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| === Unique Mechanics === | | === Unique Mechanics === |
| | <br> |
| | ==== EX Specials ==== |
| | C.Viper's motion specials (Thunder Knuckle, Burning Kick, and Seismic Hammer) have EX variations, based on the "EX" moves found in SF4. These EX moves cost 1 bar of Hyper meter to perform, similar to a Hyper. In most scenarios besides DHCs they can be cancelled into as if they were Hypers. EX Special moves have additional damage and have extra properties to justify their meter cost. EX Specials are done by performing the regular special move motion, but with the {{clr|S|S}} button instead of the regular attack buttons. For example, EX Thunder Knuckle is {{clr|S|236S}}. |
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| C.Viper's motion specials (Thunder Knuckle, Burning Kick, and Seismic Hammer) have EX variations, based on the "EX" moves found in SF4. These EX moves cost 1 bar of Hyper meter to perform, similar to a Hyper. However, they are still considered special attacks, not hypers. EX Special moves have additional damage and have extra properties to justify their meter cost. EX Specials are done by performing the regular special move motion, but with the S button instead of the regular attack buttons. For example, EX Thunder Knuckle is 236S.
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| These same three special moves detailed above are able to be Feint Canceled, a special mechanic only Viper can perform. Feint Cancels are performed by pressing the S button during these specials. The specific window for feint canceling a special depends on the attack. Thunder Knuckle can be Feint Canceled both before and after the hit, while Burn Kick and Seismo can only be canceled before the hit. Feint cancel immediately ends the special move and returns Viper to a neutral state with either 4 or 10 frames of recovery, allowing her to recover faster and opening new options. Feint Cancel does not cost any resources to perform.
| | ==== Feint Cancels ==== |
| | C.Viper's motion specials (Thunder Knuckle, Burning Kick, and Seismic Hammer) can be Feint Canceled, a special mechanic only Viper can perform. Feint Cancels are performed by pressing the {{clr|S|S}} button during these specials. The specific window for feint canceling a special depends on the attack. Thunder Knuckle can be Feint Canceled both before and after the hit, while Burning Kick and Seismic Hammer can only be canceled before the hit. Feint cancel immediately ends the special move and returns Viper to a neutral, actionable state with either 4 or 10 frames of recovery, allowing her to recover faster and opening new options. Feint Cancel does not cost any resources to perform. |
| </div> | | </div> |
| <div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=236S, 623S, 236XX, 623XX}}</div></div> | | <div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=236S, 623S, 236XX, 623XX}}</div></div> |
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| | === Unique Movement Options === |
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| | In addition to a normal dash, double jump, and 8-Way airdash Viper has several additional movement options. Burning Kick Feints (j.214X~{{clr|S|S}}) can be used as an additional jump to gain height, stall in the air, or keep the momentum of a dash jump. Viper also can use Thunder Knuckle (236X) to move forward while attacking along the ground, this is especially useful when paired with an assist. |
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| == Move List == | | == Move List == |
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| == Hitspheres and Hurtspheres ==
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| {{#ev:youtube|47X2npTBB1s}}
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| === Assists === | | === Assists === |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{strk}} | | |properties=Invuln (as Crossover Counter) frames 1 - ???, Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| Viper punches at an upwards angle, knocking opponents up as well. Functionally similar to 236H (H Thunder Knuckle). Not recommended as it has short range, low blockstun, and leaves the opponent high in the air which is difficult for most characters to combo. Can be feint canceled if used as a crossover counter, allowing for follow-up combos with Viper. | | Recommnded Assist. Viper punches at an upwards angle, knocking opponents up as well. Functionally similar to 236H (H Thunder Knuckle). It has short range and low blockstun, and while it has a guarenteed minimum hitstun it leaves the opponent very high on hit, making if difficult to use in combos for most characters. Despite this because it is invulnerable through the active frames (and feint window) as a Crossover Counter and has fast startup it is still very useful. |
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| | When used as a CC it can punish many things on block into a full staircase combo. It can also function as a cheap and safe way to get Viper back on point if she was tagged out, negating a weakness of the character. A feint in the first 4 frames after landing allows Viper to recover while still invulnerable making it an extremely safe option to get he back on point for only a single bar. |
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| * THC Hyper: 236XX (Emergency Combination) | | * THC Hyper: 236XX (Emergency Combination) |
| | * Feint Windows (as Cross-over Counter After Landing): 1-4f (before contact), 5-6f (after contact) |
| }} | | }} |
| }} | | }} |
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| |properties={{otg}}, Priority: Low, Durability: 5 | | |properties={{otg}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Punches downward and creates an explosion immediately in front of Viper, which hits OTG. Functionally similar to 623L (L Seismic Hammer). Not recommeded as it slower than more useful OTG assists and leaves the opponent fairly high in air, which is diffcult for most characters to combo. Can be feint canceled when used as a Crossover Counter, but only before the move becomes active making it mostly useless. | | Punches downward and creates an explosion immediately in front of Viper, which hits OTG. Functionally similar to 623L (L Seismic Hammer). Not recommeded as it slower than more useful OTG assists and leaves the opponent fairly high in air, which is difficult for most characters to combo. Can be feint canceled when used as a Crossover Counter, but only before the move becomes active making it mostly useless. |
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| * THC Hyper: 214XX (Burst Time) | | * THC Hyper: 214XX (Burst Time) |
| | * Feint Window (as Cross-over Counter After Landing): 6-11f |
| }} | | }} |
| }} | | }} |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=* Feint Windows (as Cross-over Counter After Landing): 1-4f (before contact), 5-6f (after contact), {{softknockdown}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Recommended assist. Viper leaps into the air with a kick that is both a projectile and an overhead. As an overhead assist, it can be used to set up dangerous high-low mixups or even unblockables when paired with any low attack from the point character. As it is Forced Soft Knockdown it can be used to extend even very late into combos. Can be feint-canceled if used as a crossover counter, but only before the move becomes active. | | Recommended assist. Viper leaps into the air with a kick that is both a projectile and an overhead. As an overhead assist, it can be used to set up dangerous high-low mixups or even unblockables when paired with any low attack from the point character. As it is Forced Soft Knockdown it can be used to extend even very late into combos. Can be feint-canceled if used as a crossover counter, but only before the move becomes active. |
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| * THC Hyper: 214XX (Burst Time) | | * THC Hyper: 214XX (Burst Time) |
| | * Feint Window (as Cross-over Counter After Landing): ?-??f |
| }} | | }} |
| }} | | }} |
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| |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. | | |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 usually reserved for combos. Unlike Viper's other special moves the {{clr|L|L}}, {{clr|M|M}}, and {{clr|H|H}} versions of Thunder Knuckle can be feint cancelled with {{clr|S|S}} both before ''and after'' the active frames. 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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| |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. |
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| |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. |
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| |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, Durability: 10 | | |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. |
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| |image3=UMVC3_CViper_623H.png | | |image3=UMVC3_CViper_623H.png |
| |caption3=H Version | | |caption3=H Version |
| | |image4=UMVC3_CViper_623S.png |
| | |caption4=S Version |
| |name=Seismic Hammer | | |name=Seismic Hammer |
| |subtitle=Seismo | | |subtitle=Seismo |
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| |onhit=-7 | | |onhit=-7 |
| |onblock=-18 | | |onblock=-18 |
| |properties={{otg}}, {{strk}}, {{jcancel}}, Priority: Low, Durability: 5 | | |properties={{otg}}, {{jcancel}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Viper punches the ground and creates a shockwave projectile a fixed distance in front of her. L Seismo creates a shockwave directly in front of her, M creates one at about 1/3 fullscreen distance, and H creates one at roughly 2/3 fullscreen distance. The shockwave hits OTG and can be useful in projectile battles since it appears underneath the opponent, avoiding their own fireballs. | | Viper punches the ground and creates a shockwave projectile a fixed distance in front of her. {{clr|L|L}} Seismo creates a shockwave directly in front of her, {{clr|M|M}} creates one at about 1/3 fullscreen distance, and {{clr|H|H}} creates one at roughly 2/3 fullscreen distance. All three versions are identical other than the difference in distance. The shockwave hits OTG and can be useful in projectile battles since it appears underneath the opponent, avoiding their own fireballs. |
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| | Seismo is a very important part of Viper's kit due to its jump-cancel property. It can be canceled into jumps or superjumps after frame 19. Jump-cancel seismos are very advantageous on hit or block, and can even be used if the projectile whiffs entirely. Additionally, Viper can cancel the prejump frames of her jump-cancel Seismo into any grounded special/hyper, including another Seismo. [[UMVC3/C._Viper/Strategy#Rapid_Seismo | Rapid jump-cancel Seismos]] allow Viper to quickly fill the screen with projectiles, in order to lock down opponents or their assists, while being very low commitment. |
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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. |
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| Seismo is a very important part of Viper's kit due to its jump-cancel property. It can be canceled into jumps or superjumps after frame 19. Jump-cancel seismos are very advantageous on hit or block, and can even be used if the projectile whiffs entirely. Additionally, Viper can cancel the prejump frames of her jump-cancel seismo into any grounded special/hyper, including another seismo. Rapid jump-cancel seismos allow Viper to quickly fill the screen with projectiles, in order to lock down opponents or their assists, while being very low commitment.
