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| *'''Versatile Gameplan:''' Can seamlessly transition a keep away, zoning playstyle into threatening rushdown via strong movement, Optical Laser, and Seismos. | | *'''Versatile Gameplan:''' Can seamlessly transition a keep away, zoning playstyle into threatening rushdown via strong movement, Optical Laser, and Seismos. |
| | cons = | | | cons = |
| *'''Meter Hoarder:''' Requires careful meter management as Viper needs bar for both hypers and EX moves, and is overall less meter-efficient than many other point characters. | | *'''Meter Hoarder:''' Several of Viper's most threatening moves require meter and while potent using these may leave the rest of a team lacking. |
| *'''High Execution:''' Demands very high execution in order to be played well and build team synergy. | | *'''High Execution:''' Demands very high execution in order to be played well and build team synergy. |
| *'''Lackluster Support:''' Assists are mediocre and she lacks a safe DHC option. | | *'''Lackluster Support:''' Assists are mediocre and she lacks a safe DHC option. |
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| === Unique Mechanics === | | === Unique Mechanics === |
| | <br> |
| | ==== EX Specials ==== |
| | C. Viper's motion specials (Thunder Knuckle, Burning Kick, and Seismic Hammer) have EX variations, based on the "EX" moves found in SF4. These EX moves cost 1 bar of Hyper meter to perform, similar to a Hyper. In most scenarios besides DHCs they can be cancelled into as if they were Hypers. EX Special moves have additional damage and have extra properties to justify their meter cost. EX Specials are done by performing the regular special move motion, but with the {{clr|S|S}} button instead of the regular attack buttons. For example, EX Thunder Knuckle is {{clr|S|236S}}. |
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| C.Viper's motion specials (Thunder Knuckle, Burning Kick, and Seismic Hammer) have EX variations, based on the "EX" moves found in SF4. These EX moves cost 1 bar of Hyper meter to perform, similar to a Hyper. However, they are still considered special attacks, not hypers. EX Special moves have additional damage and have extra properties to justify their meter cost. EX Specials are done by performing the regular special move motion, but with the S button instead of the regular attack buttons. For example, EX Thunder Knuckle is 236S. | | ==== Feint Cancels ==== |
| | | C. Viper's motion specials (Thunder Knuckle, Burning Kick, and Seismic Hammer) can be Feint Canceled, a special mechanic only Viper can perform. Feint Cancels are performed by pressing the {{clr|S|S}} button during these specials. The specific window for feint canceling a special depends on the attack. Thunder Knuckle can be Feint Canceled both before and after the hit, while Burning Kick and Seismic Hammer can only be canceled before the hit. Feint cancel immediately ends the special move and returns Viper to a neutral, actionable state with either 4 or 10 frames of recovery, allowing her to recover faster and opening new options. Feint Cancel does not cost any resources to perform. |
| These same three special moves detailed above are able to be Feint Canceled, a special mechanic only Viper can perform. Feint Cancels are performed by pressing the S button during these specials. The specific window for feint canceling a special depends on the attack. Thunder Knuckle can be Feint Canceled both before and after the hit, while Burn Kick and Seismo can only be canceled before the hit. Feint cancel immediately ends the special move and returns Viper to a neutral state with either 4 or 10 frames of recovery, allowing her to recover faster and opening new options. Feint Cancel does not cost any resources to perform.
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| </div> | | </div> |
| <div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=236S, 623S, 236XX, 623XX}}</div></div> | | <div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=236S, 623S, 236XX, 623XX}}</div></div> |
| | |
| | === Unique Movement === |
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| | In addition to a normal dash, double jump, and 8-Way airdash Viper has several additional movement options. Burning Kick Feints (j.214X~{{clr|S|S}}) can be used as an additional jump to gain height, stall in the air, or keep the momentum of a dash jump. Viper also can use Thunder Knuckle (236X) to move forward while attacking along the ground, this is especially useful when paired with an assist. |
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| == Move List == | | == Move List == |
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| == Hitspheres and Hurtspheres ==
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| {{#ev:youtube|47X2npTBB1s}}
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| === Assists === | | === Assists === |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{strk}} | | |properties=Invuln (as Crossover Counter) frames 1 - ???, Projectile Nullification (Medium Priority), Fixed Hitstun |
| |description= | | |description= |
| Viper punches at an upwards angle, knocking opponents up as well. Functionally similar to 236H (H Thunder Knuckle). Not recommended as it has short range, low blockstun, and leaves the opponent high in the air which is difficult for most characters to combo. Can be feint canceled if used as a crossover counter, allowing for follow-up combos with Viper. | | Recommended Assist. Viper punches at an upwards angle, knocking opponents up as well. Functionally similar to 236H (H Thunder Knuckle). It has short range, low blockstun, and short hitstun. On the other hand this assist is exceptionally fast, covers a strong angle, and has Fixed Hitstun. These traits make this an unorthodox but powerful assist when applied correctly. Arguably the most powerful feature is not the assist itself but rather the invulnerable Crossover Counter this assist provides. |
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| | When used as a CC this assist can punish many attacks into a full staircase combo. It can also function as a cheap and safe way to get Viper back on point if she was tagged out, negating a weakness of the character. A feint in the first 4 frames after landing allows Viper to recover while still invulnerable making it an extremely safe option to get he back on point for only a single bar. |
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| * THC Hyper: 236XX (Emergency Combination) | | * THC Hyper: 236XX (Emergency Combination) |
| | * Feint Windows (as Cross-over Counter After Landing): 1-4f (before contact), 5-6f (after contact) |
| }} | | }} |
| }} | | }} |
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| |properties={{otg}}, Priority: Low, Durability: 5 | | |properties={{otg}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Punches downward and creates an explosion immediately in front of Viper, which hits OTG. Functionally similar to 623L (L Seismic Hammer). Not recommeded as it slower than more useful OTG assists and leaves the opponent fairly high in air, which is diffcult for most characters to combo. Can be feint canceled when used as a Crossover Counter, but only before the move becomes active making it mostly useless. | | Punches downward and creates an explosion immediately in front of Viper, which hits OTG. Functionally similar to 623L (L Seismic Hammer). Not recommeded as it slower than more useful OTG assists and leaves the opponent fairly high in air, which is difficult for most characters to combo. Can be feint canceled when used as a Crossover Counter, but only before the move becomes active making it mostly useless. |
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| * THC Hyper: 214XX (Burst Time) | | * THC Hyper: 214XX (Burst Time) |
| | * Feint Window (as Cross-over Counter After Landing): 6-11f |
| }} | | }} |
| }} | | }} |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Recommended assist. Viper leaps into the air with a kick that is both a projectile and an overhead. As an overhead assist, it can be used to set up dangerous high-low mixups or even unblockables when paired with any low attack from the point character. As it is Forced Soft Knockdown it can be used to extend even very late into combos. Can be feint-canceled if used as a crossover counter, but only before the move becomes active. | | Recommended assist. Viper leaps into the air with a kick that is both a projectile and an overhead. As an overhead assist, it can be used to set up dangerous high-low mixups or even unblockables when paired with any low attack from the point character. As it is Forced Soft Knockdown it can be used to extend even very late into combos. Can be feint-canceled if used as a crossover counter, but only before the move becomes active. |
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| * THC Hyper: 214XX (Burst Time) | | * THC Hyper: 214XX (Burst Time) |
| | * Feint Windows (as Cross-over Counter After Landing): 1-4f (before contact), 5-6f (after contact) |
| }} | | }} |
| }} | | }} |
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| |damage=75,000 | | |damage=75,000 |
| |guard=Mid | | |guard=Mid |
| |startup=9 | | |startup=8 |
| |active=3 | | |active=3 |
| |recovery=22 | | |recovery=22 |
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| |properties=- | | |properties=- |
| |description= | | |description= |
| Viper's fastest normal. While it is not a low the rapid fire property makes it useful as a defensive mash button and a stagger option to bait pushblocks. | | Viper's fastest normal. While it is not a low the rapid fire property makes it useful as a defensive mash button and a stagger option to bait pushblocks. Additionally, it is also useful as a situational anti-air as Viper's hurtspheres are very low to the ground during this move which allows her to evade and punish many air normals. |
| }} | | }} |
| }} | | }} |
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| |guard=Mid | | |guard=Mid |
| |startup=8 | | |startup=8 |
| |active=5(3)5 | | |active=5(3)6 |
| |recovery=24 | | |recovery=24 |
| |onhit=Launch | | |onhit=Launch |
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| The second hit acts as a standard launcher, with all of the regular properties of most characters {{clr|S|5S}}. | | The second hit acts as a standard launcher, with all of the regular properties of most characters {{clr|S|5S}}. |
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| * The first hit of {{clr|S|S}} is not subject to hitstun deterioration, meaning the first hit will combo into the second regardless of Hitstun Decay. | | * The first hit of {{clr|S|S}} is not subject to hitstun deterioration, meaning the first hit will combo into the second regardless of Hitstun Decay. |
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| |name=Focus Attack | | |name=Focus Attack |
| |input=X+S (can be charged) | | |input=X+S (can be charged) |
| | |description= |
| | Viper enters a focus stance. She has Hyper Armor in this stance starting from frame 6, and can cancel charging with a forward dash, backdash, or any special/hyper. However, the actual attack portion can only be cancelled into X-Factor. Continuing to charge the focus attack will unlock additional benefits. |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |properties=Hyper Armor starting from frame 6 | | |properties=Hyper Armor starting from frame 6 |
| |description= | | |description= |
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| Viper enters a focus stance. She has Hyper Armor in this stance starting from frame 6, and can cancel charging with a forward dash, backdash, or any special/hyper. However, the actual attack portion can only be cancelled into X-Factor. Continuing to charge the focus attack will unlock additional benefits.
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| * Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility. | | * Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility. |
| <br> | | <br> |
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| |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit | | |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit |
| |description= | | |description= |
| | * Level 2 Focus Attack is gained by charging for at least 30 frames, an inky aura will appear around Viper. Releasing the focus attack now will make the attack Crumple on hit against grounded opponents and cause a Forced Soft Knockdown on airborne opponents. Level 2 is most useful as a punish tool. Use the Hyper armor during the charge to absorb the hit of otherwise hard to deal with or normally unpunishable attacks and release the FA to punish. |
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| * Level 2 Focus Attack is gained by charging for at least 30 frames, an inky aura will appear around Viper. Releasing the focus attack now will make the attack Crumple on hit against grounded opponents and cause a Forced Soft Knockdown on airborne opponents. Level 2 is most useful as a punish tool. Use the Hyper armor during the charge to absorb the hit of otherwise hard to deal with or normally unpunishable attacks and release the FA to punish.
| | Focus Attack Level Two is not subject to hitstun deterioration. |
| <br> | | <br> |
| }} | | }} |
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| |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit, {{unblockable}} | | |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit, {{unblockable}} |
| |description= | | |description= |
| | * Level 3 Focus Attack is gained by allowing Viper to fully charge, and she will automatically attack upon reaching it. Not only does Level 3 Focus cause a Crumple hit, it is now '''Unblockable'''. Normally, it is impractical for Viper to keep an opponent in range of this attack long enough to fully charge it. This weakness can be circumvented by using assists / setups with large amount of lockdown, such as Dante's Jam Session or Amaterasu's Cold Star assist. |
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| * Level 3 Focus Attack is gained by allowing Viper to fully charge, and she will automatically attack upon reaching it. Not only does Level 3 Focus cause a Crumple hit, it is now '''Unblockable'''. Normally, it is impractical for Viper to keep an opponent in range of this attack long enough to fully charge it. This weakness can be circumvented by using assists / setups with large amount of lockdown, such as Dante's Jam Session or Amaterasu's Cold Star assist.\
| | Focus Attack Level Three is not subject to hitstun deterioration. |
| <br> | | <br> |
| }} | | }} |
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| |image3=UMVC3_CViper_236H.png | | |image3=UMVC3_CViper_236H.png |
| |caption3=H Version | | |caption3=H Version |
| | |image4=UMVC3_CViper_236S.png |
| | |caption4=S Version |
| |name=Thunder Knuckle | | |name=Thunder Knuckle |
| |input=236X | | |input=236X |
| | |description=Viper advances with a electrically charged punch. {{clr|L|L}} and {{clr|M|M}} versions are useful for neutral and pressure, while the {{clr|H|H}} version is usually reserved for combos. Unlike Viper's other special moves the {{clr|L|L}}, {{clr|M|M}}, and {{clr|H|H}} versions of Thunder Knuckle can be feint cancelled with {{clr|S|S}} both before ''and after'' the active frames. Cancelling after drastically improves the framedata of these moves, making them comboable on hit and plus on block. |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=+2/+11 | | |onhit=+2/+11 |
| |onblock=+1/+10 | | |onblock=+1/+10 |
| |properties= | | |properties=Projectile Nullification (Medium Priority) |
| | |description= |
| | This version has inferior framedata all around to the the {{clr|M|M}} version so it is generally only used against opponents where the {{clr|M|M}} version will whiff above them, like Morrigan and Amaterasu. |
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| | * Feint Windows: 6-14f (before contact), 15-16f (after contact) |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=0/+11 | | |onhit=0/+11 |
| |onblock=-1/+10 | | |onblock=-1/+10 |
| |properties=- | | |properties=Projectile Nullification (Medium Priority) |
| | |description= |
| | A cornerstone of Viper's pressure, combo structure, and neutral, very much a move that does it all. Used after {{clr|M|2M}} to confirm the button or start pressure and can be paired with a an assist in neutral for screen coverage into pressure. |
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| | * Feint Windows: 3-12f (before contact), 13-14f (after contact) |
| | * Some characters can crouch under {{clr|M|M}} Thunder Knuckle and/or their hitstun animations will avoid the attack: [[UMVC3/C._Viper/Strategy#M_Thunder_Knuckle_Chart | M Thunder Knuckle Whiff Chart]] |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=-15/+24 | | |onhit=-15/+24 |
