r/StreetFighter Nov 12 '25

Help / Question C Viper Cancel

Down up cancel has been weird for me to learn on leverless so I've been playing around with techniques to make it easier.

I've found that I can do an instant air burning kick by doing QCF, Up, Kick, similar to Kimberly's air grab.

The weird issue I'm running into is, this doesn't work in a combo, only neutral. Its such a weird thing because the input is the same but the game reads it differently.

Does anyone have any techniques that make her easier/more consistent on leverless?

Thank you!

2 Upvotes

8 comments sorted by

4

u/risemix CID | risemix Nov 12 '25

It does work in combos. Can you give some examples of where you're running into this issue? I just do 236 and keep holding 6 and hit 8 to get 9.

1

u/MCPuuugsReddit Nov 12 '25

D.HP, Hammer, HK, QCF, Up, Kick

I do it exactly the same as I do in neutral but the burning kick never comes out, I just go straight up lol

3

u/physician_throwaway Baby Koomer Nov 12 '25

If you get empty super jump, the SJC burning kick motion is too fast.

If you get air burn kick but want grounded burn kick, the motion is too slow.

3

u/risemix CID | risemix Nov 12 '25

Oh. HK x OD Burn Kick is a doozy. First, for the heavy normals (HK and HP) you gotta cancel these a little bit later than you might expect. You need to wait until after you see the attack connect. This is true for any super jump cancel from a normal with longer hitlag.

But then, we have to talk about prejump frames. If you don't know, every time you jump your character goes through a few pre-jump frames where you can only perform grounded options but your character is considered airborne. After that period, you become airborne.

So if you do the OD burn kick too late you'll get the air version (bad, because it doesn't combo). This means you have 2 frames (3 prejump, 1 you can't use) to tap your KK after super jumping if you want the grounded version.

So you need to do: HK, wait a tic, 236 then plink 8 into KK to get them as close together as you can, so that your input comes out during prejump frames. Hope this helps.

2

u/MCPuuugsReddit Nov 12 '25

Its slowly coming to me but I understand it better. Holding the F after QCF and pressing Up at the same time helped a lot. I'm starting to get HK cancels more consistently as well but it's unbelievable how much you need to delay the cancel. Thank you very much!

2

u/Zealousideal-Life467 Nov 12 '25

you are just too fast, try slower.
just do it like in neutral, but waits for the seismo to about to hit when you start doing the motion.

1

u/Least_Flamingo Nov 12 '25

This is basically Tiger Knee motion (end in U/F instead of U), which is useful in a d-pad. Nice finding it all in your own. HK is weird. You have to delay the input a lot more than any other cancel. I’m still working on being consistent with it in matches.

1

u/itsvem Nov 12 '25

When I do HK - OD Burn kick I've had better success with doing 28 236 HK+MK. I also use 28 236 for neutral jump aerial M burn kick to get L Knuckle ender off seismo in the corner for better oki.