#1900 C. Viper Offering Coaching
138 messages · Page 1 of 1 (latest)
sup im usually on anywhere after 12pm on the weekends
I have finals right now unfortunately but Ill be free on friday afterwards
Could we play then or is this like a one day only thing?
nah whenever im on is usually chill just hit me up!
Great🙏
Is it fine If I hit you up coming saturday as well?
You on?
sure
im on rn
How do you want to do this?
after this set im down to vc
@late raven my English isn't good, do you think you can review some replays instead?
np send them man
i'd love some help on her if you have the time
You don't have to review or watch all, just whatever you think will help
FT3 vs Sagat
https://youtu.be/s8pmKviyaLQ
https://youtu.be/Umg68c9UM4k
https://youtu.be/FlKX0U5j6Ao
FT3 vs Luke (don't be fooled by rank, he's 1800 on another character)
https://youtu.be/N9e4-ieIazg
https://youtu.be/uD5UuAq-Ys4
https://youtu.be/4Sd1yhKZwpY
Match vs a LEGEND (I won a round!)
https://youtu.be/L_CDsdwBbA4
i should have time after work at around 4pm est to 10 pm est on weekdays, if you see me online dont be afraid to dm me
i definitely will thank you!
i looked at the set first 2 sets, and i think ive seen enough.
- You are kinda stiff as a board in neutral, this is because your relying on medium or heavy burn kick and parry dash to get in to often. These arent options that will get you anywhere rn as these are super situational tools. So, other than light grounded burn kick, and air burn kick, eliminate these two options from your use entirely. Instead, look to poke more in neutral with st.mk and cr.mk,
the combo st.mk, super jump cancel seismo, super jump cancel h. burn kick, qcb.hp should be your main bread and butter for whiff punishes and counter hits. i recommend just spam poking with the st.mk and learn how to land it in neutral without whiffing, all it will take is some experience.
- This actually is hurting your defense aswell, in the corner you should be looking to block and counter poke with st.mk and cr.mk and confirm these into combos, as well as using cr.hp, instead your trying to focus on focus parrying and burn kicking way too much in the corner. Its good, but not end all be all options. Viper's strengths are massive damage off of hits, if you dont represent that she wont be at her full potential, i've seen you block quite a bit, but you arent taking your turn back well and getting burned out, especially against sagat, start using st.mk as a poke to take your turn back and cancel it into seismo ify ou think it has a good change of hitting, if you get a counter hit, you can again confirm with sjc burn kick for good damage and corner carry
- this also leads into drive management issues, but if you fix these 2 issues, this will clear up alot of this, in general if you are able to start getting combos of pokes in neutral, you will actually have meter to continue your offense and start running drive rush high low mixups, as well as throw mixups
Overall, working on this and getting it all down to a ok level should push you to masters level, the next main thing i would do is general execution, optimizing all hit conversions and combos, and optimizing your oki. You can do this by watching legend players, or even UM players (underrated to watch good but not the best players replays as they show general gameplan stuff well) and copying their oki
@late raven hey thanks for the tips! I chose those FT3 against better players for review because they don't fall for my bamboozles.
You are right, Kazunoko doesn't spam BK to skip neutral. I do mostly out of habit, it's easy to use a move where "boom you're either -2 or +2 on top of the enemy"
Changing this pillar is hard. I played a FT against a dude who learned that DI answers BK and suddenly my gameplan crumbled, because I didn't practice s.MK - Seismo (I mean, I do know how to use it, just not during a match)
I learned the best way to learn something is to focus on using or doing something, and get shit on cause your not good at something until your good at it
My execution is coming along pretty well. I found a strong shortcut to doing the back to back sismics. Turns out you can do the first input, hold the button and just do the motions and it comes out automatically which makes the execution 10x easier
That's od
Hey, you free rn?
i was
im interested in c viper and want to bring her up to 1800. Is it cool if i come back here with the occasional question every now and then?
np im pretty active
im pretty active the rest of the day btw
unfortunately didn't catch this, timezones and all, I'll shoot a message later
Np
an hour from now work for you?
sure just hit me up or call me
Id love a pocket Viper but I have 0 hours on the character, would you still be up for some walkthroughs?
