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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= |
| 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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| * 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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| * 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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| 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. |