>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                 STREET FIGHTER IV : C.VIPER TRAINING FAQ
		      Version 1.03 by Peter Conti (Contigames)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
*******************************************************************************
* [CON]	Contents                    					      *
*******************************************************************************
     [CON] Conents
     [INT] Introduction
     [VER] Version History
     [HOW] How to use Training Drills
     [UFL] Useful Information For Becoming A Better Street Fighter 4 player
     [VUL] Very Useful Links
     [TRI] C.Viper Trials
     [TDV] Training Drills for C.Viper

	   Flame Kick drills 
           [SET 1] , [SET 2] , [SET 3], [SET 4] , [SET 9] , [SET 11]
           Super Jump drills
           [SET 5] , [SET 6] , [SET 7] , [SET 8] 
           Thunder Knuckle drills
           [SET 10] , [SET 12]
           Overhead attack
           [SET 13]
           Sesmic Hammer
           [SET 14] , [SET 15] , [SET 16]
           ULTRA setups
           [SET 17] , [SET 18] , [SET 19] , [SET 20] , [SET 21]
           [SET 22] , [SET 29]
           Super setups
           [SET 23] , [SET 24] , [SET 25] , [SET26]
           Extra Juggle opportunity
           [SET 27]
           Viper Mix Up
           [SET 28]
     
     [CCL] Conclusion
     [OTH] Other notes
     [CPY] Copyright

*******************************************************************************
* [INT]	Introduction					   	              *
*******************************************************************************

This is a Player FAQ for C.Viper. But its unlike the other charater faqs
found currently. This faq concentrates on training drills and tips that may
improve your versus skills. This is an experimental faq that documents the 
approach I am taking to try and be a better player. 

C.Viper, is very different to traditional Street Fighter cast, for instance 
her Thunder Knuckles are completely different depending on what punch is used.

Viper has a lot of strengths, particular for a rush down player style, most 
obvious are her ambigous cross-up Flame Kicks, Super Jump and its 
cancel ability, projectile evading low Thunkder Knuckle and her quick speed.

Note: The ambigous cross-up point is the for Viper's crouch to be centre line
      with the opponents head when performing a Flame Kick (especially short
      / light kick version).

Her weakness however are very glaring, as they will become 
immediately obvious when you try to use her for the first time. They are number
1. her annoyingly low health of 900 points (her stun meter is a low 950 but I
never noticed it much), number 2. Her moves tend to trade 3. no obvious safe
get up reversal move.

Basically when you get real good with her 3 negatives generally fade away, the 
Japanese PRO tier list as of writting are testemate to that, although it does 
have Honda as her main counter character at the moment, closely followed by
Gief, Rufus and Dictator. Superisingly she as an even chance at beating the
very top which is obviously Sagat.

Anyway this faq will evolve most likely from other peoples contributions.
If you'd like to contribute me contigames@hotmail.com

*******************************************************************************
* [VER]	Version History           			                      *
*******************************************************************************

1.03 Corrected and added comment for SET 5
     Added contents and quick find tags
     Added link on SET 29 and extra comment
     Corrected a miss-numbered Set
1.02 Added Additional ULTRA set-up, SET 29
1.01 initial accepted version

*******************************************************************************
* [HOW]	How to use Training Drills			                      *
*******************************************************************************

1. Do a few Drills as a warm up to some online vs
2. Do a few Drills as a warm up to some local vs (before you visit your pals)
3. Do a few Drills as a warm up to Arcade mode
4. As a cool down after 1, 2, or 3
5. A few drills every day morning or afternoon


*******************************************************************************
* [UFL]	Useful Information For Becoming A Better Street Fighter	4 player      *
*******************************************************************************

Use the following link:

http://www.ozhadou.net/forum/viewtopic.php?t=3640&start=0 

Here you will find a collation of very good information to becoming a better
Street Fighter 4 player. 

It contains many useful links as well that I have included below,
big thanks to Kientan.

Some of the links are too long and continue on the next line.

Basics
--------
http://www.shoryuken.com/wiki/index.php/Street_Fighter_IV

Psychology
--------
http://forums.shoryuken.com/showthread.php?t=34747
http://forums.shoryuken.com/showthread.php?t=34757

Sites
--------
http://www.shoryuken.com/
http://www.shoryuken.com/wiki/index.php/Main_Page
http://www.eventhubs.com/guides/2008/jul/08/
street-fighter-4-strategy-guide-hints-and-tips/
http://www.versuscity.net/

Videos
--------
http://gfb.blopspot.com/
http://www.youtube.com/user/HardEdgeOfficial
http://www.youtube.com/user/min0ra
http://www.youtube.com/user/DjB13

Podcasts
--------
http://gootecks.com/
http://denjinarcade.blogspot.com/
http://www.alphaism.com/

Match up charts
--------
http://www.eventhubs.com/guides/2008/oct/17/
street-fighter-4-tiers-character-rankings/

You may have to get this one translated babelfish or similar
http://www5.atwiki.jp/koko100/pages/160.html 
 

Others
-------
http://forums.shoryuken.com/showthread.php?t=177278
http://forums.shoryuken.com/showthread.php?t=175846
http://sdtekken.com/tech-area/arcade-sticks/arcade-stick-ranking


*******************************************************************************
* [VUL]	Very Useful Links                                                     *
*******************************************************************************

And here are my most favourite links that, the first is great for C.Viper

http://www.eventhubs.com/guides/2008/jul/08/
crimson-viper-street-fighter-4-character-guide/

And this link will let you see the Top players play against each other

http://streetfighterdojo.com/sf4/index.html


*******************************************************************************
* [TRI]	C.Viper Trials                                                        *
*******************************************************************************

http://www.gamefaqs.com/console/xbox360/file/943712/55890

Thanks to to James Nyugen (siky) for this. I will add extra coments if I think
it will help.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[VI]	C. Viper
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Ab Fitness
	* F + LP + LK

(2) -> Temple Massage
	* B + LP + LK

(3) -> Viper Elbow
	* F + MP

(4) -> Double Kick
	* F + HK

(5) -> High Jump
	* D, U

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Thunder Knuckle
	* QCB + P

(2) -> Burning Kick
	* QCB + K

(3) -> (in air) Burning Kick
	* (jump-in) QCB + K

(4) -> Seismic Hammer
	* DF, DF + P

(5) -> Emergency Combination
	* QCF, QCF + P

(6) -> Burst Time
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Medium Kick
    -> Medium Thunder Knuckle
	* c.MK x QCB + MP

(2) -> [  Jump  ] Heavy Kick
    -> Heavy (in air) Burning Kick
	* (jump-in) j.HK x QCB + HK

	You have to do the j.HK really late so that Viper's knee is at or below
	Dan's head when it hits otherwise the Heavy Burning Kick won't combo.

(3) -> Heavy Kick
    -> Emergency Combination
	* s.HK x QCF, QCF, P

	You have to be really fast after hitting HK for the cancel to come out,
	but it's easier just to do it my way:

	** QCF, QCF, HK, P

	Just do everything in succession quickly.

(4) -> Heavy Thunder Knuckle
    -> Heavy Thunder Knuckle
	* QCB + HP > QCB + HP

	Just do it one after the other, combos pretty easily.

[Peter's Note] Make the first HPTK connect at the peak of Dan's jump. 
[/Peter's Note]

(5) -> Seismic Hammer cancel
	* DF, DF + P, PP

	You have to do the PP immediately after the DF, DF + P or it won't
	work.

(6) -> Thunder Knuckle cancel
	* QCB + P, PP

	Same as the Seismic Hammer cancel except with the QCB + P first instead
	of DF, DF + P.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Medium Kick
    -> [ Crouch ] Medium Kick
    -> Medium Thunder Knuckle
	* (jump-in) j.MK > c.MK x QCB + MP

(2) -> EX Seismic Hammer
    -> High Jump
    -> (in air) Burning Kick
	* DF, DF + PP > D, U, QCB + K

	This can be a little tricky just because doing the super jump after the
	EX Seismic Hammer hits and then doing the Burning Kick in the air so it
	lands can be difficult if you're not used to doing it. There's a trick
	to pulling this combo off easily though which is:

	** DF, DF + PP > 360 + LK

	Now to note, where you see 360, it DOES matter which direction you spin
	the stick. If you're facing right you need to spin the stick clock-
	wise. If you're facing left you need to spin it counter-clock-wise.
	After that you just keep tapping LK so you can get the Light (in air)
	Burning Kick out as soon as you can. This will only really work well in
	the corner where Dan won't go flying off in the distance and gives you
	more space for making mistakes without worrying too much. Also just so
	you know, you should be spinning the stick while tapping LK until the
	burning kick comes out just incase you are faster or slower than how I
	do it. If it's not coming out at all, you're probably going too fast or
	being too messy. If you're being too slow you should still be getting
	the stuff out, just it'll be either higher on the screen or it'll miss
	Dan completely without comboing.
	
(3) -> Heavy Thunder Knuckle
    -> Emergency Combination
	* QCB + HP > QCF, QCF + P

	Easy combo, just do the Super motion when you land from the Heavy
	Thunder Knuckle. If it misses, most likely you hit Dan when he was too
	low to the ground. Try hitting him when he's at the top of his jump for
	the best results.

(4) -> Focus Attack
    -> EX Thunder Knuckle
    -> Burst Time
	* (corner) MP + MK (level 3) > (dash forward) QCB + PP > QCF, QCF + PPP

	This may be a bit tricky. First you should do this with Dan's back to
	the corner for the best results. Second, you have to pay attention to
	what happens to Dan after you dash forward from the level 3 Focus
	Attack. If Dan gets knocked off his feet when you hit him with the EX
	Thunder Knuckle the combo won't work because you were a little late on
	the EX Thunder Knuckle. If you did it right, Dan should get shocked and
	fall to his knees which means you just have to pull off the Ultra to
	finish the combo.

[Peter's Note] The faster the execution of the EXTK the less chance Dan falls
               of his feet. [/Peter's Note]


(5) -> [  Jump  ] Heavy Kick
    -> Heavy (in air) Burning Kick
    -> Burst Time
	* (corner) (jump-in) j.HK x QCB + HK > QCF, QCF + PPP

	This is also quite tricky as the j.HK x QCB + HK combo depending on how
	far you are when you jump-in might make you hit behind them making them
	fly behind you instead of in front of you making knowing which
	direction to do the motion for Ultra more confusing. To avoid this push
	Dan into the corner and then walk backwards so that you're under the
	timer, then take a step further away so that the front of Viper's hair
	lines up with the edge of the OO infinity sign where the timer should
	be.

	Now you should be able to do the combo as shown without much problem.

NORMAL Level 5	 	```````````````````````````````````````````````````````

[Peter's Note] These have to link into each other to connect, not cancel. 
               The health bar trick is to help with your timing. [/Peter's Note]

(1) -> Light Punch
    -> Medium Punch
	* (close) s.LP > s.MP

	Use the health bar trick for this link if you're having trouble.

(2) -> Light Kick
    -> [ Crouch ] Medium Punch
	* (close) s.LK > c.MP

	Use the health bar trick for this link if you're having trouble.

(3) -> Medium Punch
    -> [ Crouch ] Medium Punch
	* (close) c.MP > c.MP

	Use the health bar trick for this link if you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> Medium Punch
    -> [ Crouch ] Medium Punch
    -> Medium Thunder Knuckle
    -> Emergency Combination
	* (jump-in) j.HP > (close) s.MP > c.MP x QCB + MP x QCF, QCF + P

	Use the health bar trick if you're having trouble with the link part of
	this combo. After that it should be quite easy. You have to time the
	Super up with when you the MK Thunder Knuckle hits.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> FOcus Attack
    -> [ Crouch ] Heavy Punch
    -> Thunder Knuckle cancel
    -> Burst Time
	* MP + MK (level 3) > (dash forward) c.HP x QCB + LP, PPP
	> QCF, QCF + PPP

	This combo is insane and it felt like it came down to really just
	pressing the right buttons and getting the right habbits to get down
	the combo. For the Thunder Knuckle cancel, I found that I had a lot
	better luck doing HP -> LP -> PPP -> PPP instead of originally trying
	to do HP -> HP -> MP + HP -> PPP just because I kept getting EX Thunder
	Knuckle cancels instead of regular ones which do count, but seems to be
	too slow for C. Viper's Ultra to actually come out.

[Peter's Note] Make the TK that gets canceled be MPTK. HPTK is harder to cancel,
               LPTK is possible a bit to slow to combo, EXTK won't work as it is
               too slow. When pressing 2P to cancel try to do it duing the 
               Ultras first QCF. [/Peter's Note]

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Light Kick
    -> [ Crouch ] Light Punch
    -> High Jump
    -> Burst Time
	* (jump-in) j.HK > s.LK > D + LP x DF, F, UF, QCF + PPP

	Insane combo #2! When you wondered how it could get any harder, this
	combo appears. If you're confused about the High Jump part of the
	combo, what that actually means is you're going to do something called
	High Jump Cancel where you basically tap D, U to cancel the recovery
	from your c.LP and then do your Ultra before you jump off of the
	ground. There is a little trick to this which is listed above.

	Basically what you're supposed to do is after tapping s.LK you have to
	do this part quite quickly and that is you have to do a QCF and right
	when you hit Down for the QCF tap LP at the same time, follow through
	to UF instead of just F so that High Jump should light up in red and
	then quickly do QCF + PPP in one extremely quick motion. You cannot
	hold Down at anytime during this combo if you want to be able to pull
	it off.

[Peter's Note] 
           A 360 method works, try pressing PPP on U or UF. You must be very
           fast and not mash PPP. If you fast and accurate the motion is
           lp, QCF, QCF, UF + PPP.

            Practice the lp, QCF, QCF, UF + PPP or lp, 360 +PPP part seperately.
            You will find that using HP or MP instead of LP gives you more time
            to do the motion. Once you get it down with MP, try it with LP.
            Once you can do lp, QCF, QCF, UF + PPP or lp, 360 + PPP then you
            should not find any trouble doing the combo. 

	    If you are reduced to using a Pad for this trying mapping PPP, to
            LP. Since LP will come out when you press the button in a combo.

[/Peter's Note]

HARD Level 4	 	```````````````````````````````````````````````````````
    -> EX Focus Attack
    -> [ Crouch ] Heavy Punch
    -> EX Seismic Hammer
    -> High Jump
    -> (in air) Heavy Burning Kick
    -> Heavy Thunder Knuckle
	* (corner) MP + MK (level 3) > (dash forward) DF + HP x DF + PP
	> D, U, QCB + HK > QCB + HP

	This combo needs to be done in the corner for the last HP Thunder
	Knuckle to connect, the rest of the combo doesn't need to be, but it
	doesn't hurt to do the entire thing in the corner.

	Anyways, the only difficult part of this combo really is the HK Burning
	Kick in the air which really only depends on speed for you to do D, U,
	QCB + HK. There are actually a couple of methods aside from that to do
	this, but I liked doing it this way. If you're having trouble you can
	also try doing:

	** ... DF + HP x DF + PP > D, DB, B, UB, U, UF, F + HK ...

	So instead of going D, U, D, DB, B, you're just doing 3/4 an entire
	circle. This also requires you to be really quick as well so you have
	to start doing the circle as soon as you put in the command for EX
	Seismic Hammer or else you'll jump backwards instead of up or forward
	which is what is prefered. If you did it right, the HK Burning Kick
	should look like it came out on the ground meaning you should have done
	it fast enough to make C. Viper instantly do the Burning Kick as soon
	as she jumps off of the ground. The ground version won't come out
	anyways if you do it wrong so don't worry about accidentally doing the
	wrong version. 

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Heavy Punch
    -> Thunder Knuckle cancel
    -> [ Crouch ] Heavy Punch
    -> EX Seismic Hammer
    -> High Jump
    -> (in air) Heavy Burning Kick
    -> Burst Time
	* (corner) c.HP x QCB + P, PPP > DF + HP x DF + PP
	> QCB, UB, U, UF + HK > QCF, QCF + PPP

	This one is really difficult as it involves more Thunder Knuckle
	cancelling though it's a bit easier this time as you're only trying to
	do another c.HP after it instead of an entire Ultra motion.

	Anyways there's two methods to doing the EX Seismic Hammer into
	HK Burning Kick:

	[1] EX Seismic Hammer > QCB, UF + HK
	[2] EX Seismic Hammer > QCB, UB, U, UF + HK

	The two different ways have different timings and none is really better
	than the other for this combo, just a matter of preference. The first
	one is done a bit slower and you don't have to start right away after
	you do the EX Seismic Hammer command. The second version needs to be
	done as soon as you finish the EX Seismic Hammer command and if you
	don't do it right away or time it so that you reach UF and tap HK right
	after the EX Seismic Hammer hits, it won't come out and at best you
	might just get a Super Jump which means you're hitting the HK too late
	or too early.

	After that you have to pay attention to the timing for C. Viper's Ultra
	is dependent on how high Dan is when he falls. You have to time it so
	that he's below Viper's neck or above her pants for the Ultra to
	actually hit. If he's higher or lower than that, the Ultra will miss so
	in this case doing the Ultra as soon as possible is actually a bad
	thing beceause it will most likely always miss if you do that. It's not
	necessarily a difficult thing to time, but if you're having trouble
	with doing EX Seismic Hammer into HK Burning Kick, you probably don't
	want to screw up the Ultra at the end of the combo.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


*******************************************************************************
* [TDV]	Training Drills for C.Viper                                           *
*******************************************************************************

Go to Training mode for these drills

These drills start of very basic, but without the basics you will fail.

Note: Every day choose a different training dummy

[SET 1]: FLAME KICK (FK) DRILLS - QCB + K

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[1] Distance training
    1. 10x connecting LKFK
    2. 10x connecting MKFK
    3. 10x connecting HPFK
    4. 10x connecting EXFK (distance)
    5. 10x connecting EXFK (close)

    6. 10x c.HK (to knock down Training dummy)
	   - LKFK connecting mixup, try just in front and cross-up

    7. 10x c.HK (to knock down Training dummy)
	   - MKFK connecting mixup, try just in front and cross-up

    8. 10x c.HK (to knock down training dummy)
           - HKFK connecting mixup, try just in front and cross-up

