Introduction
A special agent working for the CIA. Crimson Viper was a newcomer to Capcom's fighting lineup introduced in Street Fighter 4, where she is deployed to investigate the organization S.I.N. and its leader, Seth. She wears a special combat suit that enhances her fighting abilities with special gadgets, which can burn or electrify enemies.
In UMvC3, Viper is a fast-paced, aggressive character with many unique mechanics that she can utilize to enhance her mixup capabilities, extend her combos, or even zone out an opponent.
Strengths | Weaknesses |
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Unique Mechanics
C.Viper's motion specials (Thunder Knuckle, Burning Kick, and Seismic Hammer) have EX variations, based on the "EX" moves found in SF4. These EX moves cost 1 bar of Hyper meter to perform, similar to a Hyper. However, they are still considered special attacks, not hypers. EX Special moves have additional damage and have extra properties to justify their meter cost. EX Specials are done by performing the regular special move motion, but with the S button instead of the regular attack buttons. For example, EX Thunder Knuckle is 236S.
These same three special moves detailed above are able to be Feint Canceled, a special mechanic only Viper can perform. Feint Cancels are performed by pressing the S button during these specials. The specific window for feint canceling a special depends on the attack. Thunder Knuckle can be Feint Canceled both before and after the hit, while Burn Kick and Seismo can only be canceled before the hit. Feint cancel immediately ends the special move and returns Viper to a neutral state with either 4 or 10 frames of recovery, allowing her to recover faster and opening new options. Feint Cancel does not cost any resources to perform.
Move List
Hitspheres and Hurtspheres
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 29 | 7 | 130, 100 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Emergency Combination. Viper punches at an upwards angle, knocking opponents up as well. Can be feint canceled if used as a crossover counter, allowing for follow-up combos. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 40 | 8 | 109, 79 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Burst Time. Punches downward and creates an explosion immediately in front of Viper, which hits OTG. Can be feint canceled when used as a Crossover Counter, but only before the move becomes active. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 49 | 5 | 111, 81 |
On Hit | On Block | Guard | Properties |
- | - | OH | ![]() |
THC Hyper: Burst Time. Recommended assist. As an overhead assist, it can be used to set up dangerous high-low mixups or even unblockables when paired with any low attack from the point character. Can be feint-canceled if used as a crossover counter, but only before the move becomes active. |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 | 5 | 3 | 10 |
On Hit | On Block | Guard | Properties |
0 | -1 | Low | - |
Standing low attack (note that Viper's 2L is not low). |
Damage | Startup | Active | Recovery |
---|---|---|---|
63,000 | 7 | 3 | 19 |
On Hit | On Block | Guard | Properties |
-4 | -5 | Mid | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 9 | 3 | 22 |
On Hit | On Block | Guard | Properties |
-2 | -3 | Mid | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
38,000 | 4 | 2 | 11 |
On Hit | On Block | Guard | Properties |
0 | -1 | Mid | - |
Faster than 5L, but does not hit low. Useful for linking after feint-canceled 236L. |
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 | 7 | 3 | 20 |
On Hit | On Block | Guard | Properties |
-5 | -6 | Low | - |
Viper's only crouching low. |
Damage | Startup | Active | Recovery |
---|---|---|---|
72,000 | 9 | 4 | 19 |
On Hit | On Block | Guard | Properties |
0 | -1 | Mid | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 + 50,000 | 8 | 5(3)6 | 24 |
On Hit | On Block | Guard | Properties |
Launch | -8 | Mid | ![]() ![]() |
Unique two-hitting launcher. The first hit acts as a regular normal, and thus can be canceled into specials or hypers normally. Viper can use this as free extra damage in certain confirms. The second hit acts as a standard launcher, with all of the regular properties of most characters 5S attack. The first hit of S is not subject to hitstun deterioration. |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
43,000 | 6 | 3 | 15 |
On Hit | On Block | Guard | Properties |
+11 | +10 | OH | - |
Works as an instant overhead naturally against most characters, although with limited follow-up potential. |
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 | 8 | 3 | 19 |
On Hit | On Block | Guard | Properties |
+16 | +15 | OH | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
73,000 | 7 | 3 | 24 |
On Hit | On Block | Guard | Properties |
+18 | +17 | OH | - |
Works as an instant overhead naturally against most characters, although with limited follow-up potential. Sometimes fails to work as a jump-in, since Viper's lower leg will cause her to land-cancel the attack when falling quickly. |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 9 | 4 | 23 |
On Hit | On Block | Guard | Properties |
+15 | +14 | OH | ![]() |
- |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
65,000 | 22 | 4 | 13 |
On Hit | On Block | Guard | Properties |
+1 | 0 | OH | - |
Command overhead. Cannot be chained into. Can be canceled into special moves on contact or during the landing recovery, and can be chained into 5S. Notable follow-ups are 623S and 5S (which both just barely combo), or 214L for a second consecutive overhead. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 / 80,000 / 90,000 | 25 - 77 (12 after release) | 3 | 23 |
On Hit | On Block | Guard | Properties |
-3* | -4* | Mid / Unblockable | Hyper Armor starting from frame 6, ![]() ![]() |
Viper enters a focus stance. She has Hyper Armor in this stance starting from frame 6, and can cancel charging with a forward dash, backdash, or any special/hyper. Continuing to charge the focus attack will unlock additional benefits. -Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility. -Level 2 Focus Attack is gained by charging for at least 30 frames, an inky aura will appear around Viper. Releasing the focus attack now will make the attack Crumple on hit against grounded opponents. -Level 3 Focus Attack is gained by allowing Viper to fully charge, and she will automatically attack upon reaching it. Not only does Level 3 Focus cause a Crumple hit, it is now Unblockable. Viper is unable to cancel Focus Attack into an EX move or Hyper move, however, she is able to cancel Focus Attack into X-Factor. Normally, it is impractical for Viper to keep an opponent in range of this attack long enough to fully charge it. This weakness can be circumvented by using assists with large amount of lockdown, such as Dante's Jam Session, or Ammy's Cold Star assists. During the charging of each Focus Attack, you are able to call an assist an any point during the charge. |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
90,000 | 15 | 7 | 14 | |
On Hit | On Block | Guard | Properties | |
+2/+11 | +1/+10 | Mid | - | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 13 | 7 | 16 | |
On Hit | On Block | Guard | Properties | |
0/+11 | -1/+10 | Mid | - | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
100,000 | 5 | 7 | 44 | |
On Hit | On Block | Guard | Properties | |
-15/+24 | -29/+10 | Mid | ![]() | |
Viper rushes forward with an electrically charged punch. L version advances forward while ducking, although it is not low enough profile to evade many attacks. M version is similar to L version, but Viper stands during the punch, and it has superior frame data in most cases. H version is unique in that it causes Viper to punch upwards into the air, knocking the opponent up with them. Unlike Viper's other specials, this move can be feint canceled after the hit, drastically improving its frame data on hit/block, and making it a staple combo and pressure tool. Feint cancel windows for each version:
|
Damage | Startup | Active | Recovery |
---|---|---|---|
150,000 | 10 | 38 | 28 |
On Hit | On Block | Guard | Properties |
- | -44 | Mid | Invuln frames 1-10, ![]() |
Enhanced version of Thunder Knuckle, where Viper slides across the entire screen delivering a heavy punch. Has a small invincibility window during startup, but also is considered to be a medium-priority projectile while active. As a result, it will blow through almost any non-hyper projectile, although it is still vulnerable to many physical attacks. On hitting a grounded opponent, it causes a Crumple state, essentially giving Viper a free full combo. If the opponent is airborne and hit by EX Thunder Knuckle the opponent will be put into a spinning soft knockdown until the opponent reaches the ground and can tech at that stage. EX Thunder Knuckle is also cancellable into EX Seismic Hammer. Unlike non-EX Knuckle, it can only be feint canceled early, before the active frames (window 5-9f). It is catastrophically unsafe and can not be canceled except into X-Factor, hypers, and other EX specials. EX Thunder Knuckle is not subject to hitstun deterioration. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
90,000 | 23 | 10 | 26 | |
On Hit | On Block | Guard | Properties | |
- | -14 | OH | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 25 | 10 | 18 | |
On Hit | On Block | Guard | Properties | |
- | -6 | OH | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 27 | 10 | 13 | |
On Hit | On Block | Guard | Properties | |
- | -1 | OH | ![]() | |
Viper becomes airborne and attacks with a burning kick. This attack hits overhead, and the flames act as a projectile. H Burn Kick is comboable on grounded opponents, and the air version can often be comboable if hit with Viper as far below the opponent as possible. Can always be picked up with EX Burn Kick or EX Seismo. Most useful for its feint cancel. Burn kick can be feint canceled before becoming active but after becoming airborne, acting as a form of command jump that can be canceled into from normals. Burning Kick can have its landing recovery cancelled by use of an EX move or Hyper Move. Feint Cancel windows for each version:
All versions of Burning Kick are not subject to hitstun deterioration. |
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 x3 + 90,000 | 9 | 10(5)5 | 20 |
On Hit | On Block | Guard | Properties |
- | -3 | OH | Forced ![]() |
Enhanced version of grounded Burning Kick. Has an initial hitbox when jumping upwards, and then a follow-up attack in the actual burn kick. As a result, this move is only a very fast overhead when used at very close range, and otherwise takes awhile to connect. The soft knockdown caused by this attack ignores hitstun deterioration. Viper can basically always follow this attack up with normals and continue the combo, making it an excellent confirm tool alongside its Air version. Feint cancel window is frames 10-14 EX Burning Kick is not subject to hitstun deterioration. |
L (air) ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | 21 | 10 | Until grounded +18 | |
On Hit | On Block | Guard | Properties | |
- | -6 | OH | ![]() | |
M (air) ![]() ![]() |
Damage | Startup | Active | Recovery |
80,000 | 19 | 10 | Until grounded +20 | |
On Hit | On Block | Guard | Properties | |
- | -9 | OH | ![]() | |
H (air) ![]() ![]() |
Damage | Startup | Active | Recovery |
80,000 | 17 | 10 | Until grounded +22 | |
On Hit | On Block | Guard | Properties | |
- | -11 | OH | ![]() | |
Air version of burn kick. Like the ground version, its mainly useful when feint canceled - to act as a sort of jump cancel. Viper can feint cancel burn kick up to three times per jump, which can be combined with her regular double-jump or airdash to stall in the air for a long time. Feint cancel Air Burn Kick preserves some of Viper's aerial momentum - if she is performing a back jump, the feint will push her up and back. A neutral jump feint kick will move her up and very slightly forward, and a forward jump feint kick will send her a good distance forward. Can also be used in combos - again for its feint cancel - mainly in TACs, as j.5H -> feint cancel -> j.5L is just fast enough to link. Feint Cancel window is the same for each version: frames 6-11. All versions of Air Burning Kick are not subject to hitstun deterioration. |
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 x3 + 80,000 | 6 | 10(5)5 | Until grounded + 16 |
On Hit | On Block | Guard | Properties |
- | -4 | OH | Forced ![]() |
Enhanced version of Air Burn Kick. Works almost the same way as grounded EX Burn Kick. Very strong conversion tool for stray air hits and assists like Jam Session, as the forced soft knockdown gives Viper a guaranteed follow-up combo. Feint cancel window: frames 6-11 Air EX Burning Kick is not subject to hitstun deterioration. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 16 | 8 | 35 |
On Hit | On Block | Guard | Properties |
-7 | -18 | Mid | ![]() ![]() ![]() |
Viper punches the ground and creates a shockwave projectile a fixed distance in front of her. L Seismo creates a shockwave directly in front of her, M creates one at about 1/3 fullscreen distance, and H creates one at roughly 2/3 fullscreen distance. The shockwave hits OTG and can be useful in projectile battles since it appears underneath the opponent, avoiding their own fireballs. Seismo is a very important part of Viper's kit due to its jump-cancel property. It can be canceled into jumps or superjumps after frame 19. Jump-cancel seismos are very advantageous on hit or block, and can even be used if the projectile whiffs entirely. Additionally, Viper can cancel the prejump frames of her jump-cancel seismo into any grounded special/hyper, including another seismo. Rapid jump-cancel seismos allow Viper to quickly fill the screen with projectiles, in order to lock down opponents or their assists, while being very low commitment. Seismo's projectile reaches fairly high up. If an airborne opponent blocks it, their aerial momentum will be halted and they will plummet towards the ground. Viper can use this to jail characters who try to chicken block her pressure. Feint cancel window: frames 6-11. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x3 | 14 | 8 | 19 |
On Hit | On Block | Guard | Properties |
- | -5 | Mid | Invuln until frame 16, ![]() ![]() ![]() |
Enhanced version of Seismo. Viper creates a larger explosion that covers roughly the combined area of L and M seismos. It is faster than regular Seismo, and has solid invincibility. It can be jump-canceled from frame 19 on, in the same way as regular seismo. Feint cancel window: frames 5-11. EX Seismic Hammer is not subject to hitstun deterioration. |
Damage | Startup | Active | Recovery |
---|---|---|---|
35,000 x3 | 21 | 20 | 10 |
On Hit | On Block | Guard | Properties |
- | -7 | High | ![]() |
Buster-style charged projectile. If Viper holds a button for 60 frames, her sunglasses will gain a red glow. After that point, releasing all attack buttons while in a valid state (on the ground, and can cancel into a special) will cause Viper to perform Optic Laser. Releasing all attack buttons in a state where she cannot perform the special will waste the charge. Optic Laser is a fairly fast beam projectile with good durability, but most characters can duck underneath it. It can not be feint canceled. Button strength does not alter this move in any way, so it can be used by holding any button. Viper can also hold down a second button and then release the first button in order to maintain her charge, although she cannot store multiple charges by holding multiple buttons. Optic Laser is not subject to hitstun deterioration. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 + 60,000 + 70,000 + 110,000 | 10+4 | 5(17)6(13)6(17)7 | 72 |
On Hit | On Block | Guard | Properties |
- | -74 | Mid | Invuln until frame 36, ![]() ![]() |
Viper punches forward twice and then does two upwards kicks. Both punches can nullify one projectile, including high-priority projectiles like hypers. When combined with its natural invincibility, it is very difficult to contest as a reversal. However, Viper's EX specials are also serviceable reversals that are more difficult to react against. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 + 30,000 x3 + 150,000 | 9+1 | 4(26)64 | 57 |
On Hit | On Block | Guard | Properties |
- | -99 | Low | Invuln frames 6-13, ![]() ![]() |
Standard combo ender. Can be done on its own as an OTG, or as a followup to OTG L Seismo. Does great damage, especially considering Viper's high minimum damage scaling on hypers. This move juggles the opponent very high into the air and ends with a lengthy fall into a soft knockdown. The DHC window is very long even after the final hit, and so this hyper is excellent for setting up DHCs. |
Damage | Startup | Active | Recovery |
---|---|---|---|
430,000 | 10+0 | 10 | 49 |
On Hit | On Block | Guard | Properties |
- | -38 | Mid | Invuln until frame 14, ![]() |
Standard cinematic level 3 hyper, with Viper lunging forward about 3/4 of screen length. Ignores damage scaling. This move is one of a few hypers that has 0 frames of startup after the flash. As a result, if this move is done point black, and the opponent is not already blocking when the hyperflash begins, it cannot be blocked. Effectively, it is already active during the super flash. |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Standard ground throw that results in the opponent knocked down next to Viper. Easy to pick up afterwards using jump cancel seismo. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Standard ground throw that results in the opponent knocked down next to Viper. Easy to pick up afterwards using jump cancel seismo. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 3 | 22 |
On Hit | On Block | Guard | Properties |
- | -3 | Mid | Snapback |
Animation and hitbox based on 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | - | 20 | 33 |
On Hit | On Block | Guard | Properties |
- | -15 | OH | ![]() |
- |
Team Position
Viper is almost always played as a Point character. Although her assists and DHC options are not terrible, Viper tends to be the best character on teams featuring her, when it comes to the neutral game. Viper teams tend to be particularly momentum-focused, as she wants to secure an early hit and snowball with Unblockable setups using her fully charged Focus Attack special.
Some people have also had success running Viper as an Anchor character, on the grounds that her very invincible EX Thunder Knuckle can be used to escape oncoming pressure as long as she reaches the ground, and that she benefits from entering the fight with several bars of hyper meter to spend on EX moves and hypers.
Notable Synergies
Amaterasu: Ammy's Cold Star assist provides enough blockstun for Viper to fully charge Focus Attack, leading to nearly-inescapable setups in the right circumstances. While difficult to use for combo extensions, Ammy assist can also be used for some very effective resets by calling it before an OTG Seismo. The opponent will tech out right above Ammy's projectiles, and be forced to endure a Hit/Throw mixup before falling back into it.
Players to Watch: FullSchedule (Viper/Doom/Ammy), MarlinPie (Viper/Doom/Ammy)
Dante: Like Ammy, Dante can provide a significant amount of lockdown for Viper via his Jam Session assist. Although shorter in duration than Cold Star, it is more useful as a neutral assist due to its vertical reach. Dante also provides some useful DHC options with both Million Dollars and Devil Trigger, taking advantage of the knockdown caused when Viper DHC's her Burst Time hyper.
Players to Watch: KBeast (Viper/Magneto/Dante), Crazy Joe (Viper/Dante/Strider), FeedYourGreed (Viper/Dante/Strider)
Strider Hiryu: Strider's "Vajra" assist has great tracking capabilities and hits from a frustrating angle, but causes a knockdown on hitting an airborne opponent. This limits his usefulness as an assist for characters with poor OTG options, but makes him a very serious threat when paired with a character that has good ones. Viper's Seismic Hammer specials are extremely fast OTG-capable attacks that she can jump-cancel or feint-cancel. Viper can pick up a Vajra hit from just about anywhere on the screen and covert it into big damage.
Players to Watch: StaticAlpha (Viper/Doom/Strider), Crazy Joe (Viper/Dante/Strider), FeedYourGreed (Viper/Dante/Strider)
Other Players to Watch: Unkn0wn (Wesker/Sentinel/Viper)
Alternate Colors
Color 1 | Color 2 | Color 3 | Color 4 | Color 5 | Color 6 | Alt Color |
---|---|---|---|---|---|---|
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