Super Street Fighter IV AE/C. Viper: Difference between revisions

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C. Viper works in the S.I.N. organization, carrying out many missions for Seth as his personal lackey.  However, unbeknownst to Seth, Viper is secretly working for the CIA and has managed to work her way into Seth's trust.  She is actually investigating the BLECE project and aims to take down Seth, S.I.N., and the Living Incubator project being secretly funded by S.I.N.  However, despite her rise in the ranks, Seth's trust of Viper has wavered of late as he has begun suspecting that Viper is not quite who he originally thought she was.
C. Viper works in the S.I.N. organization, carrying out many missions for Seth as his personal lackey.  However, unbeknownst to Seth, Viper is secretly working for the CIA and has managed to work her way into Seth's trust.  She is actually investigating the BLECE project and aims to take down Seth, S.I.N., and the Living Incubator project being secretly funded by S.I.N.  However, despite her rise in the ranks, Seth's trust of Viper has wavered of late as he has begun suspecting that Viper is not quite who he originally thought she was.
|
|
One of the most technical characters in the game, Viper requires a high level of manual dexterity to be effective atAlso, her offense is extremely potent in its mix-up abilities, especially against opponents getting up off the ground, being able to cross up with Aerial Burn Kicks mixed in with safe Overheads and getting huge damage off of any successful bait of the opponent. However, as great as Viper is mixing up opponents, her wake-up options are not strong so she can easily be mixed up herself.  The key to winning with Viper: constant offense and never letting the opponent get a chance to think.}}
Widely considered the most technical characters in the game, Viper requires {{high}} levels of manual dexterity and mindgames to be effective.  Diligent players, however, are rewarded for their efforts with some of the most potent offensive tools in the game. Her mix-up is absolutely devastating, being able to cross up with Aerial Burn Kicks mixed in with safe Overheads and super jump cancels, which she can use to combo into her Ultras for well over 50% of the opponent's health bar. However, as great as Viper is in mixing up opponents, her wake-up options are not strong so she can easily be mixed up herself.  The key to winning with Viper: constant offense and never letting the opponent get a chance to think.}}


=== Players to Watch ===
Latif, Wolfkrone, Gridman, Kyabetsu, Jayce the Ace


== Moves ==
== Moves ==
Line 11: Line 14:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Viper Elbow | f + mp | high }}
{{SSFIVMoveListRow | Viper Elbow | {{f}} + {{mp}} | {{high}} }}
{{SSFIVMoveListRow | Double Kick | f + hk |  }}
{{SSFIVMoveListRow | Double Kick | {{f}} + {{hk}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 18: Line 21:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Ab Fitness | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Ab Fitness | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Temple Massage | b + lp + lk | throw }}
{{SSFIVMoveListRow | Temple Massage | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 25: Line 28:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Thunder Knuckle | qcb + p | hp is anti-air; mp is a straight, chest level attack; lp is a straight, leg level attack; Startup can be canceled with 2p; ex armorbreak }}canceled with 2p; ex armorbreak }}
{{SSFIVMoveListRow | Thunder Knuckle | {{qcb}} + {{p}} | {{hp}} is anti-air; {{mp}} is a straight, chest level attack; {{lp}} is a straight, leg level attack; Startup can be canceled with 2p; {{ex}} {{armorbreak}} }}canceled with 2p; ex armorbreak }}
{{SSFIVMoveListRow | Burning Kick | qcb + k | ex }}
{{SSFIVMoveListRow | Burning Kick | {{qcb}} + {{k}} | {{ex}} }}
{{SSFIVMoveListRow | Air Burning Kick | (in air) qcb + k | ex }}
{{SSFIVMoveListRow | Air Burning Kick | (in air) {{qcb}} + {{k}} | {{ex}} }}
{{SSFIVMoveListRow | Seismic Hammer | dp + p | Startup can be canceled cancel with 2p; ex }}
{{SSFIVMoveListRow | Seismic Hammer | {{dp}} + {{p}} | Startup can be canceled {{cancel}} with 2p; {{ex}} }}
{{SSFIVMoveListRow | High Jump | Tap db or d or df immediately followed by ub or u or uf | Cannot be used as a Reversal }}
{{SSFIVMoveListRow | High Jump | Tap {{db}} or {{d}} or {{df}} immediately followed by {{ub}} or {{u}} or {{uf}} | Cannot be used as a Reversal }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Emercency Combination | qcf qcf + p |  }}
{{SSFIVMoveListRow | Emercency Combination | {{qcf}} qcf + {{p}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Ultra Combos ====
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Burst Time | qcf qcf + 3p | armorbreak }}
{{SSFIVMoveListRow | Burst Time | {{qcf}} qcf + {{3p}} | {{armorbreak}} }}
{{SSFIVMoveListRow | Burning Dance | qcb qcb + 3k | armorbreak }}
{{SSFIVMoveListRow | Burning Dance | {{qcb}} qcb + {{3k}} | {{armorbreak}} }}
{{MoveListFooter}}
{{MoveListFooter}}
== AE ver. 2012 Changes ==
''Burst Time''
Changed damage from 480 to 441.
Moved position of hitbox to make the move easier to hook in combos.
''Burning Dance''
Changed damage from 380 to 410.
''Thunder Knuckle''
Changed EX version’s startup from 27F to 25F.
Lengthened Viper’s stun by 2F on an EX version hit.
Changed medium version damage from 120 to 110.
Made throw-invincible until first active frame for heavy version.
''EX Seismic Hammer''
Changed damage from 120 to 100.
Eliminated throw invincibility.
''Aerial Burning Kick''
Changed normal damage from 100 to 90.
Made follow-ups with Heavy Thunder Knuckle or Burst Time possible after EX version fully hits.




