Super Street Fighter IV AE/C. Viper: Difference between revisions

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





Revision as of 17:47, 16 January 2012

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.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.


Moves

Unique Attacks

Name
Command
Notes
Viper Elbow
f + mp
high
Double Kick
f + hk

Throws

Name
Command
Notes
Ab Fitness
f or n + lp + lk
throw
Temple Massage
b + lp + lk
throw

Special Moves

Name
Command
Notes
Thunder Knuckle
qcb + p
hp is anti-air; mp is a straight, chest level attack; lp is a straight, leg level attack; Startup can be canceled with 2p; ex armorbreak
canceled with 2p; ex armorbreak }}
Burning Kick
qcb + k
ex
Air Burning Kick
(in air) qcb + k
ex
Seismic Hammer
dp + p
Startup can be canceled cancel with 2p; ex
High Jump
Tap db or d or df immediately followed by ub or u or uf
Cannot be used as a Reversal

Super Combo

Name
Command
Notes
Emercency Combination
qcf qcf + p

Ultra Combos

Name
Command
Notes
Burst Time
qcf qcf + 3p
armorbreak
Burning Dance
qcb qcb + 3k
armorbreak


AE ver. 2012 Changes

Burst Time

Changed damage from 480 to 441. Moved position of hitbox to make the move easier to hook in combos.


Burning Dance

Changed damage from 380 to 410.


Thunder Knuckle

Changed EX version’s startup from 27F to 25F. Lengthened Viper’s stun by 2F on an EX version hit. Changed medium version damage from 120 to 110. Made throw-invincible until first active frame for heavy version.


EX Seismic Hammer

Changed damage from 120 to 100. Eliminated throw invincibility.


Aerial Burning Kick

Changed normal damage from 100 to 90. Made follow-ups with Heavy Thunder Knuckle or Burst Time possible after EX version fully hits.


AE Changes

  • Ultra 2 hit box buffed


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5
Close Strong.gif HL 60 100 40 sp/su 5 2 9 +3 +6
Close Fierce.gif HL 90 200 60 sp/su 9 2 16 0 +5
Close Short.gif HL 20 50 20 ch/sp/su 5 1 7 +3 +6
Close Forward.gif HL 60 100 40 sp/su 7 4 11 -1 +2
Close Roundhouse.gif HL 40*60 125*75 60*20 su 12 1(8)3 17 -2 +3
Far Jab.gif HL 20 50 20 ch/sp/su 6 2 7 +2 +5
Far Strong.gif HL 70 100 40 su 7 2 12 0 +3
Far Fierce.gif HL 100 200 60 - 14 4 16 -2 +3
Far Short.gif HL 30 50 20 sp/su 6 2 8 +1 +4
Far Forward.gif HL 60 100 40 - 8 3 11 0 +3
Far Roundhouse.gif HL 100 200 60 - 11 6 15 -2 +2
crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 10 -1 +2
crouch Strong.gif HL 60 100 40 sp/su 5 3 9 +2 +5
crouch Fierce.gif HL 90 200 60 sp/su 8 2 18 -2 +2
crouch Short.gif L 20 50 20 ch/sp/su 5 2 12 -3 0
crouch Forward.gif L 60 100 40 sp/su 7 3 16 -5 -2
crouch Roundhouse.gif L 100 200 60 - 12 3 18 -3 -
Jump up Jab.gif H 40 50 20 - 5 7 - - -
Jump up Strong.gif H 70 100 40 sp 7 6 - - -
Jump up Fierce.gif H 90 200 60 sp 8 6 - - -
Jump up Short.gif H 30 50 20 sp 6 5 - - -
Jump up Forward.gif H 70 100 40 - 9 5 - - -
Jump up Roundhouse.gif H 90 200 60 - 7 7 - - -
Jump forward Jab.gif H 40 50 20 - 7 6 - - -
Jump forward Strong.gif H 70 100 40 sp 8 5 - - -
Jump forward Fierce.gif H 90 200 60 - 8 5 - - -
Jump forward Short.gif H 40 50 20 sp 7 7 - - -
Jump forward Forward.gif H 60 100 40 - 7 4 - - -
Jump forward Roundhouse.gif H 90 200 60 sp 6 7 - - -
Right.gif+Strong.gif H 70 100 40 - 20 5 3+??? -2 +1
Right.gif+Roundhouse.gif HL 40*60 125*75 60*20 su 12 1(8)3 17 -2 +3
Super Jump - - - - ??? - - ??? -
Focus Attack LVL 1 HL 60 100 20 - 26 2 40 -26 -26
Focus attack LVL 2 HL 90 150 40 - 17+17 2 40 -20 -
Focus attack LVL 3 - 150 200 60 - 70 2 40 - -
Forward Throw 0.91 130 100 40 - 3 2 20 - -
Back throw 0.91 120 160 60 - 3 2 20 - -
Thunder Knuckle Jab.gif HL 100 150 20/30 su 16 6 21 -2 +2
Thunder Knuckle Strong.gif HL 120 200 20/30 su 14 4 20 -1 +3
Thunder Knuckle Fierce.gif HL 70 150 30/40 su 7 16 14+13 -22 -
Thunder Knuckle EX.gif HL 60*60 100*100 -250/0 su 27 17 38 -5 -
Burning Kick Short.gif HL 100 100 20/30 - 23 4 17 -2 -
Burning Kick Forward.gif HL 100 100 20/30 - 25 3 17 -1 -
Burning Kick Roundhouse.gif HL 100 100 20/30 - 27 2 17 0 -
Burning Kick EX.gif HL 20x3*80 50x3*100 -250/0 - 9 2*1*2(11)10 23 -12 -
Burning Kick Short.gif(air) HL 100 100 10/30 - 21 8 12 +6 -
Burning Kick Forward.gif(air) HL 100 100 10/30 - 19 8 12 +4 -
Burning Kick Roundhouse.gif(air) HL 100 100 10/30 - 17 9 12 +2 -
Burning Kick EX.gif (air) HL 20x3*80 50x3*100 -250/0 - 6 2*1*2(10)8 15 +2 -
Seismo Hammer L 120 100 20/30 su 24 8 31 -18 -
Seismo Hammer EX.gif L 120 100 -250/0 su 19 5 18 -2 -
??? HL - - 0/0 - - - ??? - -
Super Combo Jab.gif HL 80*80*140 0 -1000/0 - 1+13 1(33)1(19)2 59+56 -96 -
Super Combo Strong.gif HL 80*80*140 0 -1000/0 - 1+7 1(15)1(21)2 59+56 -96 -
Super Combo Fierce.gif HL 80*80*140 0 -1000/0 - 1+5 1(8)1(29)2 36+35 -52 -
Ultra Combo 1 HL 60*98x3*126 0 0/0 - 0+7 3(53)5(8)5(10)5(10)5 59+56 -201 -
Ultra Combo 2 HL 38*342 0 0/0 - 0+10 until ground 46 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: