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| A special agent working for the CIA. Crimson Viper was a newcomer to Capcom's fighting lineup introduced in ''Street Fighter 4'', where she is deployed to investigate the organization S.I.N. and its leader, Seth. She wears a special combat suit that enhances her fighting abilities with special gadgets, which can burn or electrify enemies. | | A special agent working for the CIA. Crimson Viper was a newcomer to Capcom's fighting lineup introduced in ''Street Fighter 4'', where she is deployed to investigate the organization S.I.N. and its leader, Seth. She wears a special combat suit that enhances her fighting abilities with special gadgets, which can burn or electrify enemies. |
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| '''In UMvC3''', Viper is a fast-paced, aggressive character with many unique mechanics that she can utilize to enhance her mixup capabilities, extend her combos, or even zone out an opponent. | | '''In UMvC3''', Viper is a fast-paced, technical character with an access to a variety of tools useful in rushdown, mixups, and zoning. |
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| |properties=- | | |properties=- |
| |description= | | |description= |
| Standing low attack (note that Viper's 2L is '''not''' low).
| | Vipers fastest low and one of only a few standing lows in the game. It is especially potent for mixups when range won't be an issue. It does have limited range and is not rapid fire so generally it is immediately cancelled into a Medium or used to tick throw. |
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| |properties=- | | |properties=- |
| |description= | | |description= |
| - | | Unimpressive Medium normal. Mostly used as a confirm on ground-to-air hits or in combos. In neutral, pressure, and mixups {{clr|M|2M}} is preferred. |
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| |properties=- | | |properties=- |
| |description= | | |description= |
| -
| | No notable uses outside of blockstring and combo filler. |
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| |properties=- | | |properties=- |
| |description= | | |description= |
| Faster than 5L, but does not hit low. Useful for linking after feint-canceled 236L.
| | Viper's fastest normal. While it is not a low the rapid fire property makes it useful as a defensive mash button and a stagger option to bait pushblocks. |
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| |properties= | | |properties= |
| |description= | | |description= |
| Viper's only crouching low. | | Viper's best normal. A low with great range that is useful in many applications but most notable in neutral and pressure. A dash {{clr|M|2M}} can catch opponents trying to jump as well as hit from suprising ranges. It is confirmable from max range on grounded opponents when cancelled into {{clr|M|236M}}~{{clr|S|S}} and on block this sequence leaves Viper fairly plus. |
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| |properties=- | | |properties=- |
| |description= | | |description= |
| -
| | No notable uses outside of blockstring and combo filler. |
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| |properties={{launch}}, {{nocancel}} (only second hit) | | |properties={{launch}}, {{nocancel}} (only second hit) |
| |description= | | |description= |
| Unique two-hitting launcher. The first hit acts as a regular normal, and thus can be canceled into specials or hypers normally. Viper can use this as free extra damage in certain confirms. | | Unique two-hitting launcher. The first hit acts as a regular normal, and thus can be canceled into specials or hypers normally. Viper uses this as free extra damage in certain combos. Should generally be cancelled into {{clr|M|236M}}~{{clr|S|S}} on grounded opponents as the second hit will often whiff on short and/or crouching opponents. |
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| The second hit acts as a standard launcher, with all of the regular properties of most characters 5S attack. | | 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 S is not subject to hitstun deterioration. | | * 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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| |properties=- | | |properties=- |
| |description= | | |description= |
| Works as an instant overhead naturally against most characters, although with limited follow-up potential.
| | Exclusively used as a fast overhead for mixups. Will work as a rising overhead on most characters, most consistently out of a neutral jump. Can be converted with paired with an assist or an X-Factor cancel. |
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| | Also used as the normal of choice in [[UMVC3/C._Viper/Strategy#Burn_Kick_Feint_Instant_Overhead | Burn Kick Feint Instant Overhead]] setups, or out of a airdash mixup. |
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| |properties= | | |properties= |
| |description= | | |description= |
| -
| | Does not see much usage outside of combos. |
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| |properties= | | |properties= |
| |description= | | |description= |
| Works as an instant overhead naturally against most characters, although with limited follow-up potential. Sometimes fails to work as a jump-in, since Viper's lower leg will cause her to land-cancel the attack when falling quickly.
| | Viper's most versatile air normal. Used as her primary air-to-ground, air-to-air normal, and throw OS option. |
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| | While it is notably fast for an {{clr|H|H}} normal the range is somewhat limited and the hitbox moves upward during the later active frames, which can sometimes lead to {{clr|H|j.H}} whiffing on grounded opponents. Typically you will press this normal somewhat later than other characters {{clr|H|H}} normals to compensate. |
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| |properties={{aircombofinisher}} | | |properties={{aircombofinisher}} |
| |description= | | |description= |
| - | | Outside of combos and confirms this normal is most notable for being a somewhat more consistent air-to-ground normal than {{clr|H|j.H}} with the downside of losing access to a throw OS. As such use case is mostly saved for smaller opponents. |
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| |properties=- | | |properties=- |
| |description= | | |description= |
| Command overhead. Cannot be chained into. Can be canceled into special moves on contact or during the landing recovery, and can be chained into 5S. Notable follow-ups are 623S and 5S (which both just barely combo), or 214L for a second consecutive overhead. | | Command overhead that cannot be chained into. As Viper has a plethora of other faster and/or longer range overheads this normal does not see much usage. |
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| | * Can be canceled into special moves on contact or during the landing recovery including cancelling into {{clr|S|5S}}. |
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| |name=Focus Attack | | |name=Focus Attack |
| |input=X+S (can be charged) | | |input=X+S (can be charged) |
| | |description= |
| | Viper enters a focus stance. She has Hyper Armor in this stance starting from frame 6, and can cancel charging with a forward dash, backdash, or any special/hyper. However, the actual attack portion can only be cancelled into X-Factor. Continuing to charge the focus attack will unlock additional benefits. |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=70,000 / 80,000 / 90,000 | | |version=Lvl 1 |
| |guard=Mid / Unblockable | | |damage=70,000 |
| |startup=25 - 77 (12 after release) | | |guard=Mid |
| | |startup=25 Minimum (12f after release) |
| |active=3 | | |active=3 |
| |recovery=23 | | |recovery=23 |
| |onhit=-3* | | |onhit=-3 |
| |onblock=-4* | | |onblock=-4 |
| |properties=Hyper Armor starting from frame 6, {{crumple}} on air hit / Forced Soft Knockdown on air hit at level 2+, {{unblockable}} at level 3. | | |properties=Hyper Armor starting from frame 6 |
| |description= | | |description= |
| Viper enters a focus stance. She has Hyper Armor in this stance starting from frame 6, and can cancel charging with a forward dash, backdash, or any special/hyper. Continuing to charge the focus attack will unlock additional benefits.
| | * Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility. |
| | | <br> |
| -Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility.
| | }} |
| | | {{AttackData-UMVC3 |
| -Level 2 Focus Attack is gained by charging for at least 30 frames, an inky aura will appear around Viper. Releasing the focus attack now will make the attack Crumple on hit against grounded opponents. | | |version=Lvl 2 |
| | | |subtitle=Charged for 30-64 frames |
| -Level 3 Focus Attack is gained by allowing Viper to fully charge, and she will automatically attack upon reaching it. Not only does Level 3 Focus cause a Crumple hit, it is now '''Unblockable'''. Viper is unable to cancel Focus Attack into an EX move or Hyper move, however, she is able to cancel Focus Attack into X-Factor. | | |damage=80,000 |
| | | |guard=Mid |
| Normally, it is impractical for Viper to keep an opponent in range of this attack long enough to fully charge it. This weakness can be circumvented by using assists with large amount of lockdown, such as Dante's Jam Session, or Ammy's Cold Star assists. | | |startup=42 Minimum (12f after release) |
| | | |active=3 |
| During the charging of each Focus Attack, you are able to call an assist an any point during the charge.
| | |recovery=23 |
| | |onhit= |
| | |onblock=-4 |
| | |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit |
| | |description= |
| | * Level 2 Focus Attack is gained by charging for at least 30 frames, an inky aura will appear around Viper. Releasing the focus attack now will make the attack Crumple on hit against grounded opponents and cause a Forced Soft Knockdown on airborne opponents. Level 2 is most useful as a punish tool. Use the Hyper armor during the charge to absorb the hit of otherwise hard to deal with or normally unpunishable attacks and release the FA to punish. |
| | <br> |
| | }} |
| | {{AttackData-UMVC3 |
| | |version=Lvl 3 |
| | |subtitle=Charged for 65 frames |
| | |damage=90,000 |
| | |guard=Unblockable |
| | |startup=77 |
| | |active=3 |
| | |recovery=23 |
| | |onhit= |
| | |onblock= |
| | |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit, {{unblockable}} |
| | |description= |
| | * Level 3 Focus Attack is gained by allowing Viper to fully charge, and she will automatically attack upon reaching it. Not only does Level 3 Focus cause a Crumple hit, it is now '''Unblockable'''. Normally, it is impractical for Viper to keep an opponent in range of this attack long enough to fully charge it. This weakness can be circumvented by using assists / setups with large amount of lockdown, such as Dante's Jam Session or Amaterasu's Cold Star assist. |
| | <br> |
| }} | | }} |
| }} | | }} |
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| |image3=UMVC3_CViper_236H.png | | |image3=UMVC3_CViper_236H.png |
| |caption3=H Version | | |caption3=H Version |
| | |image4=UMVC3_CViper_236S.png |
| | |caption4=S Version |
| |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. |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onblock=+1/+10 | | |onblock=+1/+10 |
| |properties= | | |properties= |
| | |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. |
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| | * Feint Windows: 6-14f (before contact), 15-16f (after contact) |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onblock=-1/+10 | | |onblock=-1/+10 |
| |properties=- | | |properties=- |
| | |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. |
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| | * Feint Windows: 3-12f (before contact), 13-14f (after contact) |
| | * Some characters can crouch under {{clr|M|M}} Thunder Knuckle and/or their hitstun animations will avoid the attack: [[UMVC3/C._Viper/Strategy#M_Thunder_Knuckle_Chart | M Thunder Knuckle Whiff Chart]] |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=-15/+24 | | |onhit=-15/+24 |
| |onblock=-29/+10 | | |onblock=-29/+10 |
| |properties={{strk}} | | |properties= |
| |description= | | |description= |
| Viper rushes forward with an electrically charged punch. L version advances forward while ducking, although it is not low enough profile to evade many attacks. M version is similar to L version, but Viper stands during the punch, and it has superior frame data in most cases. H version is unique in that it causes Viper to punch upwards into the air, knocking the opponent up with them.
| | 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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| Unlike Viper's other specials, this move can be feint canceled after the hit, drastically improving its frame data on hit/block, and making it a staple combo and pressure tool.
| | * 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. |
| Feint cancel windows for each version: | |
| *L - 6-14 (before contact), 15-16 (after contact)
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| *M - 3-12 (before contact), 13-14 (after contact) | |
| *H - 1-4 (before contact), 5-6 (after contact). Note: the feint cancel window for 236H is set up so that Viper can only cancel while she is still on the ground, although cancelling after the hit will put the opponent airborne, and she can jump up after them. | |
| }} | | }} |
| }}
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| {{MoveData
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| |image=UMVC3_CViper_236S.png
| |
| |caption=
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| |name=EX Thunder Knuckle
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| |input=236S (1 bar)
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| |data=
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| | |version=S |
| | |subtitle={{qcf}} + {{s}} (1 Bar) |
| |damage=150,000 | | |damage=150,000 |
| |guard=Mid | | |guard=Mid |
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| |onhit=- | | |onhit=- |
| |onblock=-44 | | |onblock=-44 |
| |properties=Invuln frames 1-10, {{crumple}} vs grounded, Priority: Medium, Durability: 10 | | |properties=Invuln frames 1-10, {{crumple}} vs grounded, Forced Soft Knockdown vs Airborne, Projectile Nullification, Priority: Medium, Durability: 10 |
| |description= | | |description= |
| Enhanced version of Thunder Knuckle, where Viper slides across the entire screen delivering a heavy punch. Has a small invincibility window during startup, but also is considered to be a medium-priority projectile while active. As a result, it will blow through almost any non-hyper projectile, although it is still vulnerable to many physical attacks. On hitting a grounded opponent, it causes a Crumple state, essentially giving Viper a free full combo. If the opponent is airborne and hit by EX Thunder Knuckle the opponent will be put into a spinning soft knockdown until the opponent reaches the ground and can tech at that stage. EX Thunder Knuckle is also cancellable into EX Seismic Hammer.
| | 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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| Unlike non-EX Knuckle, it can only be feint canceled early, before the active frames (window 5-9f). It is catastrophically unsafe and can not be canceled except into X-Factor, hypers, and other EX specials.
| | 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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| EX Thunder Knuckle is not subject to hitstun deterioration.
| | * Feint Windows: 5-9f (don't do this) |
| }} | | }} |
| }} | | }} |
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| |name=Burning Kick | | |name=Burning Kick |
| |input=214X | | |input=214X |
| | |description= |
| | Viper jumps into the air and attacks with a burning kick. Burning Kick hits high and has a acts as a projectile. The move being a projetile isn't often relevant, though occasionally it will interact favorably with other projectiles. |
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| | Useful for confirming superjump height hits, mixups, and as a movement tool when feint cancelled. |
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| | Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper. |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-14 | | |onblock=-14 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 |
| | |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]] |
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| | * Feint Window: 7-14f (before hit) |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-6 | | |onblock=-6 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 |
| | |description= |
| | 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) |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-1 | | |onblock=-1 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Viper becomes airborne and attacks with a burning kick. This attack hits overhead, and the flames act as a projectile. H Burn Kick is comboable on grounded opponents. Other versions can always be picked up with EX Burn Kick or EX Seismo.
| | This version is used as a grounded overhead because it is comboable normally into a linked {{clr|M|5M}}. While it is relatively slow, it can crossup at close range making it tricky to block in some scenarios. Additionally, as Viper has access to a variety of mixups options, opponents may not always be ready for a reactable overhead. |
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| Most useful for its feint cancel. Burn kick can be feint canceled before becoming active but after becoming airborne, acting as a form of command jump that can be canceled into from normals.
| | 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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| Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper Move.
| | * Feint Window: 10-17f (before hit) |
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| Feint Cancel windows for each version: | |
| *L - 7-14 (before hit)
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| *M - 9-16 (before hit)
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| *H - 10-17 (before hit)
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| All versions of Burning Kick are not subject to hitstun deterioration.
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| }} | | }} |
| }}
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| {{MoveData
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| |image=UMVC3_CViper_214X.png
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| |caption=
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| |name=EX Burning Kick
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| |input=214S (1 bar)
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| |data=
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| | |version=S |
| | |subtitle={{qcb}} + {{s}} (1 Bar) |
| |damage=20,000 x3 + 90,000 | | |damage=20,000 x3 + 90,000 |
| |guard=OH | | |guard=OH |
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| |onhit=- | | |onhit=- |
| |onblock=-3 | | |onblock=-3 |
| |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced Soft Knockdown, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Enhanced version of grounded Burning Kick. Has an initial hitbox when jumping upwards, and then a follow-up attack in the actual burn kick. As a result, this move is only a very fast overhead when used at very close range, and otherwise takes awhile to connect. | | Enhanced version of grounded Burning Kick. Has an initial hitbox when jumping upwards, making it an extremely fast overhead. Due to having very low recovery and the Forced SKD property this move is almost always comboable on hit, even extremely late into combos. Despite it's speed the initial hit has very limited range, making it unreliable as an overhead. Additionally, Viper plenty of options to mixt the opponent without spending a meter. |
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| The soft knockdown caused by this attack ignores hitstun deterioration. Viper can basically always follow this attack up with normals and continue the combo, making it an excellent confirm tool alongside its Air version.
| | Most useful for confirming air-to-air hits, and as a solo combo extender. |
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| Feint cancel window is frames 10-14 | | * Feint Window: 10-14f (don't do this) |
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| EX Burning Kick is not subject to hitstun deterioration.
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| }} | | }} |
| }} | | }} |
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| {{MoveData | | {{MoveData |
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| A few people have also had success running Viper as an '''Anchor''' character, on the grounds that her EX Specials are strong and can be threatining even when she isn't backed by an assist. | | A few people have also had success running Viper as an '''Anchor''' character, on the grounds that her EX Specials are strong and can be threatining even when she isn't backed by an assist. |
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| === Notable Synergies === | | == Notable Shells == |
| | <tabber> |
| | |-| Viper + Doom = |
| | |
| | Surprise, surprise but Doom is one of Viper's best partners. He has nearly everything she wants in a support. He can function as a damage engine via Ex Thunder Knuckle Hard Tags or via TAC infinites. He has access to safe DHCs to make her reversal super safe and get her out with little risk. Lastly, all of his assists are strong for her with Plasma Beam being particularly useful for her neutral and combos. |
| | |
| | Dante can be played Mid or Anchor with Viper and is fantastic in either position. Which position you choose will be up to personal preference and what your third character provides to the team and needs to function. |
| | |
| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Doctor+Doom Replay Theater Footage] |
| | |
| | |
| | === Notable Players === |
| | {{NotablePlayersTableHeader-UMVC3}} |
| | {{NotablePlayersTableRow-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 = Easily the best example of the Shell. His use of Plasma beam to supplement Vipers neutral as well as ensure any hit kills is second to none. Particularly notable for his consistency with Doom TAC infinites. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Full+Schedule Replay Theater]<br>[https://youtu.be/1ghWfanM7UY vs Jan @ CEO 2015]<br>[https://youtu.be/rtCbwyea-Nw vs RayRay @ CEO 2016] |
| | }} |
| | {{NotablePlayersTableRow-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 Doom beam (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://www.youtube.com/watch?v=D2lwdMnfhuI vs JoeyD @ Chaos Dimension]<br>[https://youtu.be/fiwOCOxq4lU vs CrazyJoe @ Combo Breaker 2019] |
| | }} |
| | |} |
| | |-| Viper + Amaterasu = |
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| '''Amaterasu:''' Ammy's Cold Star assist provides enough blockstun for Viper to fully charge Focus Attack, leading to nearly-inescapable setups in the right circumstances. While difficult to use for combo extensions, Ammy assist can also be used for some very effective resets by calling it before an OTG Seismo. The opponent will tech out right above Ammy's projectiles, and be forced to endure a Hit/Throw mixup before falling back into it.
