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Super Street Fighter IV AE/C. Viper
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Super Street Fighter IV AE
Revision as of 23:37, 1 June 2011 by
MJ
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Introduction
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Moves
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
HL
20
50
20
ch/sp/su
4
2
7
+2
+5
Close
HL
60
100
40
sp/su
5
2
9
+3
+6
Close
HL
90
200
60
sp/su
9
2
16
0
+5
Close
HL
20
50
20
ch/sp/su
5
1
7
+3
+6
Close
HL
60
100
40
sp/su
7
4
11
-1
+2
Close
HL
40*60
125*75
60*20
su
12
1(8)3
17
-2
+3
Far
HL
20
50
20
ch/sp/su
6
2
7
+2
+5
Far
HL
70
100
40
su
7
2
12
0
+3
Far
HL
100
200
60
-
14
4
16
-2
+3
Far
HL
30
50
20
sp/su
6
2
8
+1
+4
Far
HL
60
100
40
-
8
3
11
0
+3
Far
HL
100
200
60
-
11
6
15
-2
+2
crouch
HL
20
50
20
ch/sp/su
4
2
10
-1
+2
crouch
HL
60
100
40
sp/su
5
3
9
+2
+5
crouch
HL
90
200
60
sp/su
8
2
18
-2
+2
crouch
L
20
50
20
ch/sp/su
5
2
12
-3
0
crouch
L
60
100
40
sp/su
7
3
16
-5
-2
crouch
L
100
200
60
-
12
3
18
-3
-
Jump up
H
40
50
20
-
5
7
-
-
-
Jump up
H
70
100
40
sp
7
6
-
-
-
Jump up
H
90
200
60
sp
8
6
-
-
-
Jump up
H
30
50
20
sp
6
5
-
-
-
Jump up
H
70
100
40
-
9
5
-
-
-
Jump up
H
90
200
60
-
7
7
-
-
-
Jump forward
H
40
50
20
-
7
6
-
-
-
Jump forward
H
70
100
40
sp
8
5
-
-
-
Jump forward
H
90
200
60
-
8
5
-
-
-
Jump forward
H
40
50
20
sp
7
7
-
-
-
Jump forward
H
60
100
40
-
7
4
-
-
-
Jump forward
H
90
200
60
sp
6
7
-
-
-
+
H
70
100
40
-
20
5
3+???
-2
+1
+
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
HL
100
150
20/30
su
16
6
21
-2
+2
Thunder Knuckle
HL
120
200
20/30
su
14
4
20
-1
+3
Thunder Knuckle
HL
70
150
30/40
su
7
16
14+13
-22
-
Thunder Knuckle
HL
60*60
100*100
-250/0
su
27
17
38
-5
-
Burning Kick
HL
100
100
20/30
-
23
4
17
-2
-
Burning Kick
HL
100
100
20/30
-
25
3
17
-1
-
Burning Kick
HL
100
100
20/30
-
27
2
17
0
-
Burning Kick
HL
20x3*80
50x3*100
-250/0
-
9
2*1*2(11)10
23
-12
-
Burning Kick
(air)
HL
100
100
10/30
-
21
8
12
+6
-
Burning Kick
(air)
HL
100
100
10/30
-
19
8
12
+4
-
Burning Kick
(air)
HL
100
100
10/30
-
17
9
12
+2
-
Burning Kick
(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
L
120
100
-250/0
su
19
5
18
-2
-
???
HL
-
-
0/0
-
-
-
???
-
-
Super Combo
HL
80*80*140
0
-1000/0
-
1+13
1(33)1(19)2
59+56
-96
-
Super Combo
HL
80*80*140
0
-1000/0
-
1+7
1(15)1(21)2
59+56
-96
-
Super Combo
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:
Contents
Back to top
Contents
1
Introduction
2
Move Analysis
2.1
Normal Moves
2.2
Normal Throws
2.3
Command Normals
2.4
Focus / Saving Attack
2.5
Special Moves
2.6
Super Move
2.7
Ultra Moves
3
The Basics
4
Combos
5
Strategy
6
Matchups
7
Frame Data
7.1
Notes: