Fix the hitbox on her damn Ultra. If they change that and nothing else, I will be completely happy. I’ve lost so many matches because of slight miscalculations of BK xx Ultra.
At the very least, don’t send her flying into the air like an idiot if the Ultra doesn’t connect. The recovery time on the initial ground pound is bad enough. That’s like replacing the wound with a mound of salt.
I could ask for many other things already mentioned here, realistically, but I would seriously be 100% happy if that was the only change they made. Even with all of her other shortcomings, that’s the one thing that bites me in the ass the most. If I can develop the execution to do FFF EX Seismo HJC Burning Kick, I really don’t think I should have to put a round on the line worrying about if I activated the Ultra at exactly the right time.
She’s really solid right now i think she’s one of the few who needs the least fixing.
-Her health is fine at 900, more would obviously be great.
-Her ex flame kick should cross up when using the ground version, and should be safe on block. (Not her normal ones that would make her OP big time)
-FFF is the reason her focus sucks, and it’s a good reason, but it should be fast enough to at least catch an absorbed fierce punch or roundhouse kick and hit with level 2 focus. If she could catch air attacks like some other characters, it’s just too much damage potential. Also it needs to not travel forward so I can catch SRKs with it.
-Seismo recovery is on the wish list, but I think she needs that weakness. Honestly her full screen pressure would be nuts if the recovery was any better, long seismo recovery is why viper can fake (not the only use of course).
-Like others have stated, crouching MK should work how it looks. I don’t mind the speed but her shoe doesn’t have substance when you use that move lol.
-Personal wish: I’d like MP thunder knuckle to go farther, LP thunder knuckle come out faster, and HP thunder knuckle not be throw-able.
Outside of these things anything else is just going to take her over the top. Her damage output is wonderful already. Viper’s worst problem is that her shitty match ups are VERY shitty. Something like having seismo hit a bit higher so you can catch Honda’s headbutt mid flight would be cool, but I don’t see that happening. We’ll see what they do, we’ll just have to make every change count, and remember that Zangief and Honda will get changes too (although I’m feeling Honda is goign to be even worse for us in SSF4)
Vipers pretty hard to change but here’s what should be done
Health is fine we like health like that to pull off our crazy Ultra combos.
Her Seismo’s hitbox should be higher, so Cammy can’t just use Spiral Arrow and win and E Honda’s headbutt.
Her EX BK should hit low enough to hit people crouching.
She shouldn’t have to jump when she misses her Ultra and she shouldn’t have a retarded hitbox on it that it can possibly miss mid animation.
c.mk should hit like it looks. c.lp should be faster by like 5 frames.
Thunder Knuckles can’t be grabbed like seriously, my friends just randomly get me during Viper’s movement and I’m like how?
Change her heavy kick (grounded, double hit), change her heavy punch (grounded, karate chop), standing mp and mk (both versions) into actually usable normals.
Change her neutral jump and forward / backward jump; lp, mp, lk, mk into better normals.
Change her neutral jump hp into a better normal.
Personal Wish, make Heavy Seismo hit full screen XD
Nerfs,
How do you nerf a character that requires insane skill to play properly.
ahh i got ya, use mp in the real game it works easier, trail can be tricky, once you get it it’s over though hehe. ultraing off a canceled normal is so sexy lol. I try it every now and then when im about to win and its round 2.
Close s.MK beats cross ups for free. That move is vital for her in matches against cross up happy fucks like Blanka. Sure if you’re on the floor it’s useless but if Blanka tries to cross you while you’re standing he gets the close s.MK. It helps especially considering HP knuckle executes so slowly and Blanka can jump and come to the ground almost by thet time your HP knuckle goes into the air and HP knuckle sucks shit against crosses. Neutral jump mk…yeah haven’t really found a real practical use for that yet either.
The main thing I want right now for Viper in SFIV is that all of her combos are also unreversable on block. c.MPx2, FFF, c.MK/MP to MP knuckle, c.LK, close s.LK etc…anything that combos should have the same stun on block as the stun on hit. It’s kinda lame that Viper has to pretty much stick to jabs or standing shorts to verify any damage and apply safe pressure. Especially when damage from light attacks get scaled to hell in SFIV. Viper has nothing really damaging combo wise off of her light strings. s.LK x 2, c.MP, MP knuckle is a solid pressure and meter build combo but after about the start of the match the damage on it scales to hell. Then add on the fact that it can be blocked standing or crouching and there really isn’t much to be afraid of with it anymore. The other problem is the string pushes back like hella far after the 2 s.LK’s and both s.LK’s must connect obviously in order to do the combo. If you get pushed back too far you’ll end up having your second s.LK turn into a far s.LK which looks different and doesn’t combo into c.MP. Viper already has shit health and doesn’t need to get bogged down further by a ton of damaging strings that are unsafe on block. I feel this small change alone would practically bring her up the tier list.
Basically C.Viper should be less reliant on her special moves in the new game. They need to fix the hit boxes so C.Viper’s c.MK actually has the range that it visually looks like it has. You have to pretend she doesn’t have a shin or a foot whenever you throw that move out…
w00t! Thanks for that bit of info regarding close s.MK. The only use I’ve seen for neutral jump MK is that it will beat escaping Aerial Hurricane Kicks. There was a match vid of Korean Player Lizard vs Poongko and Poongko does that aerial hurricane kick to escape the corner and Lizard denies it with neutral jump MK. Not sure if that’s better to do to keep the guy in the corner or wait and punish with Seismo.
Seth Killian commented recently that viper seems like the better char to him in the new SSF4 so far with the buffs, don’t know if someone has already brought that up here