Ultra Street Fighter IV/C. Viper

From Shoryuken Wiki!
Jump to: navigation, search
Ultra Street Fighter IVUSFIV-Header.png
Ultra Street Fighter IV#CharactersUltra Street Fighter IV/Controls and TerminologyUltra Street Fighter IV/Basic ElementsUltra Street Fighter IV/Universal AbilitiesUltra Street Fighter IV/Game SystemsUSFIVHeaderButtons.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.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Crouch MK: Hitbox slightly expanded forward
  • Stand HK: Hurtbox slightly reduced
  • Focus Attack: Level 1 startup reduced to 23 frames from 26 frames
  • Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release
  • Focus Attack: Level 3 startup reduced to 68 frames from 70 frames
  • Thunder Knuckle: Light version Hitbox slightly expanded
  • Thunder Knuckle: Medium version on hit is now +4 after EX Focus Cancel --> Forward Dash
  • Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames
  • Emergency Combination (SC): Damage increased to 350 from 330
  • Burst Time (UC1): Smoke visual effects reduced
  • Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed

(New to Ultra SFIV Console Digital Release)

  • Stand HK: Can now be performed with Offensive Crouch + Hard Kick regardless of distance from opponent
  • Crouch HP: Stun damage reduced to 150 from 200
  • Crouch HP: Hurtbox added to arm area of the second Active Frame
  • Focus Attack: Forward Hitbox slightly reduced to the elbow area
  • Thunder Knuckle: Light version stun damage increased to 200 from 150
  • Thunder Knuckle: Medium version damage increased to 120 from 110; stun damage reduced to 150 from 200
  • Emergency Combination (SC): Changed to QCB QCB + P from QCF QCF + P motion
  • H Thunder Knuckle --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(Removed from Ultra SFIV Arcade Japan)

  • Close HP: Damage increased to 100 from 90
  • Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames


Character Specific Data

C.Viper

VITALS
Health: 900 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.055 Forward Dash Distance: 1.30
Back Walk Speed: 0.045 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 1.25
Jump Height Apex: 1.768 Back Dash Total Frames: 27
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.75 Back Dash Airborne: 9
Back Jump Distance 1.57 Back Dash Recovery: 10
THROWS WAKE-UP TIMING
Forward Throw Range: 0.91 Face Up Total Frames: 31
Back Throw Range: 0.91 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Viper Elbow Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Seismic Hammer, EX Seismic Hammer Armor Breakers: Thunder Knuckle, EX Thunder Knuckle, Burst Time, Burning Dance
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 23 L1 EX Red Focus Attack Combo Lead-Ins: LP/MP Thunder Knuckle
Level 2 Focus Startup Frames: 28
Level 3 Focus Startup Frames: 68
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 7 2 5
Close MP Close Strong.gif 60 100 40 HL sp/su 5 2 9 3 6
Close HP Close Fierce.gif 90 200 60 HL sp/su 9 2 16 0 5
Close LK Close Short.gif 20 50 20 HL ch/sp/su 5 1 7 3 6
Close MK Close Forward.gif 60 100 40 HL sp/su 7 4 11 -1 2
Close HK Close Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 -2 3
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 6 2 7 2 5
Far MP Far Strong.gif 70 100 40 HL su 7 2 12 0 3
Far HP Far Fierce.gif 100 200 60 HL See notes 14 4 16 -2 3[2]
Far LK Far Short.gif 30 50 20 HL sp/su 6 2 8 1 4
Far MK Far Forward.gif 60 100 40 HL - 8 3 11 0 3
Far HK Far Roundhouse.gif 100 200 60 HL - 11 6 15 -2 2
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 10 -1 2
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 9 2 5
Crouch HP Crouch Fierce.gif 90 150 60 HL sp/su 8 2 18 -2 2
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 12 -3 0
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 7 3 16 -5 -2
Crouch HK Crouch Roundhouse.gif 100 200 60 L - 12 3 18 -3 -
Viper Elbow Right.gif+Strong.gif 70 100 40 H - 20 5 3 + After landing 8 -2 1
Double Kick Right.gif+Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 -2 3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H sp 7 6 - - -
Neutral Jump HP Neutral Jump Fierce.gif 90 200 60 H sp 8 6 - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H sp 6 5 - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 9 5 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 90 200 60 H - 7 7 - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 7 6 - - -
Angled Jump MP Angled Jump Strong.gif 70 100 40 H sp 8 5 - - -
Angled Jump HP Angled Jump Fierce.gif 90 200 60 H - 8 5 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H sp 7 7 - - -
Angled Jump MK Angled Jump Forward.gif 60 100 40 H - 7 4 - - -
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H sp 6 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+13 2 40 -26 -26
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+14 2 40 -20 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 40 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+13 2 40 -26 -26
Red Focus Attack (Level 2) Level 2 Red Focus 135 150 40 HL - 18+14 2 40 -20 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 68 2 40 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+13 2 40 -20 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Ab Fitness Forward Throw 130 100 40 0.91 - 3 2 20 - -
Temple Massage Back Throw 120 160 60 0.91 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Thunder Knuckle Thunder Knuckle Jab.gif 100 200 20/30 HL su 16 6 21 -2 2
Thunder Knuckle Strong.gif 120 150 20/30 HL su 14 4 20 -1 3
Thunder Knuckle Fierce.gif 70 150 30/40 HL su 7 16 14+13 -25 -
EX Thunder Knuckle Thunder Knuckle EX.gif 60*60 100*100 -250/0 HL su 27 17 38 -5 -
Burning Kick Burn Kick Short.gif 100 100 20/30 HL - 23 4 17 -2 -
Burn Kick Forward.gif 100 100 20/30 HL - 25 3 17 -1 -
Burn Kick Roundhouse.gif 100 100 20/30 HL - 27 2 17 0 -
EX Burning Kick Burn Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 9 2*1*2(11)10 23 -12 -
Air Burning Kick Air Burn Kick Short.gif 90 100 10/30 HL - 21 8 After landing 12 6 -
Air Burn Kick Forward.gif 90 100 10/30 HL - 19 8 After landing 12 4 -
Air Burn Kick Roundhouse.gif 90 100 10/30 HL - 17 9 After landing 12 2 -
EX Air Burning Kick Air Burn Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 6 2*1*2(10)8 After landing 15 2 -
Seismic Hammer Seismo 120 100 20/30 L su 24 8 31 -18 -
EX Seismic Hammer Seismo EX.gif 100 100 -250/0 L su 19 5 18 -2 -
Feint Feint - - 0/0 HL - - - Total 6 - -
High Jump High Jump - - - - See Notes - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Emergency Combination Super Combo Jab.gif 100x2*150 0 -1000/0 HL - 1+13 1(33)1(19)2 59+56 -96 -
Super Combo Strong.gif 100x2*150 0 -1000/0 HL - 1+7 1(15)1(21)2 59+56 -96 -
Super Combo Fierce.gif 100x2*150 0 -1000/0 HL - 1+5 1(8)1(29)2 36+35 -52 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Burst Time Ultra Combo 1 60*89x3*114 0 0/0 HL - 0+7 3(53)5(8)5(10)5(10)5 59+56 -201 -
Burning Dance Ultra Combo 2 410 0 0/0 HL - 0+9 until ground After landing 46 -35 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit


Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:Example.png

Viper Elbow

Overhead F.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Double Kick

Double Kick F.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Ab Fitness

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Temple Massage

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Thunder Knuckle

Thunder Knuckle Qcb.png + P.png Ex.png Armorbreak.png Hp.png is anti-air, Mp.png is a chest level straight atack, Lp.png is a leg level straight attack; Startup can be canceled with 2p

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Burning Kick

Burn Kick Qcb.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Air Burning Kick

Air Burn Kick (in air) Qcb.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Seismic Hammer

Seismo Dp.png + P.png Ex.png Startup can be canceled with 2p

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Feint

Feint P.png P.png during startup of Thunder Knuckle or Seismic Hammer

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

High Jump

High Jump tap Db.png or D.png or Df.png then Ub.png or U.png or Uf.png

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:Example.png

Emergency Combination

Super Combo Qcb.png Qcb.png + P.png

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:Example.png

Burst Time

Ultra Combo I Qcf.png Qcf.png + 3p.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Burning Dance

