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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Thunder Knuckle H | direct tiltup | 80,000 | strk | Emergency Combination | | Thunder Knuckle H | {{direct}} {{tiltup}} | 80,000 | {{strk}} | Emergency Combination | ||
| Burning Kick | direct front | 90,000 | high <br> proj <br> softknockdown | Burst Time | | Burning Kick | {{direct}} {{front}} | 90,000 | {{high}} <br> {{proj}} <br> {{softknockdown}} | Burst Time | ||
| Seismic Hammer L | shot tiltdown | 80,000 | proj <br> otg | Burst Time}} | | Seismic Hammer L | {{shot}} {{tiltdown}} | 80,000 | {{proj}} <br> {{otg}} | Burst Time}} | ||
=== Normal Moves === | === Normal Moves === | ||
{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 40,000 | low }} | {{MoveListRow | Standing Light | {{l}} | 40,000 | {{low}} }} | ||
{{MoveListRow | Crouching Light | d + l | 38,000 | rpdfire }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 38,000 | {{rpdfire}} }} | ||
{{MoveListRow | Standing Medium | m | 63,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 63,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 60,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 60,000 | {{low}} }} | ||
{{MoveListRow | Standing Heavy | h | 75,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 75,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 72,000 | low }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 72,000 | {{low}} }} | ||
{{MoveListRow | Special | s | 30,000 + 50,000 | launch ; <br> launch and nocancel on 2nd hit only}} | {{MoveListRow | Special | {{s}} | 30,000 + 50,000 | {{launch}} ; <br> {{launch}} and {{nocancel}} on 2nd hit only}} | ||
{{MoveListRow | Viper Elbow | f + m | 65,000 | high }} | {{MoveListRow | Viper Elbow | {{f}} + {{m}} | 65,000 | {{high}} }} | ||
{{MoveListRow | Jumping Light | air l | 43,000 | high <br> djcancel }} | {{MoveListRow | Jumping Light | air {{l}} | 43,000 | {{high}} <br> {{djcancel}} }} | ||
{{MoveListRow | Jumping Medium | air m | 60,000 | high <br> djcancel }} | {{MoveListRow | Jumping Medium | air {{m}} | 60,000 | {{high}} <br> {{djcancel}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 73,000 | high <br> djcancel }} | {{MoveListRow | Jumping Heavy | air {{h}} | 73,000 | {{high}} <br> {{djcancel}} }} | ||
{{MoveListRow | Jumping Special | air s | 75,000 | high <br> aircombofinisher}} | {{MoveListRow | Jumping Special | air {{s}} | 75,000 | {{high}} <br> aircombofinisher}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 80,000 (5,000 X 8 + 10,000 X 4) | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 (5,000 X 8 + 10,000 X 4) | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 80,000 (5,000 X 8 + 10,000 X 4) | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 (5,000 X 8 + 10,000 X 4) | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 80,000 (5,000 X 8 + 10,000 X 4) | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 (5,000 X 8 + 10,000 X 4) | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 80,000 (5,000 X 8 + 10,000 X 4) | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 (5,000 X 8 + 10,000 X 4) | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Thunder Knuckle (L) | qcf + l | 90,000 | }} | {{MoveListRow | Thunder Knuckle (L) | {{qcf}} + {{l}} | 90,000 | }} | ||
{{MoveListRow | Thunder Knuckle (M) | qcf + m | 90,000 | }} | {{MoveListRow | Thunder Knuckle (M) | {{qcf}} + {{m}} | 90,000 | }} | ||
{{MoveListRow | Thunder Knuckle (H) | qcf + h | 100,000 | strk }} | {{MoveListRow | Thunder Knuckle (H) | {{qcf}} + {{h}} | 100,000 | {{strk}} }} | ||
{{MoveListRow | EX Thunder Knuckle * | qcf + s | 150,000 | crumple <br> projnull}} | {{MoveListRow | EX Thunder Knuckle * | {{qcf}} + {{s}} | 150,000 | {{crumple}} <br> projnull}} | ||
{{MoveListRow | Burning Kick | qcb + atk | 90,000 | airok ; high <br> softknockdown <br> proj }} | {{MoveListRow | Burning Kick | {{qcb}} + {{atk}} | 90,000 | {{airok}} ; {{high}} <br> {{softknockdown}} <br> {{proj}} }} | ||
{{MoveListRow | EX Burning Kick * | qcb + s | 20,000 X 3 + 90,000 | airok ; high <br> softknockdown <br> proj }} | {{MoveListRow | EX Burning Kick * | {{qcb}} + {{s}} | 20,000 X 3 + 90,000 | {{airok}} ; {{high}} <br> {{softknockdown}} <br> {{proj}} }} | ||
{{MoveListRow | Seismic Hammer | dp + atk | 80,000 | otg <br> jcancel <br> proj <br> strk }} | {{MoveListRow | Seismic Hammer | {{dp}} + {{atk}} | 80,000 | {{otg}} <br> {{jcancel}} <br> {{proj}} <br> {{strk}} }} | ||
{{MoveListRow | EX Seismic Hammer * | dp + s | 50,000 X 3 | otg <br> jcancel <br> proj <br> softknockdown }} | {{MoveListRow | EX Seismic Hammer * | {{dp}} + {{s}} | 50,000 X 3 | {{otg}} <br> {{jcancel}} <br> {{proj}} <br> {{softknockdown}} }} | ||
{{MoveListRow | Optic Laser | Hold atk | 35,000 X 3 | proj <br> softknockdown }} | {{MoveListRow | Optic Laser | Hold {{atk}} | 35,000 X 3 | {{proj}} <br> {{softknockdown}} }} | ||
{{MoveListRow | Focus Attack lv. 1 | atk + s | 70,000 | armored }} | {{MoveListRow | Focus Attack lv. 1 | {{atk}} + {{s}} | 70,000 | {{armored}} }} | ||
{{MoveListRow | Focus Attack lv. 2 | hold atk + s | 80,000 | armored <br> crumple }} | {{MoveListRow | Focus Attack lv. 2 | hold {{atk}} + {{s}} | 80,000 | {{armored}} <br> {{crumple}} }} | ||
{{MoveListRow | Focus Attack lv. 3 | hold atk + s | 90,000 | armored <br> crumple <br> unblockable }} | {{MoveListRow | Focus Attack lv. 3 | hold {{atk}} + {{s}} | 90,000 | {{armored}} <br> {{crumple}} <br> {{unblockable}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Emergency Combination | qcf + atk + atk | 60,000 + 60,000 + 70,000 + 110,000 | softknockdown <br> projnull }} | {{MoveListRow | Emergency Combination | {{qcf}} + {{atk}} + {{atk}} | 60,000 + 60,000 + 70,000 + 110,000 | {{softknockdown}} <br> {{projnull}} }} | ||
{{MoveListRow | Burst Time | qcb + atk + atk | 70,000 + 30,000 X 3 + 150,000 | low <br> otg <br> projnull ; <br> projnull on first hit only }} | {{MoveListRow | Burst Time | {{qcb}} + {{atk}} + {{atk}} | 70,000 + 30,000 X 3 + 150,000 | {{low}} <br> {{otg}} <br> {{projnull}} ; <br> {{projnull}} on first hit only }} | ||
{{MoveListRow | Viper Full Throttle | dp + atk + atk | 430,000 | hardknockdown <br> Level 3 Hyper. | level3 }} | {{MoveListRow | Viper Full Throttle | {{dp}} + {{atk}} + {{atk}} | 430,000 | {{hardknockdown}} <br> Level 3 Hyper. | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Tips and Tricks === | === Tips and Tricks === | ||
* Thunder Knuckle can be feinted ( {{ | * Thunder Knuckle can be feinted ( {{ s}} ) even on hit. Use this to extend combos or make blockstrings much safer. | ||
* Burning Kick {{ | * Burning Kick {{ h}} is a decently fast, mostly safe overhead that you can combo out of. Using this in mixups, especially with assist backup, allows for big damage. | ||
* Viper builds meter extremely quickly, but also consumes it quickly on her EX specials, which are required for most damaging combos. Figuring out how to balance everything is pivotal. | * Viper builds meter extremely quickly, but also consumes it quickly on her EX specials, which are required for most damaging combos. Figuring out how to balance everything is pivotal. | ||
* Viper can deal massive damage throughout one combo, but there are many characters that can survive even her most damaging combos. Use Seismos and resets to ensure the kill on the main combo. | * Viper can deal massive damage throughout one combo, but there are many characters that can survive even her most damaging combos. Use Seismos and resets to ensure the kill on the main combo. | ||
* Since Seismo is {{ | * Since Seismo is {{ jcancel}} able, you can actually perform "tiger knee" ({{ {{dp}} {{uf}} + atk}}) Seismos to perform many rapid-fire. This is rather difficult for 100% consistency, but important for her gameplay. | ||
* Seismo has abysmal recovery on its own, so be sure to {{ | * Seismo has abysmal recovery on its own, so be sure to {{ jcancel}} the final one you perform to stay safe. | ||
=== Combos === | === Combos === | ||
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== Strategy vs. C. Viper == | == Strategy vs. C. Viper == | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:12, 8 December 2020


