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

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''Clamato Viper's love for her daughter is her strength.''
''Clamato Viper's love for her daughter is her strength.''
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Insert character introduction here.
Debuting in Street Fighter IV, '''C. Viper''' is a high-octane, all-in vortex character who prioritizes rushing into the opponent's space and capitalizing off of a hit with ridiculous oki and excellent reward on hit. Her toolkit has been vastly overhauled from her previous incarnations, but the soul of the character remains the same, a rushdown character with a bag full of tricks and setups to keep the opponent guessing. Viper has extreme freedom in her gameplan, with access to '''full normal chains''' and an '''airdash,''' immediately accessible by pressing any two punch buttons in the air. Additionally, her '''superjump''' returns as an extension of her grounded movement, in combination with an extremely long forward dash, allowing her to control the midrange with an iron fist. Her famous '''feint cancels''' return here, additionally accessible through her new special move, '''Flaming Pillar,''' an upwards kick with a massive hitbox that's used for combo extensions. In a game with a typically fast tempo in neutral, Viper is unique in her extreme speed, easily capable of closing the gap from anywhere and at any time.
 
Her metered options are additionally excellent - Viper has four supers, all of which are useful in combos or neutral, and she gets more use from Charge Cancel than just about any other character in the game with options like Seismo CC. Viper enjoys using her charge cancel both in neutral, to punish the opponent's options from long-range, or in combos as a way to extend her punish game for additional damage. As one of the most volatile, explosive and technical characters in all of Remix, Viper is perfect for fans of high-risk, high-reward gameplay - and it doesn't hurt that she looks extremely sick while doing so.
{{ProConTable
{{ProConTable
| pros =
| pros =
* '''Pro 1:'''  
* '''Monstrous Offense:''' Viper is one of, if not possibly the ''most'' difficult character to defend against on wakeup. Between her litany of instant overhead options, feint cancels, crossups and safe on block specials, it's nearly impossible for the opponent to get Viper off of them once she really gets going. One good opening can very often be the round, even with suboptimal routing.
* '''Pro 2:'''  
* '''Great Mobility:''' An extremely good forward dash, airdash and a superjump allow Viper to control both the air and the ground, changing her momentum at will with the use of air Burning Kick.
* '''Pro 3:'''  
* '''Resource Management:''' Viper loves every possible metered option you have at your disposal - whether you're spending on EX moves, supers, or using your CC gauge for alpha counter or charge cancelling, there is almost definitely a place in Viper's gameplan for it. Her supers either do obscene damage, allow for meterless combos afterward, or sometimes both - all metered options are welcome here.
| cons =
| cons =
* '''Con 1:'''
* '''Squishy:''' Viper only has 900 health, the second-lowest pool in the game. While she is equipped with multiple invincible reversals, her fragile nature means the tides of battle can just as quickly be turned back on her, especially when dealing with strong characters.
* '''Con 2:'''
* '''Con 3:'''  
}}
}}
</div>
</div>

Latest revision as of 19:32, 31 August 2024

Introduction

Clamato Viper's love for her daughter is her strength.


Debuting in Street Fighter IV, C. Viper is a high-octane, all-in vortex character who prioritizes rushing into the opponent's space and capitalizing off of a hit with ridiculous oki and excellent reward on hit. Her toolkit has been vastly overhauled from her previous incarnations, but the soul of the character remains the same, a rushdown character with a bag full of tricks and setups to keep the opponent guessing. Viper has extreme freedom in her gameplan, with access to full normal chains and an airdash, immediately accessible by pressing any two punch buttons in the air. Additionally, her superjump returns as an extension of her grounded movement, in combination with an extremely long forward dash, allowing her to control the midrange with an iron fist. Her famous feint cancels return here, additionally accessible through her new special move, Flaming Pillar, an upwards kick with a massive hitbox that's used for combo extensions. In a game with a typically fast tempo in neutral, Viper is unique in her extreme speed, easily capable of closing the gap from anywhere and at any time.

Her metered options are additionally excellent - Viper has four supers, all of which are useful in combos or neutral, and she gets more use from Charge Cancel than just about any other character in the game with options like Seismo CC. Viper enjoys using her charge cancel both in neutral, to punish the opponent's options from long-range, or in combos as a way to extend her punish game for additional damage. As one of the most volatile, explosive and technical characters in all of Remix, Viper is perfect for fans of high-risk, high-reward gameplay - and it doesn't hurt that she looks extremely sick while doing so.

Strengths Weaknesses
  • Monstrous Offense: Viper is one of, if not possibly the most difficult character to defend against on wakeup. Between her litany of instant overhead options, feint cancels, crossups and safe on block specials, it's nearly impossible for the opponent to get Viper off of them once she really gets going. One good opening can very often be the round, even with suboptimal routing.
  • Great Mobility: An extremely good forward dash, airdash and a superjump allow Viper to control both the air and the ground, changing her momentum at will with the use of air Burning Kick.
  • Resource Management: Viper loves every possible metered option you have at your disposal - whether you're spending on EX moves, supers, or using your CC gauge for alpha counter or charge cancelling, there is almost definitely a place in Viper's gameplan for it. Her supers either do obscene damage, allow for meterless combos afterward, or sometimes both - all metered options are welcome here.
  • Squishy: Viper only has 900 health, the second-lowest pool in the game. While she is equipped with multiple invincible reversals, her fragile nature means the tides of battle can just as quickly be turned back on her, especially when dealing with strong characters.
C. Viper
[[File:|center|300px]]
Character Data
Health 900
Chains L>M>H
Walkspeed 1.7 (Fast)
Forward Dash Duration 32 frames
Forward Dash Distance 2.7
Backdash Duration 29 frames
Backdash Invuln 10 frames
Unique Movement Airdash
Superjump

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


Game Navigation

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Category:C. Viper