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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= |
| Recommended 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 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. | | 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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| Thunder Knuckle Assist is not subject to hitstun deterioration, unlike the regular non-assist version.
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| * THC Hyper: 236XX (Emergency Combination) | | * THC Hyper: 236XX (Emergency Combination) |
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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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| Burning Kick Assist is not subject to hitstun deterioration.
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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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| |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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| * Can be canceled into special moves on contact or during the landing recovery including cancelling into {{clr|S|5S}}. | | * Can be canceled into special moves on contact or during the landing recovery including cancelling into {{clr|S|5S}}. |
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| }}
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| {{MoveData
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| |image=UMVC3_CViper_XS_Lvl1.png
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| |caption=Viper's initial focus stance
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| |image2=UMVC3_CViper_XS_Lvl2.png
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| |caption2=Viper enters level 2 focus.
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| |image3=UMVC3_CViper_XS_Lvl3.png
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| |caption3=Viper automatically attacks upon fully charging
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| |name=Focus Attack
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| |input=X+S (can be charged)
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| |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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| |data=
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| {{AttackData-UMVC3
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| |version=Lvl 1
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| |damage=70,000
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| |guard=Mid
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| |startup=25 Minimum (12f after release)
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| |active=3
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| |recovery=23
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| |onhit=-3
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| |onblock=-4
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| |properties=Hyper Armor starting from frame 6
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| |description=
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| * Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility.
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| <br>
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| }}
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| {{AttackData-UMVC3
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| |version=Lvl 2
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| |subtitle=Charged for 30-64 frames
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| |damage=80,000
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| |guard=Mid
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| |startup=42 Minimum (12f after release)
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| |active=3
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| |recovery=23
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| |onhit=
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| |onblock=-4
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| |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit
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| |description=
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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.
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| Focus Attack Level Two is not subject to hitstun deterioration.
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| <br>
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| }}
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| {{AttackData-UMVC3
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| |version=Lvl 3
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| |subtitle=Charged for 65 frames
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| |damage=90,000
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| |guard=Unblockable
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| |startup=77
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| |active=3
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| |recovery=23
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| |onhit=
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| |onblock=
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| |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit, {{unblockable}}
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| |description=
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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.
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| Focus Attack Level Three is not subject to hitstun deterioration.
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| <br>
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| }} | | }} |
| }} | | }} |
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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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| 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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| | }} |
| | }} |
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| | {{MoveData |
| | |image=UMVC3_CViper_XS_Lvl1.png |
| | |caption=Viper's initial focus stance |
| | |image2=UMVC3_CViper_XS_Lvl2.png |
| | |caption2=Viper enters level 2 focus. |
| | |image3=UMVC3_CViper_XS_Lvl3.png |
| | |caption3=Viper automatically attacks upon fully charging |
| | |name=Focus Attack |
| | |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= |
| | {{AttackData-UMVC3 |
| | |version=Lvl 1 |
| | |damage=70,000 |
| | |guard=Mid |
| | |startup=25 Minimum (12f after release) |
| | |active=3 |
| | |recovery=23 |
| | |onhit=-3 |
| | |onblock=-4 |
| | |properties=Hyper Armor starting from frame 6 |
| | |description= |
| | * Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility. |
| | <br> |
| | }} |
| | {{AttackData-UMVC3 |
| | |version=Lvl 2 |
| | |subtitle=Charged for 30-64 frames |
| | |damage=80,000 |
| | |guard=Mid |
| | |startup=42 Minimum (12f after release) |
| | |active=3 |
| | |recovery=23 |
| | |onhit= |
| | |onblock=-4 |
| | |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit |
| | |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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| | Focus Attack Level Two is not subject to hitstun deterioration. |
| | <br> |
| | }} |
| | {{AttackData-UMVC3 |
| | |version=Lvl 3 |
| | |subtitle=Charged for 65 frames |
| | |damage=90,000 |
| | |guard=Unblockable |
| | |startup=77 |
| | |active=3 |
| | |recovery=23 |
| | |onhit= |
| | |onblock= |
| | |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit, {{unblockable}} |
| | |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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| | Focus Attack Level Three is not subject to hitstun deterioration. |
| | <br> |
| }} | | }} |
| }} | | }} |
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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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