Last updated on Jan. 3, 2012
Character Overview
Guide by Nyoronoru
C. Viper is a powerful mixup and crossup character with great offensive options from a multitude of ranges. One of the most difficult characters to play in Super Street Fighter IV, her power and zoning game is matched by very few. Her strengths lie in her ability to feint and counter, her tendency to constantly shove players into the corner, and the ability to combo into her Ultras easily. She is also one of the only two characters who can Super Jump, making it extremely difficult to lock her down.
Her downsides are that out of all of her normal moves there are none which paticularly stand out as a go-to or useful move. Because of this, Viper is weak in short-range encounters against characters like Abel, Cammy, or Dictator. She also has low stamina and a slow reversal game, making it difficult to play defensively. Her Focus Attack is extremely slow and her dash is laggy as well. Lastly, making an execution mistake with C. Viper usually comes with far worse consequences compared to other characters.
•
Strengths •
+ Extremely powerful, can get big damage off of very little meter.
+ Deadly juggle game, especially in the corner.
+ Can stun characters extremely quickly.
+ Her bread and butter combo forces opponents to fight with their backs to the wall.
+ Her Ultras are very damaging and easy to combo into.
+ Can pressure from anywhere on the screen.
+ Very ambiguous crossup moves along with an overhead.
•
Weaknesses •
- Poor stamina and stun rating.
- Reversal options are slow, making them easy to jump safely against.
- A very high execution requirement to pull off her best tricks.
- Normal move anti airs are almost non-existent.
- Is a big victim of characters that can avoid her Burn Kick naturally.
Notable Normal Moves and Unique Attacks
Super Jump
Viper can use the jets on her shoes to jump to great heights, both forward, backward, and neutrally. If you combine this tactic with your Burning Kick it can be extremely difficult to hit Viper out of the air.
Viper's Super Jump has more uses than just jumping really high though. She can use the Super Jump to cancel any of her cancelable normals and her Seismic Hammer. Another fact is that Viper can cancel the Super Jump into Ultra 1 or 2 or another special move. Using this you can sequentially cancel a normal attack into her Ultra for a very difficult but worthwhile combo.
Viper hops forward and throws her leg out for a fast two-hit attack. Considering that she already has a great Focus-breaking move, this attack isn't too useful. She does step pretty far forward when doing it though.
This move comes out automatically as a regular normal when close to the opponent, so be careful.
Viper does an overhead attack that is safe on block (except against grapplers). A really great move as it will hop over low attacks completely and it is super quick. You must use this move in your playstyle to keep players guessing, otherwise they will merely block low for the entire duration of your ground offense.
The main jumping normal you'll want to be using. It has incredible priority as the active hitbox stays out for a very long time. It also does an extraordinary amount of hitstun and can cross up. Just overall a fantastic move.
This is Viper's main zoning normal, one you'll want to be threatening your opponent with repeatedly. Nearly all of her damaging combos begin with this move.
Pivot Kick (Far Standing Hard Kick)
If this move makes contact with an aerial opponent it will place them in an untechable knockdown.
Special Moves
Damage
Light
100
Medium
110
Hard
70
EX
120
Properties
Viper slides forward or up with her fist covered in electricity. The Light Thunder Knuckle can be blocked high or low and it has the slowest startup time. The Medium Thunder Knuckle is a standard combo ender. The Hard version is used as an anti-air and as a reversal attack.
The Medium Thunder Knuckle is the best way for Viper to chip an opponent. Canceling from a Crouching Medium Punch or Kick adds up to a simple combo that can't be retaliated against at close range. It's also one of the best and easiest ways to break armor, making it difficult to Focus Attack against C. Viper. The Light Thunder Knuckle is almost the exact same as the Medium except that Viper ducks lower, making it harder to counter-attack her with high moves. Viper can also duck under projectiles with the Light Thunder Knuckle.
The Hard Thunder Knuckle juggles the opponent to where you can land it twice on an airborne enemy. If you catch someone high enough with it, you can also combo into Ultra 1. If that's not enough, you can also FADC the Hard version to land Ultra 1 in the corner as well. Using the Hard Thunder Knuckle as an anti-air works because of its startup invincibility. The startup of this move is slow compared to other anti-air special moves, so you'll have to be careful.
If you are using the Hard Thunder Knuckle as a reversal, don't forget that it's not suited for dealing with crossups. It also starts up in seven frames (a typical dragon punch reversal starts anywhere from three to five frames) making it very slow, so you'll have to make sure your opponent has committed to an attack before using it. Despite its slow startup, it does have a nice amount of startup invincibility. The invincibility does not overlap the attacking portion of the move though.
You can cancel (feint) the Thunder Knuckle by pressing any two punch buttons after you start it up. You can use this to trick the opponent into blocking, and then throw them. You can also use this technique to lower the recovery time of normal moves, most notably your crouching Hard Punch. If you want to use it for that purpose though then you should always cancel the Hard Thunder Knuckle, as it has the fastest feint recovery.
EX Version: This travels the entire width of the screen in a fast dashing motion. If it lands it places the opponent in a crumple stun where you can combo them (though you have to be fast!). It's an easy way to land Ultra 1, but the probability of someone getting hit with this move is almost zero due to the huge startup. If you need to punish a really laggy move from far away then this just might be the move you need. The closer you activate this to the opponent, the harder it will be to combo them if it hits.
Damage
Light
100
Medium
100
Hard
100
EX
120
Properties
Viper performs a cross-kick that can negate projectiles. Using this attack for ground pressure is a very risky thing to do because it starts up slowly and doesn't break armor. It also is at frame disadvantage on block meaning that grappler characters will be able to grab you. It also starts up too slowly to be used in any combo and cannot cross up opponents. Overall, there are not very many reasons to use this move other than to build meter fullscreen.
The Burning Kick can dodge low attacks as C. Viper does jump slightly off the ground to perform her flaming cross-kick. Viper's hittable box is completely airborne on the very first frame of activation, making it possible to use this move as a reversal against a low poke on the ground. It's still unlikely that this move will intercept anything though.
Despite the fact that Viper summons flames on both sides of her body for this move, the hitbox for the attack only appears on the side that the opponent is on. It also reaches up rather high and isn't active for very long despite its appearance.
EX Version: EX Ground Burning Kick starts up three times faster than its regular counterparts. It also has a big chunk of startup invincibility. If you are really desperate to get pressure off of you as a Viper player you can use this as a reversal. It can still avoid low attacks just like a regular Burning Kick but the EX version is much more unsafe on block and can be heavily punished.
Damage
Light
90
Medium
90
Hard
90
EX
140
Properties
C. Viper's Aerial Burning Kick is a lot different than her grounded one. Not only do all three versions start up faster than their ground counterparts, but the hitbox for the move is much wider and is active for a much longer time. The same movement properties still apply with the Hard version moving Viper the farthest and the Light version stopping her in place when jumping forward.
C. Viper can combo into her Aerial Burning Kick from a Seismic Hammer Super Jump combo, or she can use the move for ambiguous crossup attacks. The Hard version can now cross up opponents when activated closely to the ground.
You can also cancel into the Aerial Burning Kick from jump-in attacks as long as the normal move makes contact with the opponent in some way. Since the blockstun of the canceled normal move overlaps the execution of the Burning Kick, it forces the opponent to guess which way to block.
Because the hitbox for this move is positioned higher than the Ground Burning Kick, it is possible for some opponents to duck under them using the properties of certain normal moves. You must take this into account especially if you try to attack with this move without any setup beforehand.
EX Version: This starts up much faster than the regular Air Burning Kicks, but it has no invincibility whatsoever. The upside to this move is that it knocks the opponent higher, allowing more juggles afterwards (such as more EX Aerial Burning Kicks).
Damage
Light
120
Medium
120
Hard
120
EX
100
Properties
Viper slams her fist into the ground which creates a quake that knocks down and juggles the opponent. Depending on the button pressed, the location of the quake changes. You can cancel this attack on hit or block with a Super Jump to either jump to safety or to combo into a Burning Kick. This attack must be blocked low at all times.
You can use this move to force fireball throwers to respect your options, but against characters with more damaging projectiles such as Sagat you might want to try other tactics since Viper has low stamina. Against someone with weak or slow projectiles this move can be really good. The downside to its good punish properties is that it is impossible to combo into this move without an initial counter-hit.