Line 49: Line 85:




==The Basics==  
==The Basics==


==Combos==
==Combos==
Line 126: Line 162:
| align="center"  |0
| align="center"  |0
| align="center"  |+5
| align="center"  |+5
| align="center"  |
| align="center"  |Forces stand
|  |
|  |
|-
|-
Line 162: Line 198:
| align="center"  |125*75
| align="center"  |125*75
| align="center"  |60*20
| align="center"  |60*20
| align="center"  |su
| align="center"  |su*-
| align="center"  |12
| align="center"  |12
| align="center"  |1(8)3
| align="center"  |1(8)3
Line 168: Line 204:
| align="center"  |-2
| align="center"  |-2
| align="center"  |+3
| align="center"  |+3
| align="center"  |
| align="center"  |Forces stand
|  |
|  |
|-
|-
Line 210: Line 246:
| align="center"  |-2
| align="center"  |-2
| align="center"  |+3
| align="center"  |+3
| align="center"  |
| align="center"  |Only +2 on hit vs. crouching opponents
|  |
|  |
|-
|-
Line 252: Line 288:
| align="center"  |-2
| align="center"  |-2
| align="center"  |+2
| align="center"  |+2
| align="center"  |
| align="center"  |[Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame
|  |
|  |
|-
|-
Line 336: Line 372:
| align="center"  |-3
| align="center"  |-3
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 515: Line 551:
| align="center"  |20
| align="center"  |20
| align="center"  |5
| align="center"  |5
| align="center"  |3+???
| align="center"  |3 + After landing 8
| align="center"  |-2
| align="center"  |-2
| align="center"  |+1
| align="center"  |+1
| align="center"  |
| align="center"  |6f~ Airborne
|  |
|  |
|-
|-
Line 526: Line 562:
| align="center"  |125*75
| align="center"  |125*75
| align="center"  |60*20
| align="center"  |60*20
| align="center"  |su
| align="center"  |su*-
| align="center"  |12
| align="center"  |12
| align="center"  |1(8)3
| align="center"  |1(8)3
Line 532: Line 568:
| align="center"  |-2
| align="center"  |-2
| align="center"  |+3
| align="center"  |+3
| align="center"  |
| align="center"  |1~11f feet invincible to projectiles and strikes, forces stand
|  |
|  |
|-
|-
Line 540: Line 576:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |???
| align="center"  |See Notes
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |???
| align="center"  |See Notes
| align="center"  |
| align="center"  |
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used
|  |
|  |
|-
|-
Line 555: Line 591:
| align="center"  |20
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |26
| align="center"  |10+16
| align="center"  |2
| align="center"  |2
| align="center"  |40
| align="center"  |40
Line 563: Line 599:
|  |
|  |
|-
|-
|  |Focus attack LVL 2
|  |Focus Attack LVL 2
| align="center"  |HL
| align="center"  |HL
| align="center"  |90
| align="center"  |90
Line 569: Line 605:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |17+17
| align="center"  |18+16
| align="center"  |2
| align="center"  |2
| align="center"  |40
| align="center"  |40
Line 577: Line 613:
|  |
|  |
|-
|-
|  |Focus attack LVL 3
|  |Focus Attack LVL 3
| align="center"  |-
| align="center"  |-
| align="center"  |150
| align="center"  |150
Line 602: Line 638:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
|  |Back throw
|  |Back Throw
| align="center"  |0.91
| align="center"  |0.91
| align="center"  |120
| align="center"  |120
Line 616: Line 652:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 630: Line 666:
| align="center"  |-2
| align="center"  |-2
| align="center"  |+2
| align="center"  |+2
| align="center"  |
| align="center"  |10~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint
|  |
|  |
|-
|-
|  |Thunder Knuckle [[File:Strong.gif]]
|  |Thunder Knuckle [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |120
| align="center"  |110
| align="center"  |200
| align="center"  |200
| align="center"  |20/30
| align="center"  |20/30
Line 644: Line 680:
| align="center"  |-1
| align="center"  |-1
| align="center"  |+3
| align="center"  |+3
| align="center"  |
| align="center"  |Armor break, 7~8f can cancel into Feint
|  |
|  |
|-
|-
Line 658: Line 694:
| align="center"  |-22
| align="center"  |-22
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint
|  |
|  |
|-
|-
Line 672: Line 708:
| align="center"  |-5
| align="center"  |-5
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Crumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint
|  |
|  |
|-
|-
Line 686: Line 722:
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1f~ Airborne, projectile hitbox
|  |
|  |
|-
|-
Line 700: Line 736:
| align="center"  |-1
| align="center"  |-1
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1f~ Airborne, projectile hitbox
|  |
|  |
|-
|-
Line 714: Line 750:
| align="center"  |0
| align="center"  |0
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1f~ Airborne, projectile hitbox
|  |
|  |
|-
|-
Line 728: Line 764:
| align="center"  |-12
| align="center"  |-12
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox
|  |
|  |
|-
|-
|  |Burning Kick [[File:Short.gif]](air)
|  |Burning Kick [[File:Short.gif]](air)
| align="center"  |HL
| align="center"  |HL
| align="center"  |100
| align="center"  |90
| align="center"  |100
| align="center"  |100
| align="center"  |10/30
| align="center"  |10/30
Line 739: Line 775:
| align="center"  |21
| align="center"  |21
| align="center"  |8
| align="center"  |8
| align="center"  |12
| align="center"  |After landing 12
| align="center"  |+6
| align="center"  |+6
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Projectile hitbox, block advantage is based on jump recovery
|  |
|  |
|-
|-
|  |Burning Kick [[File:Forward.gif]](air)
|  |Burning Kick [[File:Forward.gif]](air)
| align="center"  |HL
| align="center"  |HL
| align="center"  |100
| align="center"  |90
| align="center"  |100
| align="center"  |100
| align="center"  |10/30
| align="center"  |10/30
Line 753: Line 789:
| align="center"  |19
| align="center"  |19
| align="center"  |8
| align="center"  |8
| align="center"  |12
| align="center"  |After landing 12
| align="center"  |+4
| align="center"  |+4
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Projectile hitbox, block advantage is based on jump recovery
|  |
|  |
|-
|-
|  |Burning Kick [[File:Roundhouse.gif]](air)
|  |Burning Kick [[File:Roundhouse.gif]](air)
| align="center"  |HL
| align="center"  |HL
| align="center"  |100
| align="center"  |90
| align="center"  |100
| align="center"  |100
| align="center"  |10/30
| align="center"  |10/30
Line 767: Line 803:
| align="center"  |17
| align="center"  |17
| align="center"  |9
| align="center"  |9
| align="center"  |12
| align="center"  |After landing 12
| align="center"  |+2
| align="center"  |+2
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Projectile hitbox, block advantage is based on jump recovery
|  |
|  |
|-
|-
Line 781: Line 817:
| align="center"  |6
| align="center"  |6
| align="center"  |2*1*2(10)8
| align="center"  |2*1*2(10)8
| align="center"  |15
| align="center"  |After landing 15
| align="center"  |+2
| align="center"  |+2
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Can juggle, 4th hit projectile hitbox, block advantage is based on jump recovery
|  |
|  |
|-
|-
Line 798: Line 834:
| align="center"  |-18
| align="center"  |-18
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Floats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint
|  |
|  |
|-
|-
|  |Seismo Hammer [[File:EX.gif]]
|  |Seismo Hammer [[File:EX.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |120
| align="center"  |100
| align="center"  |100
| align="center"  |100
| align="center"  |-250/0
| align="center"  |-250/0
Line 812: Line 848:
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint
|  |
|  |
|-
|-
|  |???
|  |Feint
| align="center"  |HL
| align="center"  |HL
| align="center"  |-
| align="center"  |-
Line 823: Line 859:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |???
| align="center"  |Total 6
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f
|  |
|  |
|-
|-
Line 840: Line 876:
| align="center"  |-96
| align="center"  |-96
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|  |
|  |
|-
|-
Line 854: Line 890:
| align="center"  |-96
| align="center"  |-96
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|  |
|  |
|-
|-
Line 868: Line 904:
| align="center"  |-52
| align="center"  |-52
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|  |
|  |
|-
|-
|  |Ultra Combo 1
|  |Ultra Combo 1
| align="center"  |HL
| align="center"  |HL
| align="center"  |60*98x3*126
| align="center"  |60*89x3*114
| align="center"  |0
| align="center"  |0
| align="center"  |0/0
| align="center"  |0/0
Line 882: Line 918:
| align="center"  |-201
| align="center"  |-201
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit
|  |
|  |
|-
|-
|  |Ultra Combo 2
|  |Ultra Combo 2
| align="center"  |HL
| align="center"  |HL
| align="center"  |38*342
| align="center"  |410
| align="center"  |0
| align="center"  |0
| align="center"  |0/0
| align="center"  |0/0
Line 893: Line 929:
| align="center"  |0+10
| align="center"  |0+10
| align="center"  |until ground
| align="center"  |until ground
| align="center"  |46
| align="center"  |After landing 46
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing)
|  |
|  |
|-  
|-  
Line 927: Line 963:
|}
|}


