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==Introduction== | ==Introduction== | ||
===Forum Links=== | |||
[http://forums.shoryuken.com/showthread.php?t=184038 C. Viper Q&A: Quick questions here please] | |||
[http://forums.shoryuken.com/showthread.php?t=175008 C.Viper Moveset and Attributes] | |||
[http://forums.shoryuken.com/showthread.php?t=175007 C.Viper Combos and Glitches] | |||
[http://forums.shoryuken.com/showthread.php?t=175009 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 | |||
*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== | ==Move Analysis== |
Revision as of 04:43, 14 October 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
- 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
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
Strategy
Matchups
Matchup Videos
Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer
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 |
Sand 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.