    9. 10x c.HK (to knock down training dummy)
           - EXFK connecting mixup, try just in front and cross-up
           - EXFK try connecting with roll, try just in front and cross-up

   10. 10x c.HK (to knock down Training dummy)
	   - j.LKFK try to connect on the ambigous cross-up point

Note: The ambigous cross-up point is the for Viper's crouch to be centre line
      with the opponents head when performing a Flame Kick (especially short
      / light kick version).
-------------------------------------------------------------------------------
 
[SET 2]: FLAME KICK (FK) DRILLS - QCB + K

Settings: OPPONENT CROUCHING, SUPER BAR INFINITE, ULTRA BAR INFINITE, 
AUTO BLOCK

[2] Distance training
    1. 10x connecting LKFK
    2. 10x connecting MKFK
    3. 10x connecting HPFK
    4. 10x connecting EXFK (distance)
    5. 10x connecting EXFK (close)

    6. 10x c.HK (to knock down Training dummy)
	   - LKFK connecting mixup, try just in front and cross-up

    7. 10x c.HK (to knock down Training dummy)
	   - MKFK connecting mixup, try just in front and cross-up

    8. 10x c.HK (to knock down training dummy)
           - HKFK connecting mixup, try just in front and cross-up

    9. 10x c.HK (to knock down training dummy)
           - EXFK connecting mixup, try just in front and cross-up
           - EXFK try connecting with roll, try just in front and cross-up

   10. 10x c.HK (to knock down Training dummy)
	   - j.LKFK try to connect on the ambigous cross-up point

Note: The ambigous cross-up point is the for Viper's crouch to be centre line
      with the opponents head.
------------------------------------------------------------------------------ 

[SET 3]: FLAME KICK (FK) DRILLS - QCB + K

Settings: OPPONENT RECORDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

Record the opponent crouching and spaming c.LP or c.MP or c.HP.

On wake up, a good defence against an inexperienced Vipers Flame Kicks is to
crouch and spam usually lp. You will have to learn how to handle this defence.

[3] Distance training
    1. 10x connecting LKFK
    2. 10x connecting MKFK
    3. 10x connecting HKFK
    4. 10x connecting EXFK (distance)
    5. 10x connecting EXFK (close)

    6. 10x c.HK (to knock down Training dummy)
	   - LKFK connecting mixup, try just in front and cross-up

    7. 10x c.HK (to knock down Training dummy)
	   - MKFK connecting mixup, try just in front and cross-up

    8. 10x c.HK (to knock down training dummy)
           - HKFK connecting mixup, try just in front and cross-up

    9. 10x c.HK (to knock down training dummy)
           - EXFK connecting mixup, try just in front and cross-up
           - EXFK try connecting with roll, try just in front and cross-up

   10. 10x c.HK (to knock down Training dummy)
	   - j.LKFK try to connect on the ambigous cross-up point

Note: The ambigous cross-up point is the for Viper's crouch to be centre line
      with the opponents head. 

---------------------------------------------------------------------
[SET 4]: FLAME KICK (FK) DRILLS - QCB + K

Settings: OPPONENT RECORDING, SUPER BAR INFINITE, 
ULTRA BAR INFINITE, AUTO BLOCK

Record the opponent doing a revesal. eg Ryu doing his dragon punch.

On wake up, reversals especialy dragon punches are common, 
you should lean how to defend/attack this.

[3] Distance training
    1. 10x connecting LKFK
    2. 10x connecting MKFK
    3. 10x connecting HKFK
    4. 10x connecting EXFK (distance)
    5. 10x connecting EXFK (close)

    6. 10x c.HK (to knock down Training dummy)
	   - LKFK connecting mixup, try just in front and cross-up

    7. 10x c.HK (to knock down Training dummy)
	   - MKFK connecting mixup, try just in front and cross-up

    8. 10x c.HK (to knock down training dummy)
           - HKFK connecting mixup, try just in front and cross-up

    9. 10x c.HK (to knock down training dummy)
           - EXFK connecting mixup, try just in front and cross-up
           - EXFK try connecting with roll, try just in front and cross-up

   10. 10x c.HK (to knock down Training dummy)
	   - j.LKFK try to connect on the ambigous cross-up point

Note: The ambigous cross-up point is the for Viper's crouch to be centre line
      with the opponents head. 

-------------------------------------------------------------------------------

[SET 5]: SUPER JUMP (SJ), TAP D then U (or db,d,df to ub,f,uf)

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[5] Distance training

    1. 10x connecting SJ.LK
    2. 10x connecting SJ.MK
    3. 10x connecting SJ.HK
    4. 10x connecting SJ.MK Cross-up
    5. 10x connecting SJ.HK Cross-up

    6. 10x connecting SJ.LKFK    try and attempt cross-ups
    7. 10x connecting SJ.MKFK    especially ambigous with LKFK
    8. 10x connecting SJ.HKFK    and with MKFK
    9. 10x connecting SJ.EXFK 

     Combo training

    10. 10x connecting SJ.LK, MKFK
    11. 10x connecting SJ.HK, HKFK 
    
   Note: 11. SJ.HK, HKFK above is the only one that really is a combo
   If you execute it correctly it will say 2 Hit Combo  

    12. 10x connecting SJ.LK, LKFK
    13. 10x connecting SJ.HK, LKFK


    14. 10x connecting SJ.LK, HKFK
    15. 10x connecting SJ.HK, MKFK

Note: j.HK > HKFK or SJ.HK > HKFK is the only one that really combos.

Knock Down Training
  
   16. 10x c.HK (to knock down Training dummy)
	   - SJ.LKFK try to connect on the ambigous cross-up point

Note: The ambigous cross-up point is the for Viper's crouch to be centre line
      with the opponents head when performing a Flame Kick (especially short
      / light kick version).

Execution Note: Try d, db, ub, u + LK, uf

ULTRA Connection Combo Training

    17. 10x j.HK or SJ.HK, HKFK, ULTRA   

        The j.HK or SJ.HK must hit in front and late.
        
        Viper is vurnerable to missed ULTRAs Therefore learn to combo into it.
        (Although its damage will be reduced).

-----------------------------------------------------------------------------

[SET 6]: SUPER JUMP (SJ), TAP D then U (or db,d,df to ub,f,uf)

[6]
Repeat set 5 with the following settings.
Settings: OPPONENT CROUCHING, SUPER BAR INFINITE, ULTRA BAR INFINITE, 
AUTO BLOCK

[SET 7]: SUPER JUMP (SJ), TAP D then U (or db,d,df to ub,f,uf)

[7]
Repeat set 5 with the following settings.
Settings: OPPONENT RECORDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK
Record the opponent crouching and spaming c.LP or c.MP or c.HP. (or even c.MK
if its Abel).

[SET 8]: SUPER JUMP (SJ), TAP D then U (or db,d,df to ub,f,uf)

[8]
Repeat set 5 with the following settings.
Settings: OPPONENT RECORDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK
Record the opponent doing a revesal. eg Ryu doing his dragon punch.
On wake up or jumping, dragon punches are common, you should lean how to
defend/attack this and other similar anti-air attacks.

-------------------------------------------------------------------------

[SET 9]: BACKWARD TRAVELING FLAME KICKS - QCB, UB + K

[9]     
    1. 10x backward traveling LKFK
    2. 10x backward traveling MKFK
    3. 10x backward traveling HKFK

Note: This will become useful as a form of anti-air and more importantly
      as a wake up move from knock down.


-------------------------------------------------------------------------

[SET 10]: LP THUNDER KNUCKLE, QCB + LP (Armour Breaking)

Slowest start up out of the 3 strengths but goes under most projectiles.
Because of slow start up, cannot really combo.

Settings: OPPONENT RECORDING, AUTO BLOCK

The recording will vary. Choose a character with a fireball. 
Choose different fireball characters each time to learn the 
differences in speeds etc.

[10] Distance Training

    1. 10x connecting projectile evading LPTK
    2. 10x from distance LPTK
    3. 10x from distance LPTK followed by connecting Flame Kick

---------------------------------------------------------------------------

[SET 11]: Procitle evading and eating flame kick, QCB + K

Find out distance and timing for evading a projectile and connecting with a
flame kick.
Find out timing to nullify fireballs with flame kicks.

Settings: OPPONENT RECORDING, AUTO BLOCK

The recording will vary. Choose a character with a fireball. Choose different
fireball characters each time to learn the differences in speeds etc.

[11] Distance Training

    1. 10x connecting projectile evading Flame Kicks
    2. 10x flamekick eating projectiles 

---------------------------------------------------------------------------

[SET 12]: HP THUNDER KNUCKLE, QCB + HP (Armour Breaking)

Some form of Anti-Air.

Settings: OPPONENT RECORDING, AUTO BLOCK

The recording will vary. Choose a character. Choose different characters 
each time.
Record the character jumping kicking (or j. punching) with different timings.

[12] Anti-Air Training

    1. 10x connecting HPTK (non traded) comboed into HPTK 
       it won't always be possible to combo into a juggled HPTK

--------------------------------------------------------------------------------

[SET 13]: Over head attack fireball evasion, towards + MP

Settings: OPPONENT RECORDING, AUTO BLOCK

The recording will vary. Choose a character with a fireball. Choose different
fireball characters each time to learn the differences in speeds etc. Place
the opponent in a crouching block inbetween fireballs.

[13] Over head attack fireball evasion and distance training

    1. 10x Determine timing to evade fireballs with over head attack
    2. 10x evade fireball + connect with over head attack

--------------------------------------------------------------------------------

[SET 14]: Seismic Hammer (SH), F, D, DF + P or DF, DF + P

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[14] Distance Training

    1. 10x connecting LPSH
    2. 10x connecting MPSH
    3. 10x connecting HPSH
    4. 10x connecting EXSH 

--------------------------------------------------------------------------------

[SET 15]: Seismic Hammer (SH) xx SJ Kick, 

F, D, DF + P, UF, Kick or DF, DF + P, UF, Kick

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[15] Combo Training

    1. 10x connecting LPSH xx SJ xx Kick (I'd stick with HK)
    2. 10x connecting MPSH xx SJ xx Kick (I'd stick with HK)
    3. 10x connecting HPSH xx SJ xx Kick (I'd stick with HK)
    4. 10x connecting EXSH xx SJ xx Kick (I'd stick with HK)
  
--------------------------------------------------------------------------------

[SET 16]: Seismic Hammer (SH) xx SJ xx Flame Kick, 

F, D, DF + P, UF, QCB + K or DF, DF + P, UF, QCB + K

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[16] Combo Training 

    1. 10x connecting LPSH xx SJ xx FK (Non Corner)
    2. 10x connecting MPSH xx SJ xx FK (Non Corner)
    3. 10x connecting HPSH xx SJ xx FK (Non Corner)
    4. 10x connecting EXSH xx SJ xx FK (Non Corner)

    5. 10x connecting LPSH xx SJ xx FK (Opponent in Corner)
    6. 10x connecting MPSH xx SJ xx FK (Opponent in Corner)
    7. 10x connecting HPSH xx SJ xx FK (Opponent in Corner)
    8. 10x connecting EXSH xx SJ xx FK (Opponent in Corner)
    

Heavy Flame Kick is prefered but experiment with different Flame Kicks and
timings to your liking
  
--------------------------------------------------------------------------------

[SET 17]: Ultra Set-up 1

EX Thunder Knuckle linked into Ultra 

QCB + PP then during Stun crumble QCF, QCF + PPP

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[17] Link Combo Training 

    1. 10x connecting EXTK linked into Ultra
    
If the opponent blocks the EXTK then its not safe to do the Ultra.
This set-up is okay to use now and again but becareful as the EXTK has a slow
start up and can't go through fireballs, also trades with normals.

Pretty good to use against CPU though.
  
--------------------------------------------------------------------------------

[SET 18]: Ultra Set-up 2

Jumping HP linked into Ultra 

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[18] Link Combo Training 

    1. 10x connecting J.HP linked into Ultra
    
If the opponent has an anti-air prepared then not the best choice.
If the opponent blocks the j.HP then its not safe to do the ultra.
  
--------------------------------------------------------------------------------

[SET 19]: Ultra Set-up 3 (Corner Only)

Standing Flame Kick into Ultra, QCB + K (from ground) juggled into QCFx2 + PPP

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK
          (or crouching)

[19] Juggle Combo Training, only works when opponent in corner 

    1. 10x connecting LKFK juggled into Ultra
    2. 10x connecting MKFK juggled into Ultra
    3. 10x connecting FKFK juggled into Ultra

You must execute the ultra with the right timing to juggle it.
This is quite a good ultra set-up 
--------------------------------------------------------------------------------

[SET 20]: Ultra Set-up 4 (Corner Only)

EXSH xx SJ xx HKFK juggled into Ultra
QCF + PP, UF , QCB + K juggled into QCFx2 + PPP

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK
          (or crouching)

[20] Juggle Combo Training, only works when opponent in corner 

    1. 10x connecting EXSH xx SJ xx HKFK juggled into Ultra


You must execute the ultra with the right timing to juggle it.
This is quite a good ultra set-up 
--------------------------------------------------------------------------------

[SET 21]: Ultra Set-up 5 

Focus Attack Lv 3, Dash towards, ULTRA

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK
          (or crouching)

[21] Focus Attack into Ultra timing,  

    1. 10x connecting FA lv3 dash into Ultra

Not worth the damage scaling in my oppinion

--------------------------------------------------------------------------------

[SET 22]: Ultra Set-up 6 (Corner Only)

Jumping HK into HK Flame Kick into Ultra

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK
          (or crouching)

[22] Juggle Combo Training, only works when opponent in corner 

    1. 10x connecting HK into HKFK juggled into Ultra

You must execute the ultra with the right timing to juggle it.
This is quite a good ultra set-up 
--------------------------------------------------------------------------------

[SET 23]: Super Set-up 1

Jumping HP canceled into Super, QCFx2 + P 

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[23] Super Combo Training 

    1. 10x connecting J.HP canceled into Super
    
If the opponent has an anti-air prepared then not the best choice.
If the opponent blocks the j.HP or its not meaty enough
then its not safe to do the Super.
  
--------------------------------------------------------------------------------

[SET 24]: Super Set-up 2 

HP THUNDER KNUCKLE (anti-air) juggle into Super

Settings: OPPONENT RECORDING, AUTO BLOCK

The recording will vary. Choose a character. Choose different characters 
each time.
Record the character jumping kicking (or j. punching) with different timings.

[24] Anti-Air and Super Combo Training

    1. 10x connecting HPTK (non traded) juggled into Super 

This is essentially the same as one of her normal trials. 

--------------------------------------------------------------------------------

[SET 25]: Super Set-up 3 

Close HK cancelled in Super

HK, QCFx2 +P

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[25] Super Combo 

    1. 10x connecting close HK cancelled into Super 

This is essentially the same as one of her normal trials. 

--------------------------------------------------------------------------------

[SET 26]: Super Set-up 4 

crouch MP into MP Thunder Knuckle into Super

HK, QCFx2 +P

Settings: OPPONENT STANDING, SUPER BAR INFINITE, ULTRA BAR INFINITE, AUTO BLOCK

[26] Super Combo 

    1. 10x connecting c.MP, MPTK into Super 

This works well of Vipers many mix-ups created by c.MP, MPTK

--------------------------------------------------------------------------------

[SET 27]: Extra Juggle opportunity (Corner Only)

In air HKFK, or from ground flame kick into Heavy Thunder Knuckle
    
Corner only, if you don't have any Ultra or Super meter then try this

[27] Extra Juggle Combo 

    1. 10x connecting HKFK juggled with HPTK
    2. 10x connecting in air HKFK juggled with HPTK 

--------------------------------------------------------------------------------

[SET 28]: Viper Mix Up

Inspired by Viper Character over view on EventHubs.com

[28] Viper Mix Up Game Training 

    1. 10x c.MP/c.MK into MPTK then Overhead (towards + MP)
		good for crouching blocking opponents

    2. 10x c.MP/c.MK into MPTK then Flame Kick
                good to hit low attaks and possible set up a juggle in corner
    1. 10x c.MP/c.MK into MPTK then LPTK
                good to evade projectile and high attacks          
    1. 10x c.MP/c.MK into MPTK bait DP or Ultra and then Punish
    1. 10x c.MP/c.MK into MPTK then cross up with MK or ambigous FK
    1. 10x c.MP/c.MK into MPTK HPTK good against Command Throws as launches 
                you of ground and cause knock down
    1. 10x c.MP/c.MK into MPTK repeat

--------------------------------------------------------------------------------

[SET 29]: ULTRA Set-up 7 

HP THUNDER KNUCKLE (anti-air) dash towards juggle into ULTRA

I saw this in a video of Aqua(Sagat) vs Kaqn(C.Viper) from SF4 dojo
http://www.streetfighterdojo.com/sf4/matchups/sagat_vs_cviper.html

Settings: OPPONENT RECORDING (OR OPPONENT JUMPING), AUTO BLOCK 
          
The recording will vary. Choose a character. Choose different characters 
each time.
Record the character jumping kicking (or j. punching) with different timings.

Note: Study the video, the HPTK actually hits very late in the jump!

[29] Anti-Air and ULTRA Combo/Juggle Training

    1. 10x connecting HPTK (non traded), dash toward juggled into ULTRA 

*******************************************************************************
* [CCL]	Conclusion        						      *
*******************************************************************************

Practice, Practice, Practice. You need good timing to play well with Viper,
you can't afford to make much mistakes due to her low health.

But she is fun and interesting, and when you have a perfect game with her,
i.e. Connecting Ultra and super set-ups, ambigous cross-ups and good mix-ups
and ofcourse winning. Well its the best feeling.

I win a lot with Blanka but it always seems a bit hollow, I suspect the same
with Sagat users. But when I win with Viper after player well I get a real
sense of enjoyment, probably surpassing wining Ryu's DP, FADC into ULTRA
and even Dans EX fireball, to Super taunt to Ultra.


*******************************************************************************
* [OTH]	Other notes        						      *
*******************************************************************************


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*******************************************************************************
* [CPY]   Copyright							      *
*******************************************************************************

The information expressed in this guide is copyright to me, Peter Conti. 
If you wish to use this guide in anyway thats not for private use then please
email me first.

Also if you have any useful information to add to this fact then please email
me and if included I will acknowledge you in the guide.

contigames@hotmail.com