Ultra Street Fighter IV/C. Viper/Omega

From SuperCombo Wiki
Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

C. Viper

SSFIV-CViper Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version

Notable Changes from USF4 to Omega

Bafcord Omega Doc - C. Viper
Detailed Frame Data with USF4 Comparisons - C. Viper

  • General/Movement Changes:
    • Forward Dash: 3f faster (19f > 16f), longer distance
    • Backdash: slightly shorter distance
    • Throw: slightly shorter range


  • Normal Move Changes:
    • -

    • Double Kick - 6HK - 2f slower (14f), KD on hit, 3f worse on block (-5)
    • Viper Blade - 3HK - new attack, gets better frame advantage vs. crouching


  • Special Move Changes:


  • Super/Ultra Changes:
    • Super has new input (236236K), making it less likely to come out by accident; also does more damage and is safe on block


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5HP, 5LK; Far 5LP; 2MP; Focus Attack + Forward Dash
    • Thunder Fist (236P); All Feint Cancels (236P/214P/623P ~ PP Feint)

Character Specific Data

C. Viper

VITALS
Health: 900 Stun: 950
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.035
JUMPING
Jump Total Frames: 4+36+4
(SJ: 3+41+11)
Jump Distance: 1.75 Forward, 1.58 Back
(SJ: 3.69 Forward, 3.28 Back)
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.45
Back Dash Frames: 27 Back Dash Distance: 1.22
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 19
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-17 FA + Back Dash Airborne: 6-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -4
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): +2

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 7 2 5 20 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 2 9 2 5 60 100 M Sp Su -
5HP (Close) cl. Hp.png 8 2 16 0 5 90 200 M Sp Su -
5LK (Close) cl. Lk.png 5 1 7 3 5 20 50 M Ch Sp Su -
5MK (Close) cl. Mk.png 7 2*5 15 -6 KD 40*30 100*50 M Sp Su KD Adv: +38
5HK (Close) cl. Hk.png 7 3 22 -7 -2 100 200 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 6 2 7 2 5 20 50 M Ch Sp Su -
5MP (Far) far. Mp.png 7 2 12 0 3 70 100 M Su -
5HP (Far) far. Hp.png 14 4 16 -1 4(3) 100 200 M Kara Can kara cancel startup into special, super, or super jump; (Adv. vs. crouching opponent)
5LK (Far) far. Lk.png 6 2 8 1 4 30 50 M Sp Su -
5MK (Far) far. Mk.png 8 3 11 0 3 60 100 M - -
5HK (Far) far. Hk.png 11 6 15 -2(0) 3 100 200 M - Whiffs on some crouching characters; later crouching hit has better block advantage
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 10 -1 2 20 50 M Ch Sp Su -
2MP Down.gifMp.png 5 3 8 3 6 60 100 M Sp Su -
2HP Down.gifHp.png 6 3 17 -5 0 80 150 M Sp Su -
2LK Down.gifLk.png 5 2 12 -3 0 20 50 L Ch Sp Su -
2MK Down.gifMk.png 7 3 16 -5 -2 60 100 L Sp Su -
2HK Down.gifHk.png 12 3 20 -5 KD 110 200 L - KD Adv: +19
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Viper Elbow
(Overhead)
Right.gifMp.png 20 5 11 -2 1 70 100 H - 6-27f airborne
Double Kick Right.gifHk.png 14 1(9)3 17 -5 KD 40*60 125*75 M Su / - Only 1st hit is Su/FA cancellable; forces stand on hit; KD Adv: +34
Viper Blade Downright.gifHk.png 11 6 15 -2(-1) 2(3) 100 200 M - (Adv. vs. crouching opponent)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 7 6 - - - 40 50 H - -
j.MP (angled) Upright.gifMp.png 8 5 - - - 70 100 H Sp -
j.HP (angled) Upright.gifHp.png 8 5 - - - 90 200 H - -
j.LK (angled) Upright.gifLk.png 7 7 - - - 40 50 H Sp -
j.MK (angled) Upright.gifMk.png 7 4 - - - 60 100 H - Crossup (very strict spacing)
j.HK (angled) Upright.gifHk.png 6 7 - - - 90 200 H Sp Crossup
j.LP (neutral) Up.gifLp.png 5 7 - - - 40 50 H - -
j.MP (neutral) Up.gifMp.png 7 6 - - - 70 100 H Sp -
j.HP (neutral) Up.gifHp.png 8 6 - - - 90 200 H Sp -
j.LK (neutral) Up.gifLk.png 6 5 - - - 30 50 H Sp -
j.MK (neutral) Up.gifMk.png 9 5 - - - 70 100 H - -
j.HK (neutral) Up.gifHk.png 7 7 - - - 90 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 1 36 -21 KD 90 150 M Dash KD Adv: +12; +30 after Forward Dash, +29 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 1 36 -15 crumple 90 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 33 crumple crumple 150 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Ab Fitness
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +14
Temple Massage
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +33
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Thunder Knuckle Qcb.pngLp.png
214+LP
16 6 21 -2 2 100 150 M Su -
MP Thunder Knuckle Qcb.pngMp.png
214+MP
14 4 20 -1 3 100 200 M Su -
HP Thunder Knuckle Qcb.pngHp.png
214+HP
7 16 14+13 land -22 KD 70 150 M Su* 1-6f full invuln; Su/FA cancel on hit only; KD Adv: +24
Ex.png Thunder Knuckle Qcb.png2p.png
214+PP
25 17 38 -10 crumple 60x2 100x2 M - Crumple on hit; KD Adv: +77 if no followup combo
+ TK Feint + 2p.png - - 6 - - - - - - Can be used before Thunder Knuckle becomes active; most useful after HP version for extending combos
LP Thunder Fist Qcf.pngLp.png
236+LP
15 9 14 -4 4 30*70 50*100 M Su -
MP Thunder Fist Qcf.pngMp.png
236+MP
18 8 15 -3 5 30*70 50*100 M Su -
HP Thunder Fist Qcf.pngHp.png
236+HP
24 8 10 1 9 30*70 50*100 M Su -
Ex.png Thunder Fist Qcf.png2p.png
236+PP
15 6(13)4 16 -3 5 50*70 50*100 M FA Both hits are FA cancellable
+ TF Feint + 2p.png - - 6 - - - - - - Can be used before Thunder Fist becomes active
Seismic Hammer Dp.pngP.png
623+P
24 8 31 -18 KD 120 100 L Su SJ Feint Strength determines distance; KD Adv: +30 if no SJ cancel
Ex.png Seismic Hammer Dp.png2p.png
623+PP
19 5 18 -2 KD 100 100 L SJ Feint No invuln; KD Adv: +46 if no SJ cancel
+ Seismo Feint + 2p.png - - 6 - - - - - - Can be used before Seismic Hammer becomes active; useful for baiting jumps
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Burst Heel Qcf.pngLk.png
236+LK
6 6 48 -37 KD 90 100 M Su KD Adv: +15
MK Burst Heel Qcf.pngMk.png
236+MK
14 7 51 -39 KD 70*40 80*40 M Su Su/FA cancel on 1st hit only; KD Adv: +15
HK Burst Heel Qcf.pngHk.png
236+HK
18 8 59 -48 KD 70*50 80*50 M Su Su/FA cancel on 1st hit only; KD Adv: +6
Ex.png Burst Heel Qcf.png2k.png
236+KK
7 6(26)2(5)7 32 -59 KD 30x2*
[30*70]
30x2*
[30*100]
M Feint* 1-8f invuln; can cancel into Feint on hit only, before [2nd hit] connects; KD Adv: +8
+ EX BH Feint + 2k.png - - 14 - - - - - - After successful EX Burst Heel, feint allows you to skip the 2nd hit and juggle on the way down (into air normal, EX Air Burn Kick, or U2). If no juggle, KD Adv is +20
LK Burn Kick Qcb.pngLk.png
214+LK
23 4 17 -2 KD 100 100 M - 1-26f airborne; KD Adv: +41
MK Burn Kick Qcb.pngMk.png
214+MK
25 3 17 -1 KD 100 100 M - 1-27f airborne; KD Adv: +42
HK Burn Kick Qcb.pngHk.png
214+HK
27 2 17 0 KD 100 100 M - 1-28f airborne; KD Adv: +43
Ex.png Burn Kick Qcb.png2k.png
214+KK
5 3(12)5 23 -7 KD 20x3*80 50x3*100 M - 1-4f invuln, 1-24f airborne; KD Adv: +37
LK Air Burn Kick Air Qcb.pngLk.png
Air 214+LK
21 8 12 land 1(5) KD 90 100 M - KD Adv. varies based on height; around +42~48
MK Air Burn Kick Air Qcb.pngMk.png
Air 214+MK
19 8 12 land 1(4) KD 90 100 M - KD Adv. varies based on height; around +42~48
HK Air Burn Kick Air Qcb.pngHk.png
Air 214+HK
17 9 13 land 1(3) KD 90 100 M - KD Adv. varies based on height; around +42~48
Ex.png Air Burn Kick Air Qcb.png2k.png
Air 214+KK
6 5(10)8 15 land -3(-7) KD 30x3*90 50x3*100 M - -
Ex.png Air Burn Kick
(Instant Air)
Air Qcb.png2k.png
Air 214+KK
6 5 15 land 4 KD 30x3 50x3 M - Must input KK on 1st airborne frame; lands before 2nd hit comes out; KD Adv: +45
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Emergency Combination
(Super)
Qcf.pngQcf.pngK.png
236236+K
9 2(14)1(21)4 17 0 KD 60*60*100
*80*140
- M - 1-10f full invuln; strength determines travel speed; KD Adv: +62
Burst Time
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+K
7 3(53)5(8)5
(10)5(10)5
118 -201 KD 60*89x3
*114
- L*M - 1-9f full invuln; KD Adv: +54
Burning Dance
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+K
9 until land 46 -46(-42) KD 410 - M - 1-9f full invuln; KD Adv: +67
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

Punishes:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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