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C. Viper works in the S.I.N. organization, carrying out many missions for Seth as his personal lackey. However, unbeknownst to Seth, Viper is secretly working for the CIA and has managed to work her way into Seth's trust. She is actually investigating the BLECE project and aims to take down Seth, S.I.N., and the Living Incubator project being secretly funded by S.I.N. However, despite her rise in the ranks, Seth's trust of Viper has wavered of late as he has begun suspecting that Viper is not quite who he originally thought she was. | C. Viper works in the S.I.N. organization, carrying out many missions for Seth as his personal lackey. However, unbeknownst to Seth, Viper is secretly working for the CIA and has managed to work her way into Seth's trust. She is actually investigating the BLECE project and aims to take down Seth, S.I.N., and the Living Incubator project being secretly funded by S.I.N. However, despite her rise in the ranks, Seth's trust of Viper has wavered of late as he has begun suspecting that Viper is not quite who he originally thought she was. | ||
| | | | ||
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.}} | Widely considered the most technical characters in the game, Viper requires {{high}} levels of manual dexterity and mindgames to be effective. Diligent players, however, are rewarded for their efforts with some of the most potent offensive tools in the game. Her mix-up is absolutely devastating, being able to cross up with Aerial Burn Kicks mixed in with safe Overheads and super jump cancels, which she can use to combo into her Ultras for well over 50% of the opponent's health bar. However, as great as Viper is in mixing up opponents, her wake-up options are not strong so she can easily be mixed up herself. The key to winning with Viper: constant offense and never letting the opponent get a chance to think.}} | ||
=== Players to Watch === | |||
Latif, Wolfkrone, Gridman, Kyabetsu, Jayce the Ace | |||
== Moves == | == Moves == | ||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Viper Elbow | f + mp | high }} | {{SSFIVMoveListRow | Viper Elbow | {{f}} + {{mp}} | {{high}} }} | ||
{{SSFIVMoveListRow | Double Kick | f + hk | }} | {{SSFIVMoveListRow | Double Kick | {{f}} + {{hk}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 18: | Line 21: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Ab Fitness | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Ab Fitness | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Temple Massage | b + lp + lk | throw }} | {{SSFIVMoveListRow | Temple Massage | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 25: | Line 28: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Thunder Knuckle | qcb + p | hp is anti-air; mp is a straight, chest level attack; lp is a straight, leg level attack; Startup can be canceled with 2p; ex armorbreak }}canceled with 2p; ex armorbreak }} | {{SSFIVMoveListRow | Thunder Knuckle | {{qcb}} + {{p}} | {{hp}} is anti-air; {{mp}} is a straight, chest level attack; {{lp}} is a straight, leg level attack; Startup can be canceled with 2p; {{ex}} {{armorbreak}} }}canceled with 2p; ex armorbreak }} | ||
{{SSFIVMoveListRow | Burning Kick | qcb + k | ex }} | {{SSFIVMoveListRow | Burning Kick | {{qcb}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Air Burning Kick | (in air) qcb + k | ex }} | {{SSFIVMoveListRow | Air Burning Kick | (in air) {{qcb}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Seismic Hammer | dp + p | Startup can be canceled cancel with 2p; ex }} | {{SSFIVMoveListRow | Seismic Hammer | {{dp}} + {{p}} | Startup can be canceled {{cancel}} with 2p; {{ex}} }} | ||
{{SSFIVMoveListRow | High Jump | Tap db or d or df immediately followed by ub or u or uf | Cannot be used as a Reversal }} | {{SSFIVMoveListRow | High Jump | Tap {{db}} or {{d}} or {{df}} immediately followed by {{ub}} or {{u}} or {{uf}} | Cannot be used as a Reversal }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Emercency Combination | qcf qcf + p | }} | {{SSFIVMoveListRow | Emercency Combination | {{qcf}} qcf + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Burst Time | qcf qcf + 3p | armorbreak }} | {{SSFIVMoveListRow | Burst Time | {{qcf}} qcf + {{3p}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Burning Dance | qcb qcb + 3k | armorbreak }} | {{SSFIVMoveListRow | Burning Dance | {{qcb}} qcb + {{3k}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 82: | Line 85: | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 159: | Line 162: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 195: | Line 198: | ||
| align="center" |125*75 | | align="center" |125*75 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |1(8)3 | | align="center" |1(8)3 | ||
Line 201: | Line 204: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 243: | Line 246: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |Only +2 on hit vs. crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 285: | Line 288: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |[Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame | ||
| | | | | | ||
|- | |- | ||
Line 369: | Line 372: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 548: | Line 551: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |3+ | | align="center" |3 + After landing 8 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |6f~ Airborne | ||
| | | | | | ||
|- | |- | ||
Line 559: | Line 562: | ||
| align="center" |125*75 | | align="center" |125*75 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |1(8)3 | | align="center" |1(8)3 | ||
Line 565: | Line 568: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |1~11f feet invincible to projectiles and strikes, forces stand | ||
| | | | | | ||
|- | |- | ||
Line 573: | Line 576: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |See Notes | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |See Notes | ||
| align="center" | | | align="center" | | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used | ||
| | | | | | ||
|- | |- | ||
Line 588: | Line 591: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+16 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |40 | | align="center" |40 | ||
Line 596: | Line 599: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 602: | Line 605: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+16 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |40 | | align="center" |40 | ||
Line 610: | Line 613: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |150 | | align="center" |150 | ||
Line 635: | Line 638: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.91 | | align="center" |0.91 | ||
| align="center" |120 | | align="center" |120 | ||
Line 649: | Line 652: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 663: | Line 666: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |10~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint | ||
| | | | | | ||
|- | |- | ||
| |Thunder Knuckle [[File:Strong.gif]] | | |Thunder Knuckle [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |110 | ||
| align="center" |200 | | align="center" |200 | ||
| align="center" |20/30 | | align="center" |20/30 | ||
Line 677: | Line 680: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |Armor break, 7~8f can cancel into Feint | ||
| | | | | | ||
|- | |- | ||
Line 691: | Line 694: | ||
| align="center" |-22 | | align="center" |-22 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint | ||
| | | | | | ||
|- | |- | ||
Line 705: | Line 708: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Crumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint | ||
| | | | | | ||
|- | |- | ||
Line 719: | Line 722: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~ Airborne, projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 733: | Line 736: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~ Airborne, projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 747: | Line 750: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~ Airborne, projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 761: | Line 764: | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox | ||
| | | | | | ||
|- | |- | ||
| |Burning Kick [[File:Short.gif]](air) | | |Burning Kick [[File:Short.gif]](air) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |90 | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |10/30 | | align="center" |10/30 | ||
Line 772: | Line 775: | ||
| align="center" |21 | | align="center" |21 | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |12 | | align="center" |After landing 12 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Projectile hitbox, block advantage is based on jump recovery | ||
| | | | | | ||
|- | |- | ||
| |Burning Kick [[File:Forward.gif]](air) | | |Burning Kick [[File:Forward.gif]](air) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |90 | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |10/30 | | align="center" |10/30 | ||
Line 786: | Line 789: | ||
| align="center" |19 | | align="center" |19 | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |12 | | align="center" |After landing 12 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Projectile hitbox, block advantage is based on jump recovery | ||
| | | | | | ||
|- | |- | ||
| |Burning Kick [[File:Roundhouse.gif]](air) | | |Burning Kick [[File:Roundhouse.gif]](air) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |90 | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |10/30 | | align="center" |10/30 | ||
Line 800: | Line 803: | ||
| align="center" |17 | | align="center" |17 | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |12 | | align="center" |After landing 12 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Projectile hitbox, block advantage is based on jump recovery | ||
| | | | | | ||
|- | |- | ||
Line 814: | Line 817: | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |2*1*2(10)8 | | align="center" |2*1*2(10)8 | ||
| align="center" |15 | | align="center" |After landing 15 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Can juggle, 4th hit projectile hitbox, block advantage is based on jump recovery | ||
| | | | | | ||
|- | |- | ||
Line 831: | Line 834: | ||
| align="center" |-18 | | align="center" |-18 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Floats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint | ||
| | | | | | ||
|- | |- | ||
| |Seismo Hammer [[File:EX.gif]] | | |Seismo Hammer [[File:EX.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" | | | align="center" |100 | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
Line 845: | Line 848: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint | ||
| | | | | | ||
|- | |- | ||
| | | | |Feint | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |- | | align="center" |- | ||
Line 856: | Line 859: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Total 6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f | ||
| | | | | | ||
|- | |- | ||
Line 873: | Line 876: | ||
| align="center" |-96 | | align="center" |-96 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 887: | Line 890: | ||
| align="center" |-96 | | align="center" |-96 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 901: | Line 904: | ||
| align="center" |-52 | | align="center" |-52 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 1 | | |Ultra Combo 1 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60* | | align="center" |60*89x3*114 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 915: | Line 918: | ||
| align="center" |-201 | | align="center" |-201 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 2 | | |Ultra Combo 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |410 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 926: | Line 929: | ||
| align="center" |0+10 | | align="center" |0+10 | ||
| align="center" |until ground | | align="center" |until ground | ||
| align="center" |46 | | align="center" |After landing 46 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing) | ||
| | | | | | ||
|- | |- | ||
Line 960: | Line 963: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:24, 9 December 2020


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





Throws









Special Moves























Super Combo


Ultra Combos






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