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| |name=Burning Kick | | |name=Burning Kick |
| |input=214X | | |input=214X |
| | |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. |
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| | Useful for confirming superjump height hits, mixups, and as a movement tool when feint cancelled. |
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| | Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper. |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-14 | | |onblock=-14 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 |
| | |description= |
| | This version is primarily used in order to feint cancel with {{clr|L|214L}}~{{clr|S|S}} acting as an additional jump of sorts, but with very low upward momentum. This is the preferred version to use as the feint window is the earliest. This allows Viper to access very fast, comboable overheads: [[UMVC3/C._Viper/Strategy#Burn_Kick_Feint_Instant_Overhead | Burn Kick Feint Instant Overhead]] |
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| | * Feint Window: 7-14f (before hit) |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-6 | | |onblock=-6 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 |
| | |description= |
| | Not used as it does nothing that the {{clr|L|L}} and {{clr|H|H}} versions don't do better. |
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| | * Feint Window: 9-16f (before hit) |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-1 | | |onblock=-1 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Viper becomes airborne and attacks with a burning kick. This attack hits overhead, and the flames act as a projectile. H Burn Kick is comboable on grounded opponents. Other versions can always be picked up with EX Burn Kick or EX Seismo.
| | This version is used as a grounded overhead because it is comboable normally into a linked {{clr|M|5M}}. While it is relatively slow, it can crossup at close range making it tricky to block in some scenarios. Additionally, as Viper has access to a variety of mixups options, opponents may not always be ready for a reactable overhead. |
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| Most useful for its feint cancel. Burn kick can be feint canceled before becoming active but after becoming airborne, acting as a form of command jump that can be canceled into from normals.
| | Sometimes used in combos as if it connects on an opponent that is low to the ground it can link into {{clr|M|5M}}. |
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| Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper Move.
| | * Feint Window: 10-17f (before hit) |
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| Feint Cancel windows for each version: | |
| *L - 7-14 (before hit)
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| *M - 9-16 (before hit)
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| *H - 10-17 (before hit)
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| All versions of Burning Kick are not subject to hitstun deterioration.
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| }} | | }} |
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| {{MoveData
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| |image=UMVC3_CViper_214X.png
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| |caption=
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| |name=EX Burning Kick
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| |input=214S (1 bar)
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| |data=
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| | |version=S |
| | |subtitle={{qcb}} + {{s}} (1 Bar) |
| |damage=20,000 x3 + 90,000 | | |damage=20,000 x3 + 90,000 |
| |guard=OH | | |guard=OH |
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| |onhit=- | | |onhit=- |
| |onblock=-3 | | |onblock=-3 |
| |properties=Forced {{softknockdown}}, 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, and then a follow-up attack in the actual burn kick. As a result, this move is only a very fast overhead when used at very close range, and otherwise takes awhile to connect. | | 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. |
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| The soft knockdown caused by this attack ignores hitstun deterioration. Viper can basically always follow this attack up with normals and continue the combo, making it an excellent confirm tool alongside its Air version.
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| Feint cancel window is frames 10-14 | | Most useful for confirming air-to-air hits, and as a solo combo extender. |
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| EX Burning Kick is not subject to hitstun deterioration.
| | * Feint Window: 10-14f (don't do this) |
| }} | | }} |
| }} | | }} |
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| {{MoveData | | {{MoveData |