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

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== Ultra SFIV Changes ==
== Ultra SFIV Changes ==
TBW<br>
(From Ultra SFIV Arcade Japan)
<br>
* 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)
* <del>Close HP: Damage increased to 100 from 90</del>
* <del>Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames</del>
 
 
== Character Specific Data ==
C.Viper{{USFIVCharacterData|900|950|75%|0.055|0.045|1.768|40 (4+36)|1.75|1.57|1.30|19|1.25|27|8|9|10|0.91|0.91|31|21|Viper Elbow|Crouch LK, Crouch MK, Crouch HK, Seismic Hammer, EX Seismic Hammer|Crouch HK|Thunder Knuckle, EX Thunder Knuckle, Burst Time, Burning Dance|23|28|68|-3|-11|+3|-5|TBD|}}




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{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|7|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|9|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|9|15|14|17|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|90|200|60|HL|sp/su|9|2|16|26|18|23|0|5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|90|200|60|HL|sp/su|9|2|16|26|18|23|0|+5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|ch/sp/su|5|1|7|12|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|ch/sp/su|5|1|7|12|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|60|100|40|HL|sp/su|7|4|11|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|60|100|40|HL|sp/su|7|4|11|21|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|+3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|6|2|7|14|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|6|2|7|14|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|su|7|2|12|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|su|7|2|12|20|14|17|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|14|4|16|33|18|23|-2|3|Only +2 on hit vs. crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|14|4|16|33|18|23|-2|+3|Only +2 on hit vs. crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|6|2|8|15|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|6|2|8|15|11|14|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|60|100|40|HL|-|8|3|11|21|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|60|100|40|HL|-|8|3|11|21|14|17|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100|200|60|HL|-|11|6|15|31|19|23|-2|2|Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100|200|60|HL|-|11|6|15|31|19|23|-2|+2|Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|10|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|10|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|3|9|16|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|3|9|16|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|150|60|HL|sp/su|8|2|18|27|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|150|60|HL|sp/su|8|2|18|27|18|22|-2|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|7|3|16|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|7|3|16|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|-|12|3|18|32|18|-|-3|-|Hard knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|-|12|3|18|32|18|-|-3|-|Hard knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Viper Elbow|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|70|100|40|H|-|20|5|3 + After landing 8|35|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|6f~|-|}}
{{USFIVFrameDataGlanceRow|Viper Elbow|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|70|100|40|H|-|20|5|3 + After landing 8|35|14|17|-2|+1|||||||Reset|Reset|-|-|-|-|-|6f~|-|}}
{{USFIVFrameDataGlanceRow|Double Kick|Double Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11f|Feet: 1~11f|-|-|-|}}
{{USFIVFrameDataGlanceRow|Double Kick|Double Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|+3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11f|Feet: 1~11f|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
Line 41: Line 67:
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|90|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|90|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{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|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{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|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{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|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|90|200|60|H|sp|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|67|||-26|-26||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|67|||-26|-26||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
Line 55: Line 81:
{{USFIVFrameDataGlanceRow|Temple Massage|Back Throw|b + lp + lk||Back Throw|120|160|60|0.91|-|3|2|20|24|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Temple Massage|Back Throw|b + lp + lk||Back Throw|120|160|60|0.91|-|3|2|20|24|||-|-|Hard knockdown|||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|||-2|2|8~9f can cancel into Feint|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|||-2|+2|8~9f can cancel into Feint|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|||-1|3 (? Ultra change)|7~8f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle [[File:Strong.gif]]|120|150|20/30|HL|su|14|4|20|37|||-1|3 (? Ultra change)|7~8f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle [[File:Fierce.gif]]|70|150|30/40|HL|su|7|16|14+13|49|||-22|-|5~6f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6f Invincible|-|-|7f|10f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle [[File:Fierce.gif]]|70|150|30/40|HL|su|7|16|14+13|49|||-22|-|5~6f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6f Invincible|-|-|7f|10f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Thunder Knuckle|EX Thunder Knuckle|EX Thunder Knuckle||Thunder Knuckle [[File:EX.gif]]|60*60|100*100|-250/0|HL|su|27|17|38|81|||-5|-|2nd hit can pass through opponent, 15~16f can cancel into Feint|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Thunder Knuckle|EX Thunder Knuckle|||Thunder Knuckle [[File:EX.gif]]|60*60|100*100|-250/0|HL|su|27|17|38|81|||-5|-|2nd hit can pass through opponent, 15~16f can cancel into Feint|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Burning Kick|Burn Kick|qcb + k ex||Burn Kick [[File:Short.gif]]|100|100|20/30|HL|-|23|4|17|43|||-2|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|Burning Kick|Burn Kick|qcb + k ex||Burning Kick [[File:Short.gif]]|100|100|20/30|HL|-|23|4|17|43|||-2|-|1f~ Airborne, projectile hitbox||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|||-1|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|||||Burning Kick [[File:Forward.gif]]|100|100|20/30|HL|-|25|3|17|44|||-1|-|1f~ Airborne, projectile hitbox||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|||0|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|||||Burning Kick [[File:Roundhouse.gif]]|100|100|20/30|HL|-|27|2|17|45|||0|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|EX Burning Kick|EX Burn Kick|EX Burning Kick||Burn Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|57|||-12|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Burning Kick|EX Burn Kick|||Burning Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|57|||-12|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?|}}
{{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|||6|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Air Burning Kick|Air Burn Kick|(in air) qcb + k ex||Air Burning Kick [[File:Short.gif]]|90|100|10/30|HL|-|21|8|After landing 12|40|||+6|-|Projectile hitbox, block advantage is based on jump recovery||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|||4|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Burning Kick [[File:Forward.gif]]|90|100|10/30|HL|-|19|8|After landing 12|38|||+4|-|Projectile hitbox, block advantage is based on jump recovery||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|||2|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Burning Kick [[File:Roundhouse.gif]]|90|100|10/30|HL|-|17|9|After landing 12|37|||+2|-|Projectile hitbox, block advantage is based on jump recovery||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|||2|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Air Burning Kick|EX Air Burn Kick|||Air Burning Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|6|2*1*2(10)8|After landing 15|43|||+2|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Seismic Hammer|Seismo|dp + p ex|Statup can be canceled with 2p|Seismo|120|100|20/30|L|su|24|8|31|62|||-18|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Seismic Hammer|Seismo|dp + p ex|Startup can be canceled with 2p; Can be canceled into High Jump if connected on opponent|Seismic Hammer|120|100|20/30|L|su|24|8|31|62|||-18|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Seismic Hammer|EX Siesmo|||Seismo [[File:EX.gif]]|100|100|-250/0|L|su|19|5|18|41|||-2|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|||-|-|All: 1~13f|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Seismic Hammer|EX Siesmo|||Seismic Hammer [[File:EX.gif]]|100|100|-250/0|L|su|19|5|18|41|||-2|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||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|||-|-|Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Feint|Feint|p p during startup of Thunder Knuckle or Seismic Hammer||Feint|-|-|0/0|HL|-|-|-|Total 6|6|||-|-|Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f||||||||-|-|-|-|-|-|-|}}
{{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|qcb qcb + p||Super Combo [[File:Jab.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|184|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|68f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Emergency Combination|Super Combo|qcb qcb + p||Emergency Combination [[File:Jab.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|184|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|68f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Super Combo [[File:Strong.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|162|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|46f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Emergency Combination [[File:Strong.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|162|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|46f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Super Combo [[File:Fierce.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|||-52|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|45f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Emergency Combination [[File:Fierce.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|||-52|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|45f~|JP: ?|}}
{{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|||-201|-|1st armor break, can juggle, hit advantage based on 1st hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|61f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Burst Time|Ultra Combo I|qcf qcf + 3p armorbreak||Burst Time|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)5(10)5(10)5|59+56|225|||-201|-|1st armor break, can juggle, hit advantage based on 1st hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|61f~|JP: ?|}}
{{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|-|||-|-|20 recovery frames after landing|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Burning Dance|Ultra Combo II|(in air) qcb qcb + 3k armorbreak||Burning Dance|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|||-|-|20 recovery frames after landing|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
|-  
|-
|}
|}


Line 89: Line 115:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CloseLP|
Close LP|Close Jab|Close lp||
Close LP|Close Jab|Close lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CloseMP|
Close MP|Close Strong|Close mp||
Close MP|Close Strong|Close mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CloseHP|
Close HP|Close Fierce|Close hp||
Close HP|Close Fierce|Close hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CloseLK|
Close LK|Close Short|Close lk||
Close LK|Close Short|Close lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CloseMK|
Close MK|Close Forward|Close mk||
Close MK|Close Forward|Close mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CloseHK|
Close HK|Close Roundhouse|Close hk||
Close HK|Close Roundhouse|Close hk||
(No uses/strategies)
(No uses/strategies)
Line 119: Line 145:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FarLP|
Far LP|Far Jab|lp||
Far LP|Far Jab|lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FarMP|
Far MP|Far Strong|mp||
Far MP|Far Strong|mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FarHP|
Far HP|Far Fierce|hp||
Far HP|Far Fierce|hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FarLK|
Far LK|Far Short|lk||
Far LK|Far Short|lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FarMK|
Far MK|Far Forward|mk||
Far MK|Far Forward|mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FarHK|
Far HK|Far Roundhouse|hk||
Far HK|Far Roundhouse|hk||
(No uses/strategies)
(No uses/strategies)
Line 149: Line 175:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CrouchLP|
Crouch LP|Crouch Jab|d + lp||
Crouch LP|Crouch Jab|d + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CrouchMP|
Crouch MP|Crouch Strong|d + mp||
Crouch MP|Crouch Strong|d + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CrouchHP|
Crouch HP|Crouch Fierce|d + hp||
Crouch HP|Crouch Fierce|d + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CrouchLK|
Crouch LK|Crouch Short|d + lk||
Crouch LK|Crouch Short|d + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CrouchMK|
Crouch MK|Crouch Forward|d + mk||
Crouch MK|Crouch Forward|d + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|CrouchHK|
Crouch HK|Crouch Roundhouse|d + hk||
Crouch HK|Crouch Roundhouse|d + hk||
(No uses/strategies)
(No uses/strategies)
Line 176: Line 202:




=== Neutral Jump Attacks ===
=== Neutral Jumping Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|NeutralLP|
Neutral Jump LP|Neutral Jump Jab|u + lp||
Neutral Jump LP|Neutral Jump Jab|u + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|NeutralMP|
Neutral Jump MP|Neutral Jump Strong|u + mp||
Neutral Jump MP|Neutral Jump Strong|u + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|NeutralHP|
Neutral Jump HP|Neutral Jump Fierce|u + hp||
Neutral Jump HP|Neutral Jump Fierce|u + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|NeutralLK|
Neutral Jump LK|Neutral Jump Short|u + lk||
Neutral Jump LK|Neutral Jump Short|u + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|NeutralMK|
Neutral Jump MK|Neutral Jump Forward|u + mk||
Neutral Jump MK|Neutral Jump Forward|u + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|NeutralHK|
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
(No uses/strategies)
(No uses/strategies)
Line 206: Line 232:




=== Angled Jump Attacks ===
=== Diagonal Jumping Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|DiagonalLP|
Angled Jump LP|Angled Jump Jab|ub / uf + lp||
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|DiagonalMP|
Angled Jump MP|Angled Jump Strong|ub / uf + mp||
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|DiagonalHP|
Angled Jump HP|Angled Jump Fierce|ub / uf + hp||
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|DiagonalLK|
Angled Jump LK|Angled Jump Short|ub / uf + lk||
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|DiagonalMK|
Angled Jump MK|Angled Jump Forward|ub / uf + mk||
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|DiagonalHK|
Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 239: Line 265:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|ViperElbow|
Viper Elbow|Overhead|f + mp||
Viper Elbow|Overhead|f + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|DoubleKick|
Double Kick|Double Kick|f + hk||
Double Kick|Double Kick|f + hk||
(No uses/strategies)
(No uses/strategies)
Line 253: Line 279:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FocusAttack(
Focus Attack (Level 1)|Level 1 Focus|mp + mk||
Level1)|Focus Attack (Level 1)|Level 1 Focus|mp + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FocusAttack(
Focus Attack (Level 2)|Level 2 Focus|mp + mk||
Level2)|Focus Attack (Level 2)|Level 2 Focus|mp + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|FocusAttack(
Focus Attack (Level 3)|Level 3 Focus|mp + mk||
Level3)|Focus Attack (Level 3)|Level 3 Focus|mp + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 271: Line 297:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{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|
{{USFIVMoveListRow|CViper|TempleMassage|
Temple Massage|Back Throw|b + lp + lk||
Temple Massage|Back Throw|b + lp + lk||
(No uses/strategies)
(No uses/strategies)
Line 285: Line 311:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{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|
{{USFIVMoveListRow|CViper|BurningKick|
Burning Kick|Burn Kick|qcb + k ex||
Burning Kick|Burn Kick|qcb + k ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{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|
{{USFIVMoveListRow|CViper|SeismicHammer|
Seismic Hammer|Seismo|dp + p ex|Statup can be canceled with 2p|
Seismic Hammer|Seismo|dp + p ex|Startup can be canceled with 2p|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{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|
{{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 315: Line 341:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|EmergencyCombination|
Emergency Combination|Super|qcb qcb + p||
Emergency Combination|Super Combo|qcb qcb + p||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 325: Line 351:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|BurstTime|
Burst Time|Ultra I|qcf qcf + 3p armorbreak||
Burst Time|Ultra Combo I|qcf qcf + 3p armorbreak||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|CViper|BurningDance|
Burning Dance|Ultra 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 346: Line 372:


==Frame Data==
==Frame Data==
{{USFIVFrameTableDataHeader}}
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|7|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|9|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|9|15|14|17|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|90|200|60|HL|sp/su|9|2|16|26|18|23|0|5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|90|200|60|HL|sp/su|9|2|16|26|18|23|0|+5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|ch/sp/su|5|1|7|12|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|ch/sp/su|5|1|7|12|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|60|100|40|HL|sp/su|7|4|11|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|60|100|40|HL|sp/su|7|4|11|21|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|+3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|6|2|7|14|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|6|2|7|14|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|su|7|2|12|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|su|7|2|12|20|14|17|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|14|4|16|33|18|23|-2|3|Only +2 on hit vs. crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|14|4|16|33|18|23|-2|+3|Only +2 on hit vs. crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|6|2|8|15|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|6|2|8|15|11|14|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|60|100|40|HL|-|8|3|11|21|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|60|100|40|HL|-|8|3|11|21|14|17|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100|200|60|HL|-|11|6|15|31|19|23|-2|2|Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100|200|60|HL|-|11|6|15|31|19|23|-2|+2|Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|10|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|10|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|3|9|16|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|3|9|16|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|150|60|HL|sp/su|8|2|18|27|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|150|60|HL|sp/su|8|2|18|27|18|22|-2|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|7|3|16|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|7|3|16|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|-|12|3|18|32|18|-|-3|-|Hard knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|-|12|3|18|32|18|-|-3|-|Hard knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Viper Elbow|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|70|100|40|H|-|20|5|3 + After landing 8|35|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|6f~|-|}}
{{USFIVFrameDataRow|Viper Elbow|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|70|100|40|H|-|20|5|3 + After landing 8|35|14|17|-2|+1|||||||Reset|Reset|-|-|-|-|-|6f~|-|}}
{{USFIVFrameDataRow|Double Kick|Double Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11f|Feet: 1~11f|-|-|-|}}
{{USFIVFrameDataRow|Double Kick|Double Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|40|18|23|-2|+3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11f|Feet: 1~11f|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
Line 375: Line 401:
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|90|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|90|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{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|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{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|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{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|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|90|200|60|H|sp|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|67|||-26|-26||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|67|||-26|-26||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
Line 389: Line 415:
{{USFIVFrameDataRow|Temple Massage|Back Throw|b + lp + lk||Back Throw|120|160|60|0.91|-|3|2|20|24|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Temple Massage|Back Throw|b + lp + lk||Back Throw|120|160|60|0.91|-|3|2|20|24|||-|-|Hard knockdown|||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|||-2|2|8~9f can cancel into Feint|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|||-2|+2|8~9f can cancel into Feint|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|||-1|3 (? Ultra change)|7~8f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Thunder Knuckle [[File:Strong.gif]]|120|150|20/30|HL|su|14|4|20|37|||-1|3 (? Ultra change)|7~8f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Thunder Knuckle [[File:Fierce.gif]]|70|150|30/40|HL|su|7|16|14+13|49|||-22|-|5~6f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6f Invincible|-|-|7f|10f~|JP: ?|}}
{{USFIVFrameDataRow|||||Thunder Knuckle [[File:Fierce.gif]]|70|150|30/40|HL|su|7|16|14+13|49|||-22|-|5~6f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6f Invincible|-|-|7f|10f~|JP: ?|}}
{{USFIVFrameDataRow|EX Thunder Knuckle|EX Thunder Knuckle|EX Thunder Knuckle||Thunder Knuckle [[File:EX.gif]]|60*60|100*100|-250/0|HL|su|27|17|38|81|||-5|-|2nd hit can pass through opponent, 15~16f can cancel into Feint|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|EX Thunder Knuckle|EX Thunder Knuckle|||Thunder Knuckle [[File:EX.gif]]|60*60|100*100|-250/0|HL|su|27|17|38|81|||-5|-|2nd hit can pass through opponent, 15~16f can cancel into Feint|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Burning Kick|Burn Kick|qcb + k ex||Burn Kick [[File:Short.gif]]|100|100|20/30|HL|-|23|4|17|43|||-2|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|Burning Kick|Burn Kick|qcb + k ex||Burning Kick [[File:Short.gif]]|100|100|20/30|HL|-|23|4|17|43|||-2|-|1f~ Airborne, projectile hitbox||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|||-1|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|||||Burning Kick [[File:Forward.gif]]|100|100|20/30|HL|-|25|3|17|44|||-1|-|1f~ Airborne, projectile hitbox||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|||0|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|||||Burning Kick [[File:Roundhouse.gif]]|100|100|20/30|HL|-|27|2|17|45|||0|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|EX Burning Kick|EX Burn Kick|EX Burning Kick||Burn Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|57|||-12|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?|}}
{{USFIVFrameDataRow|EX Burning Kick|EX Burn Kick|||Burning Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|57|||-12|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?|}}
{{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|||6|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Air Burning Kick|Air Burn Kick|(in air) qcb + k ex||Air Burning Kick [[File:Short.gif]]|90|100|10/30|HL|-|21|8|After landing 12|40|||+6|-|Projectile hitbox, block advantage is based on jump recovery||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|||4|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Burning Kick [[File:Forward.gif]]|90|100|10/30|HL|-|19|8|After landing 12|38|||+4|-|Projectile hitbox, block advantage is based on jump recovery||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|||2|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Burning Kick [[File:Roundhouse.gif]]|90|100|10/30|HL|-|17|9|After landing 12|37|||+2|-|Projectile hitbox, block advantage is based on jump recovery||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|||2|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|EX Air Burning Kick|EX Air Burn Kick|||Air Burning Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|6|2*1*2(10)8|After landing 15|43|||+2|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Seismic Hammer|Seismo|dp + p ex|Statup can be canceled with 2p|Seismo|120|100|20/30|L|su|24|8|31|62|||-18|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Seismic Hammer|Seismo|dp + p ex|Startup can be canceled with 2p; Can be canceled into High Jump if connected on opponent|Seismic Hammer|120|100|20/30|L|su|24|8|31|62|||-18|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Seismic Hammer|EX Siesmo|||Seismo [[File:EX.gif]]|100|100|-250/0|L|su|19|5|18|41|||-2|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|||-|-|All: 1~13f|-|-|-|-|}}
{{USFIVFrameDataRow|EX Seismic Hammer|EX Siesmo|||Seismic Hammer [[File:EX.gif]]|100|100|-250/0|L|su|19|5|18|41|||-2|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||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|||-|-|Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Feint|Feint|p p during startup of Thunder Knuckle or Seismic Hammer||Feint|-|-|0/0|HL|-|-|-|Total 6|6|||-|-|Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f||||||||-|-|-|-|-|-|-|}}
{{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|qcb qcb + p||Super Combo [[File:Jab.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|184|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|68f~|JP: ?|}}
{{USFIVFrameDataRow|Emergency Combination|Super Combo|qcb qcb + p||Emergency Combination [[File:Jab.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|184|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|68f~|JP: ?|}}
{{USFIVFrameDataRow|||||Super Combo [[File:Strong.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|162|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|46f~|JP: ?|}}
{{USFIVFrameDataRow|||||Emergency Combination [[File:Strong.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|162|||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|46f~|JP: ?|}}
{{USFIVFrameDataRow|||||Super Combo [[File:Fierce.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|||-52|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|45f~|JP: ?|}}
{{USFIVFrameDataRow|||||Emergency Combination [[File:Fierce.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|||-52|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|45f~|JP: ?|}}
{{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|||-201|-|1st armor break, can juggle, hit advantage based on 1st hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|61f~|JP: ?|}}
{{USFIVFrameDataRow|Burst Time|Ultra Combo I|qcf qcf + 3p armorbreak||Burst Time|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)5(10)5(10)5|59+56|225|||-201|-|1st armor break, can juggle, hit advantage based on 1st hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|61f~|JP: ?|}}
{{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|-|||-|-|20 recovery frames after landing|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-|}}
{{USFIVFrameDataRow|Burning Dance|Ultra Combo II|(in air) qcb qcb + 3k armorbreak||Burning Dance|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|||-|-|20 recovery frames after landing|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
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Revision as of 01:15, 23 June 2014

Ultra Street Fighter IVUSFIV-Header.png

C. Viper

SSFIV-CViper Face.jpg

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 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.


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 90
  • Thunder 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: TBD
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.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 7 +2 +5
Close MP Close Strong.gif 60 100 40 HL sp/su 5 2 9 +3 +6
Close HP Close Fierce.gif 90 200 60 HL sp/su 9 2 16 0 +5
Close LK Close Short.gif 20 50 20 HL ch/sp/su 5 1 7 +3 +6
Close MK Close Forward.gif 60 100 40 HL sp/su 7 4 11 -1 +2
Close HK Close Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 -2 +3
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 6 2 7 +2 +5
Far MP Far Strong.gif 70 100 40 HL su 7 2 12 0 +3
Far HP Far Fierce.gif 100 200 60 HL - 14 4 16 -2 +3
Far LK Far Short.gif 30 50 20 HL sp/su 6 2 8 +1 +4
Far MK Far Forward.gif 60 100 40 HL - 8 3 11 0 +3
Far HK Far Roundhouse.gif 100 200 60 HL - 11 6 15 -2 +2
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 10 -1 +2
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 9 +2 +5
Crouch HP Crouch Fierce.gif 90 150 60 HL sp/su 8 2 18 -2 +2
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 12 -3 0
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 7 3 16 -5 -2
Crouch HK Crouch Roundhouse.gif 100 200 60 L - 12 3 18 -3 -
Viper Elbow Right.gif+Strong.gif 70 100 40 H - 20 5 3 + After landing 8 -2 +1
Double Kick Right.gif+Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 -2 +3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H sp 7 6 - - -
Neutral Jump HP Neutral Jump Fierce.gif 90 200 60 H sp 8 6 - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H sp 6 5 - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 9 5 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 90 200 60 H - 7 7 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 40 50 20 H - 7 6 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 70 100 40 H sp 8 5 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 90 200 60 H - 8 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H sp 7 7 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 60 100 40 H - 7 4 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 90 200 60 H sp 6 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+13 2 40 -26 -26
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+14 2 40 -20 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 40 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ab Fitness Forward Throw 130 100 40 0.91 - 3 2 20 - -
Temple Massage Back Throw 120 160 60 0.91 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Thunder Knuckle Thunder Knuckle Jab.gif 100 200 20/30 HL su 16 6 21 -2 +2
Thunder Knuckle Strong.gif 120 150 20/30 HL su 14 4 20 -1 3 (? Ultra change)
Thunder Knuckle Fierce.gif 70 150 30/40 HL su 7 16 14+13 -22 -
EX Thunder Knuckle Thunder Knuckle EX.gif 60*60 100*100 -250/0 HL su 27 17 38 -5 -
Burning Kick Burning Kick Short.gif 100 100 20/30 HL - 23 4 17 -2 -
Burning Kick Forward.gif 100 100 20/30 HL - 25 3 17 -1 -
Burning Kick Roundhouse.gif 100 100 20/30 HL - 27 2 17 0 -
EX Burning Kick Burning Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 9 2*1*2(11)10 23 -12 -
Air Burning Kick Air Burning Kick Short.gif 90 100 10/30 HL - 21 8 After landing 12 +6 -
Air Burning Kick Forward.gif 90 100 10/30 HL - 19 8 After landing 12 +4 -
Air Burning Kick Roundhouse.gif 90 100 10/30 HL - 17 9 After landing 12 +2 -
EX Air Burning Kick Air Burning Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 6 2*1*2(10)8 After landing 15 +2 -
Seismic Hammer Seismic Hammer 120 100 20/30 L su 24 8 31 -18 -
EX Seismic Hammer Seismic Hammer EX.gif 100 100 -250/0 L su 19 5 18 -2 -
Feint Feint - - 0/0 HL - - - Total 6 - -
High Jump High Jump - - - - See Notes - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Emergency Combination Emergency Combination Jab.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+13 1(33)1(19)2 59+56 -96 -
Emergency Combination Strong.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+7 1(15)1(21)2 59+56 -96 -
Emergency Combination Fierce.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+5 1(8)1(29)2 36+35 -52 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Burst Time Burst Time 60*89x3*114 0 0/0 HL - 0+7 3(53)5(8)5(10)5(10)5 59+56 -201 -
Burning Dance Burning Dance 410 0 0/0 HL - 0+9 until ground After landing 46 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


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 / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ 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 n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Temple Massage

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

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

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Burning Kick

Burn Kick qcb + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Air Burning Kick

Air Burn Kick (in air) qcb + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Seismic Hammer

Seismo dp + p ex Startup can be canceled with 2p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Feint

Feint p p during startup of Thunder Knuckle or Seismic Hammer

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

High Jump

High Jump tap db or d or df then ub or u or uf

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Emergency Combination

Super Combo qcb qcb + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Burst Time

Ultra Combo I qcf qcf + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Burning Dance

Ultra Combo II (in air) qcb qcb + 3k armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 7 12 +2 +5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 60 100 40 HL sp/su 5 2 9 15 +3 +6 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 90 200 60 HL sp/su 9 2 16 26 0 +5 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 20 50 20 HL ch/sp/su 5 1 7 12 +3 +6 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 60 100 40 HL sp/su 7 4 11 21 -1 +2 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 40 -2 +3 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 6 2 7 14 +2 +5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 70 100 40 HL su 7 2 12 20 0 +3 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 200 60 HL - 14 4 16 33 -2 +3 18 23 Only +2 on hit vs. crouching opponents Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL sp/su 6 2 8 15 +1 +4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 60 100 40 HL - 8 3 11 21 0 +3 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 100 200 60 HL - 11 6 15 31 -2 +2 19 23 Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame Soft Knockdown Soft Knockdown - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 10 15 -1 +2 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 9 16 +2 +5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 150 60 HL sp/su 8 2 18 27 -2 +2 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 12 18 -3 0 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 7 3 16 25 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 200 60 L - 12 3 18 32 -3 - 18 - Hard knockdown Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Viper Elbow Right.gif+Strong.gif 70 100 40 H - 20 5 3 + After landing 8 35 -2 +1 14 17 Reset Reset - - - - - 6f~ -
Double Kick Right.gif+Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 40 -2 +3 18 23 Forces stand Forces stand Reset Reset - - Feet: 1~11f Feet: 1~11f - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - 11 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H sp 7 6 - 12 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 90 200 60 H sp 8 6 - 13 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H sp 6 5 - 10 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 9 5 - 13 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 90 200 60 H - 7 7 - 13 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 40 50 20 H - 7 6 - 12 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 70 100 40 H sp 8 5 - 12 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 90 200 60 H - 8 5 - 12 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H sp 7 7 - 13 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 60 100 40 H - 7 4 - 10 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 90 200 60 H sp 6 7 - 12 - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+13 2 40 67 -26 -26 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+14 2 40 73 -20 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 40 109 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ab Fitness Forward Throw 130 100 40 0.91 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Temple Massage Back Throw 120 160 60 0.91 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Thunder Knuckle Thunder Knuckle Jab.gif 100 200 20/30 HL su 16 6 21 42 -2 +2 8~9f can cancel into Feint X Soft Knockdown Soft Knockdown - - Upper body: 10~15f Upper body: 10~21f - - -
Thunder Knuckle Strong.gif 120 150 20/30 HL su 14 4 20 37 -1 3 (? Ultra change) 7~8f can cancel into Feint X Soft Knockdown Soft Knockdown - - - - - - -
Thunder Knuckle Fierce.gif 70 150 30/40 HL su 7 16 14+13 49 -22 - 5~6f can cancel into Feint X Soft Knockdown Soft Knockdown - All: 1~6f Invincible - - 7f 10f~ JP: ?
EX Thunder Knuckle Thunder Knuckle EX.gif 60*60 100*100 -250/0 HL su 27 17 38 81 -5 - 2nd hit can pass through opponent, 15~16f can cancel into Feint X Crumple Crumple Soft Knockdown Soft Knockdown - - - - - - JP: ?
Burning Kick Burning Kick Short.gif 100 100 20/30 HL - 23 4 17 43 -2 - 1f~ Airborne, projectile hitbox X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1f~ -
Burning Kick Forward.gif 100 100 20/30 HL - 25 3 17 44 -1 - 1f~ Airborne, projectile hitbox X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1f~ -
Burning Kick Roundhouse.gif 100 100 20/30 HL - 27 2 17 45 0 - 1f~ Airborne, projectile hitbox X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1f~ -
EX Burning Kick Burning Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 9 2*1*2(11)10 23 57 -12 - Projectile only on 4th Hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~8f - - - 1f~ JP: ?
Air Burning Kick Air Burning Kick Short.gif 90 100 10/30 HL - 21 8 After landing 12 40 +6 - Projectile hitbox, block advantage is based on jump recovery X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Burning Kick Forward.gif 90 100 10/30 HL - 19 8 After landing 12 38 +4 - Projectile hitbox, block advantage is based on jump recovery X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Burning Kick Roundhouse.gif 90 100 10/30 HL - 17 9 After landing 12 37 +2 - Projectile hitbox, block advantage is based on jump recovery X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Air Burning Kick Air Burning Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 6 2*1*2(10)8 After landing 15 43 +2 - Projectile only on 4th Hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Seismic Hammer Seismic Hammer 120 100 20/30 L su 24 8 31 62 -18 - Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint Free Juggle Free Juggle - - - - - - - - -
EX Seismic Hammer Seismic Hammer EX.gif 100 100 -250/0 L su 19 5 18 41 -2 - Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint Free Juggle Free Juggle - - All: 1~13f - - - -
Feint Feint - - 0/0 HL - - - Total 6 6 - - Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f - - - - - - -
High Jump 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] -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Emergency Combination Emergency Combination Jab.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+13 1(33)1(19)2 59+56 184 -96 - 3rd hit projectile hitbox X 3rd-4th Hit: Hard Knockdown 3rd-4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f - - - 68f~ JP: ?
Emergency Combination Strong.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+7 1(15)1(21)2 59+56 162 -96 - 3rd hit projectile hitbox X 3rd-4th Hit: Hard Knockdown 3rd-4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f - - - 46f~ JP: ?
Emergency Combination Fierce.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+5 1(8)1(29)2 36+35 117 -52 - 3rd hit projectile hitbox X 3rd-4th Hit: Hard Knockdown 3rd-4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f - - - 45f~ JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Burst Time Burst Time 60*89x3*114 0 0/0 HL - 0+7 3(53)5(8)5(10)5(10)5 59+56 225 -201 - 1st armor break, can juggle, hit advantage based on 1st hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - 61f~ JP: ?
Burning Dance Burning Dance 410 0 0/0 HL - 0+9 until ground After landing 46 - - - 20 recovery frames after landing X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: