Ultra Street Fighter IV/C. Viper: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
 
(25 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{USFIVHeader}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
{{USFIVCharacterHeader|C. Viper|CViper|
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.
|
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.}}
 
 
== Ultra SFIV Changes ==
(From Ultra SFIV Arcade Japan)
* Crouch MK: Hitbox slightly expanded forward
* Stand HK: Hurtbox slightly reduced
* Focus Attack: Level 1 startup reduced to 23 frames from 26 frames
* Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release
* Focus Attack: Level 3 startup reduced to 68 frames from 70 frames
* Thunder Knuckle: Light version Hitbox slightly expanded
* Thunder Knuckle: Medium version on hit is now +4 after EX Focus Cancel --> Forward Dash
* Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames
* Emergency Combination (SC): Damage increased to 350 from 330
* Burst Time (UC1): Smoke visual effects reduced
* Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed
(New to Ultra SFIV Console Digital Release)
* Stand HK: Can now be performed with Offensive Crouch + Hard Kick regardless of distance from opponent
* Crouch HP: Stun damage reduced to 150 from 200
* Crouch HP: Hurtbox added to arm area of the second Active Frame
* Focus Attack: Forward Hitbox slightly reduced to the elbow area
* Thunder Knuckle: Light version stun damage increased to 200 from 150
* Thunder Knuckle: Medium version damage increased to 120 from 110; stun damage reduced to 150 from 200
* Emergency Combination (SC): Changed to QCB QCB + P from QCF QCF + P motion
* H Thunder Knuckle --> EX Focus Cancel --> Forward Dash is now -5 on block at best
(Removed from Ultra SFIV Arcade Japan)
* <del>Close HP: Damage increased to 100 from 90</del>
* <del>Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames</del>
 
 
== Character Specific Data ==
C.Viper{{USFIVCharacterData|900|950|75%|0.055|0.045|1.768|40 (4+36)|1.75|1.57|1.30|19|1.25|27|8|9|10|0.91|0.91|31|21|Viper Elbow|Crouch LK, Crouch MK, Crouch HK, Seismic Hammer, EX Seismic Hammer|Crouch HK|Thunder Knuckle, EX Thunder Knuckle, Burst Time, Burning Dance|23|28|68|-3|-11|+3|-5|TBD|}}
 


