UMVC3/C. Viper: Difference between revisions

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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 ( {{#motion: s}} ) even on hit. Use this to extend combos or make blockstrings much safer.
* Thunder Knuckle can be feinted ( {{ s}} ) even on hit. Use this to extend combos or make blockstrings much safer.
* Burning Kick {{#motion: 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.
* 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 {{#motion: jcancel}} able, you can actually perform "tiger knee" ({{#motion: dp uf + atk}}) Seismos to perform many rapid-fire. This is rather difficult for 100% consistency, but important for her gameplay.
* 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 {{#motion: jcancel}} the final one you perform to stay safe.
* 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

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Crimson Viper

Umvc3 viper face.jpg

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

Viper colors.jpg

Players to Watch

Marlinpie, Full Schedule, Drew Grimey, KBeast, Unkn0wn, Busby

Character Vitals

CHARACTER DATA
Health:
900,000
Double Jump:
Yes
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
25.0 %
47.5 %
70.0 %
X-Factor Speed Boost:
15.0 %
22.5 %
30.0 %
X-Factor Duration:
10.5 s
15.5 s
20.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
30 %
60 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
60 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
60 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
60 %

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

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Thunder Knuckle H
Direct.png Tiltup.png
80,000
Strk.png
Emergency Combination
Beta2.png Seismic Hammer L
Shot.png Tiltdown.png
80,000
Proj.png
Otg.png
Burst Time
Gamma2.png Burning Kick
Direct.png Front.png
90,000
High.png
Proj.png
Softknockdown.png
Burst Time

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
40,000
Low.png
Crouching Light
D.png + L.png
38,000
Rpdfire.png
Standing Medium
M.png
63,000
Crouching Medium
D.png + M.png
60,000
Low.png
Standing Heavy
H.png
75,000
Crouching Heavy
D.png + H.png
72,000
Low.png
Special
S.png
30,000 + 50,000
Launch.png ;
Launch.png and Nocancel.png on 2nd hit only
Viper Elbow
F.png + M.png
65,000
High.png
Jumping Light
air L.png
43,000
High.png
Djcancel.png
Jumping Medium
air M.png
60,000
High.png
Djcancel.png
Jumping Heavy
air H.png
73,000
High.png
Djcancel.png
Jumping Special
air S.png
75,000
High.png
aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000 (5,000 X 8 + 10,000 X 4)
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000 (5,000 X 8 + 10,000 X 4)
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000 (5,000 X 8 + 10,000 X 4)
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000 (5,000 X 8 + 10,000 X 4)
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Thunder Knuckle (L)
Qcf.png + L.png
90,000
Thunder Knuckle (M)
Qcf.png + M.png
90,000
Thunder Knuckle (H)
Qcf.png + H.png
100,000
Strk.png
EX Thunder Knuckle *
Qcf.png + S.png
150,000
Crumple.png
projnull
Burning Kick
Qcb.png + Atk.png
90,000
Airok.png ; High.png
Softknockdown.png
Proj.png
EX Burning Kick *
Qcb.png + S.png
20,000 X 3 + 90,000
Airok.png ; High.png
Softknockdown.png
Proj.png
Seismic Hammer
Dp.png + Atk.png
80,000
Otg.png
Jcancel.png
Proj.png
Strk.png
EX Seismic Hammer *
Dp.png + S.png
50,000 X 3
Otg.png
Jcancel.png
Proj.png
Softknockdown.png
Optic Laser
Hold Atk.png
35,000 X 3
Proj.png
Softknockdown.png
Focus Attack lv. 1
Atk.png + S.png
70,000
Armored.png
Focus Attack lv. 2
hold Atk.png + S.png
80,000
Armored.png
Crumple.png
Focus Attack lv. 3
hold Atk.png + S.png
90,000
Armored.png
Crumple.png
Unblockable.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Emergency Combination
Qcf.png + Atk.png + Atk.png
60,000 + 60,000 + 70,000 + 110,000
Softknockdown.png
Projnull.png
Burst Time
Qcb.png + Atk.png + Atk.png
70,000 + 30,000 X 3 + 150,000
Low.png
Otg.png
Projnull.png ;
Projnull.png on first hit only
Viper Full Throttle
Dp.png + Atk.png + Atk.png
430,000
Hardknockdown.png
Level 3 Hyper.

Frame Data

Move Name Startup Active Recovery Adv. On Guard Adv. On Hit Notes
L.png 5 3 10 -1 0
M.png 7 3 19 -5 -4
H.png 9 3 22 -3 -2
Crouch L.png 4 2 11 -1 -0
Crouch M.png 7 3 20 -6 -5
Crouch H.png 9 4 24 -1 -0
S.png 8 5(3)6 24 -8 -
Jump L.png 6 3 15 +10 +11
Jump M.png 8 3 19 +15 +16
Jump H.png 7 3 24 +17 +18
Jump S.png 9 4 23 +14 +15
Jump Up.gif + S.png 8 5 43 - -
Jump Left.gif / Right.gif + S.png 8 3 20 - -
Jump Down.gif + S.png 9 4 23 - -
Viper Elbow 22 4 13 +0 +1
Focus Attack 25~77 3 23 -4 -3
Forward Throw 1 1 - - -
Back Throw 1 1 - - -
Forward Air Throw 1 1 - - -
Back Air Throw 1 1 - - -
Alpha.gif Assist 29 7 130
Beta.gif Assist 40 8 109
Gamma.gif Assist 49 5 111
Snap Back 2 3 22 -3 -
Thunder Knuckle L.png 15 7 14 +1/+10 +2/+11
Thunder Knuckle M.png 13 7 16 -1/+10 0/+11
Thunder Knuckle H.png 5 7 44 -29/+10 -15/+24
Burning Kick L.png 23 10 26 -14 -
Burning Kick M.png 25 10 18 -6 -
Burning Kick H.png 27 10 13 -1 -
Air Burning Kick L.png 21 10 Until Grounded +18 -6 -
Air Burning Kick M.png 19 10 Until Grounded +18 -9 -
Air Burning Kick H.png 17 10 Until Grounded +22 -11 -
Seismic Hammer 16 8 35 -18 -7
Optic Laser 21 20 10 -7 -
EX Thunder Knuckle 10 38 28 -44 -
EX Burning Kick 9 10(5)5 20 -3 -
Air EX Burning Kick 6 10(5)5 Until Grounded +16 -4 -
EX Seismic Hammer 14 8 19 -5 -
Emergency Combination 10+4 5(17)6(13)6(17)6 72 -74 -
Burst Time 9+1 4(26)64 57 -99 -
Viper Full Throttle 10+0 10 49 -38 -

Mission Mode

Strategy

Tips and Tricks

  • Thunder Knuckle can be feinted ( S.png ) even on hit. Use this to extend combos or make blockstrings much safer.
  • Burning Kick H.png 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 Jcancel.png able, you can actually perform "tiger knee" ({{ Dp.png Uf.png + 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 Jcancel.png the final one you perform to stay safe.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. C. Viper