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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{strk}} | | |properties=Invuln (as Crossover Counter) frames 1 - ???, Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| Viper punches at an upwards angle, knocking opponents up as well. Functionally similar to 236H (H Thunder Knuckle). Not recommended as it has short range, low blockstun, and leaves the opponent high in the air which is difficult for most characters to combo. Can be feint canceled if used as a crossover counter, allowing for follow-up combos with Viper. | | Viper punches at an upwards angle, knocking opponents up as well. Functionally similar to 236H (H Thunder Knuckle). Not recommended as it has short range, low blockstun, and leaves the opponent high in the air which is difficult for most characters to combo. Is Invulnerable through the active frames (and feint window) as a Crossover Counter and if feint canceled it allows for a follow-up combos. |
| * THC Hyper: 236XX (Emergency Combination) | | * THC Hyper: 236XX (Emergency Combination) |
| }} | | }} |
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| |name=Thunder Knuckle | | |name=Thunder Knuckle |
| |input=236X | | |input=236X |
| |description=Viper advances with a electrically charged punch. {{clr|L|L}} and {{clr|M|M}} versions are useful for neutral and pressure, while the {{clr|H|H}} version is exclusively used for combos. The {{clr|L|L}}, {{clr|M|M}}, and {{clr|H|H}} can be feint cancelled with {{clr|S|S}} both before ''and'' after the active frames, unlike her other special moves. Cancelling after drastically improves the framedata of these moves, making them comboable on hit and plus on block. | | |description=Viper advances with a electrically charged punch. {{clr|L|L}} and {{clr|M|M}} versions are useful for neutral and pressure, while the {{clr|H|H}} version is usually reserved for combos. Unlike Viper's other special moves the {{clr|L|L}}, {{clr|M|M}}, and {{clr|H|H}} versions of Thunder Knuckle can be feint cancelled with {{clr|S|S}} both before ''and after'' the active frames. Cancelling after drastically improves the framedata of these moves, making them comboable on hit and plus on block. |
| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=+2/+11 | | |onhit=+2/+11 |
| |onblock=+1/+10 | | |onblock=+1/+10 |
| |properties= | | |properties=Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| This version has inferior framedata all around to the the {{clr|M|M}} version so it is generally only used against opponents where the {{clr|M|M}} version will whiff above them, like Morrigan and Amaterasu. | | This version has inferior framedata all around to the the {{clr|M|M}} version so it is generally only used against opponents where the {{clr|M|M}} version will whiff above them, like Morrigan and Amaterasu. |
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| |onhit=0/+11 | | |onhit=0/+11 |
| |onblock=-1/+10 | | |onblock=-1/+10 |
| |properties=- | | |properties=Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| A cornerstone of Viper's pressure, combo structure, and neutral, very much a move that does it all. Used after {{clr|M|2M}} to confirm the button or start pressure and can be paired with a an assist in neutral for screen coverage into pressure. | | A cornerstone of Viper's pressure, combo structure, and neutral, very much a move that does it all. Used after {{clr|M|2M}} to confirm the button or start pressure and can be paired with a an assist in neutral for screen coverage into pressure. |
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| |onhit=-15/+24 | | |onhit=-15/+24 |
| |onblock=-29/+10 | | |onblock=-29/+10 |
| |properties= | | |properties=Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| Used mainly for combos. This version allows Viper to knock opponents into the air and, if feint cancelled, combo afterwards. Importantly this leaves the opponent airborne but not in the Launch state, which enables Viper to juggle with {{clr|S|j.S}} leading to her highest damage combos. | | Used mainly for combos. This version allows Viper to knock opponents into the air and, if feint cancelled, combo afterwards. Importantly this leaves the opponent airborne but not in the Launch state, which enables Viper to juggle with {{clr|S|j.S}} leading to her highest damage combos. |
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| |onhit=- | | |onhit=- |
| |onblock=-44 | | |onblock=-44 |
| |properties=Invuln frames 1-10, {{crumple}} vs grounded, Forced Soft Knockdown vs Airborne, Projectile Nullification, Priority: Medium, Durability: 10 | | |properties=Invuln frames 1-10, {{crumple}} vs grounded, Forced Soft Knockdown vs Airborne, Projectile Nullification (Medium Priority) |
| |description= | | |description= |
| Metered version of Thunder Knuckle, where Viper advances across the entire screen before hitting the opponent. Is invincible on startup making it useful as a reversal. However, it is generally less reliable as one than EX Seismic Hammer or Emergency Combination. What really makes this move shine is the Medium Priority nullification hitbox it has for its entire active frames. This allows Viper to plow through almost any non-super projectile punishing some grounded projectiles on reaction and many more on a good read. | | Metered version of Thunder Knuckle, where Viper advances across the entire screen before hitting the opponent. Is invincible on startup making it useful as a reversal. However, it is generally less reliable as one than EX Seismic Hammer or Emergency Combination. What really makes this move shine is the Medium Priority nullification hitbox it has for its entire active frames. This allows Viper to plow through almost any non-super projectile punishing some grounded projectiles on reaction and many more on a good read. |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Amaterasu Replay Theater Footage] |
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| === Players to Watch === | | === Players to Watch === |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Dante Replay Theater Footage] |
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| === Players to Watch === | | === Players to Watch === |
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| [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Strider Replay Theater Footage] | | [https://replaytheater.app/?game=umvc3&c1=C.+Viper&p1c2=Strider Replay Theater Footage] |
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| === Players to Watch === | | === Players to Watch === |
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| {{PlayersToWatchTableHeader-UMVC3}} | | {{PlayersToWatchTableHeader-UMVC3}} |
| {{PlayersToWatchTableRow-UMVC3 | | {{PlayersToWatchTableRow-UMVC3 |
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| | notes = Notable for his particularly aggressive style, which is bolstered by his strong usage of Vajra assist. | | | notes = Notable for his particularly aggressive style, which is bolstered by his strong usage of Vajra assist. |
| | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Crazy+Joe Replay Theater]<br>[https://youtu.be/4s786-xrwUU?t=2768 vs iDom @ DTN2022] | | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Crazy+Joe Replay Theater]<br>[https://youtu.be/4s786-xrwUU?t=2768 vs iDom @ DTN2022] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = StaticAlpha |
| | | charaColorOne = {{CharaColor-UMVC3|C. Viper|5}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|Alt}} |
| | | charaColorThree = {{CharaColor-UMVC3|Strider Hiryu|6}} |
| | | region = Midwest |
| | | status = Inactive |
| | | notes = Plays a very clean space control playstyle, utilizing Viper Eye Laser, Seismos, and Vajra to zone and control the screen until choosing an opening to go in. Once in, his use of Thunder Knuckle and Plasma Beam makes for oppressive offense that is hard to escape even with pushblock. |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=StaticAlpha Replay Theater]<br>[https://youtu.be/KHrppa1F-2Q vs Renickuluss @ Versus 2017] |
| }} | | }} |
| |} | | |} |