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|7|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|20|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|9|15|14|17|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|60|100|40|HL|sp/su|5|2|9|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|90|200|60|HL|sp/su|9|2|16|26|18|23|0|+5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|90|200|60|HL|sp/su|9|2|16|26|18|23|0|5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|ch/sp/su|5|1|7|12|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|20|50|20|HL|ch/sp/su|5|1|7|12|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|60|100|40|HL|sp/su|7|4|11|21|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|60|100|40|HL|sp/su|7|4|11|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|+3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|6|2|7|14|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|20|50|20|HL|ch/sp/su|6|2|7|14|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|su|7|2|12|20|14|17|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|su|7|2|12|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|14|4|16|33|18|23|-2|+3|Only +2 on hit vs. crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|100|200|60|HL|See notes|14|4|16|33|18|23[22]|-2|3[2]|Super and Special cancelable 2~13F, [] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|6|2|8|15|11|14|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|sp/su|6|2|8|15|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|60|100|40|HL|-|8|3|11|21|14|17|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|60|100|40|HL|-|8|3|11|21|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100|200|60|HL|-|11|6|15|31|19|23|-2|+2|Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|100|200|60|HL|-|11|6|15|31|19|23|-2|2|Can be performed with Down/Forward + HK at any distance from the opponent||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|10|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|4|2|10|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|3|9|16|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|60|100|40|HL|sp/su|5|3|9|16|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|150|60|HL|sp/su|8|2|18|27|18|22|-2|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|90|150|60|HL|sp/su|8|2|18|27|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|ch/sp/su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|7|3|16|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|60|100|40|L|sp/su|7|3|16|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|-|12|3|18|32|18|-|-3|-|Hard knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|200|60|L|-|12|3|18|32|18|-|-3|-|Hard Knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Viper Elbow|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|70|100|40|H|-|20|5|3 + After landing 8|35|14|17|-2|+1|||||||Reset|Reset|-|-|-|-|-|6f~|-|}}
{{USFIVFrameDataGlanceRow|Viper Elbow|Overhead|f + mp||Overhead<br>{{Right}}+{{mp}}|70|100|40|H|-|20|5|3 + After landing 8|35|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|6F~|-|}}
{{USFIVFrameDataGlanceRow|Double Kick|Double Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|+3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11f|Feet: 1~11f|-|-|-|}}
{{USFIVFrameDataGlanceRow|Double Kick|Double Kick|f + hk||{{Right}}+{{hk}}|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11F|Feet: 1~11F|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~11F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|70|100|40|H|sp|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|70|100|40|H|sp|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|90|200|60|H|sp|8|6|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|90|200|60|H|sp|8|6|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|30|50|20|H|sp|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|30|50|20|H|sp|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~10F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|90|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|90|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~10F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|90|200|60|H|sp|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|90|200|60|H|sp|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|67|||-26|-26||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|67|16|16|-26|-26|Range: 1.862|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+14|2|40|73|||-20|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+14|2|40|73|22|-|-20|-|Range: 1.862||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|68|2|40|109|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|68|2|40|109|-|-|-|-|Range: 1.862, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~67F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+13|2|40|67|16|16|-26|-26|Range: 1.862, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|135|150|40|HL|-|18+14|2|40|73|22|-|-20|-|Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|225|200|60|-|-|68|2|40|109|-|-|-|-|Range: 1.862, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~68F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+13|2|40|67|22|-|-20|-|Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Ab Fitness|Forward Throw|f or n + lp + lk||Forward Throw|130|100|40|0.91|-|3|2|20|24|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Ab Fitness|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|100|40|0.91|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Temple Massage|Back Throw|b + lp + lk||Back Throw|120|160|60|0.91|-|3|2|20|24|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Temple Massage|Back Throw|b + {{lp}} + lk||Back Throw|120|160|60|0.91|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Thunder Knuckle|Thunder Knuckle|qcb + p ex armorbreak|hp is anti-air, mp is a chest level straight atack, lp is a leg level straight attack; Startup can be canceled with 2p|Thunder Knuckle [[File:Jab.gif]]|100|200|20/30|HL|su|16|6|21|42|||-2|+2|8~9f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|Upper body: 10~15f|Upper body: 10~21f|-|-|-|}}
{{USFIVFrameDataGlanceRow|Thunder Knuckle|Thunder Knuckle|qcb + {{p}} {{ex}} armorbreak|hp is anti-air, {{mp}} is a chest level straight atack, {{lp}} is a leg level straight attack; Startup can be canceled with 2p|Thunder Knuckle {{lp}}|100|200|20/30|HL|su|16|6|21|42|25|29|-2|2|8~9F can {{cancel}} into Feint, Last active frame cannot be special/super canceled, builds 20 meter on block|X|||||Soft Knockdown|Soft Knockdown|-|-|Upper body: 10~15F|Upper body: 10~21F|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle [[File:Strong.gif]]|120|150|20/30|HL|su|14|4|20|37|||-1|3 (? Ultra change)|7~8f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle {{mp}}|120|150|20/30|HL|su|14|4|20|37|23|27|-1|3|7~8F can {{cancel}} into Feint, Last active frame cannot be special/super canceled, +4F on EX FADC Dash forward, deals 200 stun vs crouching or airborne, builds 20 meter on block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle [[File:Fierce.gif]]|70|150|30/40|HL|su|7|16|14+13|49|||-22|-|5~6f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6f Invincible|-|-|7f|10f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle {{hp}}|70|150|30/40|HL|su|7|16|14+13|49|18|-|-25|-|5~6F can {{cancel}} into Feint, |X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6F Invincible|-|-|7F|10F~|JP: 1|}}
{{USFIVFrameDataGlanceRow|EX Thunder Knuckle|EX Thunder Knuckle|||Thunder Knuckle [[File:EX.gif]]|60*60|100*100|-250/0|HL|su|27|17|38|81|||-5|-|2nd hit can pass through opponent, 15~16f can cancel into Feint|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Thunder Knuckle|EX Thunder Knuckle|||Thunder Knuckle {{ex}}|60*60|100*100|-250/0|HL|su|27|17|38|81|50|-|-5|-|2nd hit can pass through opponent, Can only be {{counterhit}} 1~14F, 15~16F can {{cancel}} into Feint, Opponent gains 15 meter on hit, 10 on block|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}}
{{USFIVFrameDataGlanceRow|Burning Kick|Burn Kick|qcb + k ex||Burning Kick [[File:Short.gif]]|100|100|20/30|HL|-|23|4|17|43|||-2|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|Burning Kick|Burn Kick|qcb + {{k}} ex||Burn Kick {{lk}}|100|100|20/30|HL|-|23|4|17|43|19|-|-2|-|1F~ Airborne, builds 10 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataGlanceRow|||||Burning Kick [[File:Forward.gif]]|100|100|20/30|HL|-|25|3|17|44|||-1|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|||||Burn Kick {{mk}}|100|100|20/30|HL|-|25|3|17|44|19|-|-1|-|1F~ Airborne, builds 10 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataGlanceRow|||||Burning Kick [[File:Roundhouse.gif]]|100|100|20/30|HL|-|27|2|17|45|||0|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|||||Burn Kick {{hk}}|100|100|20/30|HL|-|27|2|17|45|19|-|0|-|1F~ Airborne, builds 10 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataGlanceRow|EX Burning Kick|EX Burn Kick|||Burning Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|57|||-12|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Burning Kick|EX Burn Kick|||Burn Kick {{ex}}|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|57|21|-|-12|-|Projectile only on 4th Hit, Can be {{counterhit}} 1~24F, Opponent gains 10x3*15 meter on hit, 5x4 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8F|-|-|-|1F~|JP: 1*1*2*10|}}
{{USFIVFrameDataGlanceRow|Air Burning Kick|Air Burn Kick|(in air) qcb + k ex||Air Burning Kick [[File:Short.gif]]|90|100|10/30|HL|-|21|8|After landing 12|40|||+6|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Air Burning Kick|Air Burn Kick|(in air) {{qcb}} + {{k}} ex||Air Burn Kick {{lk}}|90|100|10/30|HL|-|21|8|After landing 12|40|26|-|6|-|Block advantage is based on jump recovery, builds 20 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Burning Kick [[File:Forward.gif]]|90|100|10/30|HL|-|19|8|After landing 12|38|||+4|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Burn Kick {{mk}}|90|100|10/30|HL|-|19|8|After landing 12|38|24|-|4|-|Block advantage is based on jump recovery, builds 20 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Burning Kick [[File:Roundhouse.gif]]|90|100|10/30|HL|-|17|9|After landing 12|37|||+2|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Burn Kick {{hk}}|90|100|10/30|HL|-|17|9|After landing 12|37|23|-|2|-|Block advantage is based on jump recovery, builds 20 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Air Burning Kick|EX Air Burn Kick|||Air Burning Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|6|2*1*2(10)8|After landing 15|43|||+2|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Air Burning Kick|EX Air Burn Kick|||Air Burn Kick {{ex}}|20x3*80|50x3*100|-250/0|HL|-|6|2*1*2(10)8|After landing 15|43|25|-|2|-|Projectile only on 4th Hit, Opponent gains 10x3*15 meter on hit, 5x3*10 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2*3*10, JI:0*0*0*1|}}
{{USFIVFrameDataGlanceRow|Seismic Hammer|Seismo|dp + p ex|Startup can be canceled with 2p; Can be canceled into High Jump if connected on opponent|Seismic Hammer|120|100|20/30|L|su|24|8|31|62|||-18|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Seismic Hammer|Seismo|dp + {{p}} ex|Statup can be canceled with 2p|Seismo|120|100|20/30|L|su|24|8|31|62|21|-|-18|-|Can {{cancel}} into High Jump, cannot hit airborne opponents, 9~10F can {{cancel}} into feint, builds 20 meter on block||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-||}}
{{USFIVFrameDataGlanceRow|EX Seismic Hammer|EX Siesmo|||Seismic Hammer [[File:EX.gif]]|100|100|-250/0|L|su|19|5|18|41|||-2|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|||-|-|All: 1~13f|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Seismic Hammer|EX Siesmo|||Seismo {{ex}}|100|100|-250/0|L|su|19|5|18|41|21|-|-2|-|Can {{cancel}} into High Jump, cannot hit airborne opponents, 9~10F can {{cancel}} into feint, Opponent gains 15 meter on hit, 10 on block||||Free Juggle|Free Juggle|-|-|-|-|All: 1~13F|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Feint|Feint|p p during startup of Thunder Knuckle or Seismic Hammer||Feint|-|-|0/0|HL|-|-|-|Total 6|6|||-|-|Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Feint|Feint|p {{p}} during startup of Thunder Knuckle or Seismic Hammer||Feint|-|-|0/0|HL|-|-|-|Total 6|6[7]|-|-|-|-|Fastest duration for Thunder Knuckle- LP:13F MP:12F HP:11F EX:20F for Seismo Hammer- Non-EX:14F EX:13F, [] Refers to to when performed from HP Thunder Knuckle||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|High Jump|High Jump|tap db or d or df then ub or u or uf||High Jump|-|-|-|-|See Notes|-|-|-|-||||-|1-3f Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44f total in air, Neutral version is 48f total in air, 11f recovery upon landing on empty jump, can cancel midair to jump attack (3f landing recovery instead of 11f) or jump special (with landing recovery of special), cannot be used as a Reversal||||||||-|-|-|-|-|4~44f[4~48f]|-|}}
{{USFIVFrameDataGlanceRow|High Jump|High Jump|tap {{db}} or {{d}} or {{df}} then {{ub}} or {{u}} or uf||High Jump|-|-|-|-|See Notes|-|-|-|-|-|-|-|-|1-3F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44F total in air, Neutral version is 48F total in air, 11F recovery upon landing on empty jump, can {{cancel}} midair to jump attack (3F landing recovery instead of 11F) or jump special (with landing recovery of special), cannot be used as a Reversal||||||||-|-|-|-|-|4~44F[4~48F]|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Emergency Combination|Super Combo|qcb qcb + p||Emergency Combination [[File:Jab.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|184|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|68f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Emergency Combination|Super|qcf {{qcf}} + p||Super Combo {{lp}}|100x2*150|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|184|21|-|-96|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|68F~|JP: 127x3|}}
{{USFIVFrameDataGlanceRow|||||Emergency Combination [[File:Strong.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|162|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|46f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Super Combo {{mp}}|100x2*150|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|162|21|-|-96|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|46F~|JP: 127x3|}}
{{USFIVFrameDataGlanceRow|||||Emergency Combination [[File:Fierce.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|||-52|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|45f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Super Combo {{hp}}|100x2*150|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|21|-|-52|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|45F~|JP: 127x3|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Burst Time|Ultra Combo I|qcf qcf + 3p armorbreak||Burst Time|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)5(10)5(10)5|59+56|225|||-201|-|1st armor break, can juggle, hit advantage based on 1st hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|61f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Burst Time|Ultra I|qcf {{qcf}} + {{3p}} armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|L*HLx4|-|0+7|3(53)5(8)<br>5(10)5(10)5|59+56|225|-81|-|-201|-|1st armor break, can juggle, hit advantage based on 1st hit, Opponent gains 20x5 meter on hit, 5x2 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|-|-|61F~|JP: 1*127x4|}}
{{USFIVFrameDataGlanceRow|Burning Dance|Ultra Combo II|(in air) qcb qcb + 3k armorbreak||Burning Dance|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|||-|-|20 recovery frames after landing|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Burning Dance|Ultra II|(in air) {{qcb}} qcb + {{3k}} armorbreak||Ultra Combo 2|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|-|-|-35|-|20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
|-
|-
|}
|}


== Moves ==
== Moves ==
Line 236: Line 203:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|CViper|DiagonalLP|
{{USFIVMoveListRow|CViper|DiagonalLP|
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||
Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|DiagonalMP|
{{USFIVMoveListRow|CViper|DiagonalMP|
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||
Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|DiagonalHP|
{{USFIVMoveListRow|CViper|DiagonalHP|
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||
Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|DiagonalLK|
{{USFIVMoveListRow|CViper|DiagonalLK|
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||
Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|DiagonalMK|
{{USFIVMoveListRow|CViper|DiagonalMK|
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||
Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|DiagonalHK|
{{USFIVMoveListRow|CViper|DiagonalHK|
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 298: Line 265:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|CViper|AbFitness|
{{USFIVMoveListRow|CViper|AbFitness|
Ab Fitness|Forward Throw|f or n + lp + lk||
Ab Fitness|Forward Throw|f or {{n}} + {{lp}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|TempleMassage|
{{USFIVMoveListRow|CViper|TempleMassage|
Temple Massage|Back Throw|b + lp + lk||
Temple Massage|Back Throw|b + {{lp}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 312: Line 279:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|CViper|ThunderKnuckle|
{{USFIVMoveListRow|CViper|ThunderKnuckle|
Thunder Knuckle|Thunder Knuckle|qcb + p ex armorbreak|hp is anti-air, mp is a chest level straight atack, lp is a leg level straight attack; Startup can be canceled with 2p|
Thunder Knuckle|Thunder Knuckle|qcb + {{p}} {{ex}} armorbreak|hp is anti-air, {{mp}} is a chest level straight atack, {{lp}} is a leg level straight attack; Startup can be canceled with 2p|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|BurningKick|
{{USFIVMoveListRow|CViper|BurningKick|
Burning Kick|Burn Kick|qcb + k ex||
Burning Kick|Burn Kick|qcb + {{k}} ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|AirBurningKick|
{{USFIVMoveListRow|CViper|AirBurningKick|
Air Burning Kick|Air Burn Kick|(in air) qcb + k ex||
Air Burning Kick|Air Burn Kick|(in air) {{qcb}} + {{k}} ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|SeismicHammer|
{{USFIVMoveListRow|CViper|SeismicHammer|
Seismic Hammer|Seismo|dp + p ex|Startup can be canceled with 2p|
Seismic Hammer|Seismo|dp + {{p}} ex|Startup can be canceled with 2p|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|Feint|
{{USFIVMoveListRow|CViper|Feint|
Feint|Feint|p p during startup of Thunder Knuckle or Seismic Hammer||
Feint|Feint|p {{p}} during startup of Thunder Knuckle or Seismic Hammer||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|HighJump|
{{USFIVMoveListRow|CViper|HighJump|
High Jump|High Jump|tap db or d or df then ub or u or uf||
High Jump|High Jump|tap {{db}} or {{d}} or {{df}} then {{ub}} or {{u}} or uf||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 342: Line 309:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|CViper|EmergencyCombination|
{{USFIVMoveListRow|CViper|EmergencyCombination|
Emergency Combination|Super Combo|qcb qcb + p||
Emergency Combination|Super Combo|{{qcf}} {{qcf}} + k||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