Crimson Viper
The woman codenamed Crimson Viper is a secret agent working for the C.I.A. Her latest assignment from her superiors was to infiltrate the S.I.N. organization headed by Seth in order to gather information on the BLECE Project. Outfitted with a special suit armed with all sorts of gadgets and weapons, including afterburners and tasers, she successfully gains favor with Seth and, for the time being, works with him. When on duty, she is known as Ms. Perfect for how seriously and efficiently she gets the job done. Outside of work, however, she is a loving and caring mother.
In a nutshell
Fans have always likened C. Viper's style to that of former veteran Captain Commando, so it made perfect sense to include her in the lineup of MVC3. Just like in SF4, Viper is a mixup and rushdown powerhouse. What makes her unique from other rushdown characters is the inclusion of the EX versions of her moves from SF4. These versions require one stock of meter each, so she is best used in conjunction with a solid battery to supply her with meter. In addition, she has an airdash to make her mixup more potent than before and to extend combos, as well as a Focus Attack. To compensate for her speed and strength, her health is below average.
Alternate Colors
Players to Watch
Marlinpie, Full Schedule, Drew Grimey, KBeast, Unkn0wn, Busby
Character Vitals
Video Walkthrough
Rapid Siesmo spam tutorial for Hitbox users
Technology
Unblockable Set Ups
Dante: with Jam Session
Trish: Round Harvest into hard tag
Move List
Assist Types
Normal Moves































aircombofinisher
Throws
















Special Moves










projnull







































Hyper Moves
















Level 3 Hyper.
Frame Data
Mission Mode
Strategy
Tips and Tricks
- Thunder Knuckle can be feinted (
) even on hit. Use this to extend combos or make blockstrings much safer.
- Burning Kick
is a decently fast, mostly safe overhead that you can combo out of. Using this in mixups, especially with assist backup, allows for big damage.
- Viper builds meter extremely quickly, but also consumes it quickly on her EX specials, which are required for most damaging combos. Figuring out how to balance everything is pivotal.
- Viper can deal massive damage throughout one combo, but there are many characters that can survive even her most damaging combos. Use Seismos and resets to ensure the kill on the main combo.
- Since Seismo is
able, you can actually perform "tiger knee" ({{
+ atk}}) Seismos to perform many rapid-fire. This is rather difficult for 100% consistency, but important for her gameplay.
- Seismo has abysmal recovery on its own, so be sure to
the final one you perform to stay safe.