That must be the only setup that can kill Wheel-kickin'-Abel in 10 seconds in the not-volt SF for ipod. It's the only A I have for Viper and that makes me mad. edit: as to the SP assist debate... I hate the sure-you-can's coming out of half the cast and the yolo spiral rush rekkayates that I'm guilty of... but I realized that I can't even do the super/ultra for charge characters (on console either. I'm mystified.) Guile? Swing the joystick in a triangle with charge? Chun? Wave it back and forth? idk man. Ironically the easiest ultra on console is actually raging demon and one touch raging demon isn't too different if you know how to OS/buffer, and even in cases where you don't, say, low forward/sweep whiff and you're fuudo-fast with reactions, you can piano a cancel into it. Also, so much cheese on super. So much damn. cheese.
Abel, Gief, Honda, Balrog, Sagat, survive the setup just because they have more HP. EDIT: Fact in volt Abel and Balrog have 1100 HP, Gief has 1200, Sagat and Honda have 1050 With the setup you can stun all chars, with honda (1100 stun) just have to change 1 special to stun him and with gief you need 2 bars to stun him (1200 stun) To KO Sagat you need ultra and 1 bar. To KO Honda you need Ultra and 2 bars. Gief, Balrog and Abel will survive anything unless there is a CH hit involved. Balrog and Abel 1 CH and 2 bars plus ultra or 2 CH and 1 bar plus ultra which is highly unlikely. There is no way viper can kill Gief on a single setup.
In the PC version I don't have any problem with QFCx2 + PPP moves and all that. Raging Demon's input is a pain for me though. I only know how to do after a jump or a dash, and even then sometimes I get a normal before the Raging Demon and there go 4 bars. I can't do the kara cancel with the overhead either. I don't play charge characters so IDK if Chun's style of Ultra is easy or not. I only did it in her trials and I didn't have major problems. Guile's on the other side is another pain in the ass.
Anyways here are the 100% KO Viper setups: -This one works on all the characters -It only requires 1 bar and doesnt need ultra -It will KO 16 members of the rooster (1k damage) (to KO the others you need different requirements) -It works almost @ the starting position, opponent just needs 2 steps back -Setup builds 2 bars and thats why you only need 1. -Requires you to hit the opponent after the reset to work J.HP, FFF, ex seismo, sjc, meterless fadc, cr.hp (reset) (meaty) Seismo, sjc, bk, h.tk (Stun) (different vs Gief/Honda/Makoto) J.HP, FFF, ex seismo, sjc, h.tk x2, ex bk (different vs Yun/Abel) Or (Doesnt work on Gief) FA lvl 3, FFF, ex seismo, sjc, meterless fadc, cr.hp (reset) (meaty) Seismo, sjc, Feint, m.tk, h.tk (Stun) (different vs Honda/Makoto) J.HP, FFF, ex seismo, sjc, h.tk x2, ex bk (different vs Yun/Abel) -vs Yun/Abel only the ending is different cause of his hitbox (still KOs) (need to be a bit closer to the corner) (will not KO Abel) **Yun/Abel after stun J.HP, FFF, ex seismo, sjc, bk, h.tk -need max ultra vs Sagat/Blanka to KO **Sagat/Blanka after the stun (dont need ultra vs makoto) J.HP, cr.hp, ex hammer, sjc, bk, ultra -need max ultra and 2 bars vs Honda to KO **Honda/Makoto after the reset (closer to corner than abel and yun) (meaty) Seismo, sjc, Feint, m.tk, h.tk (stun) **Honda after the stun Ex tk, cr.hp, ex hammer, sjc, bk, ultra -need max ultra, 2 bars and CH vs Balrog and vs Abel 2x CH to KO (Abel needs to be a bit closer to the corner same as Yun) **Balrog/Abel after stun Ex tk, cr.hp, ex hammer, sjc, bk, ultra -need 1 bar and 10 percent of another vs Gief after the reset to stun him and an extra reset for KO (corner only) (doesnt work if you meterless fadc cause you need the space) **Gief after reset (meaty) Seismo, sjc, h.tk x2, ex bk (stun) (The only way to KO Gief is to try another reset after the stun) J.HP, FFF, ex seismo, cr.hp (reset) (meaty) Seismo, sjc, bk, h.tk Notes: -For the reset you dont need sjc, meterless fadc in corner, walk 1-2 frames then cr.hp -For the reset cr.hp has to hit while they are the closest to the ground, cancel to seismo 1-2 frames later -It doesnt matter if characters with 950 stun or less get stunned when bk hits before the h.tk, setup still works (Akuma gets stunned when the hammer after the reset hits) -If the seismo after the reset is blocked you can sjc, into another seismo and if it hits the set up still works but that is if you started closer to the corner -If opponent started with Full HP, he cant counter with ultra after the reset -Only some characters can punish you with ex moves that have long range if they have meter after the reset (ex honda, etc...), besides that all they can do is block or back dash
Well, it's not that I have a problem with 2QCF or something like that it's that it always becomes an EXDP at the worst times. (Sometimes not horrible because I play Rufus and sometimes that links too.) If you're getting a normal before the raging demon, you're doing it too slow. The demon cancels the startup frames to his jab. (jab jab back short fierce). At any rate, I believe his jab is 4f, the idea is that you can actually touch any button while anything else, sort of, so actually you can PPP PPP back KKK PPP and raging demon would come out. Now, if you replace the first jab with jab + towards strong as the same button, I believe that's how you get the kara cancel on the overhead. I've never actually needed to do it, but if you can hit a 1f link, standing raging demon is pretty trivial, iirc. It shouldn't be that hard because that has something like 15-20 startup frames.
In Volt it's actually the opposite for me. With Yun countless times I tried to go for a EX Shoulder and got a Ultra instead. In AE I play Evil Ryu so when I try to do it too fast I get a teleport instead with either Ultras, but since I don't need to do that in real matches I don't have any problems. With the Raging Demon most of the time I use it after a dive kick. Its hitstun and blockstun are looooow so it gives me enough time to do jab jab and all that, more more often than not I get a normal instead of the RG. I guess I just have to work on the timing when pressing the buttons.
PRACTICE THAT HOP KICK CANCEL INTO SUPER. DO IT. xD Yeah, I've gotten Ryu's ultra trying to do exdp on volt more than once. I'm not even going to mention my 1001 online viper seismo cancel fails. Wait what isn't ultra a really important part of eryu's dmg potential? Nothing but respect for playing eryu. That slightly worse cr.mk makes him really awkward in practice imo, and honestly I find hcb or whatever axe kick is (I think I tried his char out like, once or three times) is actually harder than instant divekicks from dknormal characters. Also god his health is so bad how do you live? And that teleport. Oh god, that teleport. Your demon super's got far less use than Akuma's imo, because Akuma burns bars to be safe and get hardknockdown, you live and die by dmg output. Like, short jab strong hado's like, what, 150 dmg, roughly the same as cr.mk hado from ryu? if you crack it open and do like short jab axe lktatsu shoryu it's like 350? But stun meter mgmt's so important for eryu... No one really expects Sako combos to be a regular thing, but... it seems that the only reason to play him is the high dmg high stun and clinching the games post stun/reset with ultra. Also, cr.mk xx ex hado FADC ultra is SO sick and I'm definitely going to give that a try in the training room :3
Yes, Ultra is very important in his game, but it's not like you need to find setups and do it very fast, like Akuma's U1. Most combos are actually very easy, if we forget for a moment sako's combos. I have way less problems doing ex tatsu into U1 with Evil Ryu than with Ryu, for example. Maybe it's just me on that one, but it's like his ex tatsu keeps the opponent more time in the air or sonething like that. One of my favorite combos is cr.MP into cl.MK and then lk tatsu, srk. It feels much better than cr.MP, cr.MP, deals more damage, it's easier to get a lk tatsu from that and it's way easier than cr.MP, cl.HP. About the cr.MK, I think I even use his TC more. His cr.HK is also not so good. Can't combo into it from almost anything. But anyway, still a noob with low BP in AE. What's funny is that in SFxT I have less hours played and I have way more BP, and all that while suffering from teleport issues and all that crap.
Yeah, that's peculiar, it looks a bit more floaty than ryu's ex tatsu. Ahh, I'm more of a training room dude than anything, though usually I'll play some games on PC to test out my setups and/or to imitate Justin/Ricky. When I reinstall for ultra, we can have a bunch of games (it was cutting into my gpa last term, but that's sorted now)
Either no one likes the setup, no one cares or its to hard? Maybe a video could help you guys understand?
Hinata and Natsu are playable characters in Rival School. But I'm sure everybody knows/no one cares. I'd say none of them ruin the game, but makes it waaay easier. You have one guaranteed ultra (worst case scenario) per round, and some of them deal great damage even after that 50% of health. Supers aren't used too often by the average player. Unless you're a braindead Gief, you're gonna spend the bars on other stuff. Just came here to say this is better than the whole Harle's work
Sure, although when Ultra drops I will change to Rolento. The setup is interesting, but I'm not a Viper player
They should learn to fadc their unsafe stuff... just kidding they don't need to: it's their setup when on lag. When moving from SF3 to SF4 supers lost a lot of importance, mostly because you cannot stock more than four bars, and it always felt to me as quite of a loss. They could've done it so that supers require two bars and both super and ultra do less damage, reducing the importance of the comeback mechanic too (though they did something similar in SFxT and it didn't really go well). I wouldn't be killed by Gief's ultra in the middle of a failed blockstring so often then. Anyway, some characters in some matchups stock the supers easily and it is nice to have the easy super setups in those situations. Sim stocks the super every round too.
Did you guys see the match with the 10 years old player in the DreamCancel's highlight video of KoF? Dat Kyo.
I've tried it several times, got it once. Nice job! edit: supers: Ryu's super has pretty good mileage and Ginei Jin is S+ tier. raging demon's really good and cheesy enough to almost always work. Viper's super has been important as a really strong whiff punish for me. varo: rolento? MUST USE HANGMAN ULTRA.
Other than it looking cool and probably dealing more damage than the other one, it seems to be too slow for a FB punisher, and it isn't like Rolento has problems vs FB spammers anyway. In Ultra I'm not sure if he will be good, but if Volt ever gets updated he will probably suck. No SRK, his only moves with some invencibility (EX Patriot Circle and EX Escape) can be easily punished, with EX Escape being totally banned in the corner and EX Patriot Circle being too slow, only has st.MP as viable AA, meh "air FB", meh combos and autoblock kills his cross up game.