FIGHTER GUIDE IORI'S STRATEGY

C. VIPER
C.ヴァイパー

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for C. VIPER.

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C. VIPERC. VIPER character artwork
Home›Fighter Guides›C. VIPER›Combos & Okizeme
COMBO ROUTES

C. VIPER Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

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ESSENTIAL ROUTES01

Notation

HJ = High Jump HJC = High Jump Cancel DR = raw Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit Thunder feint = cancel Thunder Dash with K

Thunder Dash = 214P Tracer Combination = 6+PP during Thunder Dash Thunder Dash feint = K during Thunder Dash Burning Kick = 236K Knuckled Pursuit = 6+PP during Burning Kick Double Burn = 6+KK during Burning Kick Seismic Hammer = 623P Seismic Hammer feint = K during Seismic Hammer Focus Force = 214K High Jump = 2 > 8 / 9

SA1 Limit Decoupler = 236236K SA2 Mission Complete = 214214P SA3 Hard Luck Rejector = 214214K

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

Simpler HJC input

High Jump Cancels from eligible normals and Seismic Hammer no longer require a return to neutral. This especially improves the reliability of cr.MK into an HJC special move.

st.MK

st.MK: 8F startup / +5F on hit / -3F on block. st.MK > st.LK combos without meter, and the HJC special-move window is larger.

L Thunder Dash

Hit advantage changed from +1F to +2F. On Punish Counter, cr.MP connects reliably. With a late-active Punish Counter, st.MK is also an option depending on spacing.

OD Seismic Hammer

Improved follow-up opportunities allow new routes such as OD Seismic Hammer > cr.HK and OD Seismic Hammer > HJC M Seismic Hammer.

Seismic Hammer's hitbox

The near-side hitbox was expanded, making M Seismic Hammer a more consistent choice after cr.HP.

Note

Early testing articles and the UFD data used here disagree on raw OD Seismic Hammer's block advantage.

The UFD data used here lists raw OD Seismic Hammer at -8F.

Distinguish that from the sequence OD Seismic Hammer > HJC H Thunder Dash feint, which can leave advantage.

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COMBO ROUTES03

10 Essential Starter Combos

1. Meterless light-attack route

cr.LP > cr.LP > st.LK > M Thunder Dash

2. Light attacks into wake-up pressure

cr.LPx2…3 > st.LK > H Thunder Dash > Tracer Combination

Practical routes leave approximately +25–26F. A 21F forward dash then leaves +4–5F for strike/throw pressure.

3. Light attacks at longer range

cr.LPx2 > st.LK > M Thunder Dash > Tracer Combination

M Thunder Dash > Tracer Combination leaves approximately +18F. Use it to adjust spacing or for corner setplay.

4. Basic st.MP route

st.MP > cr.MP > L Thunder Dash > Tracer Combination

st.MP: 8F startup / +6 on hit / +1 on block.

Damage-focused option

st.MP > cr.MP > L Burning Kick > Knuckled Pursuit

Grounded Burning Kick into the P follow-up leaves approximately +23F.

5 Year4: st.MK > st.LK

st.MK > st.LK > M Thunder Dash

Works because st.MK is now +5 on hit. An easy route without HJC.

6 cr.MK / st.MK > HJC M Thunder Dash

cr.MK > HJC M Thunder Dash > confirm the hit into Tracer Combination

Alternatively:

st.MK > HJC M Thunder Dash > confirm the hit into Tracer Combination

An important route made easier to input in Year 4.

7. Basic cr.HP into Seismic Hammer route

cr.HP > M Seismic Hammer > HJ MP > aerial H Burning Kick

Prioritizes wake-up pressure.

8 cr.HP > Seismic Hammer > H Burning Kick > H Thunder Dash

cr.HP > M Seismic Hammer > HJ H Burning Kick > H Thunder Dash > Tracer Combination

Reliable, with corner carry and wake-up pressure.

9. Basic Thunder Dash feint route

cr.HP > H Thunder Dash feint > cr.MP > special-move ender

Approximate values

cr.HP > H Thunder Dash feint: approximately +6F on hit / -1F on block.

st.HP > HJC H Thunder Dash feint: approximately +1F on block.

10 Year4: OD Seismic Hammer > cr.HK

cr.HP > OD Seismic Hammer > cr.HK

Uses 2 Drive bars and leaves approximately +42F. A meter-efficient wake-up pressure route that can lead to a corner safe jump.

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ESSENTIAL ROUTES04

Year4: OD Seismic Hammer > Seismic Hammer

st.MP > cr.MP > OD Seismic Hammer > delayed HJC M Seismic Hammer > HJ MP > st.HK

OD Seismic Hammer allows another Seismic Hammer pickup, leading to wake-up pressure with a shimmy option.

lethal route

st.MP > cr.MP > OD Seismic Hammer > delayed HJC M Seismic Hammer > HJ H Burning Kick > st.HK > HJC OD Burning Kick > SA3

Very difficult.

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ESSENTIAL ROUTES05

L Thunder Dash PC【Year4】

L Thunder Dash PC > cr.MP

From there:

> OD Seismic Hammer > High Jump Burning Kick

etc.

Late-active Punish Counter

L Thunder Dash PC > st.MK

Also possible depending on spacing.

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ESSENTIAL ROUTES06

2 HP CH

cr.HP CH > st.MK > HJC L Burning Kick > Knuckled Pursuit

Alternative option

cr.HP CH > H Thunder Dash feint > cr.MK / st.MK > HJC special move

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ESSENTIAL ROUTES07

2 HP PC

cr.HP PC > cr.HP > M Seismic Hammer > HJ H Burning Kick > H Thunder Dash > Tracer Combination

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COMBO ROUTES08

After blocking an invincible reversal: st.HK PC

Main options

st.HK PC > cr.HP > M Seismic Hammer > HJ H Burning Kick > H Thunder Dash > Tracer Combination

Near-maximum damage option

st.HK PC > HJ HK > st.HK > HJC H Thunder Dash feint > cr.MP > OD Seismic Hammer > HJ H Burning Kick > st.HK > HJC OD Burning Kick > SA3

In the corner, a high-damage route can start with st.HK PC > HJ HP instead.

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ESSENTIAL ROUTES09

4F punishes

cr.LP PC > cr.HP > Seismic Hammer

Use against -4F moves, jump-landing recovery, or similar openings.

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ESSENTIAL ROUTES10

5F punishes

st.LK PC > L Thunder Dash > Tracer Combination

Meter-spending option

st.LK PC > OD Seismic Hammer > HJ Burning Kick…

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ESSENTIAL ROUTES11

6F punishes

cr.MP PC > cr.HP > Seismic Hammer

Tip range

cr.MP PC > M Seismic Hammer

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ESSENTIAL ROUTES12

DR overhead

DR 6MP > cr.MP > OD Seismic Hammer > HJ Burning Kick…

6MP: 22F overhead / +2 on normal hit / -3 on block.

CH

DR 6MP CH > st.MP > cr.MP > Combo

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ESSENTIAL ROUTES13

DR low

DR cr.MK > cr.HP > Seismic Hammer.

Pair the low with the overhead:

DR 6MP vs DR cr.MK

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ESSENTIAL ROUTES14

DR 6HK

DR 6HK > st.MP > cr.MP > Combo

On block: +2F near throw range.

On Counter Hit, this can combo into cr.HP.

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ESSENTIAL ROUTES15

Single-hit Seismic Hammer confirm

Seismic Hammer > HJC H Thunder Dash feint > DR cr.HP only on hit

Follow-up choices

> M Thunder Dash two forward dashes > +2

> L Thunder Dash, for +42F safe-jump setups.

> M Burning Kick > P follow-up, then walk into wake-up pressure.

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ESSENTIAL ROUTES16

Clean Drive Impact hit / wall splat

basic

DI > cr.HP > Seismic Hammer > HJ Burning Kick…

easy SA3

DI PC > cr.HP > Seismic Hammer > OD Burning Kick > SA3

Stun

DI stun > fully charged Focus Force > cr.HP > Seismic Hammer…

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COMBO ROUTES17

Corner combos

Basic combo components

…Seismic Hammer > HJ H Burning Kick > st.HK > H Thunder Dash > Tracer Combination

lethal route

…Seismic Hammer > HJ H Burning Kick > st.HK > HJC OD Thunder Dash > SA2

Alternatively:

> HJC OD Burning Kick > SA3

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COMBO ROUTES18

SA1 Limit Decoupler

Startup: 8F; damage: 2000; strike and throw invincibility during 1–11F.

Main feature

Hit with SA1 > remove the limiter > reduce the Drive cost of HJC, Tracer Combination, Knuckled Pursuit, and Double Burn > continue pressure.

With more OD Seismic Hammer routes in Year 4, the SA1 state has become more valuable.

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COMBO ROUTES19

SA2 Mission Complete

startup 7F Damage3000 1…10F fully invincible hit after+19F

Connects easily from OD Burning Kick, OD Thunder Dash, or Seismic Hammer aerial combos.

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COMBO ROUTES20

SA3 Hard Luck Rejector

startup 10F Damage4000 CA 4500 1…13F fully invincible hit after+23F

easy

cr.HP > Seismic Hammer > OD Burning Kick > SA3

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SETPLAY21

Key Frame Advantage by Ender

L Thunder Dash > +2…4F

M Thunder Dash > +1…4F

H Thunder Dash > +21F

L Thunder Dash > Tracer Combination > +37F

M Thunder Dash > Tracer Combination > +18F

H Thunder Dash > Tracer Combination > +25F approximately

Grounded Burning Kick > +38F

Grounded Burning Kick > P follow-up > +23F

Burning Kick > KK follow-up: +40F on hit / +2F on block.

OD Burning Kick > +38…43F

Aerial Burning Kick > approximately +39–42F or more

OD Aerial Burning Kick > approximately +36–42F or more

Seismic Hammer > follow-up opportunity at +53F

Focus Force > +24F

cr.HK > +34F

forward throw > +28F

back throw > +19F

SA1 > +7F…

SA2 > +19F

SA3 > +23F

Thunder Dash and aerial Burning Kick advantage varies with spacing and height.

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SETPLAY22

Setplay

1 H Thunder Dash > Tracer Combination > forward dash

Light attacks > H Thunder Dash > Tracer Combination > forward dash

> +4…5F

From there:

• throw • st.MP • cr.MK • walk-back shimmy

At close range and +4, a shimmy may not work against some recovery choices.

2. Corner: close H Thunder Dash into whiffed cr.LK

H Thunder Dash at its base > Tracer Combination > whiff cr.LK

> +10F

st.MP active frames

Approximate values

hit: +8F block: +4F

From there:

• cr.HP Combo • throw • shimmy

3. Close H Thunder Dash into M Thunder Dash feint

H Thunder Dash > Tracer Combination > M Thunder Dash feint

> +5F

cr.LP meaty

A safe-pressure setup that allows blocking invincible moves with 10F or slower startup.

An immediate shimmy does not work from +5.

4 L Thunder Dash > Tracer Combination +37F

L Thunder Dash > Tracer Combination > +37F

corner

st.HK whiff > +4F > shimmy

Alternative option

Seismic Hammer Feint > +10F > st.MP active frames

Alternative option

cr.LP whiff > 6MPactive framesoverhead

5 M Thunder Dash > Tracer Combination / corner

M Thunder Dash > Tracer Combination > cr.LP whiff

> +4F

From there:

• throw • st.MP • walk back

6. Grounded Burning Kick into P follow-up at +23F

Grounded Burning Kick > Knuckled Pursuit > +23F

corner

> 6MP as a late-active-frame overhead

Approximate values

hit: +4F block: -1F

Alternative option

P variation > cr.LP whiff > +9F > st.MP active frames

Approximate values

hit: +8F block: +3F

Throws and shimmies are also possible.

7. Burning Kick into whiffed st.LK at +5F

Burning Kick > P follow-up > whiff st.LK

> +5F

strike / throw.

Alternative

Burning Kick alone > whiff st.HK > +5F

This leaves spacing where a shimmy works.

8. Focus Force ender

cr.MP or a similar starter > Focus Force > forward dash

> +3F

• throw • strike

Another strong option

Focus Force > DR st.HP

Immediate late-active meaty

hit > cr.HP

block > +4F > shimmy

9 cr.HK PC

cr.HK PC > st.LP whiff > forward dash

> +10F

> st.MP active frames

Alternative

cr.HK PC > cr.LK whiff > HJ H Burning Kick

Cross-up Burning Kick > +2F on block

10 Seismic Hammer > HJ M Burning Kick > M Thunder Dash

Seismic Hammer > immediate HJ M Burning Kick > M Thunder Dash > Tracer Combination

> forward dash > +9F

st.MP active frames

Approximate values

hit: +8F block: +3F

• throw • shimmy

11 Seismic Hammer > HJ MP > H Burning Kick

Seismic Hammer > HJ MP > H Burning Kick

> +44F

Options

st.LP whiff > forward dash > +9F > st.MP active frames

Alternatively:

Forward jump > land > +1F > cr.LK / throw

Slightly delaying the jumping attack can also create a same-side/cross-up mix-up.

12. Safe jump at +45F

Seismic Hammer > delayed HJ MP > immediate L Burning Kick

> +45F

HJ HP > safe jump

Against normal recovery, switch to j.HK for a cross-up option.