=== Ultra Combos ===
=== Ultra Combos ===
Line 352: Line 318:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|CViper|BurstTime|
{{USFIVMoveListRow|CViper|BurstTime|
Burst Time|Ultra Combo I|qcf qcf + 3p armorbreak||
Burst Time|Ultra Combo I|qcf {{qcf}} + {{3p}} armorbreak||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|CViper|BurningDance|
{{USFIVMoveListRow|CViper|BurningDance|
Burning Dance|Ultra Combo II|(in air) qcb qcb + 3k armorbreak||
Burning Dance|Ultra Combo II|(in air) {{qcb}} qcb + {{3k}} armorbreak||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}
==The Basics==
==Combos==
==Strategy==
==Matchups==




Line 374: Line 331:
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|7|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|20|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|9|15|14|17|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|60|100|40|HL|sp/su|5|2|9|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|90|200|60|HL|sp/su|9|2|16|26|18|23|0|+5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|90|200|60|HL|sp/su|9|2|16|26|18|23|0|5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|ch/sp/su|5|1|7|12|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|20|50|20|HL|ch/sp/su|5|1|7|12|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|60|100|40|HL|sp/su|7|4|11|21|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|60|100|40|HL|sp/su|7|4|11|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|+3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|6|2|7|14|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|20|50|20|HL|ch/sp/su|6|2|7|14|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|su|7|2|12|20|14|17|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|su|7|2|12|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|14|4|16|33|18|23|-2|+3|Only +2 on hit vs. crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|100|200|60|HL|See notes|14|4|16|33|18|23[22]|-2|3[2]|Super and Special cancelable 2~13F, [] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|6|2|8|15|11|14|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|sp/su|6|2|8|15|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|60|100|40|HL|-|8|3|11|21|14|17|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|60|100|40|HL|-|8|3|11|21|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100|200|60|HL|-|11|6|15|31|19|23|-2|+2|Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|100|200|60|HL|-|11|6|15|31|19|23|-2|2|Can be performed with Down/Forward + HK at any distance from the opponent||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|10|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|4|2|10|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|3|9|16|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|60|100|40|HL|sp/su|5|3|9|16|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|150|60|HL|sp/su|8|2|18|27|18|22|-2|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|90|150|60|HL|sp/su|8|2|18|27|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|ch/sp/su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|7|3|16|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|60|100|40|L|sp/su|7|3|16|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|-|12|3|18|32|18|-|-3|-|Hard knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|200|60|L|-|12|3|18|32|18|-|-3|-|Hard Knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Viper Elbow|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|70|100|40|H|-|20|5|3 + After landing 8|35|14|17|-2|+1|||||||Reset|Reset|-|-|-|-|-|6f~|-|}}
{{USFIVFrameDataRow|Viper Elbow|Overhead|f + mp||Overhead<br>{{Right}}+{{mp}}|70|100|40|H|-|20|5|3 + After landing 8|35|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|6F~|-|}}
{{USFIVFrameDataRow|Double Kick|Double Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|+3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11f|Feet: 1~11f|-|-|-|}}
{{USFIVFrameDataRow|Double Kick|Double Kick|f + hk||{{Right}}+{{hk}}|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11F|Feet: 1~11F|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~11F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|70|100|40|H|sp|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|70|100|40|H|sp|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|90|200|60|H|sp|8|6|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|90|200|60|H|sp|8|6|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|30|50|20|H|sp|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|30|50|20|H|sp|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~10F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|90|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|90|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~10F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|90|200|60|H|sp|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|90|200|60|H|sp|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|67|||-26|-26||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|67|16|16|-26|-26|Range: 1.862|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+14|2|40|73|||-20|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+14|2|40|73|22|-|-20|-|Range: 1.862||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|68|2|40|109|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|68|2|40|109|-|-|-|-|Range: 1.862, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~67F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+13|2|40|67|16|16|-26|-26|Range: 1.862, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|135|150|40|HL|-|18+14|2|40|73|22|-|-20|-|Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|225|200|60|-|-|68|2|40|109|-|-|-|-|Range: 1.862, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~68F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+13|2|40|67|22|-|-20|-|Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Ab Fitness|Forward Throw|f or n + lp + lk||Forward Throw|130|100|40|0.91|-|3|2|20|24|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Ab Fitness|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|100|40|0.91|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Temple Massage|Back Throw|b + lp + lk||Back Throw|120|160|60|0.91|-|3|2|20|24|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Temple Massage|Back Throw|b + {{lp}} + lk||Back Throw|120|160|60|0.91|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Thunder Knuckle|Thunder Knuckle|qcb + p ex armorbreak|hp is anti-air, mp is a chest level straight atack, lp is a leg level straight attack; Startup can be canceled with 2p|Thunder Knuckle [[File:Jab.gif]]|100|200|20/30|HL|su|16|6|21|42|||-2|+2|8~9f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|Upper body: 10~15f|Upper body: 10~21f|-|-|-|}}
{{USFIVFrameDataRow|Thunder Knuckle|Thunder Knuckle|qcb + {{p}} {{ex}} armorbreak|hp is anti-air, {{mp}} is a chest level straight atack, {{lp}} is a leg level straight attack; Startup can be canceled with 2p|Thunder Knuckle {{lp}}|100|200|20/30|HL|su|16|6|21|42|25|29|-2|2|8~9F can {{cancel}} into Feint, Last active frame cannot be special/super canceled, builds 20 meter on block|X|||||Soft Knockdown|Soft Knockdown|-|-|Upper body: 10~15F|Upper body: 10~21F|-|-|-|}}
{{USFIVFrameDataRow|||||Thunder Knuckle [[File:Strong.gif]]|120|150|20/30|HL|su|14|4|20|37|||-1|3 (? Ultra change)|7~8f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Thunder Knuckle {{mp}}|120|150|20/30|HL|su|14|4|20|37|23|27|-1|3|7~8F can {{cancel}} into Feint, Last active frame cannot be special/super canceled, +4F on EX FADC Dash forward, deals 200 stun vs crouching or airborne, builds 20 meter on block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Thunder Knuckle [[File:Fierce.gif]]|70|150|30/40|HL|su|7|16|14+13|49|||-22|-|5~6f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6f Invincible|-|-|7f|10f~|JP: ?|}}
{{USFIVFrameDataRow|||||Thunder Knuckle {{hp}}|70|150|30/40|HL|su|7|16|14+13|49|18|-|-25|-|5~6F can {{cancel}} into Feint, |X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6F Invincible|-|-|7F|10F~|JP: 1|}}
{{USFIVFrameDataRow|EX Thunder Knuckle|EX Thunder Knuckle|||Thunder Knuckle [[File:EX.gif]]|60*60|100*100|-250/0|HL|su|27|17|38|81|||-5|-|2nd hit can pass through opponent, 15~16f can cancel into Feint|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|EX Thunder Knuckle|EX Thunder Knuckle|||Thunder Knuckle {{ex}}|60*60|100*100|-250/0|HL|su|27|17|38|81|50|-|-5|-|2nd hit can pass through opponent, Can only be {{counterhit}} 1~14F, 15~16F can {{cancel}} into Feint, Opponent gains 15 meter on hit, 10 on block|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}}
{{USFIVFrameDataRow|Burning Kick|Burn Kick|qcb + k ex||Burning Kick [[File:Short.gif]]|100|100|20/30|HL|-|23|4|17|43|||-2|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|Burning Kick|Burn Kick|qcb + {{k}} ex||Burn Kick {{lk}}|100|100|20/30|HL|-|23|4|17|43|19|-|-2|-|1F~ Airborne, builds 10 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataRow|||||Burning Kick [[File:Forward.gif]]|100|100|20/30|HL|-|25|3|17|44|||-1|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|||||Burn Kick {{mk}}|100|100|20/30|HL|-|25|3|17|44|19|-|-1|-|1F~ Airborne, builds 10 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataRow|||||Burning Kick [[File:Roundhouse.gif]]|100|100|20/30|HL|-|27|2|17|45|||0|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|||||Burn Kick {{hk}}|100|100|20/30|HL|-|27|2|17|45|19|-|0|-|1F~ Airborne, builds 10 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataRow|EX Burning Kick|EX Burn Kick|||Burning Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|57|||-12|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?|}}
{{USFIVFrameDataRow|EX Burning Kick|EX Burn Kick|||Burn Kick {{ex}}|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|57|21|-|-12|-|Projectile only on 4th Hit, Can be {{counterhit}} 1~24F, Opponent gains 10x3*15 meter on hit, 5x4 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8F|-|-|-|1F~|JP: 1*1*2*10|}}
{{USFIVFrameDataRow|Air Burning Kick|Air Burn Kick|(in air) qcb + k ex||Air Burning Kick [[File:Short.gif]]|90|100|10/30|HL|-|21|8|After landing 12|40|||+6|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Air Burning Kick|Air Burn Kick|(in air) {{qcb}} + {{k}} ex||Air Burn Kick {{lk}}|90|100|10/30|HL|-|21|8|After landing 12|40|26|-|6|-|Block advantage is based on jump recovery, builds 20 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Burning Kick [[File:Forward.gif]]|90|100|10/30|HL|-|19|8|After landing 12|38|||+4|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Burn Kick {{mk}}|90|100|10/30|HL|-|19|8|After landing 12|38|24|-|4|-|Block advantage is based on jump recovery, builds 20 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Burning Kick [[File:Roundhouse.gif]]|90|100|10/30|HL|-|17|9|After landing 12|37|||+2|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Burn Kick {{hk}}|90|100|10/30|HL|-|17|9|After landing 12|37|23|-|2|-|Block advantage is based on jump recovery, builds 20 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Air Burning Kick|EX Air Burn Kick|||Air Burning Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|6|2*1*2(10)8|After landing 15|43|||+2|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|EX Air Burning Kick|EX Air Burn Kick|||Air Burn Kick {{ex}}|20x3*80|50x3*100|-250/0|HL|-|6|2*1*2(10)8|After landing 15|43|25|-|2|-|Projectile only on 4th Hit, Opponent gains 10x3*15 meter on hit, 5x3*10 meter on block||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2*3*10, JI:0*0*0*1|}}
{{USFIVFrameDataRow|Seismic Hammer|Seismo|dp + p ex|Startup can be canceled with 2p; Can be canceled into High Jump if connected on opponent|Seismic Hammer|120|100|20/30|L|su|24|8|31|62|||-18|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Seismic Hammer|Seismo|dp + {{p}} ex|Statup can be canceled with 2p|Seismo|120|100|20/30|L|su|24|8|31|62|21|-|-18|-|Can {{cancel}} into High Jump, cannot hit airborne opponents, 9~10F can {{cancel}} into feint, builds 20 meter on block||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-||}}
{{USFIVFrameDataRow|EX Seismic Hammer|EX Siesmo|||Seismic Hammer [[File:EX.gif]]|100|100|-250/0|L|su|19|5|18|41|||-2|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|||-|-|All: 1~13f|-|-|-|-|}}
{{USFIVFrameDataRow|EX Seismic Hammer|EX Siesmo|||Seismo {{ex}}|100|100|-250/0|L|su|19|5|18|41|21|-|-2|-|Can {{cancel}} into High Jump, cannot hit airborne opponents, 9~10F can {{cancel}} into feint, Opponent gains 15 meter on hit, 10 on block||||Free Juggle|Free Juggle|-|-|-|-|All: 1~13F|-|-|-|-|}}
{{USFIVFrameDataRow|Feint|Feint|p p during startup of Thunder Knuckle or Seismic Hammer||Feint|-|-|0/0|HL|-|-|-|Total 6|6|||-|-|Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Feint|Feint|p {{p}} during startup of Thunder Knuckle or Seismic Hammer||Feint|-|-|0/0|HL|-|-|-|Total 6|6[7]|-|-|-|-|Fastest duration for Thunder Knuckle- LP:13F MP:12F HP:11F EX:20F for Seismo Hammer- Non-EX:14F EX:13F, [] Refers to to when performed from HP Thunder Knuckle||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|High Jump|High Jump|tap db or d or df then ub or u or uf||High Jump|-|-|-|-|See Notes|-|-|-|-||||-|1-3f Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44f total in air, Neutral version is 48f total in air, 11f recovery upon landing on empty jump, can cancel midair to jump attack (3f landing recovery instead of 11f) or jump special (with landing recovery of special), cannot be used as a Reversal||||||||-|-|-|-|-|4~44f[4~48f]|-|}}
{{USFIVFrameDataRow|High Jump|High Jump|tap {{db}} or {{d}} or {{df}} then {{ub}} or {{u}} or uf||High Jump|-|-|-|-|See Notes|-|-|-|-|-|-|-|-|1-3F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44F total in air, Neutral version is 48F total in air, 11F recovery upon landing on empty jump, can {{cancel}} midair to jump attack (3F landing recovery instead of 11F) or jump special (with landing recovery of special), cannot be used as a Reversal||||||||-|-|-|-|-|4~44F[4~48F]|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Emergency Combination|Super Combo|qcb qcb + p||Emergency Combination [[File:Jab.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|184|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|68f~|JP: ?|}}
{{USFIVFrameDataRow|Emergency Combination|Super|qcf {{qcf}} + p||Super Combo {{lp}}|100x2*150|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|184|21|-|-96|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|68F~|JP: 127x3|}}
{{USFIVFrameDataRow|||||Emergency Combination [[File:Strong.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|162|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|46f~|JP: ?|}}
{{USFIVFrameDataRow|||||Super Combo {{mp}}|100x2*150|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|162|21|-|-96|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|46F~|JP: 127x3|}}
{{USFIVFrameDataRow|||||Emergency Combination [[File:Fierce.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|||-52|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|45f~|JP: ?|}}
{{USFIVFrameDataRow|||||Super Combo {{hp}}|100x2*150|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|21|-|-52|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|45F~|JP: 127x3|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Burst Time|Ultra Combo I|qcf qcf + 3p armorbreak||Burst Time|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)5(10)5(10)5|59+56|225|||-201|-|1st armor break, can juggle, hit advantage based on 1st hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|61f~|JP: ?|}}
{{USFIVFrameDataRow|Burst Time|Ultra I|qcf {{qcf}} + {{3p}} armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|L*HLx4|-|0+7|3(53)5(8)<br>5(10)5(10)5|59+56|225|-81|-|-201|-|1st armor break, can juggle, hit advantage based on 1st hit, Opponent gains 20x5 meter on hit, 5x2 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|-|-|61F~|JP: 1*127x4|}}
{{USFIVFrameDataRow|Burning Dance|Ultra Combo II|(in air) qcb qcb + 3k armorbreak||Burning Dance|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|||-|-|20 recovery frames after landing|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-|}}
{{USFIVFrameDataRow|Burning Dance|Ultra II|(in air) {{qcb}} qcb + {{3k}} armorbreak||Ultra Combo 2|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|-|-|-35|-|20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
|-
|-
Line 443: Line 404:




=====Notes:=====
{{Navbox-USFIV}}
 
[[Category:C. Viper]]
[[Category: Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 11:44, 28 June 2025

Introduction

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.

Widely considered the most technical characters in the game, Viper requires high levels of manual dexterity and mind games 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.

Pick if you like: Avoid if you dislike:


Players to Watch

Latif (SA), Tonpy (JP), Kyabetsu (JP), Problem X (UK), Wolfkrone (US)


Ultra SFIV Changes

C. Viper SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




C. Viper
USFIV C.Viper Portrait.png
Vitals
HP 900
Stun 950
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.050
Backward Walk Speed 0.035
Forward Dash Speed 19
Back Dash Speed 27
Forward Dash Distance 1.30
Back Dash Distance 1.25
Back Dash Invuln 8
Back Dash Airborne 9
Back Dash Ground Recovery 10
Jumping
Jump Speed 4+36
(SJ: 3+41+11)
Jump Apex 1.768
Forward Jump Distance 1.75(3.69)
Backward Jump Distance 1.57(3.28)
Throws
Forward Throw Range 0.91
Back Throw Range 0.91
Wake-up Timing
Face Up 31
Face Down 21

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 20 50 20 HL ch/sp/su 4 2 7 2 5
Close MP Close Mp.png 60 100 40 HL sp/su 5 2 9 3 6
Close HP Close Hp.png 90 200 60 HL sp/su 9 2 16 0 5
Close LK Close Lk.png 20 50 20 HL ch/sp/su 5 1 7 3 6
Close MK Close Mk.png 60 100 40 HL sp/su 7 4 11 -1 2
Close HK Close Hk.png 40*60 125*75 60*20 HL su*- 12 1(8)3 17 -2 3
Far LP Far Lp.png 20 50 20 HL ch/sp/su 6 2 7 2 5
Far MP Far Mp.png 70 100 40 HL su 7 2 12 0 3
Far HP Far Hp.png 100 200 60 HL See notes 14 4 16 -2 3[2]
Far LK Far Lk.png 30 50 20 HL sp/su 6 2 8 1 4
Far MK Far Mk.png 60 100 40 HL - 8 3 11 0 3
Far HK Far Hk.png 100 200 60 HL - 11 6 15 -2 2
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 2 10 -1 2
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 3 9 2 5
Crouch HP Crouch Hp.png 90 150 60 HL sp/su 8 2 18 -2 2
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 5 2 12 -3 0
Crouch MK Crouch Mk.png 60 100 40 L sp/su 7 3 16 -5 -2
Crouch HK Crouch Hk.png 100 200 60 L - 12 3 18 -3 -
Viper Elbow Overhead
Right.gif+Mp.png
70 100 40 H - 20 5 3 + After landing 8 -2 1
Double Kick Right.gif+Hk.png 40*60 125*75 60*20 HL su*- 12 1(8)3 17 -2 3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 40 50 20 H - 5 7 - - -
Neutral Jump MP Neutral Jump Mp.png 70 100 40 H sp 7 6 - - -
Neutral Jump HP Neutral Jump Hp.png 90 200 60 H sp 8 6 - - -
Neutral Jump LK Neutral Jump Lk.png 30 50 20 H sp 6 5 - - -
Neutral Jump MK Neutral Jump Mk.png 70 100 40 H - 9 5 - - -
Neutral Jump HK Neutral Jump Hk.png 90 200 60 H - 7 7 - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 7 6 - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H sp 8 5 - - -
Angled Jump HP Angled Jump Hp.png 90 200 60 H - 8 5 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H sp 7 7 - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 7 4 - - -
Angled Jump HK Angled Jump Hk.png 90 200 60 H sp 6 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+13 2 40 -26 -26
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+14 2 40 -20 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 40 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+13 2 40 -26 -26
Red Focus Attack (Level 2) Level 2 Red Focus 135 150 40 HL - 18+14 2 40 -20 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 68 2 40 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+13 2 40 -20 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ab Fitness Forward Throw 130 100 40 0.91 - 3 2 20 - -
Temple Massage Back Throw 120 160 60 0.91 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Thunder Knuckle Thunder Knuckle Lp.png 100 200 20/30 HL su 16 6 21 -2 2
Thunder Knuckle Mp.png 120 150 20/30 HL su 14 4 20 -1 3
Thunder Knuckle Hp.png 70 150 30/40 HL su 7 16 14+13 -25 -
EX Thunder Knuckle Thunder Knuckle Ex.png 60*60 100*100 -250/0 HL su 27 17 38 -5 -
Burning Kick Burn Kick Lk.png 100 100 20/30 HL - 23 4 17 -2 -
Burn Kick Mk.png 100 100 20/30 HL - 25 3 17 -1 -
Burn Kick Hk.png 100 100 20/30 HL - 27 2 17 0 -
EX Burning Kick Burn Kick Ex.png 20x3*80 50x3*100 -250/0 HL - 9 2*1*2(11)10 23 -12 -
Air Burning Kick Air Burn Kick Lk.png 90 100 10/30 HL - 21 8 After landing 12 6 -
Air Burn Kick Mk.png 90 100 10/30 HL - 19 8 After landing 12 4 -
Air Burn Kick Hk.png 90 100 10/30 HL - 17 9 After landing 12 2 -
EX Air Burning Kick Air Burn Kick Ex.png 20x3*80 50x3*100 -250/0 HL - 6 2*1*2(10)8 After landing 15 2 -
Seismic Hammer Seismo 120 100 20/30 L su 24 8 31 -18 -
EX Seismic Hammer Seismo Ex.png 100 100 -250/0 L su 19 5 18 -2 -
Feint Feint - - 0/0 HL - - - Total 6 - -
High Jump High Jump - - - - See Notes - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Emergency Combination Super Combo Lp.png 100x2*150 0 -1000/0 HL - 1+13 1(33)1(19)2 59+56 -96 -
Super Combo Mp.png 100x2*150 0 -1000/0 HL - 1+7 1(15)1(21)2 59+56 -96 -
Super Combo Hp.png 100x2*150 0 -1000/0 HL - 1+5 1(8)1(29)2 36+35 -52 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Burst Time Ultra Combo 1 60*89x3*114 0 0/0 L*HLx4 - 0+7 3(53)5(8)
5(10)5(10)5
59+56 -201 -
Burning Dance Ultra Combo 2 410 0 0/0 HL - 0+9 until ground After landing 46 -35 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Viper Elbow

Overhead f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Double Kick

Double Kick f + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Ab Fitness

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Temple Massage

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Thunder Knuckle

Thunder Knuckle qcb + P.png Ex.png armorbreak hp is anti-air, Mp.png is a chest level straight atack, Lp.png is a leg level straight attack; Startup can be canceled with 2p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Burning Kick

Burn Kick qcb + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Air Burning Kick

Air Burn Kick (in air) Qcb.png + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Seismic Hammer

Seismo dp + P.png ex Startup can be canceled with 2p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Feint

Feint p P.png during startup of Thunder Knuckle or Seismic Hammer

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

High Jump

High Jump tap Db.png or D.png or Df.png then Ub.png or U.png or uf

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Emergency Combination

Super Combo Qcf.png Qcf.png + k

~~ Uses and Strategies ~~

(No uses/strategies)

Ultra Combos

  Name Nickname Command Notes
File:No image.png

Burst Time

Ultra Combo I qcf Qcf.png + 3p.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Burning Dance

Ultra Combo II (in air) Qcb.png qcb + 3k.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 20 50 20 HL ch/sp/su 4 2 7 12 2 5 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 60 100 40 HL sp/su 5 2 9 15 3 6 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 90 200 60 HL sp/su 9 2 16 26 0 5 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Lk.png 20 50 20 HL ch/sp/su 5 1 7 12 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 60 100 40 HL sp/su 7 4 11 21 -1 2 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 40*60 125*75 60*20 HL su*- 12 1(8)3 17 40 -2 3 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Far LP Far Lp.png 20 50 20 HL ch/sp/su 6 2 7 14 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL su 7 2 12 20 0 3 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 100 200 60 HL See notes 14 4 16 33 -2 3[2] 18 23[22] Super and Special cancelable 2~13F, [] refers to vs crouching Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL sp/su 6 2 8 15 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 60 100 40 HL - 8 3 11 21 0 3 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 100 200 60 HL - 11 6 15 31 -2 2 19 23 Can be performed with Down/Forward + HK at any distance from the opponent Soft Knockdown Soft Knockdown - - - - - - JP: 1
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 2 10 15 -1 2 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 3 9 16 2 5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 90 150 60 HL sp/su 8 2 18 27 -2 2 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 5 2 12 18 -3 0 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 60 100 40 L sp/su 7 3 16 25 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 200 60 L - 12 3 18 32 -3 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Viper Elbow Overhead
Right.gif+Mp.png
70 100 40 H - 20 5 3 + After landing 8 35 -2 1 14 17 Reset Reset - - - - - 6F~ -
Double Kick Right.gif+Hk.png 40*60 125*75 60*20 HL su*- 12 1(8)3 17 40 -2 3 18 23 Forces stand Forces stand Reset Reset - - Feet: 1~11F Feet: 1~11F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 40 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower Body: 1~11F - - -
Neutral Jump MP Neutral Jump Mp.png 70 100 40 H sp 7 6 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Neutral Jump HP Neutral Jump Hp.png 90 200 60 H sp 8 6 - 13 - - Reset Reset - - - Lower Body: 1~13F - - -
Neutral Jump LK Neutral Jump Lk.png 30 50 20 H sp 6 5 - 10 - - Reset Reset - - - Lower Body: 1~10F - - -
Neutral Jump MK Neutral Jump Mk.png 70 100 40 H - 9 5 - 13 - - Reset Reset - - - Lower Body: 1~13F - - -
Neutral Jump HK Neutral Jump Hk.png 90 200 60 H - 7 7 - 13 - - Reset Reset - - - Lower Body: 1~13F - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 7 6 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H sp 8 5 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Angled Jump HP Angled Jump Hp.png 90 200 60 H - 8 5 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H sp 7 7 - 13 - - Reset Reset - - - Lower Body: 1~13F - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 7 4 - 10 - - Reset Reset - - - Lower Body: 1~10F - - -
Angled Jump HK Angled Jump Hk.png 90 200 60 H sp 6 7 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+13 2 40 67 -26 -26 16 16 Range: 1.862 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+14 2 40 73 -20 - 22 - Range: 1.862 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 40 109 - - - - Range: 1.862, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~67F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+13 2 40 67 -26 -26 16 16 Range: 1.862, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 135 150 40 HL - 18+14 2 40 73 -20 - 22 - Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 68 2 40 109 - - - - Range: 1.862, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~68F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+13 2 40 67 -20 - 22 - Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ab Fitness Forward Throw 130 100 40 0.91 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Temple Massage Back Throw 120 160 60 0.91 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Thunder Knuckle Thunder Knuckle Lp.png 100 200 20/30 HL su 16 6 21 42 -2 2 25 29 8~9F can Cancel.png into Feint, Last active frame cannot be special/super canceled, builds 20 meter on block X Soft Knockdown Soft Knockdown - - Upper body: 10~15F Upper body: 10~21F - - -
Thunder Knuckle Mp.png 120 150 20/30 HL su 14 4 20 37 -1 3 23 27 7~8F can Cancel.png into Feint, Last active frame cannot be special/super canceled, +4F on EX FADC Dash forward, deals 200 stun vs crouching or airborne, builds 20 meter on block X Soft Knockdown Soft Knockdown - - - - - - -
Thunder Knuckle Hp.png 70 150 30/40 HL su 7 16 14+13 49 -25 - 18 - 5~6F can Cancel.png into Feint, X Soft Knockdown Soft Knockdown - All: 1~6F Invincible - - 7F 10F~ JP: 1
EX Thunder Knuckle Thunder Knuckle Ex.png 60*60 100*100 -250/0 HL su 27 17 38 81 -5 - 50 - 2nd hit can pass through opponent, Can only be Counterhit.png 1~14F, 15~16F can Cancel.png into Feint, Opponent gains 15 meter on hit, 10 on block X Crumple Crumple Soft Knockdown Soft Knockdown - - - - - - JP: 1*1
Burning Kick Burn Kick Lk.png 100 100 20/30 HL - 23 4 17 43 -2 - 19 - 1F~ Airborne, builds 10 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
Burn Kick Mk.png 100 100 20/30 HL - 25 3 17 44 -1 - 19 - 1F~ Airborne, builds 10 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
Burn Kick Hk.png 100 100 20/30 HL - 27 2 17 45 0 - 19 - 1F~ Airborne, builds 10 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
EX Burning Kick Burn Kick Ex.png 20x3*80 50x3*100 -250/0 HL - 9 2*1*2(11)10 23 57 -12 - 21 - Projectile only on 4th Hit, Can be Counterhit.png 1~24F, Opponent gains 10x3*15 meter on hit, 5x4 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~8F - - - 1F~ JP: 1*1*2*10
Air Burning Kick Air Burn Kick Lk.png 90 100 10/30 HL - 21 8 After landing 12 40 6 - 26 - Block advantage is based on jump recovery, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Burn Kick Mk.png 90 100 10/30 HL - 19 8 After landing 12 38 4 - 24 - Block advantage is based on jump recovery, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Burn Kick Hk.png 90 100 10/30 HL - 17 9 After landing 12 37 2 - 23 - Block advantage is based on jump recovery, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Air Burning Kick Air Burn Kick Ex.png 20x3*80 50x3*100 -250/0 HL - 6 2*1*2(10)8 After landing 15 43 2 - 25 - Projectile only on 4th Hit, Opponent gains 10x3*15 meter on hit, 5x3*10 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*2*3*10, JI:0*0*0*1
Seismic Hammer Seismo 120 100 20/30 L su 24 8 31 62 -18 - 21 - Can Cancel.png into High Jump, cannot hit airborne opponents, 9~10F can Cancel.png into feint, builds 20 meter on block Free Juggle Free Juggle - - - - - - - -
EX Seismic Hammer Seismo Ex.png 100 100 -250/0 L su 19 5 18 41 -2 - 21 - Can Cancel.png into High Jump, cannot hit airborne opponents, 9~10F can Cancel.png into feint, Opponent gains 15 meter on hit, 10 on block Free Juggle Free Juggle - - - - All: 1~13F - - - -
Feint Feint - - 0/0 HL - - - Total 6 6[7] - - - - Fastest duration for Thunder Knuckle- LP:13F MP:12F HP:11F EX:20F for Seismo Hammer- Non-EX:14F EX:13F, [] Refers to to when performed from HP Thunder Knuckle - - - - - - -
High Jump High Jump - - - - See Notes - - - - - - - - 1-3F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44F total in air, Neutral version is 48F total in air, 11F recovery upon landing on empty jump, can Cancel.png midair to jump attack (3F landing recovery instead of 11F) or jump special (with landing recovery of special), cannot be used as a Reversal - - - - - 4~44F[4~48F] -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Emergency Combination Super Combo Lp.png 100x2*150 0 -1000/0 HL - 1+13 1(33)1(19)2 59+56 184 -96 - 21 - 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block X [3rd~4th Hit]: Hard Knockdown [3rd~4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4F - - - 68F~ JP: 127x3
Super Combo Mp.png 100x2*150 0 -1000/0 HL - 1+7 1(15)1(21)2 59+56 162 -96 - 21 - 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block X [3rd~4th Hit]: Hard Knockdown [3rd~4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4F - - - 46F~ JP: 127x3
Super Combo Hp.png 100x2*150 0 -1000/0 HL - 1+5 1(8)1(29)2 36+35 117 -52 - 21 - 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block X [3rd~4th Hit]: Hard Knockdown [3rd~4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4F - - - 45F~ JP: 127x3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Burst Time Ultra Combo 1 60*89x3*114 0 0/0 L*HLx4 - 0+7 3(53)5(8)
5(10)5(10)5
59+56 225 -201 - -81 - 1st armor break, can juggle, hit advantage based on 1st hit, Opponent gains 20x5 meter on hit, 5x2 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - 61F~ JP: 1*127x4
Burning Dance Ultra Combo 2 410 0 0/0 HL - 0+9 until ground After landing 46 - -35 - - - 20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Omega Mode
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Dee Jay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief