Super Street Fighter IV AE/C. Viper

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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.

Players to Watch

Latif, Wolfkrone, Gridman, Kyabetsu, Jayce the Ace

Moves

Unique Attacks

Name
Command
Notes
Viper Elbow
F.png + Mp.png
High.png
Double Kick
F.png + Hk.png

Throws

Name
Command
Notes
Ab Fitness
F.png or N.png + Lp.png + Lk.png
Throw.png
Temple Massage
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Thunder Knuckle
Qcb.png + P.png
Hp.png is anti-air; Mp.png is a straight, chest level attack; Lp.png is a straight, leg level attack; Startup can be canceled with 2p; Ex.png Armorbreak.png
canceled with 2p; ex armorbreak }}
Burning Kick
Qcb.png + K.png
Ex.png
Air Burning Kick
(in air) Qcb.png + K.png
Ex.png
Seismic Hammer
Dp.png + P.png
Startup can be canceled Cancel.png with 2p; Ex.png
High Jump
Tap Db.png or D.png or Df.png immediately followed by Ub.png or U.png or Uf.png
Cannot be used as a Reversal

Super Combo

Name
Command
Notes
Emercency Combination
Qcf.png Qcf.png + P.png

Ultra Combos

Name
Command
Notes
Burst Time
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Burning Dance
Qcb.png Qcb.png + 3k.png
Armorbreak.png


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 Forces stand
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 Forces stand
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 Only +2 on hit vs. crouching opponents
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 [Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame
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 - Hard knockdown
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 + After landing 8 -2 +1 6f~ Airborne
Right.gif+Roundhouse.gif HL 40*60 125*75 60*20 su*- 12 1(8)3 17 -2 +3 1~11f feet invincible to projectiles and strikes, forces stand
Super Jump - - - - See Notes - - See Notes - Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used
Focus Attack LVL 1 HL 60 100 20 - 10+16 2 40 -26 -26
Focus Attack LVL 2 HL 90 150 40 - 18+16 2 40 -20 -
Focus Attack LVL 3 - 150 200 60 - 70 2 40 - -
Forward Throw 0.91 130 100 40 - 3 2 20 - - Hard knockdown
Back Throw 0.91 120 160 60 - 3 2 20 - - Hard knockdown
Thunder Knuckle Jab.gif HL 100 150 20/30 su 16 6 21 -2 +2 10~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint
Thunder Knuckle Strong.gif HL 110 200 20/30 su 14 4 20 -1 +3 Armor break, 7~8f can cancel into Feint
Thunder Knuckle Fierce.gif HL 70 150 30/40 su 7 16 14+13 -22 - 1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint
Thunder Knuckle EX.gif HL 60*60 100*100 -250/0 su 27 17 38 -5 - Crumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint
Burning Kick Short.gif HL 100 100 20/30 - 23 4 17 -2 - 1f~ Airborne, projectile hitbox
Burning Kick Forward.gif HL 100 100 20/30 - 25 3 17 -1 - 1f~ Airborne, projectile hitbox
Burning Kick Roundhouse.gif HL 100 100 20/30 - 27 2 17 0 - 1f~ Airborne, projectile hitbox
Burning Kick EX.gif HL 20x3*80 50x3*100 -250/0 - 9 2*1*2(11)10 23 -12 - 1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox
Burning Kick Short.gif(air) HL 90 100 10/30 - 21 8 After landing 12 +6 - Projectile hitbox, block advantage is based on jump recovery
Burning Kick Forward.gif(air) HL 90 100 10/30 - 19 8 After landing 12 +4 - Projectile hitbox, block advantage is based on jump recovery
Burning Kick Roundhouse.gif(air) HL 90 100 10/30 - 17 9 After landing 12 +2 - Projectile hitbox, block advantage is based on jump recovery
Burning Kick EX.gif (air) HL 20x3*80 50x3*100 -250/0 - 6 2*1*2(10)8 After landing 15 +2 - Can juggle, 4th hit projectile hitbox, block advantage is based on jump recovery
Seismo Hammer L 120 100 20/30 su 24 8 31 -18 - Floats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint
Seismo Hammer EX.gif L 100 100 -250/0 su 19 5 18 -2 - 1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint
Feint HL - - 0/0 - - - Total 6 - - Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f
Super Combo Jab.gif HL 80*80*140 0 -1000/0 - 1+13 1(33)1(19)2 59+56 -96 - 1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Super Combo Strong.gif HL 80*80*140 0 -1000/0 - 1+7 1(15)1(21)2 59+56 -96 - 1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Super Combo Fierce.gif HL 80*80*140 0 -1000/0 - 1+5 1(8)1(29)2 36+35 -52 - 1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Ultra Combo 1 HL 60*89x3*114 0 0/0 - 0+7 3(53)5(8)5(10)5(10)5 59+56 -201 - 1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit
Ultra Combo 2 HL 410 0 0/0 - 0+10 until ground After landing 46 - - 1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing)
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: