Good stuff.
Is it bad that im now figuring out how to hold a charge on this move in training mode at home right now without having the game?
Really hard to test much at Evo due to people picking their main team and playing seriously instead of figuring out new characters or buffs/nerfs to their character. Basically, everything said so far is true. I don’t see any nerfs to Viper, atm. Thought maybe there was altered properties on the hit stun decay on her air normals as I kept dropping the box dash loop after EX TK. Probably just me in this case but I’m more interested in StriDoom, atm.
Part of me is interested. Part of me is like wtf lol.
So can anyone confirm the bigger TK cancel window for sure?
Lucky. :[ I wish I was there.
I would like to know this as well. Because if EX.TK is in fact (which it should be) big hit stun deterioration now then i will stop my use of it completely in combos.
Does anyone else hope that the move will be called…
Hyper Viper Beam?
Any screens/video of the eye beam?
Yes, and is pretty retarded.
That’s why I don’t come here as much.
After all this Wolverine and Phoenix phase in Vanilla, I want Viper to be as OP as possible. After all she isn’t herp derp like these two characters but lo and behold, peeps are discussing nerfs for a character that hasn’t have her fair share of time in the spotlight.
Just retarded.
I hope none of what you post here happens.
I like my Viper just fine as she is.
Nice.
Lmao asking for viper nerfs, cause the vipers really repped at evo… No vipers in top 32 i think, did any make it out of pools or top 64?
Its good they gave her a beam, she needed something when she was dancing around at full screen where she spends most of her time pretending to be doing stuff lol…
… why did you even bother posting? There were no Magneto’s in the top 8? He must really suck… No Yangs made it anywhere in AE, he must be crap.
There were no yangs cause yun and fei are easier top tiers and the international yangs didn’t come over, not really a good comparison, magnetos were littered throughout the top 64…
The notion that viper is some secret s tier monster, just ppl havent tapped her full potential is a fallacy perpetuated constantly on these boards, thats why i posted. Character admiration and loyalty is one thing, but dont let it skew the facts. Viper is like other b/c tier chars, can have flashes of awesomeness on point with the right assists, but she isn’t consistently dominating by any means
There are no vipers because Woverine and Wesker are the easier top tiers? Not really a good comparison? There was a Viper in top 64?
I’m not even disputing your point. I’m just questioning why you’re posting in the viper forums for no reason other than to shit on players and you back it up with something that doesn’t even back it up in the first place. We can give you lots of reasons why Viper is very good (Most players consider her at least top 10), but all you doing is trying to start a fight.
Respond if you want, but I’m not responding any longer as it will derail the thread further and only serve to help you on your quest to waste as much web space as possible. If you want to whine about character strength, do it in the tier list thread.
Honestly does anyone still think that Yang is top tier in AE? For a long time I have wondered why most of the Yangs I have seen look like a poor man’s Yun. He looks more and more mid tier everytime I see him being played. If anything EVO has proved that the top 3 characters in AE are Yun, Fei Long and Viper.
Except the yangs are killing it in japan where the game has been out (well played competitively) over there longer, so thats real statistical evidence. Same with alioune’s performances in european majors, and only if humanbomb coulda gone a little further at evo i think he just missed out top 32 or something [ http://www.youtube.com/watch?v=H8S8ZFaE5gA ]. Viper teams have consistently underperformed at majors for mvc3 for an ‘s tier’ character (and the game has been out longer than AE more or less). So again where is the evidence to back up your claims?
You’re not disputing my point but questioning my motives and then making scrubby e-insults? How about trying to attack an argument rather than get personal and attack me lol…
That beam sounds very interesting, but we really need more info it. Does it have charge levels? Knocks down? Is it a sweeping beam like Shuma or straight? Most importantly, is it a pink laser?
Also, I thought we were done with the talk and theory crafting about Viper. I think we can all agree that she is a very solid and capable character when you build your team around her, and we should leave it at that. Many people have explained she has all the tools needed to compete and hang with the best point characters in the game. It’s just that she requires a large time/research investment, and then the execution + skill to put this in practice. If SF4 C. Viper is any indication, you will need much more than a few months to get to a viable level with her. Especially in a game that is 5 months old.
You did not see her at EVO, because no one has reached that level. Which is understandable. People did not have had enough time. People are lazy. Why would you pick her when you can see results much, much faster and easier with Wesker, Wolverine, Magneto etc.
With this said, I have no doubt, that if Viper stays largely the same in her transition from MvC3 to UMvC3, a lot of her potential will eventually be uncovered and proven. No doubt.
I was at EVO, lost to Nefellious G and nobody else, if I hadn’t screwed up the first game I did great against everyone else in the pool and would have been happier to fight cl0ck than him. In casuals I got to play long sets with Marlin Pie, but I’ll post all this stuff in a different thread, this is for Viper changes for UMVC3!
I did decently at the UMvC3 station and won multiple shirts/posters etc cause of it, though understanding Viper’s changes was hard so I’ll post my impressions. The sticks they had us on were on these metal grates to hold them at the right level so whenever I was against someone who pressed buttons hard I couldn’t execute things since it bounced my stick around. --;
Synopsis of what I learned about Viper’s changes from my playing/testing:
- New move: Viper has an optic blast style move that she can shoot from the ground, this is done by holding A, B, or C for awhile until her eye starts glowing then release, I don’t believe it has levels but I’m unsure. It has relatively fast start up. It hits full screen close to immediately. It’s at standing Viper’s eye level and is very thin, easy to get under. It has large chip, and appears safe on block. The recovery is fairly obnoxious unless there are some things about it I don’t know. I don’t believe it knocked down.
I didn’t find it exceptionally good or useful, I could combo into it but didn’t get much chance to find out how to combo after it. I definitely would need more time with it to give a more accurate description.
- BKF/SJ/ADF: When I was doing my default combo that goes into 623A, 28, 6AB, C xx 214A~S, C, S. The timing was different making me go under the enemy with my burn kick feint. This potentially means one or more of the following:
My timing was faster than normal by an odd degree since I normally never have this happen.
Viper achieves super jump height more quickly.
Air dash can be done lower to the ground
Burn Kick feint’s vector off of ADF is different.
Burn Kick Feint starts up faster.
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TK xx EXTK is the same or at least doable. I was hitting it without issue, though I think the timing for it may be slightly later than before. MarlinPie said he didn’t think she could still do it and maybe it was a link now instead of a cancel. I thought my timing was normal but I was pretty sleep deprived during a lot of my play. I’m mostly sure it’s the same as it was before.
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Hit Stun Deterioration: There was a pretty universal screwing with hit stun deterioration for combos, this has been completely bad for some characters like Taskmaster, but for Viper it just means she needs to choose which combos she does differently I’m sure she can still kill the whole cast off of one hit which is a much bigger issue when there’s no DHC glitch and Dante’s damage has been nerfed on things like beehive.
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Rapid seismo still works as it did before though felt hard cause of the stick set up I said earlier.
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Viper’s placement IMO won’t change unless some other characters get broken shiz, she’s still the best in the game. The people under her will change though as some of the buffs other characters got are absolutely nonsensical (Zero can cancel all his specials into level 3 buster and despite it charging slower this is incredibly stupid.) and the new characters are potentially very scary.
As for gottnoskill’s questions:
- Recovery times on Burning kicks. I didn’t notice a change but that doesn’t mean there wasn’t one, they’re no worse for certain but can’t say if they’re any better.
- Hitbox and Property changes on burning kicks. I didn’t get to really see much on BK’s properties.
- Of course EX. Move changes. None to my knowledge, EX seismo is still stupid, you can still cancel things into EXs, EX burn kick is the same in combos and for accidental feints, EX thunder knuckle still gives forever to do stuff.
- Cancel properties of all moves. I didn’t notice changes other than those stated about EX TK maybe being a later cancel from M TK. Everything else seemed the same.
- Is Emergency Combo Emergency Combination still goes through a ridiculous amount of stuff, as per normal people who didn’t know the match tried to do things after the flash and still lost to it, likely completely unchanged.
Hope that’s helpful!
Anyone feel free to ask questions I likely won’t be able to answer just cause of how we got to play, but if I can I will! There was a pretty bad car crash I was in on my way back from Vegas so as I’m recovering I may take a bit to respond, but will likely be on SRK much of the day.
First things first. Glad you’re okay. Hope you get better soon. Who was driving you? just curious, but anyways…
For #2. My theory would be they gave viper a bit more pop on her BK which in turn would make her BK/feint a bit more wonky. That or SJ j.C’s properties make the opponent pop up a bit more.