Ultra Combo II (in air) Qcb.png Qcb.png + 3k.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper (self)

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 7 12 2 5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 60 100 40 HL sp/su 5 2 9 15 3 6 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 90 200 60 HL sp/su 9 2 16 26 0 5 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 20 50 20 HL ch/sp/su 5 1 7 12 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 60 100 40 HL sp/su 7 4 11 21 -1 2 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 40 -2 3 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 6 2 7 14 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 70 100 40 HL su 7 2 12 20 0 3 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 200 60 HL See notes 14 4 16 33 -2 3[2] 18 23[22] Super and Special cancelable 2~13F, [] refers to vs crouching Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL sp/su 6 2 8 15 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 60 100 40 HL - 8 3 11 21 0 3 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 100 200 60 HL - 11 6 15 31 -2 2 19 23 Can be performed with Down/Forward + HK at any distance from the opponent Soft Knockdown Soft Knockdown - - - - - - JP: 1
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 10 15 -1 2 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 9 16 2 5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 150 60 HL sp/su 8 2 18 27 -2 2 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 12 18 -3 0 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 7 3 16 25 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 200 60 L - 12 3 18 32 -3 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Viper Elbow Right.gif+Strong.gif 70 100 40 H - 20 5 3 + After landing 8 35 -2 1 14 17 Reset Reset - - - - - 6F~ -
Double Kick Right.gif+Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 40 -2 3 18 23 Forces stand Forces stand Reset Reset - - Feet: 1~11F Feet: 1~11F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower Body: 1~11F - - -
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H sp 7 6 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Neutral Jump HP Neutral Jump Fierce.gif 90 200 60 H sp 8 6 - 13 - - Reset Reset - - - Lower Body: 1~13F - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H sp 6 5 - 10 - - Reset Reset - - - Lower Body: 1~10F - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 9 5 - 13 - - Reset Reset - - - Lower Body: 1~13F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 90 200 60 H - 7 7 - 13 - - Reset Reset - - - Lower Body: 1~13F - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 7 6 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Angled Jump MP Angled Jump Strong.gif 70 100 40 H sp 8 5 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Angled Jump HP Angled Jump Fierce.gif 90 200 60 H - 8 5 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H sp 7 7 - 13 - - Reset Reset - - - Lower Body: 1~13F - - -
Angled Jump MK Angled Jump Forward.gif 60 100 40 H - 7 4 - 10 - - Reset Reset - - - Lower Body: 1~10F - - -
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H sp 6 7 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+13 2 40 67 -26 -26 16 16 Range: 1.862 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+14 2 40 73 -20 - 22 - Range: 1.862 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 40 109 - - - - Range: 1.862, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~67F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+13 2 40 67 -26 -26 16 16 Range: 1.862, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 135 150 40 HL - 18+14 2 40 73 -20 - 22 - Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 68 2 40 109 - - - - Range: 1.862, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~68F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+13 2 40 67 -20 - 22 - Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ab Fitness Forward Throw 130 100 40 0.91 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Temple Massage Back Throw 120 160 60 0.91 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Thunder Knuckle Thunder Knuckle Jab.gif 100 200 20/30 HL su 16 6 21 42 -2 2 25 29 8~9F can cancel into Feint, Last active frame cannot be special/super canceled, builds 20 meter on block X Soft Knockdown Soft Knockdown - - Upper body: 10~15F Upper body: 10~21F - - -
