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Well the way you set up the damaging stuff vs. Boxer is to get him in bad situations on wake up or via burn kick pressure. You have to sort of remember that if you whiff a lp tk, you're going to be in some hurt, as well as taking improper burn kick angles will get you hurt as well. | |||
Also remember that you can throw all EX punches and TAP as well. This is very important that you practice this since it's from about a little inside sweep range. | |||
Your burn kick pressure will be useful in this match. The better it is, the easier the time you will have. The reason for this is that because of the constant crossing, it will cause the Boxer to continuously switch sides. And if he is continuing switching sides, that means he cannot consistently keep a back charge which is important. Also, when you have him in pressure, elbows keep him from having a down charge. | |||
Try and not burn kick towards him at about half screen. Good Boxers can and will jump back hp you, or crouching hp you if you did the kick high. Sometimes during seismo chains, you can do Seismo xx lp/mp tk to inch closer to him, but it's best to do this from about half to 3/4ths screen. About Seismos, if you can get him to land on seismos from when he jumps, it will be a lot of help to you. | |||
Off of a hard knockdown, meaty cr. lk beats all reversal headbutts except EX which will go under it or you'll recover in time to block IIRC. Also, I find that in this match, I go for a lot of quick rise situations. That's because this is the easiest way to him into burn kick pressure, and eventually from the burn kick pressure, open him up to the ambiguous j. mk/hk for good damage. | |||
And always respect the jabs. Try really hard to stay out of his jab range, and make sure you block when he's got you in pressure. The best escapes I've found in this matchup are lk bk and hp tk xx fadc. Back dash also works, but do not abuse it. Good boxers will dash punch you if you try and escape. | |||
On a back throw, or a cr. fierce xx ex seismo xx sjc fadc sweep combo, there is a way to set up a burn kick angle where should the Boxer try and escape with an EX dash punch, he will go the other way leaving him close to you for punishment. To set this up, try taking a slight step forward, then normal jump and lk burn kick. | |||
Also, as mentioned getting just outside of of a max range jab dash punch lets you neutral jump and punish for big damage. ''- CoosCoos'' | |||
You can't play a footsie game with Rog...cuz every button he has beats pretty much all of your buttons. He can pretty much choose a button and it beats what you have to offer normal wise. Jumping at him won't do you much good cuz he'll give you the Rufus treatment and c.HP or jump back HP you out of most anything. If you get knocked down...oh god you are so limited it's dumb. I noticed what Uryo likes to do is start the round off by moving just close enough to Rog for him to want to dash punch at you and then baiting him insta super jump burn kick backwards and then you can catch him on the recovery with your burn kick landing on his head or if you fall away from him you can EX seismo or Ultra him. | |||
This is one of those matches you can play the "brickhouse" game with though similar to Blanka since Viper does a pretty good job at least keeping Rog out for a while and that gives you time to sit on a health lead and gain momentum for later on to win the fight. The problem is it's hard to mount any offense on Rog unless he makes a clear mistake or you otherwise knock him down with a seismo or cross up burn kick. Which he definitely has options for those but those options are safer than anything else you could try to do to him. | |||
Once you have the health lead then you realize that there's no way you're going to win trying to chip him to death with seismos and Balrog can easily TAP or dash punch through one of your seismos if you get predictable. At this point you're going to have to play the trade game with him and use your LP knuckles to at least be able to pressure him. Even if you are trading with dash punches if you are in the lead health wise it should give you enough time to move in and throw, EX seismo, or cross up burn kick behind Rog and gain a knockdown which from there you can apply pressure. | |||
Good Rog players will know to use EX dash punch to get out of cross ups and what not but you can mix this up by throwing them out of the dash punches. Scrubby Rogs you can just jump on all day since all they do is EX headbutt and that's super easy to safe jump and punish on whiff or block. ''- DevilJin 01'' | |||
====BLANKA==== | ====BLANKA==== |
Revision as of 05:28, 15 December 2009
Introduction
Forum Links
C. Viper Q&A: Quick questions here please
C.Viper Moveset and Attributes
C.Viper Strategies and Match-ups
Notation
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - D, DF, F - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - D, DB, B - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - F, D, DF - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward. In SFIV, there is a "shortcut" for this motion: DF, neutral, DF.
- 360 - Full circle - Complete a full rotation of the stick.
- 720 - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
Six Button Notation
- Jab - weak punch (also called LP or WP)
- Strong - medium punch (also called MP)
- Fierce - fierce punch (also called HP or FP)
- P - any punch
- PP or 2P - any two punches simultaneously
- PPP or 3P - all three punches simultaneously
- Short - weak kick (also called LK or WK)
- Forward - medium kick (also called MK)
- Roundhouse (RH) - fierce kick (also called HK)
- K = any kick
- KKK or 3K - all three kicks simultaneously
Connectors
- ~ Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).
- , Link
- xx Cancel
State Modifiers
- st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
- cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.
Miscellaneous Notation
- Claw = American Vega = Japanese Balrog
- Boxer = American Balrog = Japanese Bison
- Dictator (Dic) = American Bison = Japanese Vega
Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.
Move Analysis
Normal Moves
Normal Throws
Ab Fitness
- LP + LK or F + LP + LK
Temple Massage
- B + LP + LK
Command Normals
Viper Elbow (Overhead)
- F + MP
Double Kick
- F + HK
Focus / Saving Attack
- MP + MK
Special Moves
Thunder Knuckle (Armor Breaker, EX Version Available)
- QCB + P
- LP version goes under most projectiles
- LP, MP Version can cancel into Super
- HP Version as an Anti-Air can combo into Ultra/Super afterwards, on a traded hit Dash then combo into Ultra/HP Thunder Knuckle
- EX Version on Hit causes crumple state
Thunder Knuckle Feint (EX Version Available)
- QCB + P~PP
- Used in combos to connect Normals that usually wouldn't e.g: cr.HP, HP Thunder Knuckle Feint, cr.HP (aka Fierce Feint Fierce abbreviated as FFF)
Burning Kick (Also performed in the Air, EX Version Available)
- QCB + K
Seismic Hammer (EX Version Available)
- DP + P
Seismic Hammer Feint (EX Version Available)
- DP + P~PP
High Jump/Super Jump
- D then immediately UB/U/UF
Super Move
Emergency Combination
- QCF x 2 + P
Ultra Move
Burst Time (Armor Break Properties)
- QCF x 2 + PPP
The Basics
Combos
Bread and Butter
- cr.LK, st.LK, cr.MP xx MP Thunder Knuckle
Strategy
Matchups
'Matchup Videos'
Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer
ABEL
AKUMA (GOUKI)
BOXER
Well the way you set up the damaging stuff vs. Boxer is to get him in bad situations on wake up or via burn kick pressure. You have to sort of remember that if you whiff a lp tk, you're going to be in some hurt, as well as taking improper burn kick angles will get you hurt as well.
Also remember that you can throw all EX punches and TAP as well. This is very important that you practice this since it's from about a little inside sweep range.
Your burn kick pressure will be useful in this match. The better it is, the easier the time you will have. The reason for this is that because of the constant crossing, it will cause the Boxer to continuously switch sides. And if he is continuing switching sides, that means he cannot consistently keep a back charge which is important. Also, when you have him in pressure, elbows keep him from having a down charge.
Try and not burn kick towards him at about half screen. Good Boxers can and will jump back hp you, or crouching hp you if you did the kick high. Sometimes during seismo chains, you can do Seismo xx lp/mp tk to inch closer to him, but it's best to do this from about half to 3/4ths screen. About Seismos, if you can get him to land on seismos from when he jumps, it will be a lot of help to you.
Off of a hard knockdown, meaty cr. lk beats all reversal headbutts except EX which will go under it or you'll recover in time to block IIRC. Also, I find that in this match, I go for a lot of quick rise situations. That's because this is the easiest way to him into burn kick pressure, and eventually from the burn kick pressure, open him up to the ambiguous j. mk/hk for good damage.
And always respect the jabs. Try really hard to stay out of his jab range, and make sure you block when he's got you in pressure. The best escapes I've found in this matchup are lk bk and hp tk xx fadc. Back dash also works, but do not abuse it. Good boxers will dash punch you if you try and escape.
On a back throw, or a cr. fierce xx ex seismo xx sjc fadc sweep combo, there is a way to set up a burn kick angle where should the Boxer try and escape with an EX dash punch, he will go the other way leaving him close to you for punishment. To set this up, try taking a slight step forward, then normal jump and lk burn kick.
Also, as mentioned getting just outside of of a max range jab dash punch lets you neutral jump and punish for big damage. - CoosCoos
You can't play a footsie game with Rog...cuz every button he has beats pretty much all of your buttons. He can pretty much choose a button and it beats what you have to offer normal wise. Jumping at him won't do you much good cuz he'll give you the Rufus treatment and c.HP or jump back HP you out of most anything. If you get knocked down...oh god you are so limited it's dumb. I noticed what Uryo likes to do is start the round off by moving just close enough to Rog for him to want to dash punch at you and then baiting him insta super jump burn kick backwards and then you can catch him on the recovery with your burn kick landing on his head or if you fall away from him you can EX seismo or Ultra him.
This is one of those matches you can play the "brickhouse" game with though similar to Blanka since Viper does a pretty good job at least keeping Rog out for a while and that gives you time to sit on a health lead and gain momentum for later on to win the fight. The problem is it's hard to mount any offense on Rog unless he makes a clear mistake or you otherwise knock him down with a seismo or cross up burn kick. Which he definitely has options for those but those options are safer than anything else you could try to do to him.
Once you have the health lead then you realize that there's no way you're going to win trying to chip him to death with seismos and Balrog can easily TAP or dash punch through one of your seismos if you get predictable. At this point you're going to have to play the trade game with him and use your LP knuckles to at least be able to pressure him. Even if you are trading with dash punches if you are in the lead health wise it should give you enough time to move in and throw, EX seismo, or cross up burn kick behind Rog and gain a knockdown which from there you can apply pressure.
Good Rog players will know to use EX dash punch to get out of cross ups and what not but you can mix this up by throwing them out of the dash punches. Scrubby Rogs you can just jump on all day since all they do is EX headbutt and that's super easy to safe jump and punish on whiff or block. - DevilJin 01
BLANKA
CAMMY
CHUN-LI
CLAW
C. VIPER
DAN
DHALSIM
DICTATOR
E. HONDA
EL FUERTE
FEI LONG
GEN
GOUKEN
GUILE
KEN
ROSE
RUFUS
RYU
SAGAT
SAKURA
SETH
ZANGIEF
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Block | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | HL | Chain | Special | Super | Notes |
Close LP | 20 | 50 | 4 | 2 | 7 | 12 | +2 | +5 | 10 | 13 | 20 | HL | O | O | O | - |
Close MP | 60 | 100 | 5 | 2 | 9 | 15 | +3 | +6 | 13 | 16 | 40 | HL | X | O | O | - |
Close HP | 90 | 200 | 9 | 2 | 16 | 26 | 0 | +5 | 17 | 22 | 60 | HL | X | O | O | Forces stand |
Close LK | 20 | 50 | 5 | 1 | 7 | 12 | +3 | +6 | 10 | 13 | 20 | HL | O | O | O | - |
Close MK | 60 | 100 | 7 | 4 | 11 | 21 | -1 | +2 | 13 | 16 | 40 | HL | X | O | O | - |
Close HK | 40*60 | 125*75 | 12 | 1(8)3 | 17 | 40 | -2 | +3 | 17 | 22 | 60*20 | HL | X | X | O | Forces stand |
Far LP | 20 | 50 | 6 | 2 | 7 | 14 | +2 | +5 | 10 | 13 | 20 | HL | O | O | O | - |
Far MP | 70 | 100 | 7 | 2 | 12 | 20 | 0 | +3 | 13 | 16 | 40 | HL | X | X | O | - |
Far HP | 100 | 200 | 14 | 4 | 16 | 33 | -1 | +4 | 17 | 22 | 60 | HL | X | X | X | - |
Far LK | 30 | 50 | 6 | 2 | 8 | 15 | +1 | +4 | 10 | 13 | 20 | HL | X | O | O | - |
Far MK | 60 | 100 | 8 | 3 | 11 | 21 | 0 | +3 | 13 | 16 | 40 | HL | X | X | X | - |
Far HK | 100 | 200 | 11 | 6 | 15 | 31 | -1 | +3 | 17 | 21 | 60 | HL | X | X | X | - |
crouch LP | 20 | 50 | 4 | 2 | 10 | 15 | -1 | +2 | 10 | 13 | 20 | HL | O | O | O | - |
crouchMP | 60 | 100 | 5 | 3 | 9 | 16 | +2 | +5 | 13 | 16 | 40 | HL | X | O | O | - |
crouch HP | 90 | 200 | 8 | 2 | 18 | 27 | -2 | +2 | 17 | 21 | 60 | HL | X | O | O | - |
crouch LK | 20 | 50 | 5 | 2 | 12 | 18 | -3 | 0 | 10 | 13 | 20 | L | O | O | O | Low attack |
crouch MK | 60 | 100 | 7 | 3 | 16 | 25 | -5 | -2 | 13 | 16 | 40 | L | X | O | O | Low attack |
crouch HK | 100 | 200 | 12 | 3 | 18 | 32 | -3 | D | 17 | - | 60 | L | X | X | X | Low attack, cannot fast recover |
Jump up LP | 40 | 50 | 5 | 7 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump up MP | 70 | 100 | 7 | 6 | - | - | - | - | 11 | 15 | 40 | H | - | O | - | - |
Jump up HP | 90 | 200 | 8 | 6 | - | - | - | - | 15 | 18 | 60 | H | - | O | - | - |
Jump up LK | 30 | 50 | 6 | 5 | - | - | - | - | 8 | 11 | 20 | H | - | O | - | - |
Jump up MK | 70 | 100 | 9 | 5 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump up HK | 90 | 200 | 7 | 7 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump forward LP | 40 | 50 | 7 | 6 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump forward MP | 70 | 100 | 8 | 5 | - | - | - | - | 11 | 15 | 40 | H | - | O | - | - |
Jump forward HP | 90 | 200 | 8 | 5 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump forward LK | 70 | 50 | 7 | 7 | - | - | - | - | 8 | 11 | 20 | H | - | O | - | - |
Jump forward MK | 60 | 100 | 7 | 4 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump forward HK | 90 | 200 | 6 | 7 | - | - | - | - | 15 | 18 | 60 | H | - | O | - | - |
F+MP | 70 | 100 | 20 | 5 | 3+8 | 35 | -2 | +1 | 13 | 16 | 40 | H | X | X | X | Mid attack |
F+HK | 40*60 | 125*75 | 12 | 1(8)3 | 17 | 40 | -2 | +3 | 17 | 22 | 60*20 | HL | X | X | O | 1~11f (translate), Forces stand, 1st hit cancellable |
Super Jump | - | - | - | - | - | - | - | - | - | - | - | - | O | O | 1~3 (translate | |
Focus Attack LVL 1 | 60 | 100 | 26 | 2 | 40 | 67 | -26 | -26 | 15 | 15 | 20 | HL | - | - | - | - |
Focus attack LVL 2 | 90 | 150 | 18+16 | 2 | 40 | 75 | -20 | D | 21 | - | 40 | HL | - | - | - | - |
Focus attack LVL 3 | 150 | 200 | 70 | 2 | 40 | 111 | D | D | - | - | 60 | - | - | - | - | - |
Forward Throw | 130 | 100 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | 0.9 | - | - | - | Throw range 0.9 |
Back throw | 120 | 160 | 3 | 2 | 20 | 24 | - | D | - | - | 60 | 0.9 | - | - | - | Throw range 0.9 |
Thunder Knuckle LP | 100 | 150 | 16 | 6 | 21 | 42 | -2 | +2 | 20 | 24 | 20/30 | HL | X | X | O | 1~15f (translate), 16~21f (translate), Armor break |
Thunder Knuckle MP | 120 | 200 | 14 | 4 | 20 | 37 | -1 | +3 | 20 | 24 | 20/30 | HL | X | X | O | Armor break |
Thunder Knuckle HP | 70 | 150 | 7 | 16 | 14+13 | 49 | -22 | D | 20 | - | 30/40 | HL | X | X | O | 1~6f hit invincible (not throw invincible), Pursuit property, Armor break |
Thunder Knuckle EX | 60*60 | 100*100 | 27 | 17 | 38 | 81 | -5 | D | 32 | - | 0/0 | HL | X | X | X | Pursuit property, Armor break, Crumple on hit, (translate), (translate) |
Burning Kick LK | 100 | 100 | 23 | 4 | 17 | 43 | 0 | D | 20 | - | 20/30 | HL | X | X | X | (translate) |
Burning Kick MK | 100 | 100 | 25 | 3 | 17 | 44 | +1 | D | 20 | - | 20/30 | HL | X | X | X | (translate) |
Burning Kick HK | 100 | 100 | 27 | 2(1)4 | 17 | 45 | +2 | D | 20 | - | 20/30 | HL | X | X | X | (translate) |
Burning Kick EX | 20x3*80 | 50x3*100 | 9 | 2*1*2(11)10 | 17 | 51 | -6 | D | 20 | - | 0/0 | HL | X | X | X | 1~8f invincible, Pursuit property, 4th hit (translate) |
Burning Kick LK(air) | 100 | 100 | 21 | 8 | 12 | - | +8 | D | 20 | - | 10/30 | HL | - | - | - | (translate) |
Burning Kick MK(air) | 100 | 100 | 19 | 8 | 12 | - | +6 | D | 20 | - | 10/30 | HL | - | - | - | (translate) |
Burning Kick HK(air) | 100 | 100 | 17 | 9 | 12 | - | +4 | D | 20 | - | 10/30 | HL | - | - | - | (translate) |
Burning Kick EX(air) | 20x3*80 | 50x3*100 | 6 | 2*1*2(10)8 | 15 | - | +2 | D | 20 | - | 0/0 | HL | - | - | - | Pursuit property, 4th hit(translate), (translate) |
Seismo Hammer | 120 | 100 | 24 | 8 | 31 | 62 | -18 | D | 20 | - | 20/30 | L | X | X | O | (translate), Low attack |
Seismo Hammer EX | 120 | 100 | 19 | 5 | 18 | 41 | -2 | D | 20 | - | 0/0 | L | X | X | O | 1~13f invincible, (translate), Low attack |
??? | - | - | - | - | 6 | 6 | - | - | - | - | 0/0 | HL | - | - | - | (translate) |
Super Combo LP | 80*80*140 | 0 | 1+12 | 1(33)1(19)2 | 59+56 | 183 | -96 | D | 20 | - | 0/0 | HL | X | X | X | 1~5f invincible, Pursuit property, 3rd hit (translate) |
Super Combo MP | 80*80*140 | 0 | 1+7 | 1(15)1(21)2 | 59+56 | 162 | -96 | - | 20 | - | 0/0 | HL | X | X | X | 1~5f invincible, Pursuit property, 3rd hit (translate) |
Super Combo HP | 80*80*140 | 0 | 1+5 | 1(8)1(29)2 | 36+35 | 117 | -52 | D | 20 | - | 0/0 | HL | X | X | X | 1~4f invincible, Pursuit property, 3rd hit (translate) |
Ultra Combo | 108x5 | 0 | 1+6 | 3(53)5(8)5(10)5(10)5 | 59+56 | 227 | -201 | D | 20 | - | 0/0 | HL | X | X | X | 1~10f invincible, Pursuit property, 1st hit Armor break, (translate) |
Frames | Frames | Frames of | Frames of | Super Meter | Block | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | HL | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.