C. Viper
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
One of the most technical characters in the game, Viper requires a high level of manual dexterity to be effective at. Also, 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.
Moves
Unique Attacks
Throws
Ab Fitness
f or n + lp + lk
throw
Temple Massage
b + lp + lk
throw
Special Moves
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 }}
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
Emercency Combination
qcf qcf + p
Ultra Combos
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
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: