C. Viper Basics
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Salty Runback :: Characters :: C. Viper
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C. Viper Basics
Basic Moves:
** Thunder Knuckle: QCB + P (FP version is anti-air)
Burning Kick: QCB + K (can be done in air)
Seismo Hammer: DP + P (distance depends on punch strength)
** = Armor-Breaker Attack
Command Normal Attacks:
Viper Elbow: F + MP (possible to combo afterwards if hit at the right distance, possibly max range)
This is Viper's Overhead Attack, which is probably one of her most useful moves because of its range and attack speed, but is not 100% safe when blocked or when hit. Her safety depends on the distance that the Viper Elbow is performed. Doing it up close usually has a bigger chance of getting countered. Viper can use her Overhead Attack to go over fireballs if timed correctly. You can also go over Ryu's and Dhalsim's Ultra Fireballs with this attack if timed right. For Dhalsim, if he does Ultra at point-blank range, you can hop over with the Overhead Attack. Keep this in mind in close games.
B + HK: Hold back on joystick and hit HK. Viper attacks with a wide sweeping standing roundhouse. It hits late, so it's better to use this in anticipation of a jump-in. Basically, do the move right when someone starts jumping towards you. Usually, this is her far standing HK move, but doing B + HK will do this move at any distance.
F + HK: Hold forward on joystick and hit HK. Viper hits with a 2-hit attack, going forward as she does it. Although this move cannot be put into combos, it does come in handy at times. The double kick outprioritizes some low normal attacks (like Shoto's crouching WP, WK, etc.). I will clarify more in a future update. Usually, this is her close standing HK move, but doing F + HK will do this move at any distance.
Throws:
Ab Workout: Towards or Neutral + WP & WK (Viper punches opponent in gut)
Temple Massage: Back + WP & WK (Viper climbs on opponent's back and shocks opponent)
Super Combo:
Emergency Combination: QCF X 2 + P
Ultra Combo:
Burst Time: QCF X 2 + PPP
Special Abilities:
High-Jump:
Tap D, then U to perform a High-Jump vertically
Tap D, then UB to perform a High-Jump backwards
Tap D, then UF to perform a High-Jump forwards
Viper is the only character in SFIV who has a High-Jump. This High-Jump is similar to what you have seen in Street Fighter III: 3rd Strike.
High-Jump Canceling (or HJC for short):
Also known as Super-Jump Canceling (SJC). Just like Yun, Ibuki and Chun-Li in SFIII:3S, you can hit with a normal attack and cancel that into a high-jump. It is also possible to link two attacks that you couldn't normally link using HJC.
List of Fake Moves (aka Feints)
Seismo Hammer Feint:
F, D, DF + P, PP almost immediately
Hit two adjacent punch buttons almost immediately after performing Seismo motion.
(WP, MP, FP and EX versions can be canceled)
Thunder Knuckle Feint::
D, DB, B + P, PP almost immediately
Hit two adjacent punch buttons almost immediately after performing TK motion.
WP, MP and EX versions can be canceled as stand-alone moves or within combos.
Canceling Standing FP Animation:
You can interrupt Viper's far standing FP (as long as you don't actually hit the opponent with the standing FP) with certain moves. You must input the move within 1/4th of a second to register (don't know exact frame data). You can cancel with these moves:
Thunder Knuckle (regular, EX or fake)
Seismo Hammer (regular, EX or fake)
Burning Kick (regular or EX)
High Jump
Although it may not be much of a move for trickery, it is available in the game and it can come in handy someday.
NOTE: You have a little more leeway to cancel standing FP into High Jump. Don't know the exact amount of frames but if I find out, this will be updated.
** This write up was done by Kunai from SRK **
Salty Runback :: Characters :: C. Viper
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