I have tried learning a bit of c viper but i don't really know where to start, any suggestions? o.o
Sure hit me up anytime I'm on
She has one of the higher beginner learning curves compared to other characters. I could walk you through the basics fs, how I learn characters is I do the combo trials then I watch legend players play the character and copy all their combos and oki in training mode, and just work on doing optimal combos and punishes
wasnt on for a couple days but im on if someone needs a session or and vod reviews
interesting bit of tech to experiment with
if your out of range you can sweep
if you have good movement you can walk in cr.hp consistently
yes
it isnt a tight input
but its a delayed input
practice st.hk, od burn kick without the combo in neutral
it helped me to just do st.hk sjc
and look at how delayed the sjc is from the st.hk
you kinda want to time the sjc od burn kick into where your sjc activates from st.hk
oh ok i think i understand im about to practice it now
so the delay is after the sjc
im in coaching 1
If you have the time, could you give some feedback on these replays i had against kim? Im still trying to get the hang of viper, so theres prob alot that im missing, but this matchup in particular gave me some trouble
NAW9KR8ML
8DEQXANVE
i can fs
your overall game has improved tons since i have last seen you play!
your light confirms have gotten alot better and your corner pressure has gotten alot better. ill go over the the biggest mistakes and things i noticed first
- on the first game, you were trying to do be too active in neutral off the get go, you dont know how your opponent is gonna play so you should give up your turn and less you absolutely know its your turn, your goal is to learn how your oppenent plays
- you dont take your seismo oki off of certain knockdowns, after throw you always get a free seismo, after drive reversal you get a free seismo, and after heavy electric dash with the follow up you get a free seismo. practice this in training mode, its great pressure on drive guage and can get you free damage and possibly help you get a kill.
- your drive management has improved substantially, the next step is to know how to pressure the opponents drive guage when their drive gets low, cr.hp st.mk and seismo are good ways to do this, usually when someones drive gets low they do not want to get hit so they will walk alot or try to jump, depending on what you see (see 1.) you can fake seismo when they have low drive meter to get free anti airs, or chip their drive slowly with seismo to force mistakes. remember the drive guage can tell you what you what your condition to win is, if they have low drive, try to attack it.
- your game off of st.mp is incomplete, you like to use this as oki alot, so let me give you some more options off of it. rn you use walk up throw after, or jab after, there are 2 more options you can do. I recommend cr.lk,st.lp and if you get a hit, hit confirm st.lp into heavy electic dash. that will beat people walking backwards to avoid the throw, as they get huge damage on you if you whiff the throw if they are good. the other option i would give you is walk backwards shimmy, you can always shimmy off of st.mp no matter what even if your only +1, so its a safe option with the only risk being getting cr.mk for low damage, or them having to spend 3 bars to combo you. add these to your game so you can better play around st.mp and make it more of your better weapons, as you seem to like it alot.
Heres 1 fundamental you should stick to always, if you are under 3 bars of drive guage, dont use any drive meter on your combo, on one of your combos you could have level 1'd instead of using a extra bar and would have been in a really good position to win the round
And dont be afraid to reset to neutral, you dont need to be on your opponent all the time as it will make you start guessing, while learning to play footsies and neutral reduces the guess work you have to do and is your optimal damage option midscreen. I would like to see more st.mk and possibly cr.hp as moves you use more often, particularly in the corner, as cr.hp is a spacing trap spaced when you have someone in the corner
setup kimberly in the corner in training mode, set her to block all and put her block reversal buttons to different buttons youve seen used, cr.mk st.mk, cr.mp, etc. you can even do special moves as well, and try to find out if after you cr.hp at farther range, do they whiff and how could you whiff punish it
Thnx for the advice, ill put it to work, though i don't think you've ever actually seen me play so you might be referring to someone else? But yea i agree with all the points you're making.
probably nontheless you do some good things, just got to keep expanding on your game
keep playing footsies its the optimal playstyle for viper, i use st.mk because you can hit confirm into sjc burn kick, cr.mk for poking and possible hit confirms cr.hp for whiff punishing or general punishing, or when i have someone in the corner, to spacing trap them while depleting your drive guage, and i also use seismos as a poking and spacing trap tool especially
your light confirms look pretty correct from what i saw
i wouldnt recommend using st.hp unless you carefully space it, if you just throw it out its a bit whiff punishable
i'd be happy to learn some more! when are you available for a chat?
whenever im on just dm me or @ me
like rn for example
usually im on earlier but i was lazy today 👻
@late raven lmk when you are available would like some viper coaching
whenever im on you can send me a dm and i should be down
helloo! so im a viper main around 1500 and my pressure on block is pretty far from optimal, i know the basic hit/throw/shimmy but against better defensive player it's just not enough to win. so if you could take some time to tell me how you what's your train of thoughts/what pressure sequence you usually use to open people up that would be really cool 
Viper needs to be rather tricky with her tools to open people up in a mixup way, my go to way to open people up is to poke with st.mk and cr.hp. Cr.hp chunks half a bar per hit on block and asking as you always electric dash cancel it, its only -1, therefore, a sequence I end up using a lot is cr.hp, cancel, into st.lk to beat frame traps, and that way I can go hit confirm into m. Electric dash and get a +1 strike throw mixup
St.mk spacing traps with seismo mid screen, so you can force people to jump when you land them on block, and there is like 4 or 5 different things that can happen of this spacing trap which makes it hard for the opponent to take risk, which allows you to play more neutral and go for hit confirms
There is quite a bit more tech and it would be easier to explain over call
oh i see thanks, i tried the lk after c.hp and it's definitely a bit better, tho i still struggle on opening people up with mk, especially when they just start holding down back after mk (also sorry for not answering faster i had disabled mention)
all good, thats good if they hold down back, then you can walk up and chip them with cr.hp electric dash cancel and downback, which sets up a whiff punish later
or walk up cr.mk, or shimmy buttons
np
imma put all the things that changed with viper rq
light and medium sjc burn kick is now +1 as long as you hit in the front
st.hp electric dash cancel is now +1
you can now get lvl 1 super off of st.hk sjc midscreen instead of only in the corner (big damage jeez)
the optimal combo in the corner for going into level 3 isnt st.hk sjc od burn kick anymore
it is now st.hk sjc od electric dash cancel
you gain more drive meter from doing electric dash and burn kicks while in level 1
so meter management gets way better than it already was
i think thats everything
Hi im a diamond viper trying to improve 🙏
sup
lmk if you want a session
hello im interested in your coaching offer but do you only provide support for viper?
no not only viper
im open anytime im on hit me up
Yo, im back and wanted to see if you can review some of my recent replays. Just looking for any general advice and some constructive criticism on what I need to improve on since the last time I asked
CFN: Ame doko?
sure i can do that
here is the things that stood out to me the most,
- inconsistent decision making, your putting yourself in situations where you have to gamble by burning your meter pretty often, especially in clutch situations, i want you to never burn yourself out, unless whatever your going for is going to kill. otherwise your pretty much trolling. this is the biggest thing to me when i watch you play against players of your skill level.
- Defense. in general if you do not know what the opponent is going to do on offense, (round 1 for example) you need to block and take the throw. if your mashing on round 1, your basically gambling on a losing hand every time, block to give the opponent time to show you what they like to do on offense, than counter that. but if you have no knowledge, block and take the throw, especially in the corner.
- your anti airs need some work, part of the reason they arent good right now is your too active in neutral, slow down and try to whiff punish or counter hit your opponent, and look for anti air during these times. people can kinda jump in on you for free rn. also setup in training mode a throw loop situation and make like ken or something do a neutral jump in, make him jump forward, and make him tech, and work on learning to be able to react to jump ins after throw, you basically should never fall for a jump in after you try to throw and get a free anti air consistently. this will also work on your cross cuts, as thats something you need to learn to do in game.
- Otherwise, you still need to optimise your combos for drive efficiency, doing drive damage, optimal damage and going into optimal routes for oki, you basically never put your self in a strong oki option where you can be rewarded with big damage, and it makes her seem a bit weaker. viper should be able to put herself into situations for shimmy and or mix for big damage off of any random medium punch or higher,
- Also, dont use cr.lk to poke, it has zero reward for you, instead poke with cr.mk or st.mk, st.mk is my most used move to poke out of every button because of the counter hit combo also dont be afraid to use plus frames, st.hp, electric dash cancel is +1, st.mp is +1, sjc medium and light air burnkick is +1, just dont be predictable
got it, I'll work on the points above.
hey, just started playing viper a few days ago, I'm comfortable around 1450 Mr (same as my other characters) right now.
you say to use stmk to poke and then cancel into the sjc seismo combo. at what point are you supposed to hitconfirm that? or do you just send it?
you can cancel the seismo if it doesnt hit
by just pressing light kick
or you can send it if they walk back alot
by send it I mean go straight into the burn kick
yeah
but you can kinda just poke with it first
and see what they get hit by
then see what you should do
i literally hit confirm it or send it and cancel the seismo if it doesnt land
alright makes sense
but you can kinda just look for the counter hit sign when you press st.mk while buffering underneath it
and if you see it complete the input
if you dont you can either not do seismo or cancel the seismo
depending on your reads or opponent
fs hmu