| |onblock=-29/+10 | | |onblock=-29/+10 |
| |properties={{strk}} | | |properties=Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| Viper rushes forward with an electrically charged punch. L version advances forward while ducking, although it is not low enough profile to evade many attacks. M version is similar to L version, but Viper stands during the punch, and it has superior frame data in most cases. H version is unique in that it causes Viper to punch upwards into the air, knocking the opponent up with them.
| | Used mainly for combos. This version allows Viper to knock opponents into the air and, if feint cancelled, combo afterwards. Importantly this leaves the opponent airborne but not in the Launch state, which enables Viper to juggle with {{clr|S|j.S}} leading to her highest damage combos. |
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| Unlike Viper's other specials, this move can be feint canceled after the hit, drastically improving its frame data on hit/block, and making it a staple combo and pressure tool.
| | * Feint Windows: 1-4f (before contact), 5-6f (after contact). |
| | | ** Note: the feint cancel window for the {{clr|H|H}} is such that Viper can only cancel while she is still on the ground, although cancelling after the hit will put the opponent airborne, and she jump and combo afterwards. |
| Feint cancel windows for each version: | |
| *L - 6-14 (before contact), 15-16 (after contact)
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| *M - 3-12 (before contact), 13-14 (after contact) | |
| *H - 1-4 (before contact), 5-6 (after contact). Note: the feint cancel window for 236H is set up so that Viper can only cancel while she is still on the ground, although cancelling after the hit will put the opponent airborne, and she can jump up after them. | |
| }} | | }} |
| }}
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| {{MoveData
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| |image=UMVC3_CViper_236S.png
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| |caption=
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| |name=EX Thunder Knuckle
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| |input=236S (1 bar)
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| |data=
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| | |version=S |
| | |subtitle={{qcf}} + {{s}} (1 Bar) |
| |damage=150,000 | | |damage=150,000 |
| |guard=Mid | | |guard=Mid |
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| |onhit=- | | |onhit=- |
| |onblock=-44 | | |onblock=-44 |
| |properties=Invuln frames 1-10, {{crumple}} vs grounded, Priority: Medium, Durability: 10 | | |properties=Invuln frames 1-10, {{crumple}} vs grounded, Forced Soft Knockdown vs Airborne, Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| Enhanced version of Thunder Knuckle, where Viper slides across the entire screen delivering a heavy punch. Has a small invincibility window during startup, but also is considered to be a medium-priority projectile while active. As a result, it will blow through almost any non-hyper projectile, although it is still vulnerable to many physical attacks. On hitting a grounded opponent, it causes a Crumple state, essentially giving Viper a free full combo. If the opponent is airborne and hit by EX Thunder Knuckle the opponent will be put into a spinning soft knockdown until the opponent reaches the ground and can tech at that stage. EX Thunder Knuckle is also cancellable into EX Seismic Hammer.
| | 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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| Unlike non-EX Knuckle, it can only be feint canceled early, before the active frames (window 5-9f). It is catastrophically unsafe and can not be canceled except into X-Factor, hypers, and other EX specials.
| | Additionally, as it Crumples on grounded hit it is can be used to setup Hard Tags, or allow Viper to combo when something might normally hit her for trying (Hidden Missiles). It is extremely unsafe on block but can be cancelled into other EX Specials, Hypers, and X-Factor which allows Viper to continue pressure at the cost of resources. |
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| EX Thunder Knuckle is not subject to hitstun deterioration. | | EX Thunder Knuckle is not subject to hitstun deterioration. |
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| | * Feint Windows: 5-9f (don't do this) |
| }} | | }} |
| }} | | }} |
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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 projectile isn't often relevant, though occasionally it will interact favorably with other projectiles. |
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| | 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. |
| |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.
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| Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper Move.
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| Feint Cancel windows for each version:
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| *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.
| | 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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| | * Feint Window: 10-17f (before hit) |
| }} | | }} |
| }}
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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 mix 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
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| EX Burning Kick is not subject to hitstun deterioration.
| | Most useful as a solo combo extender. |
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| | * Feint Window: 10-14f (don't do this) |
| }} | | }} |
| }} | | }} |
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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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| | While the air versions all share the same feint cancel window they do result in different heights when feint cancelled. {{clr|L|L}} giving the least height and {{clr|H|H}} giving the most. For combos such as Viper's infamous "Staircase" combo {{clr|L|L}} is the most consistent as she usually wants to be below the opponent. |
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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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|
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| {{MoveData
| |
| |image=UMVC3_CViper_j214X.png
| |
| |caption=
| |
| |name=Air EX Burn Kick
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| |input=j.214S (1 bar)
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| |data=
| |
| {{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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| |recovery=35 | | |recovery=35 |
| |onhit=-7 | | |onhit=-7 |
| |onblock=-18 | | |onblock=-21 |
| |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. 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 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. |
| | |
| | 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: frames 6-11. |
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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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|
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| {{MoveData
| |
| |image=UMVC3_CViper_623S.png
| |
| |caption=
| |
| |name=EX Seismic Hammer
| |
| |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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| | Can be used late in combos for extensions, similar to EX Burning Kick. |
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| Feint cancel window: frames 5-11. | | * 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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| == 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. |
|
| |
|
| === Notable Synergies ===
| | == Notable Shells == |
| | <tabber> |
| | |-| Viper + Doom = |
|
| |
|
| '''Amaterasu:''' Ammy's Cold Star assist provides enough blockstun for Viper to fully charge Focus Attack, leading to nearly-inescapable setups in the right circumstances. While difficult to use for combo extensions, Ammy assist can also be used for some very effective resets by calling it before an OTG Seismo. The opponent will tech out right above Ammy's projectiles, and be forced to endure a Hit/Throw mixup before falling back into it.
| | 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. Additionally, Doom is usually an ideal partner for other common characters played with Viper. |
|
| |
|
| '''Players to Watch:''' FullSchedule (Viper/Doom/Ammy), MarlinPie (Viper/Doom/Ammy)
| | 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. |
|
| |
|
| '''Dante:''' Like Ammy, Dante can provide a significant amount of lockdown for Viper via his Jam Session assist. Although shorter in duration than Cold Star, it is more useful as a neutral assist due to its vertical reach. Dante also provides some useful DHC options with both Million Dollars and Devil Trigger, taking advantage of the knockdown caused when Viper DHC's her Burst Time hyper.
| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Doctor+Doom Replay Theater Footage] |
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| |
|
| '''Players to Watch:''' KBeast (Viper/Magneto/Dante), Crazy Joe (Viper/Dante/Strider), FeedYourGreed (Viper/Dante/Strider)
| |
|
| |
|
| '''Strider Hiryu:''' Strider's "Vajra" assist has great tracking capabilities and hits from a frustrating angle, but causes a knockdown on hitting an airborne opponent. This limits his usefulness as an assist for characters with poor OTG options, but makes him a very serious threat when paired with a character that has good ones. Viper's Seismic Hammer specials are extremely fast OTG-capable attacks that she can jump-cancel or feint-cancel. Viper can pick up a Vajra hit from just about anywhere on the screen and covert it into big damage.
| | === 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 = Easily the best example of the Shell. His use of Plasma beam to supplement Vipers neutral as well as ensure any hit kills is second to none. Particularly notable for his consistency with Doom TAC infinites. |
| | | 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] |
| | }} |
| | {{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 Doom beam (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://www.youtube.com/watch?v=D2lwdMnfhuI vs JoeyD @ Chaos Dimension]<br>[https://youtu.be/fiwOCOxq4lU vs CrazyJoe @ Combo Breaker 2019] |
| | }} |
| | |} |
| | |-| Viper + Amaterasu = |
|
| |
|
| '''Players to Watch:''' StaticAlpha (Viper/Doom/Strider), Crazy Joe (Viper/Dante/Strider), FeedYourGreed (Viper/Dante/Strider)
| | A girl and her dog. Amaterasu has arguably the best lockdown assist in the game for Viper, not only does it enable Viper to setup incoming unblockables it also gives her plenty of time on block to run a more traditional high/low mixup. Furthermore Amaterasu's THC Super Okami Shuffle holds the opponent in place long enough to enable unblockables and is one of the most inescapable unblockable setups in the game. |
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| |
|
| '''Other Players to Watch:''' Unkn0wn (Wesker/Sentinel/Viper) | | Amaterasu is typically played Anchor with Viper as her support value is incredibly high but she does not gain a lot from having support herself. In addition she is a uniquely threatining anchor with X-Factor 3 and some meter to spare. |
| | |
| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] |
| | |
| | |
| | === 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] |
| | }} |
| | |} |
| | |
| | |-| Viper + Dante = |
| | |
| | Once again no surprise that one of the best support characters in the game would pair well with Viper, but in this case Dante's assist is really what makes it shine. Jam Session is a great way to control the air versus characters that like to play at Superjump Height, which is one of Viper's biggest weaknesses. Additionally, it can be used to setup incoming unblockables which enables the strongest form of Viper's gameplan. In addition Dante has TAC infinites which can allow Viper to kill from scaled starters and build the meter necessary to push her gameplan as hard as possible. |
| | |
| | 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. |
| | |
| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] |
| | |
| | |
| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = FeedYourGreed |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Dante|Alt}} |
| | | charaColorThree = {{CharaColor-UMVC3|Strider|Alt}} |
| | | region = |
| | | status = Semi-Active |
| | | notes = Has optimized his team to the absolute limit. Generally, plays a more aggressive playstyle and once he gets the first hit the opponent often doesn't get another chance to play. Is extremely consistent at setting up incoming unblockables with both Jam Session and Vajra and converting them regardless of how the situation plays out. |
| | | 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 = |
| | |
| | A Secret Agent and a Ninja make an even better pairing in the game as they do thematically. Viper is one of the best character in the game at consistently converting Strider's Vajra assist and Seismic Hammer enables her to protect the assist better than most. So Viper enables Vajra to work effectively in neutral and likewise Vajra enables extremely potent left-right mixups, incoming unblockables, and coverage at Superjump Height which Viper struggles with. Lastly, Vajra provides very high damage extensions for Viper's combo, often resulting in kills without the need to use another assist to extend. |
| | |
| | Strider is exclusively an Anchor due to the strength of his X-Factor 3 comeback gameplan as well as low overall damage. This doesn't change when played with Viper. |
| | |
| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Strider Replay Theater Footage] |
| | |
| | |
| | === 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] |
| | }} |
| | |} |
| | |-| Viper + Strange = |
| | |
| | A more rare but equally powerful partner for Viper, Strange serves as a damage engine via DHCing into Seven Rings of Raggador (214XX) after Viper's Burst Time in order to do several Palm Loops even after an extended Viper combo. In addition his Bolts of Balthakk assist provides a ton of lockdown and use in neutral for Vipers approach as well as working well in her combos. While his options to setup unblockables depends on your other character he pairs well with many of her other favorite partners making Strange a very strong pick. |
| | |
| | Strange can be played Mid or Anchor with Viper depending on the third character on the team but to make the most of his strengths when paired with Viper Mid is recommend as it allows him to extend her combos. |
| | |
| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c3=Doctor+Strange Replay Theater Footage] |
| | |
| | |
| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = FreshNewsPapers |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|2}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor Strange|5}} |
| | | charaColorThree = {{CharaColor-UMVC3|Amaterasu|5}} |
| | | region = East Coast |
| | | status = Active |
| | | notes = A strong player specialized in making the most of the Strange variant of Viper/X/Ammy |
| | | replaysLink = [https://youtu.be/3uz4GU-HeBE FT10 vs KJMcCloud]<br>[https://youtu.be/QOqStq5aNz8 FT7 vs bblue15] |
| | }} |
| | </tabber> |
|
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| == Alternate Colors == | | == Alternate Colors == |
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| {{Chara-Colors-UMVC3}} | | {{Chara-Colors-UMVC3}} |
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| | |
| | == Hitspheres and Hurtspheres == |
| | {{#ev:youtube|47X2npTBB1s}} |
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| <br> | | <br> |