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Line 444: |
Line 444: |
| |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. |
Line 460: |
Line 460: |
| |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. |
Line 477: |
Line 477: |
| |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 | | |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. |