To feint (cancel) the Seismic Hammer, simply press any two punch buttons after the startup. The stronger the Seismic Hammer, the faster it can be cancelled. This doesn't help much in combos since the motion is more complicated than a Thunder Knuckle Cancel but it can be play some deadly mind games with your opponent as they don't know which Hammer has the ability to hit, or whether or not you are about to pull out the powerful EX Seismic Hammer.
EX Version: The EX Seismic Hammer covers about 70% of the visible floor in front of C. Viper. It's one of the best EX moves in the game and it has a large amount of startup invincibility. It's safe on block against everyone in the cast because Viper can Super Jump away from the opponent while they are still in blockstun. It also starts up faster than the regular version, giving the opponent less time to react. The faster startup time also means that you can finally combo into the move.
This is C. Viper's go-to reversal because of the invincibility, but unfortunately the invincibility doesn't last for the entire duration of the move. It's also easy to jump safely against because of the amount of startup time. It's also easy to react late to the move and stuff it with a normal attack after the invincibility wears off. If you are really trying to use all your options you can Cancel the EX Seismic Hammer to give yourself an invincible "empty" reversal that allows you to avoid crossup attacks while minimizing risk to yourself.
Super and Ultra Moves
Properties
Viper has some pretty easy hit confirms into her Super, examples being a crouching Medium Kick or a Medium Thunder Knuckle. The problem is that EX Seismic Hammer and FADC combos are integral to Viper's offensive game. You should only cancel into this Super if you are certain it will finish the opponent off.
The Light Super starts up the slowest but travels the farthest. The Hard version starts up the fastest but travels the least. For Super Canceling purposes, it is best to stick with the Hard version since the damage doesn't change by version. There is slight invincibility on startup with all versions of the Super but it is nothing noteworthy.
Properties
C. Viper slams her fist down for an explosive Seismic Thunder Punch and then juggles the opponent with a bunch of wide-ranging Burning Kicks. This attack can juggle aerial opponents but it cannot be used as an effective anti-air. When comboing from an aerial juggle, you'll want to wait until the back of the opponent is level with Viper's shoulders before activating the Ultra.
If there's one thing that Viper does not have a problem with, it is landing Burst Time. This is one of the easier Ultras to combo into — assuming your execution skills are up to the task — from one of the following techniques.
- Ground or Air Burning Kick (corner)
- Air Burning Kick (Character-specific, wide hitbox only)
- Super Jump-canceled normal into Ultra 1
- Hard Thunder Knuckle FADC (corner)
- Hard Thunder Knuckle Anti-Air (opponent must be caught reasonably high)
- Hard Thunder Knuckle Trade (you must dash immediately and perform the Ultra)
- EX Seismic Hammer (Close Range)
- EX Seismic Hammer FADC
- EX Seismic Hammer Meterless FADC
Properties
Despite being an aerial-only dive-kick Ultra, Burning Dance is very similar to Viper's Burst Time, but with easier comboability. As an example, rather than canceling the Super Jump Canceled normal attack into the Ultra immediately (since Viper has to stay grounded to use Ultra 1) you can cancel the Super Jump, wait a bit longer until Viper is airborne and then perform the Ultra.
Another example is the EX Seismic Hammer combos. Rather than relying on really difficult and meter-consuming tricks, you can do EX Seismic Hammer, Super Jump and combo into Ultra anywhere on screen. You can still do the same Super Jump Canceling techniques with this Ultra, but you have to do them from heavier normal attacks than before.
Because this Ultra is easier to combo into, it doesn't do as much damage as the first Ultra. That is the tradeoff. If you're a new player you might want to go for an Ultra that you can land consistently before you move on to Burst Time.
Instant Aerial Burning Kicks
Super Jump Canceling into Ultra Tips
Fierce-Feint-Fierce
A complicated attack where you cancel your crouching or standing Hard Punch into a Thunder Knuckle Feint and then use the small recovery of that feint to do another crouching Hard Punch. This adds really big damage and stun to Viper's combos. While you can do the entire thing raw input-wise, there is some tricks you can use to make the combo easier.
Start with a crouching Hard Punch. After pressing the button hold it down and do a quarter-circle back motion, then release the Punch button to get a Hard Thunder Knuckle (This is called a Negative Edge technique). Immediately move your joystick to a down position and hit two punch buttons (Medium and Hard) to cancel the Hard Thunder Knuckle. Then right after you cancel the Thunder Knuckle, hit the same two punch buttons again to get another crouching Hard Punch.
The combo described above definitely takes practice, but once you get accustomed to the motion it's not too difficult. While you might be able to survive as a Viper player without using the Fierce Feint Fierce, you're missing out on big damage if you don't use it. It would also do you well to research Negative Edge techniques.
Posted by Dflowen on September 30, 2008 at 11:53 a.m. #1
Keep up the good info on C. Viper I want to learn how to play her well in the arcade. I'm still a new at this game and hope to get the hang of it.
Posted by Diyomaro on October 10, 2008 at 6:21 p.m. #2
I'm getting the hang of C.Viper. She has really good kicks, and her H.Kick hits twice if timed correctly. her H.Thunder Knuckle is a great anti-air move, as stated in the guide.
Posted by hmm on November 30, 2008 at 8:44 a.m. #3
i honestly have NO IDEA who to main with. ima just play with everyone...thx 4 the guide
Posted by Azuro on December 19, 2008 at 11 a.m. #4
I hear Viper takes so many button presses to be effective with. >_>
Posted by Hekron on January 12, 2009 at 12:29 a.m. #5
Lots of good C. Viper tricks here...Keep it up
Posted by UltimaHadouken on January 19, 2009 at 1:55 p.m. #6
Hopefully people will understand how god Viper is. I hate where she is on the tier list. She should be much higher!
Posted by JC on January 20, 2009 at 4:04 a.m. #7
Is it possible to kick the opponent right after you use a super jump? For example Crouch M.Kick > Super Jump > H. or L.Kick > Fire Kick (Air). Maybe I am not skillful enough to do it. But that would be really dirty if it is actually possible.....
Posted by berwyn on January 29, 2009 at 4:20 p.m. #8
@JC
i don't think it is because nobody has done it so far, not even in japanese tournament videos. it's already painful enough to do this combo: C.Hp xx EX Seisumo Hammer, super jump Burning Kick, land, ultra. it does insane damage.
Posted by TheWriter on February 15, 2009 at 10:07 p.m. #9
EX Thunder Knuckle at range links well into Burst Time.
Posted by berwyn on February 16, 2009 at 4:48 p.m. #10
only if your distance is right.
Posted by Rott on February 19, 2009 at 2:47 p.m. #11
Her EX Thunder Knuckle actually works with burst time quite well. It's a great way to punish a missed ultra.
Posted by cv on February 20, 2009 at 3:03 p.m. #12
I'm having difficulty connecting her super jump burning kick after her EX Seisumo. Any advice?
Posted by Bob on February 21, 2009 at 1:55 p.m. #13
Hey, Playing Trails with CViper and trying to execute Emergency Combination right after Hard Kick. When are you suppossed to press the punch button exactly for executing E.C.?
Been trying for a long while and getting pretty frustrated.
/Bob
Posted by ace on February 21, 2009 at 6:07 p.m. #14
i'm stuck on that one too. i was able to do it once but i don't know what i did exactly. if anyone knows, help
Posted by DrBazooka on February 22, 2009 at 5:36 a.m. #15
For the Emergency Combination after Hard Kick, you should release Emergency Combination right after the first of the kicks.
Look at this video for trials:
http://www.youtube.com/watch?v=Ybb-_x...
Posted by TK on February 23, 2009 at 11:37 a.m. #16
Does HP Knuckle, fadc, ultra work? Seems like i'm not connecting on it.
Posted by Carloes on February 23, 2009 at 1:44 p.m. #17
I've been trying to do the pretty standard looking HK->Super Combo with C. Viper, but I seriously have no clue why I keep failing at it. I've seen the excellent Japanese movie, so I know I need to do the "close" HK and execute the Super Combo before the second kick lands. I think I'm pretty quick at the Super Combo, but my question is: is it a matter of being even quicker or am I supposed to wait/do something? I get the feeling my Emergency Combination just doesn't "come through".
Posted by Carloes on February 23, 2009 at 1:57 p.m. #18
To be clear, I just do: HK-> down-forward, down-forward, HP (for example). Maybe I'm missing some key knowledge (or I'm just sucky sucky 10 dollar) ? ;)
Posted by DrBazooka on February 23, 2009 at 2:59 p.m. #19
@TK:
I never tried it myself but I see no reason why it shouldn't work.
@Carloes:
Yes, HK-> down-forward, down-forward, HP works. In fact down-forward,HK, down-forward, HP also works and it's much easier to pull off BUT this does NOT work for the trials (unless I am missing something). So you probably have to do this (HK-> down-forward, down-forward, HP) faster sorry. Try using the analog stick if you have a normal controller.
Some combos I just can't do on the D-pad. And the super jump only works 50% of the time for me. I would like to ask if someone with an arcade stick thinks their game is much better with it or if it is just a matter of time before I get good with the controller (PS3-DS3). Bear in mind I have only started playing Street Fighter a few weeks ago (SF3:3S and now SFIV).
Posted by DrBazooka on February 23, 2009 at 3:03 p.m. #20
You know, come to think about it, down-forward,HK, down-forward, HP might actually work for the trials if you press HK after the forward and not together (i.e. HK+forward does not work for sure). I may be wrong though.
Posted by Carloes on February 24, 2009 at 4 a.m. #21
It does, you can actually do the "movement" before you even do the HK. So down->forward down->forward HK (which isnt any special move) and then do HP works :) If you can do that combo without doing the movement before you execute the HK, you're a pretty fast guy for me ;)
I had the same problem with the super jump, but it's just a matter of making sure your thumb doesn't go over any other button. My Super Jumps are better with the poke instead of the d-pad. Currently trying the combo with the EX-Hammer -> super jump flipover to flame kick :)
Posted by DrBazooka on February 24, 2009 at 10:47 a.m. #22
Nice! Well done Carloes! I didn't know you could do that.
Yes, the EX-Hammer -> super jump flipover to flame kick was the hardest one from the normal trials for me. It took me around 2 hours of frustration to do it. I had to use the analog for this cause, as I said, I can't do the superjump properly with the d-pad and my thumb hurt cause of the other trials. I followed exactly in sequence this combo but if anyone knows of a better (easier) way to do it please tell me! This could come in handy.
Posted by CIPER on February 25, 2009 at 10:23 p.m. #23
i tink the hardest dam thing for her to do is the one where you focus attack and then low high punch to thundrr knuckle cancel then to burst time all together maadd hard on hard =D
Posted by CrimsonViper on February 25, 2009 at 11:19 p.m. #24
I'm pure crap in this game. Dan is way Better. So is Sakura.
Posted by Poop on February 26, 2009 at 8:04 p.m. #25
C. Viper is so hot!
Posted by ace on February 27, 2009 at 8:54 a.m. #26
I am trying to do the H. Kick cancel to the super combo.i try doing the movement first but it registers the forward H.kick move instead of just the H. kick
Posted by CC on February 28, 2009 at 6:55 a.m. #27
any1 have tips with the EX Hammer --> Super Jump --> Aerial Flame Kick move? I'm struggling like crazy with it even with the poke stick. I can always do the EX --> Super Jump, but I always miss the kick. How do I time it?
Posted by Atmosfear on February 28, 2009 at 4:05 p.m. #28
I feel you CC, I've tried it multiple times and honestly, the only time I even came close is using the PS3 sticks instead of the pad. Theres literally no room for error with this combo.
I recommend that you practice Super jump > burning kicks as often as possible without jumping past mid screen.
Posted by CC on March 1, 2009 at 8:21 p.m. #29
@Atmosfear
Thanks, but that sounds really tough. LOL.
Posted by Pro C. Viper on March 2, 2009 at 3:05 a.m. #30
@CC
If you're just doing it in trial, just stand next to them and super straight up... it'll be easier for you that way.
Posted by CC on March 2, 2009 at 1:37 p.m. #31
@Pro C.Viper,
Yeah I am, but I always do it too slow. Any tips?
Posted by Bubbles on March 2, 2009 at 2:14 p.m. #32
the ex hammer super jump aerial flame kick combo is easy. Hell, I am doing it on a 360 pad. Just follow this motion after hammer (u can combo from any hammer, not just ex). Hammer > 1963214 mk > 214 hp. This is hammer into super jump flame kick into upward thunder knuckles. If you don't understand the number notation, look at your num pad.
Posted by fthelife15 on March 3, 2009 at 7:49 p.m. #33
i need help with trial hard 3 does anyone know how to cancel out of a high jump i just dont seem to cancel out of it and do a ultra
Posted by UghFace on March 5, 2009 at 9:02 p.m. #34
I hate the Normal 3rd trial with the HK down forward down forward HP movement. I do the combo but it doesn't register.
Posted by invasmani on March 7, 2009 at 7:09 p.m. #35
how the hell do i cancel from a normal move into a super jump into the ultra...
Posted by Atmosfear on March 9, 2009 at 9 p.m. #36
@Bubbles
Thats actually a very good tip, thanks. I didn't get it until I looked at my keyboard :]
Posted by Snuggles on March 10, 2009 at 4:58 p.m. #37
Another good tip : dont eat yellow snow.
Posted by c.v. on March 13, 2009 at 1:42 p.m. #38
Does HP thunder knuckle to ultra midscreen work against all characters? Saw a video with it connecting on Fuerte.
Posted by SFIVfan on March 17, 2009 at 3:27 p.m. #39
Anybody know how to do succesive sizemic hammer back to back I see it done on videos but I dont see it in the guide
Posted by Phasik on March 18, 2009 at 2:25 p.m. #40
To do a double seismic, you gotta SJC the first one. It's really easy once you get it.
Posted by Atmosfear on March 18, 2009 at 5:52 p.m. #41
@c.v.
You can, but the timing is very sensitive as in you have virtually no room for error. That could be said for just about all CViper combos though.
Posted by SFIVfan on March 18, 2009 at 8:30 p.m. #42
anybody hear about the code for alternate stages hold L1 or R1 when selecting a stage and your supposed to fight at a different stage is this real or fake
Posted by SawDawg on March 19, 2009 at 12:25 a.m. #43
So, i find it near impossible to Vipers hard trial stage 3. its busting mah balls
Posted by Viper Nub on March 19, 2009 at 4:49 p.m. #44
I still can't do the ex hammer follow up with an in air burning kick help plz
Posted by Invisible Fist on March 22, 2009 at 8:21 a.m. #45
@ Viper Nub
Do the Ex Seismic Hammer (F, D, DF + PP), then almost immediately afterward input DB, UF, F, DF, D, DB, B + K. This second input should be done in one fluid motion of the joystick and afterward you should have enough time to tack on her Ultra or a hard punch thunder knuckle. Just keep at it.
Posted by de bunk da junk on March 22, 2009 at 8:22 a.m. #46
@SFvi fan
if you hold L1 or R1 or on the xbox the trigger buttons you fight the same stage but in a slightly different setting...like instead of day it will be night etc.
its not a cheat or anything its rather common among the Sf4 community.
try it out :-)
Posted by Dashinuke on March 25, 2009 at 2:33 p.m. #47
I can't get the [Focus Attack, EX-Thunder Knuckle, Ultra] down (Normal Trial 4, 4th combo). After I focus attack, dashcancel, and Ex Thunderknuckle, Dan keeps falling on his back, while in the trialmode movies on youtube (including the eventhubs one) he just drops down on his knee's.
Because of him falling on his back instead of trough his knees, the ultra doesn't connect.
Although sometimes he does fall trough his knee's, but I cant seem to figure out why. I've tried different length of focus attacks, and different timing :(
Any suggestions ?
Posted by SnaaackPack on March 26, 2009 at 12:10 a.m. #48
Good god she is demanding when it comes to combos >_< It took me 5 hours to finish her final hard trial ughhhhhh....and I thought Cammy's trials were annoying....well at least now I have finished all hard trials and normal trials for every character....now to practice the combos more online
Posted by Invisible Fist on March 27, 2009 at 8:18 a.m. #49
@Dashinuke
Try doing a level 3 focus attack, as in holding MP and MK down for the longest time possible, dash cancel, follow with the Ex Thunder Knuckle, and finally the Ultra. Try to dash cancel as soon as you hear a 'ping' sound when her focus attack connects.
Posted by Dashinuke on March 30, 2009 at 11:19 a.m. #50
@Invisible Fist:
Thanks, I managed to get it down under 5 tries. Now I'm working on #2 hard trial. Thanks for the help :)
Posted by Red Spydaa on March 31, 2009 at 10:39 p.m. #51
Can anyone help on how to cancel that super jump into the ultra, I main Viper and I always do hard trial 4 and sometimes the hard trial 5 but I can't do 3
Posted by H0ll0wPh0en1x on April 2, 2009 at 7:59 a.m. #52
I am having a lot of trouble with her third hard trial... Like Red Spydaa I can do the combos for her 4th and 5th trials almost easily because it's the kinda stuff I actually USE with C. Viper, but that third trial is a real pain.
