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Tuesday
Feb082011

NORMAL MOVES

Standing L L - LIGHT

Standing Light hits low making it an effective combo starter.

M - MEDIUM

H - HARD

S - EXCHANGE

This is a two hit attack, with the first hit being cancelable.

COMMAND NORMALS

FORWARD + M

Overhead attack.

OPTIC LASER
HOLD DOWN ATK 

Tuesday
Feb082011

SPECIAL MOVES

EX Thunder Knuckle

THUNDER KNUCKLE

QUARTER CIRCLE FORWARD + ATTACK

Similar to her SSF4 Thunder Knuckles, they are a key component to starting her combos, though it works a bit differently in MVC3. The Medium version is the one you typically want to use in combos.

The EX version causes a crumple state, and can be canceled from the Medium version. Keep in mind the EX version uses one bar of meter to perform. 

You can feint Thunder Knuckles by inputting either Light Medium Hard and quickly pressing S.

BURNING KICK

QUARTER CIRCLE BACK + ATTACK

The Burning Kick is a tricky attack in this game in that it works as a cross-up and also hits overhead. The EX version is useful within combos as it is multi-hit and will leave the opponent in a juggle state. 

SEISMIC HAMMER

FORWARD, DOWN, DOWN-FORWARD + ATTACK

C. Viper's Seismic Hammers are more used within combos rather than t control space. Use the Light version as an OTG and follow up with her Burst Time Hyper Combo. 

FOCUS ATTACK

L + S

Hold down Light and Special and C. Viper will be able to absorb any incoming attack at the expense of her life. Once it hits the opponent they will end up in a crumple state, unable to block. Holding down the Focus Attack for the entire duration will make it unblockable, just like in SSF4.

Tuesday
Feb082011

ASSISTS

THUNDER KNUCKLE

Direct - Tilt Up

SEISMIC HAMMER

Shot - Tilt Down

BURNING KICK

Direct - Front

Monday
Jan102011

HYPER COMBOS

Burst Time

BURST TIME (LEVEL ONE)

QUARTER CIRCLE BACK + ATTACK X 2

This is C. Viper's more useful Hyper Combo in that you will find a number of different opportunities to use it. After using Light Seismic Hammer as an OTG attack, follow up with this Hyper Combo for added damage. It also connects after a successful Air Throw.

EMERGENCY COMBINATION (LEVEL ONE)

QUARTER CIRCLE FORWARD + ATTACK X 2

C. Viper's Super Combo from Street Fighter 4. Not nearly as useful as Burst Time but can still be effective within combos. 

Burning Dance

BURNING DANCE (LEVEL THREE)

FORWARD, DOWN, DOWN-FORWARD + ATTACK X 2

C. Viper's Level Three is very powerful and moves fairly far across the screen making it great for punishing wiffed attacks. Like other Level Three's, it is invincible as well. 

Monday
Jan102011

COMBOS

Air Throw, Land, Dash Forward, Burst Time
Damage: 266, 000 

Crouching L, Crouching M, Crouching H, S, Cancel First hit into Medium Thunder Knuckle, EX Thunder Knuckle, Crouching L,  Crouching M Crouching H, S, Super Jump, M, M, H, EX Burning Kick, Land, M, M, H, S, Super Jump, M, M, H, S, Land, Light Seismic Hammer,  Burst Time
Damage: 763, 800 

Crouching L, Crouching M, Crouching H, S, Cancel First hit into Medium Thunder Knuckle, EX Thunder Knuckle, Crouching L,  Crouching M Crouching H, S, Super Jump, M, M, H, Jump, M, M, H EX Burning Kick, Land, Viper Full Throttle
Damage: 927, 400

Monday
Jan102011

TEAMING GUIDE

Coming soon.