Callie Rose (talk | contribs) No edit summary |
m (minor edit just to add - only one character is left per row of the css and then we're all done with the intros, woooo) |
||
(One intermediate revision by the same user not shown) | |||
Line 15: | Line 15: | ||
''Clamato Viper's love for her daughter is her strength.'' | ''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. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''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. | ||
| cons = | | cons = | ||
* ''' | * '''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. | ||
}} | }} | ||
</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 |
---|---|
|
|
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
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
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
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
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |