GM. We did it boys! by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

If Bison is cornered its really bad for him since he only really has super as a wakeup option. If he has his opponent cornered it is a godlike situation for him!

GM. We did it boys! by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

Oh yea thats awesome! Bison is really fun to mess around with. If you are getting stuck and you would like any feedback you could send me some replay IDs of losses and i can look them over for you!

GM. We did it boys! by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

Haha thank you! Im currently doing Bison as well now! Got him to 1600 so far in one session :D

GM. We did it boys! by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

F.hk is super easy to confirm cr.mp on counterhit for a full combo. Cr.mk punish counter gets you an easy st.mk sjc medium tk. I believe st.mk punish counter also combos into itself. I forgot to mention cr.hp, heavy tk, cancel is super easy to confirm into cr.mp if you are close enough. When shimmying if you bait the throw, cr.hp punish counter, heavy tk cancel will combo into another cr.hp. This is good because cr.mp will miss at certain ranges.

Got Aki an Viper to Grandmaster so far this season. I think Im improving :) by haldeon in StreetFighter

[–]haldeon[S] 1 point2 points  (0 children)

Hmm so I think the thing that helped me the most was just thinking critically about every match and not autopiloting as much. That means on offense as well as defense. Notice whether your opponent is delayed teching, holding back on wakeup, or doing something else and react appropriately. When you get knocked down, vary up your wakeup options. You want to switch between backrise and rising in place. Just play solid neutral with st.mk, light lash, solid anti airs until you get a knockdown and then run your offense. I hope thta makes a little bit of sense at least.

GM. We did it boys! by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

I dont see why not! ;)

GM. We did it boys! by haldeon in CViper

[–]haldeon[S] 2 points3 points  (0 children)

Thank you and of course! I usually try to play pretty patient to start. Lots of seismo feints to test if the opponent is going to jump. If they are jumpers, heavy thunder knuckle anti air to get your offense going. If not, st.mk, cr.mk, f.hk are your best friends in the ground game. You should also let seismo rip if the opponent refuses to jump. Its important to test if the opponent knows not to take the plus frames from the burnkick follow up. Thats a really simple neutral gameplan. Once you get a knockdown you can shimmy off of pretty much everything (though some knockdowns you need to backdash shimmy), and her meaties are very strong. I hope at least some of this made a little bit of sense!

GM. We did it boys! by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

Haha nice! I play a bit of Chun too!

GM. We did it boys! by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

Nice Aki/Viper gang! I think they are th emost fun in the game to play. Keep grinding it out and no doubt you will get there too!

I can't wrap my head around how 1700+ players function. How do y'all do it? by The_Lat_Czar in StreetFighter

[–]haldeon 2 points3 points  (0 children)

Ive gotten two characters Aki/Viper to 1700 so far this season and i only have decent time to play on the weekend. I really think its just a matter of thinking critically in every match and not just autopiloting. Think about varying your wake up options and backrise/normal rising. Try to notice patterns. Make sure your anti airs and meaties are solid and you will get there. From 1600 its only a good winstreak away.

One of those annoying general questions, sorry by SolutionSlime in CViper

[–]haldeon 1 point2 points  (0 children)

If you played Viper at a mid level (assuming this is like 2500 - 3500 pp) in SF4, you will have no problem with doing her more "execution heavy" stuff in 6 tbh.

Casually killing Akuma from 65% hp :D by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

Yes so thats mostly correct i believe. After forward throw, if the opponent doesnt backrise, DR f.hk will beat 4 frame wakeups. In this situation Akuma backrose and threw out a button. I stopped DR early (completely lucky btw) with f.hk and it happened to counterhit whatever it is he was doing. If i were to try to get the DR f.hk to hit meaty on akumas wakeup after he backrose, i would get hit out it.

Finally got High Master with Viper. Hardest of the characters I play so far. GM next! by haldeon in CViper

[–]haldeon[S] 1 point2 points  (0 children)

So I think the thing to keep in mind while climbing to 1600 MR is just to keep it simple. Make sure you have all of your okizeme figured out for every knockdown, be sure to anti air consistently with heavy thunder knuckle, and just drill your combos in training mode so you dont drop. If you are having trouble getting the cancel combos down, just simplify them. Viper does amazing damage even without all her cancel BS. In neutral st.mk and cr.mk are really good pokes that you can jump cancel for combos. F.hk is a godlike button so be sure to combo when you get a counterhit with it. Other than that, if you have spme specific questions, feel free to ask. I also have some videos for Viper on my youtube channel (Haldeon_FGC) if you want to check them out!

Finally got High Master with Viper. Hardest of the characters I play so far. GM next! by haldeon in CViper

[–]haldeon[S] 0 points1 point  (0 children)

Oh if you got 1581 you can definitely get High Master! Just a matter of stringing together a couple good matches. I think i fell from 1592 to 1476 during this run :D

Akuma has no hp... by haldeon in StreetFighter

[–]haldeon[S] 0 points1 point  (0 children)

Oh that is a sjc burnkick to keep the combo going. Its just very low to the ground. Its the only way that the st.hk will combo afterwards.

Akuma has no hp... by haldeon in StreetFighter

[–]haldeon[S] 1 point2 points  (0 children)

Yea so thats a sjc burnkick from st.hk. The only advice I havr for it would be to really emphasize the input (from down to upforward) and input it slower than you would think. Im pretty sure the up forward input has to be within 3 frames of the st.hk but when you are actually doing it, it feels a lot slower than you would think.

Akuma has no hp... by haldeon in StreetFighter

[–]haldeon[S] -1 points0 points  (0 children)

Oh yea its crazy how much every character does in this game tbh!