This helped me a little bit but I still can't quite get it; A friend explained it to me like this:
After landing the j.RK -> st.LK make sure your joystick is at Neutral and do d, df+lp, f, uf, d, df, f+PPP as fast as possible. Doing the lp in the crouch part of a d, df, f, uf motion will basically automatically do the super jump cancel after the punch lands...
Thanks to that advice I can now do j.RK -> st.LK -> cr.LP -> SJC -> nuthin.
Posted by H0ll0wPh0en1x on April 2, 2009 at 8:04 a.m. #53
@Red Spydaa:
To add to my previous comment, basically from what I can gather you have to buffer the high jump and the ultra in the span of the cr.LP animation... So you have 16 frames (4/15 of a second) to do down to up-forward, down to forward PPP. Honestly I think I'm just not quite fast enough to do it yet but I'm almost there... I keep getting ridiculously close and then just super jumping over Dan because I was so caught up trying to make sure I hit the LP at the right point of the motion that I don't think to finish it and do the qcf+PPP before the super jump actually goes off...
/sigh
Posted by hope on April 4, 2009 at 4:01 p.m. #54
does any1 know if this is a valid combo .
Crouching Hard Punch, cancel into EX-Seismic Hammer, cancel into Super Jump, Hard Kick Aerial Flame Kick, EX-Thunder Knuckle, Ultra .
it is posted above but i cant not get the ex thunder knuckles to hit.
Posted by TheOne on April 5, 2009 at 9:19 p.m. #55
@hope
No that will not work, you won't be able to connect the EX-TK after the burn kick. If you're in a corner you could do
Crouching Hard Punch, cancel into EX-Seismic Hammer, cancel into Super Jump, Hard Kick Aerial Flame Kick, HP Thunder Knuckle, Ultra .
Posted by askdjf on April 7, 2009 at 8 p.m. #56
why arent there more vipers out there? she has such beastly combos and crosups. im suprised there are so many vega players, but i guess all the gays and naruto nerds out there pick him because hes homo, and hes a ninja, go figure.
Posted by hope on April 8, 2009 at 4:36 a.m. #57
@askdjf
Her learning curve seems to be throwing alot of people in other directions. Her combos require a good bit of practice to actually pose a threat , but i must say in the next months to come except there to be atleast a few powerhouse c. vipers at high level events.
@TheOne
do i need to fadc after the hp TK? Not sure if its just me but the easiest way to land a ultra in a combo is:
jump in hard kick , Standing / crouching hard punch , cancel into EX-Seismic Hammer , Medium punch Thunder knuckles , ultra.
Posted by Frustrated on April 9, 2009 at 7:29 p.m. #58
Im having trouble with Viper online. Ive tried really hard to master her but its just not working. Her normal moves come out so slow and her priority is terrible. Missing just one Seismic hammer leaves her open for a punishing counter attack. Any pro tips or advanced techniques?
Posted by Ninja on April 9, 2009 at 11:54 p.m. #59
I'm having the same issues. the medium punch, medium thunder knuckle should come out really fast, but online it is so slow. I can land her ex seismic into burning kick, but any of her close range thunder knuckle moves have ZERO priority online, meaning you are dead if they get close to you. The seismic hammers are good long range, but her more vital close range seismic hammer combos are too slow to pull off effectively online.
Posted by Crimson Poo on April 14, 2009 at 4:59 a.m. #60
I can't stand this character,
I'm fine with everyone except Crimson poo poo...
Rufus is a pain too but I can kinda get on alright with him.
Love the other characters though,
Posted by Shawn on April 17, 2009 at 4:33 p.m. #61
No kara throw?
Posted by Dashinuke on April 18, 2009 at 4:32 a.m. #62
I know everyone says Viper is a stick character, but are there any people here who play her with the ps3 or madcatz pad? I'm specially curious if people play her with a madcatz pad, and how their experiences are.
Posted by Crimson Vegetarian on April 24, 2009 at 3:17 a.m. #63
I found this character horrible at first but now I'm quite enjoying her since learning how useful the moves are when used in the right situation.
Posted by naruto on April 25, 2009 at 3:52 p.m. #64
yo jspock wat the fack is worng wit you my parents were in the room you awshole
Posted by Dimitri on May 3, 2009 at 10:55 a.m. #65
Hahaha Jspock that was the best thing I've ever seen. That would definitely be the best attack for C.Viper to use. No other way she could beat Guile :).
Posted by sleepyedgar on May 5, 2009 at 7:37 a.m. #66
!!!!!!!!!!!!I HAVE COMPLETED THE TRIALS >_< !!!!!!!!!!!!!!!
Posted by voa on May 9, 2009 at 2:10 p.m. #67
@jspock
lol. that was ridiculous. i totally read teh comments after and i knew something bad was gonna happen. but curiousity got the best of me and here i am facepalmed. my hat goes off to you.
Posted by SadPandahEh on May 11, 2009 at 8:54 p.m. #68
I love C. Viper as a character, even when I was a complete scrub with her from the start (and still am...). I don't even have a madkatz pad nor a stick... I'm kinda stuck with the normal xbox controller for the time being, but I can still execute her moves pretty consistently... even though using a D-Pad for her is like fighting two things at one time...
@jspock
That match was pretty epic, those moves were friggin awesome.
Posted by ultrahd on May 13, 2009 at 3:16 a.m. #69
viper's ultra looks cool especially the 4 flame backflips. still gets owned by the shinryuken/shin shoryuken
Posted by rofffls on May 14, 2009 at 3:41 a.m. #70
rofl nice one jspock.
Posted by new2 viper on May 14, 2009 at 1:54 p.m. #71
would still be able to be a good/decent viper even if you dont have a fight pad(joystick)
Posted by SFIVFan on May 17, 2009 at 5:22 p.m. #72
Im stuck on C Viper last trial the cancel has to be done so quik almost as soon as you press the move you have to do the cancel
Posted by USF on May 21, 2009 at 12:08 a.m. #73
@SFIVFan
That's not really true. In order to cancel the Fierce Punch Thunder Knuckle, you actually have to take a little pause then try and cancel it. It's not done as fast as you can, take it easy and take a very small pause after you enter the FP TK combination and it will work. Then enter c.fp quickly and finish up the combo, really simple from there.
Posted by Kinan Eldari on May 22, 2009 at 1:09 p.m. #74
Just a sidenote. The H.Punch thunder knuckle can be cancelled, too. Not just the l.punch and the m.punch ones.
Posted by Boing on May 29, 2009 at 8:59 a.m. #75
I really cannot get on with this character...
Argh!
Posted by STUCK on June 16, 2009 at 1:07 p.m. #76
hard trial 3 is breaking my my freakin hand. Its so hard
Posted by Trill on June 16, 2009 at 6:07 p.m. #77
Don't waste your time then. Most of the trials are stuff you're not really going to be doing in a match. I went up to trial number 5 and i was still being royally F****D by the computer at master level. So i watched some combo videos on youtube, and practiced simple but effective combos such as crouch kick/punch >Seismo Hammer > Burning Kick>Emergency Combination or Hard Thunder Knuckle >FADC to EX Burning Kick.
Or crouch punch> thunder knuckle> Emergency combination.
I can pull those off in actual combat and I'm now able to beat master level 3/4 of the time. Now i play online and i win pretty often. I hope i'll soon be playing with better people.
Posted by almost there? on June 20, 2009 at 8:08 p.m. #78
Ive started this game about a week ago and fell in love with C.Viper after watching some online videos. After about a weeks worth of playing (around 15hrs worth of gameplay?) practice mode and just against friends (i still havent beaten/attempted arcade...rofl) i think i am confident enough to say i am currently DECENT with viper. i can pull off ex seismos to flame kicks to ultras pretty easily as well as cross up players enough to get by.
BUT! how do you do multiple executions of seismos (or ex seismos)!!
