Working Overtime: The C.Viper Technical Thread

i messed around with this a while back tried to incorportate rapid seismos,fadcing and optic blasts with dashing+assist calling all at once was a big cluster fuck, i think its possible with a couple macro dashes but it doubt it would cover every possible option. sadly when i tried this in game i got a chaotic flame for my troubles :frowning:

Laser + Seismo stuff.

[media=youtube]8bBZSmnyD_g[/media]

you tried how this works with advance guarding i found it really messes with alot of stuff from fadcing to seismo strength really ups the difficulty on timing say a seismo whiffs and you release the laser before your opp jumps viper has lost quite a bit of ground and someone like mags will get a magblast up and come for her. What you you propose to dealing with that?

In theory id like to keep hidden missiles on screen while charging focus into H TK if I feel they’re going to jump the gun and avoid the laser. The laser should have enough durability to AA magnus and get rid of the mag blast unless he gets behind Viper somehow.

If those options prove to be too risky (they probably will since I haven’t found a way to cancel the laser charge before doing a special move) then I can always just keep fadcing forwards or backwards. Ill hold the focus a bit to absorb a magnetic blasts or some missiles if the get on screen then shoot seismo and lasers again once I get a clear. Good movement with the fadc and focus attack will most likely be key against characters with stronger movement.

When I mess around with it more in actual matches ill see what works for me against advancing guard. I don’t think it’ll be too much an issue especially if I can keep my assists on screen. Main goal is to get consistent enough with it to keep his assists off screen so its easier to just seismo and seismo fadc everything else.

Sent from my T-Mobile G2 using Tapatalk 2

About the Viper/Dante Incoming unblockable:

What’s the exact input sequence, and the appropriate follow up? I currently use:

L seismo, down, up call dante jam session + focus. The opponent is able to use cr.L to tag dante and stop him from using the assist :\ Is this the wrong sequence?

Also, what am I supposed to follow this up with if they get hit with jam session instead?

You can also sometimes omit the L seismo. So on incoming character - call jam session, then start the focus attack (do not start them at the same time and when doing the focus, hold down the S button and let go of the attack button immediately - this helps me not get accidental eye lasers and you can button dash if the jam session starts hitting). If you time it to let them drop just a very little bit before the jam session starts hitting, it’ll work like a charm. You should also have them scared of an air throw on incoming, that seems to help me.

If you catch them air dashing or pressing buttons and the jam session starts hitting, then you can dash out of your focus on reaction, super jump up and do an immediate j.H xx [L burnkick~S cancelled to j.H, j.S] x3, then blah blah blah. Then main difference between this and the normal staircase loop from the H thunder knuckle is that it doesn’t start hitting in the air with a j.H, jc, j.H - the jump cancel should be omitted in the jam session follow up (at least from my personal experience).

After watching the archives of GotNoSkill’s practice sessions (which are really fun to watch, btw), I’ve gotten more interested in the FADC’d seismo stuff. I’m definitely going to start working that into my game! That seismo FADC seismo link is pretty tough and tight - hella cool though! Kinda hard for me to follow up with the staircase loop afterwards, but I think someone with good execution could do it pretty consistently making it a really good half screen to 3/4 screen punish. Good tool either way.

Not sure if someone posted this yet or what other people do, but a good way I found to seismo FADC is to do: f,d,d/f+A ~ u+S+L+M ~ L+M
…so the u+S+L+M ~ L+M part is just like hitting three buttons together twice in a row really fast but the second time omit the S. It’s a really fast and consistent way to do it.

[media=youtube]1IcPVh3xcsA[/media]

Thoughts on my tutorial?

Hey man, I’ve been playing Viper on pad since Vanilla and what I’ve found works best after trying all the tips I could find online is that it depends on what I’m trying to do on P2 side, if I am only going for 2-3 r.seismos it seems (to me at least) to be a bit more consistent to hold forward between the reps instead of returning to neutral but if I am going for more than 3 it seems best to rush the first seismo and rush the second tk’d seismo and then slightly slow down ensuring that lift your thumb off the pad (return to neutral) between each tk’d seismo.

I really found that I was rushing on P2 side and slowing down just a bit really made a difference. I’d just push the character into the corner and s.M, s.H xx r. seismos, I initially found it more comfortable to combo into while practicing on P2 side. Once that felt good I set the dummy to all guard and turned off hp recovery and just sat there trying to chip the dummy out.

My two cents

One wordā€¦ā€œNice!ā€, the stair case combo part helped me alot! But I just stopped playing pad a week ago so now I’m back in no mans land, I say you keep the vids coming! Not enough peeps styling on pad with Vip…

Appreciate it man, I did another video and it’s based on heavy tk staircase

[media=youtube]VgwXzhvUxrE[/media]

So what can you do off of a Heavy Thunder Knuckle? Can you combo off of it?

S feint cancel it, super jump forward and do staircase combo.

Sent from my T-Mobile G2 using Tapatalk 2

  1. Is there a way to call assists during rapid seimos, or do you have to FADC+Assist back into seismos? It seems since you’re chaining specials together there’s no opportunity to call an assist since they are called on the negative edge of the assist button, and if you jump cancel into assist first, you don’t have enough pre-jump frames to continue the seismos.

  2. Is there any measure on how much time I have to complete the viper ball motion? ie., does anyone know the frame count of the UMVC3 buffer window?

Thanks!

The first one I think you kinda answered on your own or could further answer on your own. You’d have to most likely at least do something like maybe find a way to regular jump during the seismo and call an assist then ADD back down immediately and do more seismos ( I think that’s what you were bringing up which isn’t exactly calling an assist during the seismos). You obviously wouldn’t be able to call an assist while actively rapid seismoing.

I’m not really a big fan of rapid seismo any way since it doesn’t really move Viper towards the opponent like she wants. Her mix up and OS throw game is too strong to spend time occupying a part of the screen without moving forward.Other than assist killing you’re better off using fadc techniques that allow you to call assists and move your way in. No Vipers are really using seismo to lead their offense like they should yet…so it’ll be a while before were doing that and not just flying around like a mid tier Magneto.

Second question…beats me. It feels similar to timing you would use to instant BK in SFIV but that’s all I can say.

Chrisis would have better answers to these questions so ill see if I can get him in here.

Sent from my T-Mobile G2 using Tapatalk 2

Thx. I agree entirely. I’m doing a lot of mixing in FADC assist calling back into seismo on my approach now. I just didn’t know if there was a trick to assisting raw during rapids since I’m still picking her up. Regardless, repeating seismo FADC seems to work better for its anti-pushblock and random hit confirm, not to mention a safer approach than her slow air dashing like you said. It’s probably an all-around better pattern.

Right now I’m experimenting with a few rapid seismos in front of my opponent, walling off their normal approach and forcing them off auto pilot, then go for one seismo hit or block, where I FADC into pressure. So sort of a mix…

How do I know if I’m doing a regular BK cancel to j.H or the real deal staircase j.H?

Or is there a difference besides plinking? (can be done non plinked for staircase).

I just wanted to drop a line and say thank you all for sharing your advice and experiences! Ā I’m still pretty noob, I’ve been grinding for 6 months now whenever I can outside of work (60 hour weeks), but if I had stumbled across this thread earlier I would have shaved off a few months of time spent in training mode! Ā Saw some really interesting stuff that I’ll definitely be trying out when I get off work today, it was definitely worth reading through. Ā Thanks again, and I hope to see more soon!<div><br></div><div>PS:</div><div><br></div><div>I have a question regarding rapid Seismo’s. Ā I have been able to consistently get past 10+ reps on P1 (unfortunately I’m still atrocious on P2 side), but I noticed that if I try to alternate between different ranges, i.e., M - H - M - H Seismo’s, the timing seems to be a tiny bit different? Ā I feel like I need to ā€œslow downā€ a little bit in order for them to come out, but I’m not sure if I’m just imagining it or if there’s something else going on in the mechanics that I’m not aware of? Ā Either way I’m not too comfortable with using it in an actual match in fear of being punished, I’m just curious about it is all. Ā Thank you!</div>