Honestly, when I first saw this thread, I thought you were just baiting someone into a “Viper is no harder to use than any other character” -type discussion; Figured you were trolling for self amusement or something but I wasn’t sure so I just left it alone. But then you somehow confuse the useful but not-so-critical Seismo feint “spamming” with the absolutely necessary:
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cr.MP ~ HPTK (greatest frame adv) ~ Feint; a simple poke into recovery cancellation, which is needed because her normals are among the worst in the game
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cr.MK ~ HPTK (greatest frame adv) ~ Feint; a simple poke which requires TK feinting just to alleviate its frame disadvantage
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HP/cr.HP ~ HPTK ~ Feint; a punish which requires FTK feinting in order to access Viper’s max-damage and even sub-optimal-damage combos
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Seismo/EX Seismo ~ SJC ~ :
a) LPTK; anti-fireball
b) MPTK; juggle into HPTK, EXBK or Ultra 1 at or near the wall
c) HPTK ~ Feint; for necessary zoning, optional pressure, or just plain in-Viper’s-best-interest safety since Seismo has such high recovery
d) Another Seismo/EX Seismo; for block pressure/chip, frametrap-like setup, and/or Focus baiting > subsequent punish
e) Another Seismo/EX ~ Seismo/EX Seismo feint; for safety (see c above)
f) FADC ~ MP Super***** or Ultra 1
****** - Probably only as “necessary” as your need to not lose by a cringe-worthy round-ending throw in the corner. Still, as a safejump timer off of forward throw and sweep, and a way to wake up with a bit more invincibility, or avoid an oncoming mix-up, it’s far more practical a tool than previously thought. But if nothing else, getting this down will boost your confidence in your FFF execution. Which, personally, I feel is one of the largest obstacles between learning all her exploits and actually applying them in play.
***** - The Super part of point F requires Viper to land a non-EX Seismo, which you can only combo into from a counterhit HP (AFAIK). Outside of that, I wouldn’t bet on landing raw Seismo unless: 1) The person you’re fighting has been getting hit by it frequently, or 2) you set it up “right”. For example, low Forward ~ FTK feint ~ immediate Seismo on a flustered or button-happy enemy. To them, it just looks like something they should be interfering with, especially if they’re cornered. When I found Seismo > Meterless FADC > Super, I questioned it’s practicality. Until a year later, I saw Latif win a match with it, lol.
But that’s very different; he waited for the opportunity to land it before he did. He didn’t need it to win, he was just styling. Similarly, in the aforementioned 1 and 2 examples of landing a raw Seismo, the follow-up Meterless FADC into Super proooobably isn’t necessary either. Because either you’re doing so well in the match that you have full Super and even considered it in the first place, or you’re in a really tight spot asked yourself “What if…”. This means you have Ultra, silly, and EX Seismo > Meterless > Ultra 1 is more practical as well as easier to land because it can be combo’d into, even from a counterhit low Forward.
Not to mention EX Seismo goes directly into Ultra at close range without the need for a cancel or dash, which you’re more likely to land than regular Seismo anyway. The Super option was only mentioned for completion’s sake.
Aside from those exceptions, everything listed above the divider is crucial to not only know, but also implement into your game as Viper, even at mid-level play. They’re not done for flash, they’re actually imperative if you want to win consistently. Notice how none of this has to do with Seismo feint “spamming”. And there’s still a ton more that she should be doing to stay alive that aren’t directly related to TK and Seismo cancels. Such as various types of Burn Kicks. Even a careful, decent player who isn’t using those tools in their matches and only punishes with, say, Fierce/low Forward into TK and gets all his damage from Fierce > EX Seismo > SJC BK because he can’t FFF, will often get steamrolled by lower level players who’re using most other characters in the game.
So the the execution-reliant stuff that Viper players are doing throughout a match --the stuff you say is “just half circles and tiger knees” and is easier than double-tappable maneuvers by other characters-- know that they’re doing it constantly; on offense, on defense, life lead or life deficit, at close range, mid range, and even when there’s an entire screen between them and their opponent. Not just individual cancels either, but often a combination of them. You’ll see exhibit C in any Viper match, and that involves 3 different types of cancels; which, if done with the wrong, easy-to-fudge timing, will more than likely lead to the loss of 30% of her life. It doesn’t even take the nervousness involved with high-pressure situations to make a mistake that’s hard to come back from. And don’t let it be an online match. Sheeeeeeit~
If you’re near Desk-like and don’t consider her high-execution, she’s still high-maintenance even at mid-level play. Easily.
- Ryu pokes with a safe-on-block low Forward.
- Viper pokes with low Forward, cancels the recovery frames (because they’re Normal-, Special-, Super-, and via combo, even Ultra-punishable) with a Fierce Thunder Knuckle, then cancels the start-up frames of that (suicidal-on-block) move before it can come out. There, now she’s safe.