H thunder knuckle.

If you use TK feint cancels, it adds nicely to her pressure and corner carry, and adds like 50-70k damage and nice meter to her basic combo. It’s really nice, IMO.

TK Feint on block is also a +10 advantage.