*CAN SOMEONE PLEASE TEACH ME THE COMMANDS FOR THIS?! ive been so frustrated trying to figure it out, i know its a SJC after a seismo but i just dont know the key stroke to get the next seismo to come out. as well as canceling from a crouching fierce punch to an ex seismo... SO CONFUSED...*
much help would be appreciated. VIPER LOVE FTW
Posted by almost there? on June 20, 2009 at 8:12 p.m. #79
oh yea sorry. i forgot to mention that i play on a PS3 ds3 controller, i use the joystick and i LOVE IT. no arcade stick for me :[
so for those of you who input seismos as df,df+p , that doesnt work for me :[
i actually have to do the rotation of the stick >.>
Posted by That1Guy on June 25, 2009 at 10:18 a.m. #80
Got her last trials last week, last thing i needed for unbeatable fist. I did all the trials legit using a 360 analog :P
Posted by SFIV lover on June 25, 2009 at 4:26 p.m. #81
Almos there? what do you mean by multiple executions of seismo? Anyways i dont really get what's bugging you with cr. FP> Ex Seismo. It's pretty simple to do like a Cr. Lk> hadoken with ryu.
Posted by veyron on June 28, 2009 at 11:20 a.m. #82
Almost there?, the multiple seismo hammers i believe you can only pull off if the hammer hits your opponent (blocked or connected). if its a total whiff the second hammer wont come out.
when you do the first hammer, as the hammer animation connects w/ your opponent start doing the second, except after the dragon punch motion, continue to roll your joystick or pad to the up/foward position + P. it all has to be done pretty quickly, but the timing isn't TOO strict. Its one of those those things that itll take a little practice to get the timing just right, but after you have it youll wonder why it took so long to get it right. notation would look something like this:
F,D,DF+P(1st hammer), F,QCF,UF+P(Second hammer). Just remember to make sure the QCF to UF is a single clean motion, doesnt have to be fast.
Posted by almost there? on June 30, 2009 at 1:17 a.m. #83
@ SFIV lover: what i meant was canceling from a cr.FP to a ex seismo so that she does it in one fluid motion. i just cant figure out the buttons, or is it even possible? (LOL?)
@ veyron: yea i figured it was those buttons but for some reason the second seismo wont come out. and yes i know it has to connect with the guy whether it is blocked or it hits...maybe its just my controller, i use to be able to pull ex seismos >sjc> flame kick easily but lately it hasnt been coming out.
but thanks to both for the help, hope to hear more support soon regarding this matter if possible. i havent touched the game in a while thanks to work. im gonna hav to practice the basics over again. :[
Posted by Shade on July 5, 2009 at 12:18 p.m. #84
If anyone did all of viper's trial legit with a 360 analog, you have any tips for hard trial 2. I cant execute the ultra quick enough, dan always block.
Posted by VeteranScrub on July 7, 2009 at 4:27 a.m. #85
Im really having trouble with the hard trial #1. I cant get the darn Emergency combination that is after the thunder knuckle...ive been stuck on this for weeks.
Posted by Shannaro!!! on July 11, 2009 at 2:29 p.m. #86
C. Viper reminds me a lot of Angelina Jolie when she was NOT a skeleton. Come to think of it, Capcom has this habit of creating characters based on real-life celebs.
EX:
Fei-Long = Bruce Lee
Balrog(M. Bison) = Mike Tyson
Funny, eh? The arrival of C. Viper, El fuerte, Abel, and Rufus reminds me of the four new challengers of SSFII. All of them are popular, but I think C. Viper is the most dominant of them all.
Posted by laeo on July 11, 2009 at 8:29 p.m. #87
i need advice on how to fight a blanka because in championship mode i always fight blanka in the finals and lose. when i am aggressive he does a body shock.
Posted by ????? on July 12, 2009 at 12:36 a.m. #88
^
His rolls can be blocked and punished using reversal Fierce or an Ex Seismo. Crouching medium punch can beat out rolls with some timing. Blankas like to trick you by doing a roll that won't reach you so they can walk up and throw you. If they do this, crouching medium punch or throw them back.
Electricity can be beaten out by crouching light kicks and throws up close and cr.medium kick, overhead elbow and cr.medium punch at a distance. It can also be beaten out by a really deep jump-in attack. His Rainbow ball can be focused and then punished. If they do his slide close-up, that can be punished. His Ultra can be beaten with your Ultra if you backdash first. Hope this helps!
Posted by help on July 14, 2009 at 5:34 p.m. #89
help me with the dam hard trial number 3, i can do da sjc to ultra off a m.kick, both standing and crouching but I cannot do it off the stupid light punch, thanks capcom for making that trial so hard, along with ken's 4th hard trial
Posted by laeo on July 14, 2009 at 11:27 p.m. #90
@?????
thanks man
Posted by Woot# on July 16, 2009 at 11:19 a.m. #91
@help I think the HARD trials are meant to be a bit HARD. ^^
Posted by CefVil on July 17, 2009 at 11:05 p.m. #92
I've been stuck on the hard trial 3 of C. Viper for 3 damn hours...
So far I've completed more than half of the hard trials using only my PC keyboard, I could even succeed on Ken's hard challenges, but the canceling of super jump into Burst Time it's monstrously annoying.
.C.
Posted by Lickey on July 24, 2009 at 11:23 a.m. #93
On hard 03/05, how do you keep the EX thunder knuckle from not hitting Dan into the air, but instead, letting him crumble to the ground like the video shows?
Posted by Polak on July 25, 2009 at 7:32 a.m. #94
C.Viper OK
Posted by Eu4iA on July 29, 2009 at 8:51 a.m. #95
I used the ps3 pad (ds3 and/or 6axis) to do all chars normal and hard trials.I play better on pad.But chars like viper require u to have calluses on ur thumb cuz she hurts.Currently relearning stick as thats what most major tourneys use.I used to hate viper,but like many of u I have seen the light.I usually play with all chars regardless of the fighting game and she was the last char i picked up but she was th best!Shes such a stun whore!Just thought I show some viper love keep it goin vipers! Shes top tier f**k Sagat! LoL
Posted by tidestick on August 5, 2009 at 1:23 a.m. #96
i just get crushed with vipe on online :(
Posted by Chibi guy on August 7, 2009 at 10:57 p.m. #97
I know right! Everytime I think I'm ready to face-off other people online, I fail for some reason. But that's not the point. Crimson Viper has a tromendous amout of speed and stength. You just have to use it wisely! I good with combos! *Thumbs-Up* :D
Posted by shooshoo on August 16, 2009 at 5:45 a.m. #98
hey all anny tips for viper normal trial 3 the Hk down forward down foward HP i been trying to do this combo for about 2 hours tried reading previous posts doing down forward HK then down forward HP works Links up but doesnt help me in trial mode T__T any other tips ?? or is just fast movement ??
Posted by yes4me on August 17, 2009 at 2:15 p.m. #99
well I have played Viper online against people for over 30 hours now... and she is not that great imo... well at least for me. She is bad is so many different aspects:
- Her regular move have little priority except that c.MK
- Her combos are horribly hard to pull
- that cancel d.u move is not that easy and the timing is really small.
- Her Ultra is almost useless and very hard to pull by itself.
- Her qcb.PPP is absolutely useless. It is slow, cannot combo, and have a very long recovery.
- Her challenge trials are so hard... which give you a good idea how poor she will perform online with lag. I finished them but man they are hard compared to other trials.
- Her alternative costume is not that great either.
I wish Capcom will put a patch for her, to make her a better character. For example, give her qcb.PPP the speed of a blanka roll and the ability to pass fireballs. Knowing the record of Capcom to put patches to balance a bit better their game, I say this is quite a dream and it will never happen... so I am going to play a little more CViper and in about 1 hour I am switching to Sagat.
Posted by shagy on August 23, 2009 at 6:33 a.m. #100
@yes4me
Just summarise watever you said into 2 words "im lazy"
Her ultra is not very hard to connect but well i agree that she requires a fair amount of commitment to get good with and she has low life guage and damage but then again doesnt that make it more fun? wheres the challenge if mastering a character isnt difficult? she doesnt need any patch non does sagat.
Posted by shagy on August 23, 2009 at 7:27 a.m. #101
on a side note, im having alot of trouble playing her online. Guess i need more practise
Posted by go2sleep327 on August 23, 2009 at 9:01 p.m. #102
@Shannaro!!!
Don't forget about Abel looking like Fedor Emelianenko the famous MMA fighter haha. I think so anyways.
Anyway, C.Viper is AWESOME! She takes a LONG time to get used to though. I picked her up when the game came out, and just got tired of using her because I couldn't win in real matches with her. Even though I knew how to do a lot of her combos. But now that I've picked her up again, everything is flowing pretty smoothly. I'm actually winning now! lol. She's my secondary right now though, my main is still Chun.
Posted by MetalKA on August 23, 2009 at 9:44 p.m. #103
I hate this caracter, i made arcade mode in one or two shots without problem, but this one took me like twenty time, without exageration
Posted by MetalKA on August 23, 2009 at 10:06 p.m. #104
correction, i just made it, like after 50 times lol. i'll never play with this one again, but thanks for this page
Posted by God Bison on September 4, 2009 at 10:45 a.m. #105
C. Viper is a bitch. Lol I've played against some serious vipers. But against Bison she can't hack it. Not enough power or defence.
Posted by Lucy.ElfenLied on September 9, 2009 at 4:39 p.m. #106
Picked up Viper two weeks ago. To say the least, shes awsome! Crazy mixup game, spectacular combos! She is extremely hard to learn though, since timing on her higher level combos are very strict, and your moves really just got to f*** with your opponents mind to use her effectively.
I'm still learning her, and it is hard for me to win against better players with her.
Any other C.Viper users on the PC version that want to practice together?
Posted by Excalibur212 on September 11, 2009 at 8:45 a.m. #107
Yeah Lucy i'm commited to mastering viper on PC version, add me, excalibur212.
Send me your windows log in as well.
Posted by online skeptic on September 11, 2009 at 9:02 a.m. #108
for those of you who are trying to see how your skills fair online. stop it. Don't even bother. Her combos take so much timing and speed, that online just can't handle the button input. Seriously, the precision is hard enough to get down even without lag. So don't judge her by online. just play some offline games with her.
Posted by Lucy.ElfenLied on September 11, 2009 at 9:26 p.m. #109
this is true, but you can still do well with 4-5 bars connection and no fps lag. I do much prefer offline games when i have friend over etc.
Posted by CviperFan on September 13, 2009 at 11:58 a.m. #110
The EX-flash fist move...is there away to do it more then 2 times?..i managed to hit 2 slides the 3rd one never hits...that move is awsome an if timed well...it can pull some massive damage..but the limit so far is 2...anybody?
Posted by @111 on September 13, 2009 at 1:58 p.m. #111
I didn't even know you can do it twice. nice to know. maybe try spacing so that its equal going back and forth.
Posted by Lucy.ElfenLied on September 15, 2009 at 4:14 p.m. #112
But what is the benefit of doing exTK twice? Shouldnt you just do a damaging combo or use your ultra if you get the crumple hit?
Question: How many people can consistantly pull of:
crHP, tk fient, crHp
rapid seismos (using HJC)
going from a normal (for example; crHP) into Ultra (using HJC)
Posted by comboist on September 17, 2009 at 5:20 p.m. #113
can you h. tk then fadc someone in a corner 3 times in a row, kinda like how people cannon spike with cammy then fadc 3 times into ultra?
Posted by sparkz18 on September 18, 2009 at 4:50 a.m. #114
Just wondering if any1 can offer some advice. Basically im stuck on hard trial 3, have been for quite a while now. I can get the high jump to come out but no ultra. Just wondering if it's merely a speed issue im having here, not inputting for the ultra quick enough?
Really need some advice to get this done, because I only have viper's 3-5 to finish, abel hard 5 and gen hard 5 to complete all hard trials.
Thanks 2 any1 who can help in advance
Posted by sparkz18 on September 18, 2009 at 6:38 a.m. #115
Never mind, just completed hard #3 lol!
Now onto #4 and #5!
Just 4 trials left =D
Posted by laurensmom on September 18, 2009 at 9:06 a.m. #116
i'm stuck on vipers hard trial 5 :(
i've gotten so close but keep either missing the burnkick with a the knee or missing the ultra.
anyone have tips on getting the ex seismo immediately after the crouch hp?
Posted by sparkz18 on September 18, 2009 at 9:21 a.m. #117
got #4 done now as well, was wayyyyy easier than her 3rd!
#5 seems to be just a variation at the beginning compared to 4, its only the thunder knuckle cancel thats changed at the start.
from the 2nd c.HP into ex seismo the rest should come out pretty easily since its the same as 4 just with ultra at the end.
not saying the start is easy to do though lol, gonna take some work to get that cancel into another c.HP then the rest of the combo should be ok *fingers crossed*
Posted by Mike on September 18, 2009 at 3:16 p.m. #118
I Love C.Viper. Now if i could only do her 1st hard trial :(
Posted by c viperrrrr on September 18, 2009 at 8:12 p.m. #119
I did the whole thing today and it all connected..then i noticed that the heavy burnkick didn't register! i was in shock for a moment lol.
the c.hp,tk cancel,c.hp is easy but i can't consistently get the exsiesmo out after. all i'll say is it's a lot harder than it looks. hopefully this weekend i'll be done with this.
Posted by Lucy.ElfenLied on September 24, 2009 at 8:48 p.m. #120
Im stuck on the 3rd trial too even though i can do things like crHP tkfient crHP into exseismo-->combo no problem lol
Posted by Naug on September 25, 2009 at 4 a.m. #121
I've just spent an evening trying to nail down EX hammer to super jump to burning kick on my PS3 pad. Here's what I do nowadays (not with a 100% success rate do mind you)
1) Do the EX hammer motion, if you keep getting her elbow attack, trying using lp + hp instead of the 3p button. It's not as hard as it sounds and is much more consistent.
2) After doing the hammer motion, put the joystick in neutral(IMPORTANT). Then immediately do the motion D, DF, F, UF. This will cancel your hammer into as forward super jump.
3) To do the kick after that, I usually keep the joystick in its UF position and then roll back half a circle until I come to the B position. Then I hit HK for the burning kick. Please note that it is possible to do this part of the combo -to early-. I spent a good 30 minutes going from ok at the combo to craptastic just because I started to do this part to early, thus snuffing my super jump cancel.
Hope this helps.
Posted by Lucy.ElfenLied on September 26, 2009 at 2:51 a.m. #122
A few practicle setups for C.Vipers ultra off the top of my head(could be more): *=corner only
FA/SA crumple > ultra
ex TK > ultra
ex seismo > ultra
ariel buring kick > ultra
*grounded buring kick > ultra
*ex seismo > medium TK > ultra
anti air fierce TK > ultra
Super jump cancel from a normal > ultra
*ex seismo > SJC fierce TK > ultra
I think Viper's most damaging (and cool looking) combo is:
Jump in HK > crHP > fierce TK fient > crHP > ex seismo > SJC into ariel burning kick > ultra
Hope this helps some Viper players :)
Posted by berzack on September 28, 2009 at 12:15 p.m. #123
it doesn't say how to complete the trials, it just says what the game tells you to do... I'm stuck in NT 3 can't do nothing after the HK
Posted by hobbs on September 28, 2009 at 4:06 p.m. #124
C. viper is by far the worst character in the game. I can beat the arcade mode on the hardest difficulty with Ryu, Ken, Sagat, E Honda, and Blanka, but I can't beat Abel on medium difficulty with C. Viper. She sucks in every single way. When they release the DLC they should remove the idiot Siezmic fist, or whatever it's called, and give her a real upper cut, or a real spin kick. She's like a character from Marvel vs. Capcom. She has no real moves, only fire works. It's a terrible character all around-- poorly designed.
Posted by Lucy.ElfenLied on September 28, 2009 at 10:12 p.m. #125
@Hobbs
lol you noob, this game isnt all about who you can beat arcade mode with. Shes a great character if you have the mind game and execution.
Posted by bosh on October 2, 2009 at 4:10 a.m. #126
I hope that she is stronger in Super Street Fighter 4.
She needs a few more moves.
Posted by vaguener2 on October 4, 2009 at 2:31 p.m. #127
this site rocks a lot
I'm from Brazil and I'm pro with blanka character (lol), but i like viper's style and now I'll try it too
keep good
Posted by shin87 on October 11, 2009 at 3:29 a.m. #128
@Hobbs
c.viper is a very good character, but she is not for noob like Ryu or Ken... You must learn her combos to have some results. She is my main from two months, but i have a lot to learn. Now i'm going to training myself with HP - tk.cancel - c.HP - ex seismo - HJ - air burning kick - ultra. I have success in 3/4 cases, but it's still hard.
Sorry for my english, i'm italian
Posted by ????? on October 13, 2009 at 4:43 a.m. #129
@Hobbs: Lol, so you want her to be a shoto then?
@Bosh: What new moves does she need exactly? Her moveset is fine.
Posted by Violent Lucidity on October 13, 2009 at 1:44 p.m. #130
wtf happened to the input notation for sjc into ultra?
Posted by Macmood on October 15, 2009 at 3:48 p.m. #131
@hobbs
there should be some type of noob test before someone can comment to avoid stupid ones like that
tell that to the viper player in japan who won the SBOs using her
Posted by deathbyorgasm on October 16, 2009 at 9:36 a.m. #132
c.viper needs more health ,a low damaging char and she takes a crazy load of damage, this is not a good combination(p.s.newer comments need to be at thee top not bottom)
Posted by another claw player on October 19, 2009 at 6:25 a.m. #133
I wish I saw more viper, her attacks and offensive strategies are very fun to see and fight. In g1 I rarely see CV, but when I do the fight tends to seem a little easy since a lot of the vipers are most adapted to using anti-shoto tactics. There was one that freaking rocked me though, it was like the whole screen was exploding with fire and electricity!
Posted by ????? on October 19, 2009 at 8:59 a.m. #134
@DeathbyOrgasm
Actually, Viper's damage output is very good and she can dizzy people very quickly. It's just that in order to get the most damage with her you have to be prepared to do finger gymnastics, lol.
Posted by c___ viper on October 26, 2009 at 6:39 p.m. #135
another claw player. you should add me,i'm in g1 maining viper...we may have ran into each other already.
psn gametag: Raikage_
Posted by ????? on October 28, 2009 at 6:16 a.m. #136
^
Lol, hey Raikage, it's me, Otogi.
Posted by James on October 30, 2009 at 11:30 a.m. #137
I found some b-e-a-utiful ways to combo off an EX Thunder Knuckle. EX Knuckle, EX Knuckle, Super and EX Knuckle, M Knuckle, Super. Both good for 480 damage.
HA got you! (I hope I did at least) Although they both are combos and work check out how much super meter you need. Sorry peeps training mode only. Although they do look good.
Posted by Viper_is_Boss on October 30, 2009 at 3:15 p.m. #138
Changes I'd like to see in SSF4 is she needs a health/stamina buff, and faster start-up/recovery on her specials. EX-seismo's fine, but get rid of or change EX-TK. Oh and what's up with the ultra whiffing on certain characters??! retarded i tell you. other than that she's one of the funnest chars to play. still cant FFF, but im working on it. plus does the highest stun damage than any other character in the game. love me some Viper!
Posted by Viper lover on November 2, 2009 at 11:47 p.m. #139
I just read the introduction of this guide "some people say c viper plays like cammy". Whoever said that must real dumb or never touched viper before, please change the first line of the introduction.
Posted by Revol repiv on November 3, 2009 at 10:16 p.m. #140
@Viper lover
Seriously? Finish the sentence.
Posted by Lost on November 5, 2009 at 3:14 p.m. #141
^^^I think he's saying that cause nobody says she plays like cammy. Saying "some people" is what sounds stupid.
Posted by Moobs on November 17, 2009 at 9:05 a.m. #142
Okay so I've been playing this game since it first come out and C.Viper is still a pain in the ass to be confident with.
She is the only character in the game that I play with (apart from Dan) that feels incomplete.
Why does she have an anti-air that is soooo weak and has such loooow priority?
That flame kick needs more range!!!
Posted by MOOBs on November 17, 2009 at 9:05 a.m. #143
Oh and also her grenade thing should be quicker!
Posted by Bloodrunk on November 18, 2009 at 1:38 a.m. #144
It states here that her Ultra is not a very good anti-air because of the timing, but I always nail my oponent with it when they are in the air.....
Posted by Kana on November 25, 2009 at 6:18 p.m. #145
I played as C.Viper a few times, but I like to learn how to play as her in the arcade. I'm very new to the game (I've started playing a few weeks ago this month), but I guess practice makes perfect once I get used to it.
Posted by Violent Lucidity on November 29, 2009 at 5:08 p.m. #146
I kinda wish her FP Thunder Knuckle was a couple of frames easier to feint. I keep finding myself doing the FFF combo too fast and I wind up accidentally doing the EX Thunder Knuckle.
Posted by Sf4 lover on December 3, 2009 at 4:09 p.m. #147
Damn viper is one hard girl to play with. Been trying Jump Hard Kick, Towards hard punch, ex seismo, medium thunder knuckle to ultra. I get it like 1/3. Hope they buff her up in SSf4 and give a bit of leeway for her combos. By the way can anybody give me tips for fighting against zangief and balrog? Balrog completely LOCKS my game. When i seismo he ex dashes, when i try to jump in, he headbutts or jumps on the spot with hard punch.
Posted by Bob on December 4, 2009 at 7:59 p.m. #148
An extremely good Viper character is tough to beat...it just seems to me a character this hard to learn should yield more of a reward than a character that's as easy to play as Ryu or Rufus...
Posted by Sf4 lover on December 6, 2009 at 8:37 a.m. #149
@bob
100% true. We'll see if the devs share your vision with ssf4
Posted by Sf1234 lover on December 6, 2009 at 11:18 a.m. #150
in sf4 it has really good graphics it is better than the oher sf but thx for the tipss on chun li and c. viper and cammi
Posted by Lucy.ElfenLied on December 14, 2009 at 12:20 a.m. #151
Ive been getting back into viper lately. Too fun to lay off
for people still having trouble doing FFF, my tip: Slow down!
i found myself pressing the MP+HP too fast people the frame fierce TK can actually be cancelled.
here is how i do it...
crHP, fierce TK, return to crouching position, wait those milliseconds for MP+HP to fient, press MP+HP again to get that crHP without moving your fingers, and EXseismo with MP+HP
Posted by c viypuhhhhh on December 17, 2009 at 6:36 a.m. #152
she needs a matchup guide -_-
Posted by WHITE VIPER on December 17, 2009 at 11:38 a.m. #153
IT WOULD BE SO FU***** AWESOME IF SOMEBODY COULD POST A LINK FOR A VID ... HOW TO PLAY VIPER
Posted by Sf4 lover on December 17, 2009 at 11:09 p.m. #154
Why the f**k does her ex burning kick lag like hell and not be followed up?
Posted by frankie3nig on December 30, 2009 at 2:56 p.m. #155
ima ps3 pad viper if anybody want to play jus put in my name
Posted by frankie3nig on December 30, 2009 at 2:57 p.m. #156
oo 4got i play on psn frankie3nig is my gamertag to
Posted by dave on January 3, 2010 at 3:46 a.m. #157
how do you kill zangief with viper? Fking rapes me no matter what i try
Posted by ????? on January 3, 2010 at 4:36 a.m. #158
^
Literally run away and spam Seismo Chains from far away. DO NOT fight him up close, you will die. Watch out for his EX Banishing Flat as that can go right through Seismos so be wary when chucking out Seismos from mid to close range.
If he jumps, anti air him with Fierce Thunder Knuckle or back+roundhouse, though his jumping attacks will sometimes trade with those with Viper losing out on the trade. Unfortunately, those are your best options for anti-airs. Vertical roundhouse is good as it's a good anti-air too and can beat or trade with Lariats but if he's got meter for EX moves, he can follow up with his EX Banishing Flat if it trades, so it's not always good to throw it out.
Crouching Medium Kick> Medium Thunder Knuckle is your ideal move against Lariat.
If he gets a knockdown against you, pray to God.
Posted by ????? on January 3, 2010 at 7:06 a.m. #159
*best anti-air options from the ground I meant.
*I also meant to put jumping vertical roundhouse.
Posted by See Vai Pur on January 4, 2010 at 7:51 a.m. #160
She should have more power in the next game or just have her specials more effective like the EX versions.
You should also be able to hold punch whilst doing her ultra or super to change the timing of attack.
Posted by Lucy.ElfenLied on January 5, 2010 at 10:43 p.m. #161
well shes strong enough considering damage output for one thing. But i think she needs a better uppercut :P
@dave
As ????? said, just spam seismo/fients at max range. Cant him jumping in, or seismo infront of him. Super jump away if hes close, but make sure ur safe or u might get hit by a 600 stun headbutt! or some other normal >_> try to bait lariots/ex flats by pacing near him, and punish as hard as you can accordingly.
Posted by Viper fan on January 24, 2010 at 8:44 a.m. #162
When you score a knockdown, go close to gief and as he is standing up, JUMP on the spot and hard kick>whatever. It beats lariat clean and if he tried to grab, he will be in recovery frames. So either way, you get at least 400 damage in. If he doesn't do anything, and you jumped, do a lk into lk burning kick so you're safe. Once you bait his lariats or SPDs twice or thrice, he will become more wary and will probably try blocking. At that time, stop jumping on his wake up and just grab. Grab also occasionaly beats reversal lariat. Don't know why but it does. Be careful not to stay too much on the ground but be careful not too jump too much too as his headbutt can stun you which leads to ultra or SPD. Finally, get up quick when you're knocked down unless it's an untechable one. Zangiefs mixup game is crazy. Viper's best option is EX BK as it's immune to grabs and has some invincibility frames. Despite that, it's a VERY UPHILL matchup for viper (7-3?) as gief has 1/3 more life than you and can take a beating where as 3 grabs and you're almost done for. This matchup requires you to literally outthink your opponent as he has much better options than you. If your opponent is much better at mindgames than you, drop the pad or switch characters as you have literally ZERO CHANCE. If you're much better at those or on the same level, it's still an uphill battle as he has so much more options. Finally, if you're sick and tired of losing vs gief, you can counterpick with saggit, and spam that S.HK and F.HK all day. But you wouldn't do that since you're a raw viper player would you?
Posted by Kuei on February 1, 2010 at 12:20 p.m. #163
I like how some of her moves are based on Terry Bogard's moves :)
Posted by confused on February 17, 2010 at 8:13 a.m. #164
how do you super jump cancel?
Posted by Lucy.ElfenLied on February 26, 2010 at 1:41 p.m. #165
You just do the super jump motion (down, up) after hitting whatever you wanted to cancel. Just gotta work on timing :D
Posted by Crimson_Viper on March 27, 2010 at 12:36 p.m. #166
My fav:D
Posted by LushyLushy on April 2, 2010 at 11:08 p.m. #167
finally getting the hang of FFF sjcFADC ultra :D
Posted by DarkBurialX on April 4, 2010 at 10:30 p.m. #168
I struggle with C.Viper a lot. I can't to her 2nd hard trial, and 4th trial - EX-Seismic Hammer, Cancel into Super Jump, juggle with Aerial Burning Kick.
Posted by DarkBurialX on April 4, 2010 at 10:33 p.m. #169
4th trial - EX-Seismic Hammer, Cancel into Super Jump, juggle with Aerial Burning Kick. I finished her 4th normal trial, but sometimes I can't execute that combo all the time.
Posted by LushyLushy on April 5, 2010 at 11:53 p.m. #170
well to do a lot of viper's moves, u need to know the shortcuts and proper motions for them to come out properly
Posted by J on April 21, 2010 at 12:51 p.m. #171
I can't do her hard trials. ):
I'm stuck on 3, and I don't think I'll ever be able to SJC properly.
Her trials are the only thing that I have left on SF4. ):
Sigh.
Posted by DarkBurialX on April 21, 2010 at 8:36 p.m. #172
#170 - If there is a proper motion to do viper's moves. Can you tell me because I'm having trouble with her. Especially doing her EX seismic hammer cancel into her super jump, and burning kick.
Posted by LushyLushy on May 8, 2010 at 12:27 a.m. #173
@DarkBurial
well the sjc -> bk you just: down, upforward, pull your stick in a clockwise motion and press K
her special motions are for her more advanced moves like:
rapid seismo
instant BK
meterless FADC
FFF
Posted by DarkBurialX on May 8, 2010 at 8:11 p.m. #174
@LushyLushy
Thanks! Would that help go further when I Super Jump too? I hate to ask too many questions.
Posted by LushyLushy on May 15, 2010 at 12:11 a.m. #175
yea, doing a sjc BK would make u go more horizontal instead of vertically from the super jump
Posted by Wex on May 15, 2010 at 1:17 p.m. #176
OOn hard trial 5. I can nail it 1:50 times, I am bad..But when I do the High Jump is registering and I hit Dan with a
heavy burning kick in the air and ultra him on the way down..But the Heavy Burning Kicks arent counting can anyone tell me why..And yes I am hitting the right button =P
Posted by Wex on May 15, 2010 at 11:35 p.m. #177
Nevermind, I've just got into the habit of not looking at the screen and just watching my hands and listening after I started a sequence of attacks. When I looked up finally I noticed the burning kick wasn't comming in low enough. Thanks anyways. =] This is my last trial but it's a pain in the ass.
Posted by Drippy_Nozzle on June 7, 2010 at 3:01 a.m. #178
I was having trouble for some time with the last trial, timing the second hard punch after the cancel, I was hitting it maybe 10% of the time; but I found that if you make one of the keys you cancel the thunder knuckle with the HP button, you can pretty much double tap the cancel keys and because of priority HP comes out, and the following special move is EX so tap the same 2 keys again and the hardest bit of the combo is done! This litterally upped my success rate on hitting the 2nd hard punch go up to more like 85%. Happy combo'ing
Posted by chrisagent75 on June 7, 2010 at 2:25 p.m. #179
I've just played her and she been improved than ever
before.
Posted by Drippy_Nozzle on June 23, 2010 at 2:30 a.m. #180
Maining viper now, incase any1 has trouble with seismo chains;
In order to practice this set cpu to all block in training, so you can keep the chain going as long as possible, as you would in a match.
The commands entered are-
F-D-DF+P , F-D-DF-U+P , F-D-DF-U+P etc
F-D-DF-U+P is the same stick motion as the dhalsim instant teleport jump.
The trick is to time the motion such that the DF-U+P part is as you would time a normal super jump cancel from a seismo and hitting punch immediately stops the super jump and performs another seismo.
The only other thing to note is that when seismo chaining I have noticed you get pushed back on block so successfull chains require you to use a stronger seismo after a couple of repetitions. It is quite possible to push the opponent and yourself to opposite sides of the screen :)
Posted by LushyLushy on July 4, 2010 at 4:35 a.m. #181
For any new vipers who think ultra 2 is easier to land, it is only partly true. Ultra 1 has so many more opportunities to use, which Viper needs. The downside, many Ultra 1 setups are, excution wise, very challenging/difficult and requires good height perception.
Posted by SF4junkie on September 9, 2010 at 3:12 a.m. #182
Viper's U2 is great against fireball spammers. Not as hard to set up, if you have the right bait and pressure.
Viper is an interesting character to use. Extremely high learning curve though.
Any strong foes?
Random vs Random?
PSN: OoDemonSeedoO
XBL: GotDemonSeed
Posted by Thirtyfour on September 9, 2010 at 3:36 a.m. #183
wow those are hard trails (snicker)
Posted by SF4junkie on September 14, 2010 at 12:36 a.m. #184
Viper's TK BK is crazy cross up DDDDAAAMMMNNN one of the best characters who can you use the TK motion.
Posted by Soljah on September 19, 2010 at 7:09 p.m. #185
+ Only character with a Super Jump and it can be canceled into her Ultra.
^I know you updated everything, but you should check to make sure its actually correct with SSF4 now
Posted by mtgrungoblins on December 15, 2010 at 10:28 p.m. #186
dunno if anyone noticed yet but that burning dance ultra 2 input is wrong. it's 2x QCB + 3xK. it's showing 2x QCF + 3xK
Posted by ChunLi on January 25, 2011 at 11:25 p.m. #187
Great revision! Keep it up, everyone.
Posted by DJay2411 on January 26, 2011 at 5:47 a.m. #188
in the guide he says that you can't combo into a regular Seismo, even on Counter Hit.
Not true. Close Fierce combos into Light Seismo on Counter Hit. FYI.
Posted by Nyoronoru on January 26, 2011 at 12:51 p.m. #189
Yeah I meant to change that... d'oh
Posted by electronbabies on January 29, 2011 at 12:24 a.m. #190
In the guide, it also says that ex seismo xx super jump xx hk burn kick, ultra is "Corner-Only Ultra juggle."
First of all, I don't think super jumping into hk burn kick is technically a cancel (just to be anal about terminology) but most importantly, saying it's a "Corner-Only Ultra juggle" is inaccurate. People should be going for that juggle outside of the corner all the time. That's like her main bnb!!! It is dependent on how you land the flame kick though.
Posted by Nyoronoru on February 1, 2011 at 3:13 p.m. #191
I wasn't sure about that combo whether it worked midscreen or not. From videos it looked like only certain characters could be launched after a seismo ground series into burning kick. I couldn't find any information about this in match videos or tutorials... sorry about that.
Also canceling is the correct terminology, since the Super Jump is a cancelable move.
Posted by Hamish on July 8, 2011 at 7:58 a.m. #192
C viper has some recognizable moves to a character in rival schools
Posted by PwnDizzle0 on December 24, 2011 at 9:25 p.m. #193
C. Viper is pretty dang beastly!
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