C. Viper (SFIV)

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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

Match-up Information taken from:

C.Viper Strategies and Match-ups


ABEL

Abel is actually an even match for Viper. Neither one really dominates the other. Abel wins if he gets a successful knockdown since Viper is ass on wakeup. But Abel loses to great tk spacing by Viper. Once you space him correctly, it will be easier to jump in on some laggy normal he throws out.

Moreover, try and resist the urge of burn kicking from about half screen to 3/4ths screen unless you're going backwards. Wheel kicks will stuff you whole around 65-75% of the time, giving Abel an untechable knockdown. Super Jumping straight up and burn kicking can beat it, but the timing is really funky to be practical. Also, EX dp grab will grab you out of all BK's (high, instant, floating, all of them), so sometimes in situations where you would burn kick, do a meaty forward + mp to bait the EX air grab out then punish with cr. mp xx mp tk/ultra.

Also try to throw all rolls near you on reaction. The are throwable all day, so try and throw as many that you can see. On an untechable knockdown, dash up instant burn kick acts as an auto bait for a roll as you recover in time for throw. Seismo feints can sometimes also bait rolls as well.

Seismo xx tk feint is pretty good in this match as well. Also be wary of when Abel has ultra since you can't Seismo him as often because of it. - CoosCoos


Abel is a slippery guy with useful moves that can counter Viper's pressure really well. Plus he earns his living off that cross-up jump MK, and we all know Viper has a tough time dealing with cross-ups.

If he knocks down, prepare for some ugly mix-ups: cross-up into crouch HP, into standing HP, into crouch MP into change of direction, land into Tornado Throw, tick into Tornado Throw, EX Tornado Throw...the list goes on, and they all hurt.

Reversal EX Burning Kick can get Viper outta there, though. But if you miss the timing, you're gonna get hurt.

Standing jab. Puts him right next to you, where you want him. - The Lone Dragon

AKUMA (GOUKI)

There's really like no point for Akuma to rush in on Viper. His EX demon flip allows him to safely move towards her in an instant if he ever wants to but if he has a health lead he doesn't need to do that either. That's the main reason why the matchup is pretty even for both characters. Akuma does a great job staying away from Viper but if Viper catches him on one mistake she rapes his health hard on even the most basic of her combos. If she gets him in a situation to combo into her Ultra the game is pretty much done. At that point Akuma has zero health and Akuma's abilities to set up raging demon on Viper are limited due to being able to LK/air LK burn kick on reaction to escape or punish any raging demon attempt. The matchup for Akuma is basically like fighting an extremely mobile Sagat minus having to deal with f+HK and tiger shot fireball wars. Unless Viper is knocked down or he's planning an attack that will surely knock her down it's not in his interest at all to go anywhere near her without a clear plan of action.

I don't have a ton of experience on the matchup but from what I've seen it's basically just stay back and try to MP/HP seismo punish him for his air fireballs from a distance and if he tries to demon flip you backdash out, vertical jump HK or reaction Ultra him if possible. You can also super jump burn kick, dash forward into MP knuckle or EX thunder knuckle air fireball attempts that aren't super tight in spacing. Viper luckily has a lot of ways to punish air fireball attemps that half the cast can't really deal with other than to sit there and block or play the fireball game with him.

If you do knock him down and are able to do a jump in on his wake up you have to pretty much assume Akuma is going to teleport or once in a blue moon try wake up demon. You have to be prepared for both and react accordingly to ever open up big damage on Akuma. If you can score knockdowns and then punish teleports or at least stay near him after the teleport he'll be much easier to deal with. Next time you knock him down he'll only have DP's, focus attack and blocking to stay away from you at that point and Viper can take advantage of all of those easily.

I would say probably the hardest Akuma to deal with is one that can footsie well. At Evo we pretty much all figured out that shoto low forward is clearly the best poke in the game. If they're not afraid to play a poking game with you, you have to be ready to react with the right counter. I'm still learning it all myself but it seems similar to most shotos. If he's sticking out low forward specifically well timed that beats out a lot of what you have to offer. If he thinks you're going to go for EX seismo to get him to move or punish a whiff he can just walk up to you and time it so it beats it before it comes out. Viper's f+MP and LK burn kick I find are good for dealing with low forward footsies and forcing Akuma to do something different since that goes over all shoto low pokes. Then when you have him nervous about throwing low pokes you can set up your own c.MP/c.MK footsies and set up spacing for cross up burn kicks which sets up the knockdown mind games.

Akuma's f+HK is also difficult since outside of far range Viper doesn't have a lot to really deal with it other than crouch blocking or LP thunder knuckling under it. If you know it's coming from a close distance and have 2 meters you can blow through it with HP knuckle and then FADC to protect yourself incase he blocks instead. Otherwise just block and try to tech, LK burn kick or backdash the eventual throw attempt during the block string. - DevilJin 01

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...because 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 because 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

Blanka can be a difficult fight for Viper but Blanka Ball is not really one of the main reasons why it is. Actually...it's one of the better parts of the matchup for Viper. Blanka's tough mainly because he has very solid pokes and air normals that are difficult for Viper to deal with. EX electricity and EX balls make him very risky to cross up as well. That's on top of the fact that his crouching hit box is very small as well.

People who just throw around Blanka balls recklessly should be easy wins for you. Blanka ball can be punished with dp+P (seismo hammer) as he's falling towards the ground after you block one. So everytime you block a blanka ball go for EX seismo (if you have it) or the correct regular seismo depending on distance and HJC burn kick after him to combo or to gain distance and stay on top of him.

Blanka is doable/even only because he can't do damage from a distance and your zoning tools against Blanka are quite effective. Most scrub/newer Viper players tend to wanna go after Blanka like he's a shoto but what they don't realize is that Blanka moves quicker than Viper and will always beat her to the punch with a ball, jump in, command dash or slide. Once he has meter you can't even cross him up without getting EX upballed.. They also don't block and reversal seismo blanka balls so they think Blanka can just ball them all day without reprocussion. As long as you space yourself well and make him fear walking or balling into seismos he can't get near you and once you get the health you take control. If he tries a random jump in and you HP knuckle trade him he's done so he doesn't wanna try that and that'll limit him to shenanigans that even if he gets near you don't guarantee him any real damage.

The only way to lose to Blanka at high level is to get put in the corner (jab electricity strings kill Viper quick) or get mixed up and knocked down for so long that you get dizzied. The only other way to die quick to Blanka is to get shenaniganed into his 50/50 ultra which requires you to be knocked down and have his Ultra. Which that's your fault for letting Blanka get in to begin with. - DevilJin 01

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.