C. Viper (SFIV)

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Revision as of 05:28, 15 December 2009 by Heath Dunndee (talk | contribs) (→‎BOXER)
Crimson Viper

Introduction

Forum Links

C. Viper Q&A: Quick questions here please

C.Viper Moveset and Attributes

C.Viper Combos and Glitches

C.Viper Strategies and Match-ups


Notation

  • F - Forward - Tilt stick forward/towards the opponent. (X-axis)
  • B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
  • U - Up - Tilt stick upwards. (Y-axis)
  • D - Down - Tilt stick downwards. (Y-axis)
  • QCF - D, DF, F - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB - D, DB, B - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - F, D, DF - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward. In SFIV, there is a "shortcut" for this motion: DF, neutral, DF.
  • 360 - Full circle - Complete a full rotation of the stick.
  • 720 - Complete a 720 degree rotation of the stick.
  • Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.

X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.

Six Button Notation

  • Jab - weak punch (also called LP or WP)
  • Strong - medium punch (also called MP)
  • Fierce - fierce punch (also called HP or FP)
  • P - any punch
  • PP or 2P - any two punches simultaneously
  • PPP or 3P - all three punches simultaneously
  • Short - weak kick (also called LK or WK)
  • Forward - medium kick (also called MK)
  • Roundhouse (RH) - fierce kick (also called HK)
  • K = any kick
  • KKK or 3K - all three kicks simultaneously

Connectors

  • ~ Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).
  • , Link
  • xx Cancel

State Modifiers

  • st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
  • cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
  • j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.

Miscellaneous Notation

  • Claw = American Vega = Japanese Balrog
  • Boxer = American Balrog = Japanese Bison
  • Dictator (Dic) = American Bison = Japanese Vega

Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.

Move Analysis

Normal Moves

Normal Throws

Ab Fitness

  • LP + LK or F + LP + LK

Temple Massage

  • B + LP + LK


Command Normals

Viper Elbow (Overhead)

  • F + MP

Double Kick

  • F + HK


Focus / Saving Attack

  • MP + MK


Special Moves

Thunder Knuckle (Armor Breaker, EX Version Available)

  • QCB + P
  • LP version goes under most projectiles
  • LP, MP Version can cancel into Super
  • HP Version as an Anti-Air can combo into Ultra/Super afterwards, on a traded hit Dash then combo into Ultra/HP Thunder Knuckle
  • EX Version on Hit causes crumple state


Thunder Knuckle Feint (EX Version Available)

  • QCB + P~PP
  • Used in combos to connect Normals that usually wouldn't e.g: cr.HP, HP Thunder Knuckle Feint, cr.HP (aka Fierce Feint Fierce abbreviated as FFF)


Burning Kick (Also performed in the Air, EX Version Available)

  • QCB + K


Seismic Hammer (EX Version Available)

  • DP + P


Seismic Hammer Feint (EX Version Available)

  • DP + P~PP


High Jump/Super Jump

  • D then immediately UB/U/UF


Super Move

Emergency Combination

  • QCF x 2 + P


Ultra Move

Burst Time (Armor Break Properties)

  • QCF x 2 + PPP

The Basics

Combos

Bread and Butter

  • cr.LK, st.LK, cr.MP xx MP Thunder Knuckle

Strategy

Matchups

'Matchup Videos' Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

ABEL

AKUMA (GOUKI)

BOXER

Well the way you set up the damaging stuff vs. Boxer is to get him in bad situations on wake up or via burn kick pressure. You have to sort of remember that if you whiff a lp tk, you're going to be in some hurt, as well as taking improper burn kick angles will get you hurt as well.

Also remember that you can throw all EX punches and TAP as well. This is very important that you practice this since it's from about a little inside sweep range.

Your burn kick pressure will be useful in this match. The better it is, the easier the time you will have. The reason for this is that because of the constant crossing, it will cause the Boxer to continuously switch sides. And if he is continuing switching sides, that means he cannot consistently keep a back charge which is important. Also, when you have him in pressure, elbows keep him from having a down charge.

Try and not burn kick towards him at about half screen. Good Boxers can and will jump back hp you, or crouching hp you if you did the kick high. Sometimes during seismo chains, you can do Seismo xx lp/mp tk to inch closer to him, but it's best to do this from about half to 3/4ths screen. About Seismos, if you can get him to land on seismos from when he jumps, it will be a lot of help to you.

Off of a hard knockdown, meaty cr. lk beats all reversal headbutts except EX which will go under it or you'll recover in time to block IIRC. Also, I find that in this match, I go for a lot of quick rise situations. That's because this is the easiest way to him into burn kick pressure, and eventually from the burn kick pressure, open him up to the ambiguous j. mk/hk for good damage.

And always respect the jabs. Try really hard to stay out of his jab range, and make sure you block when he's got you in pressure. The best escapes I've found in this matchup are lk bk and hp tk xx fadc. Back dash also works, but do not abuse it. Good boxers will dash punch you if you try and escape.

On a back throw, or a cr. fierce xx ex seismo xx sjc fadc sweep combo, there is a way to set up a burn kick angle where should the Boxer try and escape with an EX dash punch, he will go the other way leaving him close to you for punishment. To set this up, try taking a slight step forward, then normal jump and lk burn kick.

Also, as mentioned getting just outside of of a max range jab dash punch lets you neutral jump and punish for big damage. - CoosCoos


You can't play a footsie game with Rog...cuz every button he has beats pretty much all of your buttons. He can pretty much choose a button and it beats what you have to offer normal wise. Jumping at him won't do you much good cuz he'll give you the Rufus treatment and c.HP or jump back HP you out of most anything. If you get knocked down...oh god you are so limited it's dumb. I noticed what Uryo likes to do is start the round off by moving just close enough to Rog for him to want to dash punch at you and then baiting him insta super jump burn kick backwards and then you can catch him on the recovery with your burn kick landing on his head or if you fall away from him you can EX seismo or Ultra him.

This is one of those matches you can play the "brickhouse" game with though similar to Blanka since Viper does a pretty good job at least keeping Rog out for a while and that gives you time to sit on a health lead and gain momentum for later on to win the fight. The problem is it's hard to mount any offense on Rog unless he makes a clear mistake or you otherwise knock him down with a seismo or cross up burn kick. Which he definitely has options for those but those options are safer than anything else you could try to do to him.

Once you have the health lead then you realize that there's no way you're going to win trying to chip him to death with seismos and Balrog can easily TAP or dash punch through one of your seismos if you get predictable. At this point you're going to have to play the trade game with him and use your LP knuckles to at least be able to pressure him. Even if you are trading with dash punches if you are in the lead health wise it should give you enough time to move in and throw, EX seismo, or cross up burn kick behind Rog and gain a knockdown which from there you can apply pressure.

Good Rog players will know to use EX dash punch to get out of cross ups and what not but you can mix this up by throwing them out of the dash punches. Scrubby Rogs you can just jump on all day since all they do is EX headbutt and that's super easy to safe jump and punish on whiff or block. - DevilJin 01