| | Feint Window: 6-11f |
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| Seismo's projectile reaches fairly high up. 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 cancel window: frames 6-11.
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| }} | | }} |
| }}
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| {{MoveData
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| |image=UMVC3_CViper_623S.png
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| |caption=
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| |name=EX Seismic Hammer
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| |input=623S (1 bar)
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| |data=
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=50,000 x3 | | |damage=50,000 x3 |
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| |onhit=- | | |onhit=- |
| |onblock=-5 | | |onblock=-5 |
| |properties=Invuln until frame 16, {{otg}}, {{strk}}, {{jcancel}}, Priority: Low, Durability: 5 | | |properties=Invuln until frame 16, {{otg}}, Forced Soft Knockdown, {{jcancel}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Enhanced version of Seismo. Viper creates a larger explosion that covers roughly the combined area of L and M seismos. It is faster than regular Seismo, and has solid invincibility. It can be jump-canceled from frame 19 on, in the same way as regular seismo. | | Enhanced version of Seismo. Viper creates a larger explosion that covers roughly the combined area of L and M seismos. It is faster than regular Seismo, has Forced Soft Knockdown, good invincibility, all while retaining all of the properties of a regular Seismo. Combined this makes {{clr|S|S}} Seismo one of the most threatening reversals in the game. Even when blocked Viper can be plus with a jump or FADC cancel meaning she commits very little when trying to escape pressure with this option. |
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| | Can be used late in combos for extensions, similar to EX Burning Kick. |
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| Feint cancel window: frames 5-11. | | * Feint Window: frames 5-11. |
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| EX Seismic Hammer is not subject to hitstun deterioration.
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| }} | | }} |
| }} | | }} |
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| |onhit=- | | |onhit=- |
| |onblock=-7 | | |onblock=-7 |
| |properties={{strk}}, Priority: Low, Beam Durability: 4 per frame for 3 frames | | |properties=Forced Soft Knockdown, Priority: Low, Beam Durability: 4 per frame for 3 frames |
| |description= | | |description= |
| Buster-style charged projectile. If Viper holds a button for 60 frames, her sunglasses will gain a red glow. After that point, releasing all attack buttons while in a valid state (on the ground, and can cancel into a special) will cause Viper to perform Optic Laser. Releasing all attack buttons in a state where she cannot perform the special will waste the charge.
| | Negative Edge Projectile. If Viper holds a button for 60 frames, her sunglasses will gain a red glow. After that point, releasing all attack buttons while in a valid state (on the ground, and can cancel into a special) will cause Viper to perform Optic Laser. Releasing the held attack buttons in a state where she cannot perform the special will waste the charge. |
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| Optic Laser is a fairly fast beam projectile with good durability, but most characters can duck underneath it. It can not be feint canceled. | | Optic Laser is a fairly fast beam projectile with good durability, but most characters can duck underneath it. It can not be feint canceled. Despite this when mixed in with Seismos, Optical Laser is a powerful part of Viper's space control, it creates a good amount of distance from the opponent on both hit and block. |
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| Button strength does not alter this move in any way, so it can be used by holding any button. Viper can also hold down a second button and then release the first button in order to maintain her charge, although she cannot store multiple charges by holding multiple buttons. | | Button strength does not alter this move in any way, so it can be used by holding any button. Viper can also hold down a second button and then release the first button in order to maintain her charge, although she cannot store multiple charges by holding multiple buttons. |
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| Optic Laser is not subject to hitstun deterioration.
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| }} | | }} |
| }} | | }} |
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| |properties=Invuln until frame 36, {{softknockdown}}, {{projnull}} | | |properties=Invuln until frame 36, {{softknockdown}}, {{projnull}} |
| |description= | | |description= |
| Viper punches forward twice and then does two upwards kicks. Both punches can nullify one projectile, including high-priority projectiles like hypers. When combined with its natural invincibility, it is very difficult to contest as a reversal. Most useful to punish other supers on reaction, EX Seismo and EX Thunder Knuckle are often better options as reversal supers on defense. | | Viper advances with a flurry of blows. In addition to being an advancing, invulnerable reversal it also nullifies projectiles for the first two hits. While not as safe or fast as her other reversals this one is much easier to use in a pinch and can beat even extremely active supers and projectiles. If it hits an airborne opponent it may sometimes juggle them too high and subsequent hits of the super will whiff, leaving Viper open to being punished. |
| }} | | }} |
| }} | | }} |
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| |onhit=- | | |onhit=- |
| |onblock=-99 | | |onblock=-99 |
| |properties=Invuln frames 6-13, {{otg}}, {{softknockdown}}, Priority: High, Durability: 100 (!!) | | |properties=Invuln frames 6-13, {{otg}}, forced {{softknockdown}}, Priority: High, Durability: 100 (!!) |
| |description= | | |description= |
| Standard combo ender. Can be done on its own as an OTG, or as a followup to OTG L Seismo. Does great damage, especially considering Viper's high minimum damage scaling on hypers. | | Standard combo ender Hyper. Can be done on its own as an OTG, or as a followup to OTG {{clr|L|L}} Seismo. Does great damage, especially considering Viper's high minimum damage scaling on hypers. |
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| This move juggles the opponent very high into the air and ends with a lengthy fall into a soft knockdown. The DHC window is very long even after the final hit, and so this hyper is excellent for setting up DHCs. | | This move juggles the opponent very high into the air and ends with a lengthy fall into a soft knockdown. The DHC window is very long even after the final hit, and so this hyper is excellent for setting up DHCs. Additionally, it is a low which can sometimes catch opponents off guard. |
| }} | | }} |
| }} | | }} |
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| |properties=Invuln until frame 14, {{hardknockdown}} | | |properties=Invuln until frame 14, {{hardknockdown}} |
| |description= | | |description= |
| Standard cinematic level 3 hyper, with Viper lunging forward about 3/4 of screen length. Ignores damage scaling. | | Standard cinematic level 3 hyper, with Viper lunging forward about 3/4 of screen length. Not typically used as Viper has issues converting into this Hyper at the end of combos, and she has many reversals that are better reward for the meter. |
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| This move is one of a few hypers that has 0 frames of startup after the flash. As a result, if this move is done point black, and the opponent is not ''already'' blocking when the hyperflash begins, it cannot be blocked. Effectively, it is already active during the super flash. | | This move is one of a few hypers that has 0 frames of startup after the Hyperflash. As a result, if this move is done point black, and the opponent is not ''already'' blocking when the hyperflash begins, it cannot be blocked. Effectively, it is already active during the super flash. |
| }} | | }} |
| }} | | }} |
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| |properties={{hardknockdown}} | | |properties={{hardknockdown}} |
| |description= | | |description= |
| Standard ground throw that results in the opponent knocked down next to Viper. Consistently comboable after with an L Seismo. | | Standard ground throw that results in the opponent knocked down next to Viper. Consistently comboable after with an {{clr|L|L}}} Seismo. |
| }} | | }} |
| }} | | }} |
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| |properties={{hardknockdown}} | | |properties={{hardknockdown}} |
| |description= | | |description= |
| Standard air throw that results in the opponent knocked down a small distance away from Viper. Consistently comboable after with a single dash into L Seismo. | | Standard air throw that results in the opponent knocked down a small distance away. Viper can pickup for a combo after regardless of the height of the air throw. |
| }} | | }} |
| }} | | }} |
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| |properties={{softknockdown}} | | |properties={{softknockdown}} |
| |description= | | |description= |
| -
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| }} | | }} |
| }} | | }} |
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| 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. | | 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. |
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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.
| | Doom 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=Doctor+Doom Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Doctor+Doom Replay Theater Footage] |
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| === Notable Players === | | === Players to Watch === |
| {{NotablePlayersTableHeader-UMVC3}} | | {{PlayersToWatchTableHeader-UMVC3}} |
| {{NotablePlayersTableRow-UMVC3 | | {{PlayersToWatchTableRow-UMVC3 |
| | name = Full Schedule | | | name = Full Schedule |
| | charaColorOne = {{CharaColor-UMVC3|C. Viper|2}} | | | charaColorOne = {{CharaColor-UMVC3|C. Viper|2}} |
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| | 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] | | | 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 | | {{PlayersToWatchTableRow-UMVC3 |
| | name = StaticAlpha | | | name = StaticAlpha |
| | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} | | | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] |
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| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-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 = Full Schedule is the closest anyone has yet to come to perfecting a 300% gameplan with Viper + Amaterasu, optimizing hits, forcing unblockables, and always having a backup plan when things go awry. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Full+Schedule Replay Theater]<br>[https://youtu.be/pGw5MtNkv2I vs Flux @ CEO 2015] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = MarlinPie |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|4}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|4}} |
| | | charaColorThree = {{CharaColor-UMVC3|Amaterasu|1}} |
| | | region = East Coast |
| | | status = Inactive |
| | | notes = The first person to make this shell shine. While he did not optimize the gameplan as much as Full Schedule, MarlinPie is extremely creative in his application of Amaterasu assist to apply pressure, create mixups, and extend combos. Additionally, his anchor Amaterasu was the source of many 1v3 comebacks. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=MarlinPie Replay Theater]<br>[https://youtu.be/gUfWBluYya8 vs Combofiend FT10 @ SCR 2013]<br>[https://youtu.be/OPyFNgmf-sg vs Justin Wong FT5 @ TFC 2013] |
| | }} |
| | |} |
|
| |
|
| |-| Viper + Dante = | | |-| Viper + Dante = |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] |
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| === Notable Players === | | |
| {{NotablePlayersTableHeader-UMVC3}} | | === Players to Watch === |
| {{NotablePlayersTableRow-UMVC3 | | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | name = FeedYourGreed | | | name = FeedYourGreed |
| | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} | | | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} |
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| | 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] | | | 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] |
| }} | | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = KBeast |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|4}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Magneto|2}} |
| | | charaColorThree = {{CharaColor-UMVC3|Dante|6}} |
| | | region = |
| | | status = Inactive |
| | | notes = Prefers to save his assists for Neutral and Pressure and as such often goes for the most optimized Solo Viper combos possible. Extremely effective at converting off stray Jam Session hits. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=KBeast Replay Theater]<br>[https://youtu.be/OcLDiouqmZ0 vs ApologyMan @ Hadocon VI] |
| | }} |
| | |} |
| |-| Viper + Strider = | | |-| Viper + Strider = |
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|
| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Crazy Joe |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Dante|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Strider|1}} |
| | | region = East Coast |
| | | status = Semi-Active |
| | | notes = Notable for his particularly aggressive style, which is bolstered by his strong usage of Vajra assist. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Crazy+Joe Replay Theater]<br>[https://youtu.be/4s786-xrwUU?t=2768 vs iDom @ DTN2022] |
| | }} |
| | {{PlayersToWatchTableRow-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 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://youtu.be/KHrppa1F-2Q vs Renickuluss @ Versus 2017] |
| | }} |
| | |} |
| | |-| Viper + Strange = |
| | |
| | A more rare but equally powerful partner for Viper, Strange serves as a damage engine via DHCing into Seven Rings of Raggador (214XX) after Viper's Burst Time in order to do several Palm Loops even after an extended Viper combo. In addition his Bolts of Balthakk assist provides a ton of lockdown and use in neutral for Vipers approach as well as working well in her combos. While his options to setup unblockables depends on your other character he pairs well with many of her other favorite partners making Strange a very strong pick. |
| | |
| | Strange can be played Mid or Anchor with Viper depending on the third character on the team but to make the most of his strengths when paired with Viper Mid is recommend as it allows him to extend her combos. |
| | |
| | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Doctor+Strange Replay Theater Footage] |
| </tabber> | | </tabber> |
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| {{Chara-Colors-UMVC3}} | | {{Chara-Colors-UMVC3}} |
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| | |
| | == Hitspheres and Hurtspheres == |
| | {{#ev:youtube|47X2npTBB1s}} |
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| <br> | | <br> |