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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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| ==== Feint Cancels ==== | | ==== 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. | | 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. |
| </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> |
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| === Unique Movement === | | === Unique Movement === |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties=Invuln (as Crossover Counter) frames 1 - ???, Projectile Nullification (Medium Priority) | | |properties=Invuln (as Crossover Counter) frames 1 - ???, Projectile Nullification (Medium Priority), Fixed Hitstun |
| |description= | | |description= |
| Recommnded Assist. Viper punches at an upwards angle, knocking opponents up as well. Functionally similar to 236H (H Thunder Knuckle). It has short range and low blockstun, and while it has a guarenteed minimum hitstun it leaves the opponent very high on hit, making if difficult to use in combos for most characters. Despite this because it is invulnerable through the active frames (and feint window) as a Crossover Counter and has fast startup it is still very useful.
| | 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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| When used as a CC it can punish many things on block 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) |
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| |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 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. | | 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) |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties=* Feint Windows (as Cross-over Counter After Landing): 1-4f (before contact), 5-6f (after contact), {{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 Window (as Cross-over Counter After Landing): ?-??f | | * 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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| |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. | | * 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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| | Focus Attack Level Two is not subject to hitstun deterioration. |
| <br> | | <br> |
| }} | | }} |
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| |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. | | * 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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| | Focus Attack Level Three is not subject to hitstun deterioration. |
| <br> | | <br> |
| }} | | }} |
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| |description= | | |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. | | 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) | | * Feint Windows: 6-14f (before contact), 15-16f (after contact) |
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| 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. | | 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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| * Feint Windows: 1-4f (before contact), 5-6f (after contact). | | * 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. | | ** 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. |
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| 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. | | 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. |
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| * Feint Windows: 5-9f (don't do this) | | * Feint Windows: 5-9f (don't do this) |
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| |description= | | |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]] | | 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) | | * Feint Window: 7-14f (before hit) |
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| |description= | | |description= |
| Not used as it does nothing that the {{clr|L|L}} and {{clr|H|H}} versions don't do better. | | 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) | | * Feint Window: 9-16f (before hit) |
| }} | | }} |
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| Sometimes used in combos as if it connects on an opponent that is low to the ground it can link into {{clr|M|5M}}. | | 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) | | * Feint Window: 10-17f (before hit) |
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| Most useful as a solo combo extender. | | Most useful as a solo combo extender. |
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| * Feint Window: 10-14f (don't do this) | | * Feint Window: 10-14f (don't do this) |
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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. | | 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 | | * Feint Cancel window is the same for each version: 6-11f |
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| |recovery=35 | | |recovery=35 |
| |onhit=-7 | | |onhit=-7 |
| |onblock=-18 | | |onblock=-21 |
| |properties={{otg}}, {{jcancel}}, Priority: Low, Durability: 5 | | |properties={{otg}}, {{jcancel}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
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| 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. | | 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: 6-11f | | |
| | * Feint Window: frames 6-11. |
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| Can be used late in combos for extensions, similar to EX Burning Kick. | | Can be used late in combos for extensions, similar to EX Burning Kick. |
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| * Feint Window: frames 5-11. | | * Feint Window: frames 5-11. |
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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 {{clr|L|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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| |-| Viper + Doom = | | |-| Viper + Doom = |
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| 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. | | 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. |
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| 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. | | 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. |
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| | charaColorThree = {{CharaColor-UMVC3|Strider|Alt}} | | | charaColorThree = {{CharaColor-UMVC3|Strider|Alt}} |
| | region = | | | region = |
| | status = Inactive | | | 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. | | | 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] | | | 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] |
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| 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. | | 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. |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Doctor+Strange Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c3=Doctor+Strange Replay Theater Footage] |
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| | === 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> | | </tabber> |
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