=====Notes:=====
=====Notes=====
 
[[Category:Super Street Fighter IV AE]]

Latest revision as of 02:24, 9 December 2020

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


C. Viper

SSFIV-CViper Face.jpg

C. Viper works in the S.I.N. organization, carrying out many missions for Seth as his personal lackey. However, unbeknownst to Seth, Viper is secretly working for the CIA and has managed to work her way into Seth's trust. She is actually investigating the BLECE project and aims to take down Seth, S.I.N., and the Living Incubator project being secretly funded by S.I.N. However, despite her rise in the ranks, Seth's trust of Viper has wavered of late as he has begun suspecting that Viper is not quite who he originally thought she was.


In a nutshell

Widely considered the most technical characters in the game, Viper requires High.png levels of manual dexterity and mindgames to be effective. Diligent players, however, are rewarded for their efforts with some of the most potent offensive tools in the game. Her mix-up is absolutely devastating, being able to cross up with Aerial Burn Kicks mixed in with safe Overheads and super jump cancels, which she can use to combo into her Ultras for well over 50% of the opponent's health bar. However, as great as Viper is in mixing up opponents, her wake-up options are not strong so she can easily be mixed up herself. The key to winning with Viper: constant offense and never letting the opponent get a chance to think.

Players to Watch

Latif, Wolfkrone, Gridman, Kyabetsu, Jayce the Ace

Moves

Unique Attacks

Name
Command
Notes
Viper Elbow
F.png + Mp.png
High.png
Double Kick
F.png + Hk.png

Throws

Name
Command
Notes
Ab Fitness
F.png or N.png + Lp.png + Lk.png
Throw.png
Temple Massage
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Thunder Knuckle
Qcb.png + P.png
Hp.png is anti-air; Mp.png is a straight, chest level attack; Lp.png is a straight, leg level attack; Startup can be canceled with 2p; Ex.png Armorbreak.png
canceled with 2p; ex armorbreak }}
Burning Kick
Qcb.png + K.png
Ex.png
Air Burning Kick
(in air) Qcb.png + K.png
Ex.png
Seismic Hammer
Dp.png + P.png
Startup can be canceled Cancel.png with 2p; Ex.png
High Jump
Tap Db.png or D.png or Df.png immediately followed by Ub.png or U.png or Uf.png
Cannot be used as a Reversal

Super Combo

Name
Command
Notes
Emercency Combination
Qcf.png qcf + P.png

Ultra Combos

Name
Command
Notes
Burst Time
Qcf.png qcf + 3p.png
Armorbreak.png
Burning Dance
Qcb.png qcb + 3k.png
Armorbreak.png


AE ver. 2012 Changes

Burst Time

Changed damage from 480 to 441. Moved position of hitbox to make the move easier to hook in combos.


Burning Dance

Changed damage from 380 to 410.


Thunder Knuckle

Changed EX version’s startup from 27F to 25F. Lengthened Viper’s stun by 2F on an EX version hit. Changed medium version damage from 120 to 110. Made throw-invincible until first active frame for heavy version.


EX Seismic Hammer

Changed damage from 120 to 100. Eliminated throw invincibility.


Aerial Burning Kick

Changed normal damage from 100 to 90. Made follow-ups with Heavy Thunder Knuckle or Burst Time possible after EX version fully hits.


AE Changes

  • Ultra 2 hit box buffed


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5
Close Strong.gif HL 60 100 40 sp/su 5 2 9 +3 +6
Close Fierce.gif HL 90 200 60 sp/su 9 2 16 0 +5 Forces stand
Close Short.gif HL 20 50 20 ch/sp/su 5 1 7 +3 +6
Close Forward.gif HL 60 100 40 sp/su 7 4 11 -1 +2
Close Roundhouse.gif HL 40*60 125*75 60*20 su*- 12 1(8)3 17 -2 +3 Forces stand
Far Jab.gif HL 20 50 20 ch/sp/su 6 2 7 +2 +5
Far Strong.gif HL 70 100 40 su 7 2 12 0 +3
Far Fierce.gif HL 100 200 60 - 14 4 16 -2 +3 Only +2 on hit vs. crouching opponents
Far Short.gif HL 30 50 20 sp/su 6 2 8 +1 +4
Far Forward.gif HL 60 100 40 - 8 3 11 0 +3
Far Roundhouse.gif HL 100 200 60 - 11 6 15 -2 +2 [Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame
crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 10 -1 +2
crouch Strong.gif HL 60 100 40 sp/su 5 3 9 +2 +5
crouch Fierce.gif HL 90 200 60 sp/su 8 2 18 -2 +2
crouch Short.gif L 20 50 20 ch/sp/su 5 2 12 -3 0
crouch Forward.gif L 60 100 40 sp/su 7 3 16 -5 -2
crouch Roundhouse.gif L 100 200 60 - 12 3 18 -3 - Hard knockdown
Jump up Jab.gif H 40 50 20 - 5 7 - - -
Jump up Strong.gif H 70 100 40 sp 7 6 - - -
Jump up Fierce.gif H 90 200 60 sp 8 6 - - -
Jump up Short.gif H 30 50 20 sp 6 5 - - -
Jump up Forward.gif H 70 100 40 - 9 5 - - -
Jump up Roundhouse.gif H 90 200 60 - 7 7 - - -
Jump forward Jab.gif H 40 50 20 - 7 6 - - -
Jump forward Strong.gif H 70 100 40 sp 8 5 - - -
Jump forward Fierce.gif H 90 200 60 - 8 5 - - -
Jump forward Short.gif H 40 50 20 sp 7 7 - - -
Jump forward Forward.gif H 60 100 40 - 7 4 - - -
Jump forward Roundhouse.gif H 90 200 60 sp 6 7 - - -
Right.gif+Strong.gif H 70 100 40 - 20 5 3 + After landing 8 -2 +1 6f~ Airborne
Right.gif+Roundhouse.gif HL 40*60 125*75 60*20 su*- 12 1(8)3 17 -2 +3 1~11f feet invincible to projectiles and strikes, forces stand
Super Jump - - - - See Notes - - See Notes - Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used
Focus Attack LVL 1 HL 60 100 20 - 10+16 2 40 -26 -26
Focus Attack LVL 2 HL 90 150 40 - 18+16 2 40 -20 -
Focus Attack LVL 3 - 150 200 60 - 70 2 40 - -
Forward Throw 0.91 130 100 40 - 3 2 20 - - Hard knockdown
Back Throw 0.91 120 160 60 - 3 2 20 - - Hard knockdown
Thunder Knuckle Jab.gif HL 100 150 20/30 su 16 6 21 -2 +2 10~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint
Thunder Knuckle Strong.gif HL 110 200 20/30 su 14 4 20 -1 +3 Armor break, 7~8f can cancel into Feint
Thunder Knuckle Fierce.gif HL 70 150 30/40 su 7 16 14+13 -22 - 1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint
Thunder Knuckle EX.gif HL 60*60 100*100 -250/0 su 27 17 38 -5 - Crumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint
Burning Kick Short.gif HL 100 100 20/30 - 23 4 17 -2 - 1f~ Airborne, projectile hitbox
Burning Kick Forward.gif HL 100 100 20/30 - 25 3 17 -1 - 1f~ Airborne, projectile hitbox
Burning Kick Roundhouse.gif HL 100 100 20/30 - 27 2 17 0 - 1f~ Airborne, projectile hitbox
Burning Kick EX.gif HL 20x3*80 50x3*100 -250/0 - 9 2*1*2(11)10 23 -12 - 1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox
Burning Kick Short.gif(air) HL 90 100 10/30 - 21 8 After landing 12 +6 - Projectile hitbox, block advantage is based on jump recovery
Burning Kick Forward.gif(air) HL 90 100 10/30 - 19 8 After landing 12 +4 - Projectile hitbox, block advantage is based on jump recovery
Burning Kick Roundhouse.gif(air) HL 90 100 10/30 - 17 9 After landing 12 +2 - Projectile hitbox, block advantage is based on jump recovery
Burning Kick EX.gif (air) HL 20x3*80 50x3*100 -250/0 - 6 2*1*2(10)8 After landing 15 +2 - Can juggle, 4th hit projectile hitbox, block advantage is based on jump recovery
Seismo Hammer L 120 100 20/30 su 24 8 31 -18 - Floats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint
Seismo Hammer EX.gif L 100 100 -250/0 su 19 5 18 -2 - 1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint
Feint HL - - 0/0 - - - Total 6 - - Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f
Super Combo Jab.gif HL 80*80*140 0 -1000/0 - 1+13 1(33)1(19)2 59+56 -96 - 1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Super Combo Strong.gif HL 80*80*140 0 -1000/0 - 1+7 1(15)1(21)2 59+56 -96 - 1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Super Combo Fierce.gif HL 80*80*140 0 -1000/0 - 1+5 1(8)1(29)2 36+35 -52 - 1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Ultra Combo 1 HL 60*89x3*114 0 0/0 - 0+7 3(53)5(8)5(10)5(10)5 59+56 -201 - 1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit
Ultra Combo 2 HL 410 0 0/0 - 0+10 until ground After landing 46 - - 1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing)
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes