Do Viper's Thunder Knuckle Feints have different recover speeds?
Is there a difference between Hp Mp Lp Seismo and Thunder knuckle feints speed and recovery. Its hard to tell with naked eye but i guess that would be the point.
Responses (3 total)
Yes there is. The Fierce Thunder Knuckle (TK) Feint has the quickest recovery and the Jab TK Feint has the slowest recovery. There are certain instances in which you should use different kinds of Feints. If you are playing a spacing game and want to deter your opponent from throwing projectiles it's a smart thing to throw out some Seismo Feints as a threat. In this case I use the Jab Seismo Feint (F,D,DF+Jab then Strong + Fierce) then select the appropriate punch button when I actually release a Seismo.
Using a Fierce TK Feint as a stand alone Feint (not in a combo/ cancelling a normal move) is possible but extremely difficult to do because you have to Kara the inputs (D,DB,B Fierce then Jab + Strong) It's similar to pianoing say Honda's Hundred Hand Slap except you press Fierce first then Feint immediately after with two buttons at once (Jab + Strong) instead of Strong then Jab like you would with Honda except it's faster than Honda's pianoing.
Some players do use Fierce TK Feints from full screen away but it's not practical and they only do it when they have no meter as it's too easy to get an EX TK to come out. It's just showing off really.
There are however instances where you should be using Fierce TK Feints. Most notably in her Fierce Feint Fierce (FFF) combo. Using a Fierce Feint allows her to link two Fierce punches together (from standing to crouching or crouching to crouching) It's possible to use a Strong TK Feint in this combo but it makes linking the crouching Fierce harder as there is more recovery on the Strong Feint.
The way I do Fierce Feint Fierce is to press Fierce Punch and hold it in Then do a QCB (for the Thunder Knuckle) let go of Fierce, then press Strong + Fierce at the same time to get a Fierce Feint, then I follow up with another Fierce and cancel into an EX Seismo in most cases. The reason I hold the Fierce punch in is because the game registers button inputs and releases too. This is called "Negative Edge"
For example you could press Fierce Punch with Ryu and hold it in, then do a Shoryuken motion and let go of the Fierce Punch and a Fierce Shoryuken will come out. Because I do it this way in Viper's FFF combo it makes that almost impossible stand alone Fierce Feint Possible in a combo from Fierce Punch.
When you are in close to your opponent and you want to apply pressure you can Feint most of her normals and follow up with overheads (Forward + MP) and Cr.Forward xx MPTK for a High-Low mix up game. You should use Fierce TK Feints here too. It's also very good vs players who mash Shoryuken when pressured, just start a pressure string and Feint your normals and bait them into reacting then punish them.
C.Viper has somewhat slow normals but the fact that she can Feint them in close giving her better recovery is a big plus.
what with dans post is incorrect Burrito all that info is solid.