Thunder Knuckle Strong.gif 120 150 20/30 HL su 14 4 20 37 -1 3 23 27 7~8F can cancel into Feint, Last active frame cannot be special/super canceled, +4F on EX FADC Dash forward, deals 200 stun vs crouching or airborne, builds 20 meter on block X Soft Knockdown Soft Knockdown - - - - - - -
Thunder Knuckle Fierce.gif 70 150 30/40 HL su 7 16 14+13 49 -25 - 18 - 5~6F can cancel into Feint, X Soft Knockdown Soft Knockdown - All: 1~6F Invincible - - 7F 10F~ JP: 1
EX Thunder Knuckle Thunder Knuckle EX.gif 60*60 100*100 -250/0 HL su 27 17 38 81 -5 - 50 - 2nd hit can pass through opponent, Can only be counterhit 1~14F, 15~16F can cancel into Feint, Opponent gains 15 meter on hit, 10 on block X Crumple Crumple Soft Knockdown Soft Knockdown - - - - - - JP: 1*1
Burning Kick Burn Kick Short.gif 100 100 20/30 HL - 23 4 17 43 -2 - 19 - 1F~ Airborne, builds 10 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
Burn Kick Forward.gif 100 100 20/30 HL - 25 3 17 44 -1 - 19 - 1F~ Airborne, builds 10 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
Burn Kick Roundhouse.gif 100 100 20/30 HL - 27 2 17 45 0 - 19 - 1F~ Airborne, builds 10 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
EX Burning Kick Burn Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 9 2*1*2(11)10 23 57 -12 - 21 - Projectile only on 4th Hit, Can be counterhit 1~24F, Opponent gains 10x3*15 meter on hit, 5x4 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~8F - - - 1F~ JP: 1*1*2*10
Air Burning Kick Air Burn Kick Short.gif 90 100 10/30 HL - 21 8 After landing 12 40 6 - 26 - Block advantage is based on jump recovery, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Burn Kick Forward.gif 90 100 10/30 HL - 19 8 After landing 12 38 4 - 24 - Block advantage is based on jump recovery, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Burn Kick Roundhouse.gif 90 100 10/30 HL - 17 9 After landing 12 37 2 - 23 - Block advantage is based on jump recovery, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Air Burning Kick Air Burn Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 6 2*1*2(10)8 After landing 15 43 2 - 25 - Projectile only on 4th Hit, Opponent gains 10x3*15 meter on hit, 5x3*10 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*2*3*10, JI:0*0*0*1
Seismic Hammer Seismo 120 100 20/30 L su 24 8 31 62 -18 - 21 - Can cancel into High Jump, cannot hit airborne opponents, 9~10F can cancel into feint, builds 20 meter on block Free Juggle Free Juggle - - - - - - - -
EX Seismic Hammer Seismo EX.gif 100 100 -250/0 L su 19 5 18 41 -2 - 21 - Can cancel into High Jump, cannot hit airborne opponents, 9~10F can cancel into feint, Opponent gains 15 meter on hit, 10 on block Free Juggle Free Juggle - - - - All: 1~13F - - - -
Feint Feint - - 0/0 HL - - - Total 6 6[7] - - - - Fastest duration for Thunder Knuckle- LP:13F MP:12F HP:11F EX:20F for Seismo Hammer- Non-EX:14F EX:13F, [] Refers to to when performed from HP Thunder Knuckle - - - - - - -
High Jump High Jump - - - - See Notes - - - - - - - - 1-3F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44F total in air, Neutral version is 48F total in air, 11F recovery upon landing on empty jump, can cancel midair to jump attack (3F landing recovery instead of 11F) or jump special (with landing recovery of special), cannot be used as a Reversal - - - - - 4~44F[4~48F] -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Emergency Combination Super Combo Jab.gif 100x2*150 0 -1000/0 HL - 1+13 1(33)1(19)2 59+56 184 -96 - 21 - 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block X [3rd~4th Hit]: Hard Knockdown [3rd~4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4F - - - 68F~ JP: 127x3
Super Combo Strong.gif 100x2*150 0 -1000/0 HL - 1+7 1(15)1(21)2 59+56 162 -96 - 21 - 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block X [3rd~4th Hit]: Hard Knockdown [3rd~4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4F - - - 46F~ JP: 127x3
Super Combo Fierce.gif 100x2*150 0 -1000/0 HL - 1+5 1(8)1(29)2 36+35 117 -52 - 21 - 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block X [3rd~4th Hit]: Hard Knockdown [3rd~4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4F - - - 45F~ JP: 127x3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Burst Time Ultra Combo 1 60*89x3*114 0 0/0 HL - 0+7 3(53)5(8)5(10)5(10)5 59+56 225 -201 - -81 - 1st armor break, can juggle, hit advantage based on 1st hit, Opponent gains 20x5 meter on hit, 5x2 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - 61F~ JP: 1*127x4
Burning Dance Ultra Combo 2 410 0 0/0 HL - 0+9 until ground After landing 46 - -35 - - - 20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: