Published guide sections
✓ Combos & Okizeme
✓ Move List
✓ Matchup Guide
✓ Frame Data
✓ Videos
FIGHTER GUIDE IORI'S STRATEGY
Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for C. VIPER.

This is the starting point for all published C. VIPER data on SF6 Lab.
✓ Combos & Okizeme
✓ Move List
✓ Matchup Guide
✓ Frame Data
✓ Videos
C. Viper’s routes use feints, high-jump cancels and follow-up inputs that can reshape a grounded opening. That flexibility comes with an execution cost. A useful first plan is to learn one stable Thunder route, then add a feint and its next attack as a separate skill.
Begin at the range of a starter you can convert into the guide’s Thunder route. Add a feint when you can intentionally choose between completing the special and stopping it. After a Tracer finish, follow the documented approach and check the opponent’s recovery situation before pressing again.
Practice completing Thunder and canceling into the feint as two deliberate inputs. Japanese source notes use the Thunder terminology shown alongside these routes.
Learn the follow-up command and the associated finish before incorporating it into a longer cancel sequence.
Isolate the cancel input in training mode. Add the next move only after input history consistently shows the intended sequence.
Choose one basic Thunder conversion from the combo page and practice it without adding every available extension.
Alternate a completed special and a feint into the listed light attack, checking input history when the result differs.
Reproduce the documented heavy Thunder/Tracer finish and dash approach against different recovery settings before extending the pressure.
Adapted from SF6 Lab’s Japanese character notes and combo / setplay guides. The practice routes use Classic inputs; consult the linked guides for full conditions and current numerical data.
High jumps and side switches offer ways to escape the corner.
Demanding execution can cause mistakes; isolate the cancel sequences in practice.
Start with lights into heavy Thunder Dash and Tracer Combination. Then practise standing MP into crouching MP and light Burning Kick.
Keep high-jump cancels and Seismic Hammer air follow-ups separate from basic practice. Distinguish the midscreen dash after a Thunder ender from its corner setup.
These practice notes follow the published guide and combo material. Check the combo page for route conditions and the frame table for move values.
Choose a section to continue.
Routes organized by starter, resources, and knockdown.
Move names, categories, startup, advantage, and damage.
Published matchup material and punishable options.
Startup, active frames, recovery, advantage, cancel, and damage.
Published Iori match, lesson, combo, and matchup videos.
C. Viper’s collection covers move and combo introductions, opening up defense, burnout strings and cancel-based pressure. A separate research video records a sequence used during an MR climb.
Original video titles and Japanese commentary are preserved. Balance-update opinions and numerical examples belong to the version recorded; use the linked frame and combo pages for current reference data.
A beginner-oriented demonstration of C. Viper’s moves.
Watch on YouTube ↗An assessment of C. Viper’s strengths and weaknesses.
Watch on YouTube ↗A C. Viper collection covering usage, combos, matchups, setplay and matches.
Watch on YouTube ↗A further C. Viper lesson on opening up defense, burnout strings and cancel-based pressure.
Watch on YouTube ↗C. Viper combo and setplay essentials.
Watch on YouTube ↗A C. Viper matchup lesson.
Watch on YouTube ↗A C. Viper research video about a sequence used during an MR climb.
Watch on YouTube ↗