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| |onhit=- | | |onhit=- |
| |onblock=-44 | | |onblock=-44 |
| |properties=Invuln frames 1-10, {{crumple}} vs grounded, Forced Soft Knockdown vs Airborne, Projectile Nullification, Priority: Medium, Durability: 10 | | |properties=Invuln frames 1-10, {{crumple}} vs grounded, Forced Soft Knockdown vs Airborne, Projectile Nullification, Priority: Medium |
| |description= | | |description= |
| Metered version of Thunder Knuckle, where Viper advances across the entire screen before hitting the opponent. Is invincible on startup making it useful as a reversal. However, it is generally less reliable as one than EX Seismic Hammer or Emergency Combination. What really makes this move shine is the Medium Priority nullification hitbox it has for its entire active frames. This allows Viper to plow through almost any non-super projectile punishing some grounded projectiles on reaction and many more on a good read. | | Metered version of Thunder Knuckle, where Viper advances across the entire screen before hitting the opponent. Is invincible on startup making it useful as a reversal. However, it is generally less reliable as one than EX Seismic Hammer or Emergency Combination. What really makes this move shine is the Medium Priority nullification hitbox it has for its entire active frames. This allows Viper to plow through almost any non-super projectile punishing some grounded projectiles on reaction and many more on a good read. |
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| |input=214X | | |input=214X |
| |description= | | |description= |
| Viper jumps into the air and attacks with a burning kick. Burning Kick hits high and has a acts as a projectile. The move being a projetile isn't often relevant, though occasionally it will interact favorably with other projectiles. | | Viper jumps into the air and attacks with a burning kick. Burning Kick hits high and has a acts as a projectile. The move being a projectile isn't often relevant, though occasionally it will interact favorably with other projectiles. |
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| Useful for confirming superjump height hits, mixups, and as a movement tool when feint cancelled.
| | The grounded version of this move is primarily useful as a mixup option. |
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| Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper. | | Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper. |
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| |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 | | |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Enhanced version of grounded Burning Kick. Has an initial hitbox when jumping upwards, making it an extremely fast overhead. Due to having very low recovery and the Forced SKD property this move is almost always comboable on hit, even extremely late into combos. Despite it's speed the initial hit has very limited range, making it unreliable as an overhead. Additionally, Viper plenty of options to mixt the opponent without spending a meter. | | Enhanced version of grounded Burning Kick. Has an initial hitbox when jumping upwards, making it an extremely fast overhead. Due to having very low recovery and the Forced SKD property this move is almost always comboable on hit, even extremely late into combos. Despite it's speed the initial hit has very limited range, making it unreliable as an overhead. Additionally, Viper plenty of options to mix the opponent without spending a meter. |
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| Most useful for confirming air-to-air hits, and as a solo combo extender. | | Most useful as a solo combo extender. |
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| * Feint Window: 10-14f (don't do this) | | * Feint Window: 10-14f (don't do this) |
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| }} | | }} |
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| {{MoveData | | {{MoveData |
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| |name=Air Burning Kick | | |name=Air Burning Kick |
| |input=j.214X | | |input=j.214X |
| | |description= |
| | Viper attacks with a burning kick. Burning Kick hits high and has a acts as a projectile. The move being a projectile isn't often relevant, though occasionally it will interact favorably with other projectiles. |
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| | The air version is primarily useful for confirms, mixups, combo extensions, and as a movement tool when feint cancelled. When feint cancelled it acts similarly to having another jump or even a short hop. This is very useful for varying Viper's air movement and can be done up to three times (the universal air special limit), and can be combined with her other air action for extremely varied movement options. Burn Kick (and the feint) will preserve Viper's previous momentum, as such if done from a forward jump Viper will continue moving forward. |
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| | * Feint Cancel window is the same for each version: 6-11f |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-6 | | |onblock=-6 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| | |description= |
| | This version is useful as if it connects very low on the opponent Viper can recover in time to link a button afterwards, this makes it the most consistent meterless option for confirming airborne hits or extending combos. |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-9 | | |onblock=-9 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| | |description= |
| | Not often used as it lacks any properties that would make it stand out from the other versions. |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-11 | | |onblock=-11 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Air version of burn kick. Like the ground version, it's most useful when feint canceled - to act as a sort of jump cancel. Viper can feint cancel burn kick up to three times per jump, which can be combined with her regular double-jump or airdash to stall in the air for a long time. Can be comboable if hit with Viper as far below the opponent as possible.
