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| |input=214X | | |input=214X |
| |description= | | |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. | | 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 projectile 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.
| | The grounded version of this move is primarily useful as a mixup option. |
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| Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper. | | Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper. |
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| |properties=Forced Soft Knockdown, 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, 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. | | 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 mix the opponent without spending a meter. |
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| Most useful for confirming air-to-air hits, and 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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| }} | | }} |
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| {{MoveData | | {{MoveData |
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| |name=Air Burning Kick | | |name=Air Burning Kick |
| |input=j.214X | | |input=j.214X |
| | |description= |
| | Viper attacks with a burning kick. Burning Kick hits high and has a acts as a projectile. The move being a projectile isn't often relevant, though occasionally it will interact favorably with other projectiles. |
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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. |
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| | * Feint Cancel window is the same for each version: 6-11f |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-6 | | |onblock=-6 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| | |description= |
| | This version is useful as if it connects very low on the opponent Viper can recover in time to link a button afterwards, this makes it the most consistent meterless option for confirming airborne hits or extending combos. |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-9 | | |onblock=-9 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| | Not often used as it lacks any properties that would make it stand out from the other versions. |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=- | | |onhit=- |
| |onblock=-11 | | |onblock=-11 |
| |properties={{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Air version of burn kick. Like the ground version, it's most useful when feint canceled - to act as a sort of jump cancel. Viper can feint cancel burn kick up to three times per jump, which can be combined with her regular double-jump or airdash to stall in the air for a long time. Can be comboable if hit with Viper as far below the opponent as possible.
| | The fastest meterless version, while retaining a large hitbox. Useful for confirming air hits before spending resource to convert further. |
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| Feint cancel Air Burn Kick preserves some of Viper's aerial momentum - if she is performing a back jump, the feint will push her up and back. A neutral jump feint kick will move her up and very slightly forward, and a forward jump feint kick will send her a good distance forward.
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| Useful in air-to-air confirms and Viper's most optimal combos.
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| Feint Cancel window is the same for each version: frames 6-11.
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| All versions of Air Burning Kick are not subject to hitstun deterioration.
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| }} | | }} |
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| {{MoveData
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| |image=UMVC3_CViper_j214X.png
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| |caption=
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| |name=Air EX Burn Kick
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| |input=j.214S (1 bar)
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| |data=
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| | |version=S |
| | |subtitle=(air){{qcb}} + {{s}} |
| |damage=20,000 x3 + 80,000 | | |damage=20,000 x3 + 80,000 |
| |guard=OH | | |guard=OH |
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| |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 | | |properties=Forced {{softknockdown}}, Priority: Low, Durability: 5 |
| |description= | | |description= |
| Enhanced version of Air Burn Kick. Works almost the same way as grounded EX Burn Kick. | | Enhanced version of Air Burning Kick. |
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| Very strong conversion tool for stray air hits and assists like Jam Session, as it recovers fast enough to give Viper a guaranteed follow-up combo. | | Very strong conversion tool for stray air hits and assists like Jam Session, as it recovers fast enough to give Viper a guaranteed follow-up combo. |
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| Feint cancel window: frames 6-11
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| Air EX Burning Kick is not subject to hitstun deterioration.
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| }} | | }} |
| }} | | }} |