| | A girl and her dog. Amaterasu has arguably the best lockdown assist in the game for Viper, not only does it enable Viper to setup incoming unblockables it also gives her plenty of time on block to run a more traditional high/low mixup. Furthermore Amaterasu's THC Super Okami Shuffle holds the opponent in place long enough to enable unblockables and is one of the most inescapable unblockable setups in the game. |
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| '''Players to Watch:''' FullSchedule (Viper/Doom/Ammy), MarlinPie (Viper/Doom/Ammy)
| | Amaterasu is typically played Anchor with Viper as her support value is incredibly high but she does not gain a lot from having support herself. In addition she is a uniquely threatining anchor with X-Factor 3 and some meter to spare. |
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| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] |
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| | |-| Viper + Dante = |
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| | Once again no surprise that one of the best support characters in the game would pair well with Viper, but in this case Dante's assist is really what makes it shine. Jam Session is a great way to control the air versus characters that like to play at Superjump Height, which is one of Viper's biggest weaknesses. Additionally, it can be used to setup incoming unblockables which enables the strongest form of Viper's gameplan. In addition Dante has TAC infinites which can allow Viper to kill from scaled starters and build the meter necessary to push her gameplan as hard as possible. |
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| | Dante can be played Mid or Anchor with Viper and is fantastic in either position. Which position you choose will be up to personal preference and what your third character provides to the team and needs to function. |
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| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] |
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| | === Notable Players === |
| | {{NotablePlayersTableHeader-UMVC3}} |
| | {{NotablePlayersTableRow-UMVC3 |
| | | name = FeedYourGreed |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Dante|Alt}} |
| | | charaColorThree = {{CharaColor-UMVC3|Strider|Alt}} |
| | | region = |
| | | status = Inactive |
| | | notes = Has optimized his team to the absolute limit. Generally, plays a more aggressive playstyle and once he gets the first hit the opponent often doesn't get another chance to play. Is extremely consistent at setting up incoming unblockables with both Jam Session and Vajra and converting them regardless of how the situation plays out. |
| | | 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] |
| | }} |
| | |-| Viper + Strider = |
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| '''Dante:''' Like Ammy, Dante can provide a significant amount of lockdown for Viper via his Jam Session assist. Although shorter in duration than Cold Star, it is more useful as a neutral assist due to its vertical reach. Dante also provides some useful DHC options with both Million Dollars and Devil Trigger, taking advantage of the knockdown caused when Viper DHC's her Burst Time hyper.
| | A Secret Agent and a Ninja make an even better pairing in the game as they do thematically. Viper is one of the best character in the game at consistently converting Strider's Vajra assist and Seismic Hammer enables her to protect the assist better than most. So Viper enables Vajra to work effectively in neutral and likewise Vajra enables extremely potent left-right mixups, incoming unblockables, and coverage at Superjump Height which Viper struggles with. Lastly, Vajra provides very high damage extensions for Viper's combo, often resulting in kills without the need to use another assist to extend. |
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| '''Players to Watch:''' KBeast (Viper/Magneto/Dante), Crazy Joe (Viper/Dante/Strider), FeedYourGreed (Viper/Dante/Strider)
| | Strider is exclusively an Anchor due to the strength of his X-Factor 3 comeback gameplan as well as low overall damage. This doesn't change when played with Viper. |
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| '''Strider Hiryu:''' Strider's "Vajra" assist has great tracking capabilities and hits from a frustrating angle, but causes a knockdown on hitting an airborne opponent. This limits his usefulness as an assist for characters with poor OTG options, but makes him a very serious threat when paired with a character that has good ones. Viper's Seismic Hammer specials are extremely fast OTG-capable attacks that she can jump-cancel or feint-cancel. Viper can pick up a Vajra hit from just about anywhere on the screen and covert it into big damage.
| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Strider Replay Theater Footage] |
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| '''Players to Watch:''' StaticAlpha (Viper/Doom/Strider), Crazy Joe (Viper/Dante/Strider), FeedYourGreed (Viper/Dante/Strider)
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| '''Other Players to Watch:''' Unkn0wn (Wesker/Sentinel/Viper)
| | </tabber> |
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| == Alternate Colors == | | == Alternate Colors == |