I usually don’t worry about this too much because the j.S off a SJ gives enough fall to the opponent where when you BK feint you will be at an acceptable height before you land. So what i do is just slightly different from yours and works well, L.seismo SJ ADF j.C j.S L.BK/feint j.C j.S (land). The j.C j.S off the BK/feint allows you more than enough control over your opponent to keep them at an acceptable height for another Box dash loop or whatever you want next. Don’t know if it will still work of course, but i see no reason it shouldn’t unless they gave SJ normals more pop on them in this new version.
For #4. That sucks, hopefully the hit stun deterioration isn’t so bad that I have to rely on using Ex.Seismo to continue a ground combo before launch or something of that sort. We’ll see what they do when the game comes out. Did you check or MP check to see if the infinite still works? I don’t care if it does but I’m curious about the properties of C.TK feint on hit. Is it still a fixed hit stun or not? I sure hope they didn’t slow down jumping C.BK because that was my boss overhead. IF they did i hope for less recovery. :]
For Optic Blast that seems like fun. Does it travel as fast as Wesker’s Pea Shooter? If so that is awesome. I will definitely be wanting to fool around with that. I wonder since you stated the recovery is a bit unbearable could you be able to cancel it similar to seismo on hit/block into another special move or into FADC?
Did you like any of the new characters? Any of them really stand out to you? I wish Nemesis was playable on that build. I will DEFINITELY be looking into that character.
I’m happy to be alive too, my friend Worf Joestar was driving me and the person behind us fell asleep at the wheel which kind of really sucks.
For number 2 don’t get me wrong, I was able to do the version I was saying just the timing on it was different, it’s likely a buff to one of the things I said but can also relate to the j.C which I hadn’t thought about.
For number 4 it should be okay, I didn’t check the infinite since I have shitty execution, but I’ll ask K-beast and Marlinpie and see if either of them got it to work. I assume that’s the type of thing that Capcom would remove though. C, TK on feint seems the same to my estimation, if it was changed, I’m not sure how it was. I think it still has fixed hit stun. The optic blast is very fast, think of it similarly to a mini EM disruptor at Wesker gun height/width.
I like all the new characters for various reasons, didn’t get to try them as much as I’d like, but some of the tools they have are really bloody strong/fun. I had been thinking that with the nerfs to Lariat/tatsu I’d go to Mags in the last slot of my team but his play feels really different. Marlin experimented with his new moves and says with all the nerfs to air dash speeds and EM disruptor he’s actually a STRONGER character thanks to the new move. I didn’t mess with it really, but that’s a scary thought.
Hawkeye: Depending on how Hawkeye’s angled assist works it may be ridiculously useful for everyone including Viper. It’s his poison shot arrow and he launches it at a 45 degree angle toward the ground. This shot poisons. This is nice and all but something I didn’t observe but others told me makes it potentially insane. When an assist is poisoned they do not recover from it unless they’re tagged in. As for on point, he feels awkward, similar to Dormammu where his normals don’t flow like other characters, though a little closer than Ghost rider’s. His arrows do a ridiculous amount of damage (More than Task according to some friends) and he has an amazing punish tool regardless of where enemies are on the screen in his 236A+B, that attack will catch people out of anything.
Firebrand: He was mobile and high damage, I didn’t get to play with him enough as out of the new characters he’s the least immediately easy to abuse. I think he’ll be the best of this new batch just based on tools though.
Ghostrider: He has an amazing full screen horizontal wall bounce assist and a wall of health. He’s at least old Wesker health maybe more. His 623C does an incredibly huge amount of chip and his normals are amazing albeit slow. For characters like Viper that don’t need to use a wall bounce in their combos his chain assist may be bloody stupid, you get longer to hit confirm off of than old Akuma tatsu and on top of that it’s slightly slower than ultimate EM disruptor. Jump S and crouch C paired with assists like hawkeye horizontal mean even when they’re blocking you’re gaining a ton of gauge and get to use assists to chip pretty heavily.
Strider: I didn’t mess with him too much as he’s actually the least exciting of the announcements to me but his normals are silly enough that I saw someone summon an assist that ended up behind him and his entire A, B, C, S /-, B, B, C, S hit a character behind him. His dash is incredibly fast and dashing into normals lets him hit lows from task 66, 2B range which is really scary. He’ll be a strong character potentially.