C. Viper


Description:
Stamina: 900
Stun: 950
Fighting Style: Covert Style /w Assorted Gadgets
Type: Versatile
Strengths: High damage, safe moves, good mix-ups
Weaknesses: Low stamina, non-FADC reversal

Character Videos:
Video Study #3
Video #1
Video #2
Video #3
Video #4

Offense Strategy:
His slower normals and less effective special relative to C.Viper is really telling in this match. Most C.Vipers like to come out the gates swinging, keep it together. Block her Thunder Knuckle pokes and just roll away from a telegraphed Burning Kick (you can focus these too). Don't let her push you into a corner though. Getting cornered is very bad news in this match-up so use your rolls to position yourself well and Standing LK to disrupt and push her away.

Defense Strategy:
Opportunities to attack usually comes around when C.Viper is knocked down or when there is some lapse in her offense that you can sneak in a Step Kick. C.Viper has two reversal options; her HP Thunder Knuckle and EX Seismic Hammer. Both of these have their flaws; C.Viper can't FADC the HP Thunder Knuckle and EX Seismic Hammer is vulnerable to air attacks. Work these into your offense plans. Step Kick or tick Tornado Throw pressure works well as she can't take many hits so she'll have to start taking risks.

Notes:
- EX Seismic Hammer is strike invulnerable but not throw invulnerable. Also, like all Seismic Hammers, the hit-box is close to the ground. Also, you can focus attack Seismic attacks.
- You can avoid C.Viper's Burning Kick mix-ups using focus attack but you run the risk of losing the grey health after. Rolls are also a good way to avoid Seismic Hammer and Burning Kick mix-ups too without the risk.
- Use Focus Attacks sparingly up close to Viper as her Thunder Knuckle armor breaks and is used often as a poke or in block strings.
- Remember that she can cancel her specials on the ground after her characteristic knuckle flash before each move.
- Her damage output increases significantly in the corner as it becomes a lot easier for her to combo into her Ultra.
- Here's a list of typical mix-ups she could use:
a. Seismic Hammer > jump cancel > Burning Kick
b. Seismic Hammer > special cancel > Seismic Hammer/Thunder Knuckle
c. Super jump > Burning Kick (front or back)
d. Thunder Knuckle > special cancel > overhead/light string combo etc.
e. String combo > jump cancel > Burning Kick

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