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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. 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. | | 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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| | 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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| }} | | }} |
| }} | | }} |