| | The fastest meterless version, while retaining a large hitbox. Useful for confirming air hits before spending resource to convert further. |
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| Feint cancel Air Burn Kick preserves some of Viper's aerial momentum - if she is performing a back jump, the feint will push her up and back. A neutral jump feint kick will move her up and very slightly forward, and a forward jump feint kick will send her a good distance forward.
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| Useful in air-to-air confirms and Viper's most optimal combos.
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| Feint Cancel window is the same for each version: frames 6-11.
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| All versions of Air Burning Kick are not subject to hitstun deterioration.
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| }} | | }} |
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| {{MoveData
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| |image=UMVC3_CViper_j214X.png
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| |caption=
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| |name=Air EX Burn Kick
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| |input=j.214S (1 bar)
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| |data=
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| | |version=S |
| | |subtitle=(air){{qcb}} + {{s}} |
| |damage=20,000 x3 + 80,000 | | |damage=20,000 x3 + 80,000 |
| |guard=OH | | |guard=OH |
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| |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Enhanced version of Air Burn Kick. Works almost the same way as grounded EX Burn Kick. | | Enhanced version of Air Burning Kick. |
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| Very strong conversion tool for stray air hits and assists like Jam Session, as it recovers fast enough to give Viper a guaranteed follow-up combo. | | Very strong conversion tool for stray air hits and assists like Jam Session, as it recovers fast enough to give Viper a guaranteed follow-up combo. |
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| Feint cancel window: frames 6-11
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| Air EX Burning Kick is not subject to hitstun deterioration.
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| }} | | }} |
| }} | | }} |
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| |image3=UMVC3_CViper_623H.png | | |image3=UMVC3_CViper_623H.png |
| |caption3=H Version | | |caption3=H Version |
| | |image4=UMVC3_CViper_623S.png |
| | |caption4=S Version |
| |name=Seismic Hammer | | |name=Seismic Hammer |
| |subtitle=Seismo | | |subtitle=Seismo |
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| |onhit=-7 | | |onhit=-7 |
| |onblock=-18 | | |onblock=-18 |
| |properties={{otg}}, {{strk}}, {{jcancel}}, Priority: Low, Durability: 5 | | |properties={{otg}}, {{jcancel}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Viper punches the ground and creates a shockwave projectile a fixed distance in front of her. L Seismo creates a shockwave directly in front of her, M creates one at about 1/3 fullscreen distance, and H creates one at roughly 2/3 fullscreen distance. The shockwave hits OTG and can be useful in projectile battles since it appears underneath the opponent, avoiding their own fireballs. | | Viper punches the ground and creates a shockwave projectile a fixed distance in front of her. {{clr|L|L}} Seismo creates a shockwave directly in front of her, {{clr|M|M}} creates one at about 1/3 fullscreen distance, and {{clr|H|H}} creates one at roughly 2/3 fullscreen distance. All three versions are identical other than the difference in distance. The shockwave hits OTG and can be useful in projectile battles since it appears underneath the opponent, avoiding their own fireballs. |
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| | Seismo is a very important part of Viper's kit due to its jump-cancel property. It can be canceled into jumps or superjumps after frame 19. Jump-cancel seismos are very advantageous on hit or block, and can even be used if the projectile whiffs entirely. Additionally, Viper can cancel the prejump frames of her jump-cancel Seismo into any grounded special/hyper, including another Seismo. [[UMVC3/C._Viper/Strategy#Rapid_Seismo | Rapid jump-cancel Seismos]] allow Viper to quickly fill the screen with projectiles, in order to lock down opponents or their assists, while being very low commitment. |
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| Seismo is a very important part of Viper's kit due to its jump-cancel property. It can be canceled into jumps or superjumps after frame 19. Jump-cancel seismos are very advantageous on hit or block, and can even be used if the projectile whiffs entirely. Additionally, Viper can cancel the prejump frames of her jump-cancel seismo into any grounded special/hyper, including another seismo. Rapid jump-cancel seismos allow Viper to quickly fill the screen with projectiles, in order to lock down opponents or their assists, while being very low commitment. | | Seismo's projectile reaches slightly higher than jump height. If an airborne opponent blocks it, their aerial momentum will be halted and they will plummet towards the ground. Viper can use this to jail characters who try to chicken block her pressure. |
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| | Feint Window: 6-11f |
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| Seismo's projectile reaches fairly high up. If an airborne opponent blocks it, their aerial momentum will be halted and they will plummet towards the ground. Viper can use this to jail characters who try to chicken block her pressure.
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| Feint cancel window: frames 6-11.
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| }} | | }} |
| }}
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| {{MoveData
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| |image=UMVC3_CViper_623S.png
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| |caption=
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| |name=EX Seismic Hammer
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| |input=623S (1 bar)
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| |data=
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=50,000 x3 | | |damage=50,000 x3 |
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| |onhit=- | | |onhit=- |
| |onblock=-5 | | |onblock=-5 |
| |properties=Invuln until frame 16, {{otg}}, {{strk}}, {{jcancel}}, Priority: Low, Durability: 5 | | |properties=Invuln until frame 16, {{otg}}, Forced Soft Knockdown, {{jcancel}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Enhanced version of Seismo. Viper creates a larger explosion that covers roughly the combined area of L and M seismos. It is faster than regular Seismo, and has solid invincibility. It can be jump-canceled from frame 19 on, in the same way as regular seismo. | | Enhanced version of Seismo. Viper creates a larger explosion that covers roughly the combined area of L and M seismos. It is faster than regular Seismo, has Forced Soft Knockdown, good invincibility, all while retaining all of the properties of a regular Seismo. Combined this makes {{clr|S|S}} Seismo one of the most threatening reversals in the game. Even when blocked Viper can be plus with a jump or FADC cancel meaning she commits very little when trying to escape pressure with this option. |
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| Feint cancel window: frames 5-11. | | Can be used late in combos for extensions, similar to EX Burning Kick. |
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| | * Feint Window: frames 5-11. |
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| EX Seismic Hammer is not subject to hitstun deterioration.
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| }} | | }} |
| }} | | }} |
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| |onhit=- | | |onhit=- |
| |onblock=-7 | | |onblock=-7 |
| |properties={{strk}}, Priority: Low, Beam Durability: 4 per frame for 3 frames | | |properties=Forced Soft Knockdown, Priority: Low, Beam Durability: 4 per frame for 3 frames |
| |description= | | |description= |
| Buster-style charged projectile. If Viper holds a button for 60 frames, her sunglasses will gain a red glow. After that point, releasing all attack buttons while in a valid state (on the ground, and can cancel into a special) will cause Viper to perform Optic Laser. Releasing all attack buttons in a state where she cannot perform the special will waste the charge.
| | Negative Edge Projectile. If Viper holds a button for 60 frames, her sunglasses will gain a red glow. After that point, releasing all attack buttons while in a valid state (on the ground, and can cancel into a special) will cause Viper to perform Optic Laser. Releasing the held attack buttons in a state where she cannot perform the special will waste the charge. |
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| Optic Laser is a fairly fast beam projectile with good durability, but most characters can duck underneath it. It can not be feint canceled. | | Optic Laser is a fairly fast beam projectile with good durability, but most characters can duck underneath it. It can not be feint canceled. Despite this when mixed in with Seismos, Optical Laser is a powerful part of Viper's space control, it creates a good amount of distance from the opponent on both hit and block. |
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| Button strength does not alter this move in any way, so it can be used by holding any button. Viper can also hold down a second button and then release the first button in order to maintain her charge, although she cannot store multiple charges by holding multiple buttons. | | Button strength does not alter this move in any way, so it can be used by holding any button. Viper can also hold down a second button and then release the first button in order to maintain her charge, although she cannot store multiple charges by holding multiple buttons. |
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| Optic Laser is not subject to hitstun deterioration.
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| }} | | }} |
| }} | | }} |
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| |properties=Invuln until frame 36, {{softknockdown}}, {{projnull}} | | |properties=Invuln until frame 36, {{softknockdown}}, {{projnull}} |
| |description= | | |description= |
| Viper punches forward twice and then does two upwards kicks. Both punches can nullify one projectile, including high-priority projectiles like hypers. When combined with its natural invincibility, it is very difficult to contest as a reversal. Most useful to punish other supers on reaction, EX Seismo and EX Thunder Knuckle are often better options as reversal supers on defense. | | Viper advances with a flurry of blows. In addition to being an advancing, invulnerable reversal it also nullifies projectiles for the first two hits. While not as safe or fast as her other reversals this one is much easier to use in a pinch and can beat even extremely active supers and projectiles. If it hits an airborne opponent it may sometimes juggle them too high and subsequent hits of the super will whiff, leaving Viper open to being punished. |
| }} | | }} |
| }} | | }} |
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| |onhit=- | | |onhit=- |
| |onblock=-99 | | |onblock=-99 |
| |properties=Invuln frames 6-13, {{otg}}, {{softknockdown}}, Priority: High, Durability: 100 (!!) | | |properties=Invuln frames 6-13, {{otg}}, forced {{softknockdown}}, Priority: High, Durability: 100 (!!) |
| |description= | | |description= |
| Standard combo ender. Can be done on its own as an OTG, or as a followup to OTG L Seismo. Does great damage, especially considering Viper's high minimum damage scaling on hypers. | | Standard combo ender Hyper. Can be done on its own as an OTG, or as a followup to OTG {{clr|L|L}} Seismo. Does great damage, especially considering Viper's high minimum damage scaling on hypers. |
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| This move juggles the opponent very high into the air and ends with a lengthy fall into a soft knockdown. The DHC window is very long even after the final hit, and so this hyper is excellent for setting up DHCs. | | This move juggles the opponent very high into the air and ends with a lengthy fall into a soft knockdown. The DHC window is very long even after the final hit, and so this hyper is excellent for setting up DHCs. Additionally, it is a low which can sometimes catch opponents off guard. |
| }} | | }} |
| }} | | }} |
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| |properties=Invuln until frame 14, {{hardknockdown}} | | |properties=Invuln until frame 14, {{hardknockdown}} |
| |description= | | |description= |
| Standard cinematic level 3 hyper, with Viper lunging forward about 3/4 of screen length. Ignores damage scaling. | | Standard cinematic level 3 hyper, with Viper lunging forward about 3/4 of screen length. Not typically used as Viper has issues converting into this Hyper at the end of combos, and she has many reversals that are better reward for the meter. |
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| This move is one of a few hypers that has 0 frames of startup after the flash. As a result, if this move is done point black, and the opponent is not ''already'' blocking when the hyperflash begins, it cannot be blocked. Effectively, it is already active during the super flash. | | This move is one of a few hypers that has 0 frames of startup after the Hyperflash. As a result, if this move is done point black, and the opponent is not ''already'' blocking when the hyperflash begins, it cannot be blocked. Effectively, it is already active during the super flash. |
| }} | | }} |
| }} | | }} |
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| |properties={{hardknockdown}} | | |properties={{hardknockdown}} |
| |description= | | |description= |
| Standard ground throw that results in the opponent knocked down next to Viper. Consistently comboable after with an L Seismo. | | Standard ground throw that results in the opponent knocked down next to Viper. Consistently comboable after with an {{clr|L|L}}} Seismo. |
| }} | | }} |
| }} | | }} |
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| |properties={{hardknockdown}} | | |properties={{hardknockdown}} |
| |description= | | |description= |
| Standard air throw that results in the opponent knocked down a small distance away from Viper. Consistently comboable after with a single dash into L Seismo. | | Standard air throw that results in the opponent knocked down a small distance away. Viper can pickup for a combo after regardless of the height of the air throw. |
| }} | | }} |
| }} | | }} |
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| |properties={{softknockdown}} | | |properties={{softknockdown}} |
| |description= | | |description= |
| -
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| }} | | }} |
| }} | | }} |
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| == Team Position == | | == Team Position == |
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| Viper is almost always played as a '''Point''' character. As her Assist and DHC options are mediocre. Viper tends to be at her best character on teams focusing on maximizing her strengths with a strong neutral assist and an assist to set up unblockables. Viper teams tend to be particularly momentum-focused, as she wants to secure an early hit and snowball with Unblockable setups using her fully charged Focus Attack. | | Viper is almost always played as a '''Point''' character. As her Assist and DHC options are mediocre. Viper tends to be at her best character on teams focusing on maximizing her strengths with a strong horizontal neutral assist and an assist to set up unblockables. Viper teams tend to be particularly momentum-focused, as she wants to secure an early hit and snowball with Unblockable setups using her fully charged Focus Attack. Additionally, Viper usually requires a damage engine mid behind her to enable her to kill off of scaled hits like throws and assists. This is can be done via DHCs which she sets up well due to having a Forced SKD Super and not using any bounces. She can also route into relaunches in order to TAC for the kill. |
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| A few people have also had success running Viper as an '''Anchor''' character, on the grounds that her EX Specials are strong and can be threatining even when she isn't backed by an assist. | | A few people have also had success running Viper as an '''Anchor''' character, on the grounds that her EX Specials are strong and can be threatening even when she isn't backed by an assist. |
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| == Notable Shells == | | == Notable Shells == |
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| Surprise, surprise but Doom is one of Viper's best partners. He has nearly everything she wants in a support. He can function as a damage engine via Ex Thunder Knuckle Hard Tags or via TAC infinites. He has access to safe DHCs to make her reversal super safe and get her out with little risk. Lastly, all of his assists are strong for her with Plasma Beam being particularly useful for her neutral and combos. | | Surprise, surprise but Doom is one of Viper's best partners. He has nearly everything she wants in a support. He can function as a damage engine via Ex Thunder Knuckle Hard Tags or via TAC infinites. He has access to safe DHCs to make her reversal super safe and get her out with little risk. Lastly, all of his assists are strong for her with Plasma Beam being particularly useful for her neutral and combos. |
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| Dante can be played Mid or Anchor with Viper and is fantastic in either position. Which position you choose will be up to personal preference and what your third character provides to the team and needs to function.
| | Doom can be played Mid or Anchor with Viper and is fantastic in either position. Which position you choose will be up to personal preference and what your third character provides to the team and needs to function. |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Doctor+Doom Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Doctor+Doom Replay Theater Footage] |
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| === Notable Players === | | === Players to Watch === |
| {{NotablePlayersTableHeader-UMVC3}} | | {{PlayersToWatchTableHeader-UMVC3}} |
| {{NotablePlayersTableRow-UMVC3 | | {{PlayersToWatchTableRow-UMVC3 |
| | name = Full Schedule | | | name = Full Schedule |
| | charaColorOne = {{CharaColor-UMVC3|C. Viper|2}} | | | charaColorOne = {{CharaColor-UMVC3|C. Viper|2}} |
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| | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Full+Schedule Replay Theater]<br>[https://youtu.be/1ghWfanM7UY vs Jan @ CEO 2015]<br>[https://youtu.be/rtCbwyea-Nw vs RayRay @ CEO 2016] | | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Full+Schedule Replay Theater]<br>[https://youtu.be/1ghWfanM7UY vs Jan @ CEO 2015]<br>[https://youtu.be/rtCbwyea-Nw vs RayRay @ CEO 2016] |
| }} | | }} |
| {{NotablePlayersTableRow-UMVC3 | | {{PlayersToWatchTableRow-UMVC3 |
| | name = StaticAlpha | | | name = StaticAlpha |
| | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} | | | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] |
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| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Full Schedule |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|2}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|3}} |
| | | charaColorThree = {{CharaColor-UMVC3|Amaterasu|3}} |
| | | region = East Coast |
| | | status = Inactive |
| | | notes = Full Schedule is the closest anyone has yet to come to perfecting a 300% gameplan with Viper + Amaterasu, optimizing hits, forcing unblockables, and always having a backup plan when things go awry. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Full+Schedule Replay Theater]<br>[https://youtu.be/pGw5MtNkv2I vs Flux @ CEO 2015] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = MarlinPie |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|4}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|4}} |
| | | charaColorThree = {{CharaColor-UMVC3|Amaterasu|1}} |
| | | region = East Coast |
| | | status = Inactive |
| | | notes = The first person to make this shell shine. While he did not optimize the gameplan as much as Full Schedule, MarlinPie is extremely creative in his application of Amaterasu assist to apply pressure, create mixups, and extend combos. Additionally, his anchor Amaterasu was the source of many 1v3 comebacks. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=MarlinPie Replay Theater]<br>[https://youtu.be/gUfWBluYya8 vs Combofiend FT10 @ SCR 2013]<br>[https://youtu.be/OPyFNgmf-sg vs Justin Wong FT5 @ TFC 2013] |
| | }} |
| | |} |
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| |-| Viper + Dante = | | |-| Viper + Dante = |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] |
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| === Notable Players === | | |
| {{NotablePlayersTableHeader-UMVC3}} | | === Players to Watch === |
| {{NotablePlayersTableRow-UMVC3 | | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | name = FeedYourGreed | | | name = FeedYourGreed |
| | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} | | | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} |
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| | replaysLink = [https://replaytheater.app/?game=umvc3&p1=FeedYourGreed Replay Theater]<br>[https://youtu.be/CsiEtWmVjw8 vs Acentric @ Parsec FT5]<br>[https://youtu.be/0PLBH8oALJ8 vs TJ_Puma @ Parsec FT10] | | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=FeedYourGreed Replay Theater]<br>[https://youtu.be/CsiEtWmVjw8 vs Acentric @ Parsec FT5]<br>[https://youtu.be/0PLBH8oALJ8 vs TJ_Puma @ Parsec FT10] |
| }} | | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = KBeast |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|4}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Magneto|2}} |
| | | charaColorThree = {{CharaColor-UMVC3|Dante|6}} |
| | | region = |
| | | status = Inactive |
| | | notes = Prefers to save his assists for Neutral and Pressure and as such often goes for the most optimized Solo Viper combos possible. Extremely effective at converting off stray Jam Session hits. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=KBeast Replay Theater]<br>[https://youtu.be/OcLDiouqmZ0 vs ApologyMan @ Hadocon VI] |
| | }} |
| | |} |
| |-| Viper + Strider = | | |-| Viper + Strider = |
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Line 986: |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Strider Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Strider Replay Theater Footage] |
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| | |
| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Crazy Joe |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Dante|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Strider|1}} |
| | | region = East Coast |
| | | status = Semi-Active |
| | | notes = Notable for his particularly aggressive style, which is bolstered by his strong usage of Vajra assist. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Crazy+Joe Replay Theater]<br>[https://youtu.be/4s786-xrwUU?t=2768 vs iDom @ DTN2022] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = StaticAlpha |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|Alt}} |
| | | charaColorThree = {{CharaColor-UMVC3|Strider Hiryu|6}} |
| | | region = Midwest |
| | | status = Inactive |
| | | notes = Plays a very clean space control playstyle, utilizing Viper Eye Laser, Seismos, and Vajra to zone and control the screen until choosing an opening to go in. Once in, his use of Thunder Knuckle and Plasma Beam makes for oppressive offense that is hard to escape even with pushblock. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=StaticAlpha Replay Theater]<br>[https://youtu.be/KHrppa1F-2Q vs Renickuluss @ Versus 2017] |
| | }} |
| | |} |
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| </tabber> | | </tabber> |