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[http://www.youtube.com/results?search_query=Latif+C+Viper+USF4 Latif] (SA), [http://www.youtube.com/results?search_query=Tonpy+C+Viper+USF4 Tonpy] (JP), [http://www.youtube.com/results?search_query=Kyabetsu+C+Viper+USF4 Kyabetsu] (JP), [http://www.youtube.com/results?search_query=Problem+X+C+Viper+USF4 Problem X] (UK), [http://www.youtube.com/results?search_query=Wolfkrone+C+Viper+USF4 Wolfkrone] (US) | [http://www.youtube.com/results?search_query=Latif+C+Viper+USF4 Latif] (SA), [http://www.youtube.com/results?search_query=Tonpy+C+Viper+USF4 Tonpy] (JP), [http://www.youtube.com/results?search_query=Kyabetsu+C+Viper+USF4 Kyabetsu] (JP), [http://www.youtube.com/results?search_query=Problem+X+C+Viper+USF4 Problem X] (UK), [http://www.youtube.com/results?search_query=Wolfkrone+C+Viper+USF4 Wolfkrone] (US) | ||
== Ultra SFIV Changes == | == Ultra SFIV Changes == |
Latest revision as of 14:13, 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: |
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Players to Watch
Latif (SA), Tonpy (JP), Kyabetsu (JP), Problem X (UK), Wolfkrone (US)
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
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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.
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Cancel |
Available options for canceling one move into another move.
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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.
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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).
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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.
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.
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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.
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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.
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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:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
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 example to tie everything together:
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