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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. | ||
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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.}} | ||
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{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|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|-|-|-|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|-|-|-|Lower Body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~10F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|90|200|60|H|sp|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump [[File:Roundhouse.gif]]|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|16|16|-26|-26|Range: 1.862|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{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|22|-|-20|-|Range: 1.862||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | {{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|-|-|-|-|Range: 1.862, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~67F|-|-|-|-|-|-|}} | {{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 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 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|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|-|-|-|-|-|-|-|}} | {{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|-|-|-|-||||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|-|-|-|-||||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|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|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|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|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:Strong.gif]]|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|18|-|-25|-|5~6F can cancel into Feint, |X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6F Invincible|-|-|7F|10F~|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Thunder Knuckle [[File:Fierce.gif]]|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|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|EX Thunder Knuckle|EX Thunder Knuckle|||Thunder Knuckle [[File:EX.gif]]|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||Burn Kick [[File:Short.gif]]|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|Burn Kick|qcb + {{k}} ex||Burn Kick [[File:Short.gif]]|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|||||Burn Kick [[File:Forward.gif]]|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|||||Burn Kick [[File:Forward.gif]]|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|||||Burn Kick [[File:Roundhouse.gif]]|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|||||Burn Kick [[File:Roundhouse.gif]]|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|||Burn Kick [[File:EX.gif]]|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|EX Burning Kick|EX Burn Kick|||Burn Kick [[File:EX.gif]]|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 Burn Kick [[File:Short.gif]]|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|Air Burn Kick|(in air) {{qcb}} + {{k}} ex||Air Burn Kick [[File:Short.gif]]|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 Burn Kick [[File:Forward.gif]]|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 Burn Kick [[File:Forward.gif]]|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 Burn Kick [[File:Roundhouse.gif]]|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|||||Air Burn Kick [[File:Roundhouse.gif]]|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 Burn Kick [[File:EX.gif]]|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|EX Air Burning Kick|EX Air Burn Kick|||Air Burn Kick [[File:EX.gif]]|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|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|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|||Seismo [[File:EX.gif]]|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|EX Seismic Hammer|EX Siesmo|||Seismo [[File:EX.gif]]|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[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|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|qcf qcf + p||Super Combo [[File:Jab.gif]]|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|Super|qcf {{qcf}} + p||Super Combo [[File:Jab.gif]]|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|||||Super Combo [[File:Strong.gif]]|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|||||Super Combo [[File:Strong.gif]]|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|||||Super Combo [[File:Fierce.gif]]|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|}} | {{USFIVFrameDataGlanceRow|||||Super Combo [[File:Fierce.gif]]|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 I|qcf qcf + 3p armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)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|Burst Time|Ultra I|qcf {{qcf}} + {{3p}} armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)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 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|-|-|-|-|-|}} | {{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}} | ||
|- | |- | ||
Line 240: | Line 240: | ||
{{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 302: | Line 302: | ||
{{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 316: | Line 316: | ||
{{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 346: | Line 346: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|CViper|EmergencyCombination| | {{USFIVMoveListRow|CViper|EmergencyCombination| | ||
Emergency Combination|Super Combo|qcb qcb + p|| | Emergency Combination|Super Combo|qcb {{qcb}} + p|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 356: | Line 356: | ||
{{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) | ||
}} | }} | ||
Line 366: | Line 366: | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 479: | Line 479: | ||
(No strategies) | (No strategies) | ||
====vs. Guile==== | ====vs. Guile==== | ||
[[File:SSFIV-Guile_Face.jpg]] | [[File:SSFIV-Guile_Face.jpg]] | ||
Line 624: | Line 624: | ||
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}} | {{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|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|-|-|-|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|-|-|-|Lower Body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~10F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|90|200|60|H|sp|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower Body: 1~12F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump [[File:Roundhouse.gif]]|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|16|16|-26|-26|Range: 1.862|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{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|22|-|-20|-|Range: 1.862||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | {{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|-|-|-|-|Range: 1.862, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~67F|-|-|-|-|-|-|}} | {{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 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 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|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|-|-|-|-|-|-|-|}} | {{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|-|-|-|-||||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|-|-|-|-||||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|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|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|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|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:Strong.gif]]|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|18|-|-25|-|5~6F can cancel into Feint, |X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6F Invincible|-|-|7F|10F~|JP: 1|}} | {{USFIVFrameDataRow|||||Thunder Knuckle [[File:Fierce.gif]]|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|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|EX Thunder Knuckle|EX Thunder Knuckle|||Thunder Knuckle [[File:EX.gif]]|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||Burn Kick [[File:Short.gif]]|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|Burn Kick|qcb + {{k}} ex||Burn Kick [[File:Short.gif]]|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|||||Burn Kick [[File:Forward.gif]]|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|||||Burn Kick [[File:Forward.gif]]|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|||||Burn Kick [[File:Roundhouse.gif]]|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|||||Burn Kick [[File:Roundhouse.gif]]|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|||Burn Kick [[File:EX.gif]]|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|EX Burning Kick|EX Burn Kick|||Burn Kick [[File:EX.gif]]|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 Burn Kick [[File:Short.gif]]|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|Air Burn Kick|(in air) {{qcb}} + {{k}} ex||Air Burn Kick [[File:Short.gif]]|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 Burn Kick [[File:Forward.gif]]|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 Burn Kick [[File:Forward.gif]]|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 Burn Kick [[File:Roundhouse.gif]]|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|||||Air Burn Kick [[File:Roundhouse.gif]]|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 Burn Kick [[File:EX.gif]]|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|EX Air Burning Kick|EX Air Burn Kick|||Air Burn Kick [[File:EX.gif]]|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|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|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|||Seismo [[File:EX.gif]]|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|EX Seismic Hammer|EX Siesmo|||Seismo [[File:EX.gif]]|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[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|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|qcf qcf + p||Super Combo [[File:Jab.gif]]|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|Super|qcf {{qcf}} + p||Super Combo [[File:Jab.gif]]|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|||||Super Combo [[File:Strong.gif]]|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|||||Super Combo [[File:Strong.gif]]|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|||||Super Combo [[File:Fierce.gif]]|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|}} | {{USFIVFrameDataRow|||||Super Combo [[File:Fierce.gif]]|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 I|qcf qcf + 3p armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)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|Burst Time|Ultra I|qcf {{qcf}} + {{3p}} armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)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 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|-|-|-|-|-|}} | {{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 670: | Line 670: | ||
=====Notes | =====Notes===== | ||
[[Category: Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Revision as of 02:48, 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.
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)
Close HP: Damage increased to 100 from 90Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames
Character Specific Data
C.Viper
VITALS | |||||
---|---|---|---|---|---|
Health: | 900 | Stun: | 950 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.055 | Forward Dash Distance: | 1.30 | ||
Back Walk Speed: | 0.045 | Forward Dash Total Frames: | 19 | ||
JUMPING | Back Dash Distance: | 1.25 | |||
Jump Height Apex: | 1.768 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.75 | Back Dash Airborne: | 9 | ||
Back Jump Distance | 1.57 | Back Dash Recovery: | 10 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.91 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.91 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Viper Elbow | Hard Knockdowns: | Crouch HK | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Seismic Hammer, EX Seismic Hammer | Armor Breakers: | Thunder Knuckle, EX Thunder Knuckle, Burst Time, Burning Dance | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 23 | L1 EX Red Focus Attack Combo Lead-Ins: | LP/MP Thunder Knuckle | ||
Level 2 Focus Startup Frames: | 28 | ||||
Level 3 Focus Startup Frames: | 68 | ||||
L1 Focus Attack Forward Dash: | -3 | L2 FA Forward Dash (On Block): | +3 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
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 / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ 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 ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Temple Massage |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Thunder Knuckle |
Thunder Knuckle | qcb + ![]() ![]() |
hp is anti-air, ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Burning Kick |
Burn Kick | qcb + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Air Burning Kick |
Air Burn Kick | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Seismic Hammer |
Seismo | dp + ![]() |
Startup can be canceled with 2p |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Feint |
Feint | p ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
High Jump |
High Jump | tap ![]() ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Emergency Combination |
Super Combo | qcb ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Burst Time |
Ultra Combo I | qcf ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Burning Dance |
Ultra Combo II | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer
vs. Blanka
vs. C. Viper (self)
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo
vs. Ibuki
vs. Juri
vs. Ken
vs. M.Bison/Dictator
vs. Makoto
vs. Oni
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus
vs. Ryu
vs. Sagat
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang
vs. Yun
vs. Zangief
Frame Data