BLANKA

CAMMY

CHUN-LI

CLAW

C. VIPER

DAN

DHALSIM

DICTATOR

E. HONDA

EL FUERTE

FEI LONG

GEN

GOUKEN

GUILE

KEN

ROSE

RUFUS

RYU

SAGAT

SAKURA

SETH

ZANGIEF

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 20 50 4 2 7 12 +2 +5 10 13 20 HL O O O -
Close MP 60 100 5 2 9 15 +3 +6 13 16 40 HL X O O -
Close HP 90 200 9 2 16 26 0 +5 17 22 60 HL X O O Forces stand
Close LK 20 50 5 1 7 12 +3 +6 10 13 20 HL O O O -
Close MK 60 100 7 4 11 21 -1 +2 13 16 40 HL X O O -
Close HK 40*60 125*75 12 1(8)3 17 40 -2 +3 17 22 60*20 HL X X O Forces stand
Far LP 20 50 6 2 7 14 +2 +5 10 13 20 HL O O O -
Far MP 70 100 7 2 12 20 0 +3 13 16 40 HL X X O -
Far HP 100 200 14 4 16 33 -1 +4 17 22 60 HL X X X -
Far LK 30 50 6 2 8 15 +1 +4 10 13 20 HL X O O -
Far MK 60 100 8 3 11 21 0 +3 13 16 40 HL X X X -
Far HK 100 200 11 6 15 31 -1 +3 17 21 60 HL X X X -
crouch LP 20 50 4 2 10 15 -1 +2 10 13 20 HL O O O -
crouchMP 60 100 5 3 9 16 +2 +5 13 16 40 HL X O O -
crouch HP 90 200 8 2 18 27 -2 +2 17 21 60 HL X O O -
crouch LK 20 50 5 2 12 18 -3 0 10 13 20 L O O O Low attack
crouch MK 60 100 7 3 16 25 -5 -2 13 16 40 L X O O Low attack
crouch HK 100 200 12 3 18 32 -3 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 40 50 5 7 - - - - 8 11 20 H - - - -
Jump up MP 70 100 7 6 - - - - 11 15 40 H - O - -
Jump up HP 90 200 8 6 - - - - 15 18 60 H - O - -
Jump up LK 30 50 6 5 - - - - 8 11 20 H - O - -
Jump up MK 70 100 9 5 - - - - 11 15 40 H - - - -
Jump up HK 90 200 7 7 - - - - 15 18 60 H - - - -
Jump forward LP 40 50 7 6 - - - - 8 11 20 H - - - -
Jump forward MP 70 100 8 5 - - - - 11 15 40 H - O - -
Jump forward HP 90 200 8 5 - - - - 15 18 60 H - - - -
Jump forward LK 70 50 7 7 - - - - 8 11 20 H - O - -
Jump forward MK 60 100 7 4 - - - - 11 15 40 H - - - -
Jump forward HK 90 200 6 7 - - - - 15 18 60 H - O - -
F+MP 70 100 20 5 3+8 35 -2 +1 13 16 40 H X X X Mid attack
F+HK 40*60 125*75 12 1(8)3 17 40 -2 +3 17 22 60*20 HL X X O 1~11f (translate), Forces stand, 1st hit cancellable
Super Jump - - - - - - - - - - - - O O 1~3 (translate
Focus Attack LVL 1 60 100 26 2 40 67 -26 -26 15 15 20 HL - - - -
Focus attack LVL 2 90 150 18+16 2 40 75 -20 D 21 - 40 HL - - - -
Focus attack LVL 3 150 200 70 2 40 111 D D - - 60 - - - - -
Forward Throw 130 100 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Back throw 120 160 3 2 20 24 - D - - 60 0.9 - - - Throw range 0.9
Thunder Knuckle LP 100 150 16 6 21 42 -2 +2 20 24 20/30 HL X X O 1~15f (translate), 16~21f (translate), Armor break
Thunder Knuckle MP 120 200 14 4 20 37 -1 +3 20 24 20/30 HL X X O Armor break
Thunder Knuckle HP 70 150 7 16 14+13 49 -22 D 20 - 30/40 HL X X O 1~6f hit invincible (not throw invincible), Pursuit property, Armor break
Thunder Knuckle EX 60*60 100*100 27 17 38 81 -5 D 32 - 0/0 HL X X X Pursuit property, Armor break, Crumple on hit, (translate), (translate)
Burning Kick LK 100 100 23 4 17 43 0 D 20 - 20/30 HL X X X (translate)
Burning Kick MK 100 100 25 3 17 44 +1 D 20 - 20/30 HL X X X (translate)
Burning Kick HK 100 100 27 2(1)4 17 45 +2 D 20 - 20/30 HL X X X (translate)
Burning Kick EX 20x3*80 50x3*100 9 2*1*2(11)10 17 51 -6 D 20 - 0/0 HL X X X 1~8f invincible, Pursuit property, 4th hit (translate)
Burning Kick LK(air) 100 100 21 8 12 - +8 D 20 - 10/30 HL - - - (translate)
Burning Kick MK(air) 100 100 19 8 12 - +6 D 20 - 10/30 HL - - - (translate)
Burning Kick HK(air) 100 100 17 9 12 - +4 D 20 - 10/30 HL - - - (translate)
Burning Kick EX(air) 20x3*80 50x3*100 6 2*1*2(10)8 15 - +2 D 20 - 0/0 HL - - - Pursuit property, 4th hit(translate), (translate)
Seismo Hammer 120 100 24 8 31 62 -18 D 20 - 20/30 L X X O (translate), Low attack
Seismo Hammer EX 120 100 19 5 18 41 -2 D 20 - 0/0 L X X O 1~13f invincible, (translate), Low attack
??? - - - - 6 6 - - - - 0/0 HL - - - (translate)
Super Combo LP 80*80*140 0 1+12 1(33)1(19)2 59+56 183 -96 D 20 - 0/0 HL X X X 1~5f invincible, Pursuit property, 3rd hit (translate)
Super Combo MP 80*80*140 0 1+7 1(15)1(21)2 59+56 162 -96 - 20 - 0/0 HL X X X 1~5f invincible, Pursuit property, 3rd hit (translate)
Super Combo HP 80*80*140 0 1+5 1(8)1(29)2 36+35 117 -52 D 20 - 0/0 HL X X X 1~4f invincible, Pursuit property, 3rd hit (translate)
Ultra Combo 108x5 0 1+6 3(53)5(8)5(10)5(10)5 59+56 227 -201 D 20 - 0/0 HL X X X 1~10f invincible, Pursuit property, 1st hit Armor break, (translate)
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.