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Line 762: |
Line 762: |
| |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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Line 782: |
Line 782: |
| |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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Line 808: |
Line 808: |
| |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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