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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.
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| 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.
| | ==== 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. |
| </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 Options === |
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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) |
| |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. | | 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. |
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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) |
| | * 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=* Feint Windows (as Cross-over Counter After Landing): 1-4f (before contact), 5-6f (after contact), {{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 |
| }} | | }} |
| }} | | }} |
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| |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 exclusively used for combos. The {{clr|L|L}}, {{clr|M|M}}, and {{clr|H|H}} can be feint cancelled with {{clr|S|S}} both before ''and'' after the active frames, unlike her other special moves. Cancelling after drastically improves the framedata of these moves, making them comboable on hit and plus on block. | | |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= | | |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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| |onhit=0/+11 | | |onhit=0/+11 |
| |onblock=-1/+10 | | |onblock=-1/+10 |
| |properties=- | | |properties=Projectile Nullification (Medium Priority) |
| |description= | | |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. | | 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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| |onhit=-15/+24 | | |onhit=-15/+24 |
| |onblock=-29/+10 | | |onblock=-29/+10 |
| |properties= | | |properties=Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| 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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| |onhit=- | | |onhit=- |
| |onblock=-44 | | |onblock=-44 |
| |properties=Invuln frames 1-10, {{crumple}} vs grounded, Forced Soft Knockdown vs Airborne, Projectile Nullification, Priority: Medium, Durability: 10 | | |properties=Invuln frames 1-10, {{crumple}} vs grounded, Forced Soft Knockdown vs Airborne, Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| 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. | | 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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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] |
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| | === Players to Watch === |
| {{PlayersToWatchTableHeader-UMVC3}} | | {{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 | | {{PlayersToWatchTableRow-UMVC3 |
| | name = MarlinPie | | | name = MarlinPie |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] |
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| === Players to Watch === | | === Players to Watch === |
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| | 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] |
| }} | | }} |
| | {{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 = | | |-| Viper + Strider = |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Strider Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Strider Replay Theater Footage] |
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| | === 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] |
| | }} |
| | |} |
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| </tabber> | | </tabber> |
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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> |