Use HJ HP against back recovery.

13. Safe jump at +42F

Seismic Hammer > MP at the High Jump's apex > immediate M Burning Kick

> +42F

j.HK safe jump

After landing: approximately +11F.

This makes a meaty throw easier regardless of recovery choice.

14. Seismic Hammer into Thunder Dash feint, DR cr.HP, and L Thunder Dash

Seismic Hammer > HJC H Thunder Dash feint > DR cr.HP > L Thunder Dash

> +42F

j.HP safe jump

If L Thunder Dash connects too far away, the jumping attack may not reach.

Meter-efficient Year 4 alternative

cr.HP > OD Seismic Hammer > cr.HK

> +42F

15 corner / forward throw

forward throw > +28F

A forward dash takes 21F.

basic

Forward throw > walk-up throw

vs

Walk back for a shimmy

Alternative option

forward throw > DR cr.LP whiff

> +3F > shimmy

Alternative option

forward throw > M Burning Kick

block > +2F

From there:

• throw • st.MP • shimmy

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ESSENTIAL ROUTES23

Thunder Dash feint pressure

st.HP > HJC H Thunder Dash feint

block > +1F

hit > +6F > cr.MP

Choosing by position

st.HP into Thunder Dash feint: continue pressure.

cr.HP into Thunder Dash feint: confirms and frame traps.

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ESSENTIAL ROUTES24

5 MP block +1

st.MP

startup 8F hit +6 block +1

After the opponent blocks

Options: cr.LP, throw, step back slightly into st.HK, or cr.MK.

A late-active meaty can increase advantage to +3–4.

> throw > st.MP meaty

Repeating this strike/throw sequence is strong.

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ESSENTIAL ROUTES25

The value of cr.MK in Year 4

cr.MK

startup 8F hit +5 block-1 HJCavailable

Year 4 simplified the input.

cr.MK > HJC M Thunder Dash

cr.MK > HJC Seismic Hammer

These routes are much more reliable.

A main low option for catching opponents walking backward.

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ESSENTIAL ROUTES26

Choosing Burning Kick follow-ups

After regular Burning Kick:

6+PP > Knuckled Pursuit

6+KK > Double Burn

Knuckled Pursuit: combo follow-up on hit, leaving a knockdown at +23F.

Double Burn: for block pressure, at +2F on block.

Choosing an ender

Confirm a hit into the P follow-up.

On block, use the KK follow-up to continue pressure.

During SA1, these follow-ups cost less Drive meter.

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ESSENTIAL ROUTES27

Defensive notes

Viper has no conventional invincible OD special move.

Main reversal options

SA1, SA2, SA3, and Drive Reversal.

Once you gain pressure, focus on keeping your turn.

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ESSENTIAL ROUTES28

10 Practical Starter Routes

1. cr.LPx2 > st.LK > H Thunder Dash > Tracer Combination

2. st.MP > cr.MP > L Burning Kick > P variation

3. Year4

st.MK > st.LK > M Thunder Dash

4. cr.MK > HJC M Thunder Dash > confirm the hit into the follow-up

5. cr.HP > M Seismic Hammer > HJ MP > H Burning Kick

6. cr.HP > M Seismic Hammer > HJ H Burning Kick > H Thunder Dash > Tracer Combination

7. cr.HP > H Thunder Dash feint > cr.MP

8. H Thunder Dash > Tracer Combination > forward dash > +4…5F > strike / throw

9. corner

H Thunder Dash at its base > Tracer Combination > whiff cr.LK > late-active st.MP

10. +42F route > safe jump

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ESSENTIAL ROUTES29

Current Game Plan

Make contact with cr.MK, st.MK, or Seismic Hammer > confirm into HJC / Seismic Hammer combos > knock down with a Thunder Dash follow-up > create +4–10F > late-active st.MP / throw / shimmy / overhead / cr.MK > corner safe jump > activate SA1 > use HJC and follow-ups to keep pressure > punish large openings with st.HK PC for high damage.

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ESSENTIAL ROUTES30

Notes for Older Guides

Use the following current-version replacements.

HJC no longer requires a return to neutral.

st.MK is +5F on hit.

L Thunder Dash is +2F on hit.

OD Seismic Hammer allows new follow-ups including cr.HK and another Seismic Hammer.

Seismic Hammer has a larger near-side hitbox, making the M version easier to use consistently.

Raw OD Seismic Hammer is -8F on block in the UFD data used here.

Be careful with early testing articles that list -6F.

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ESSENTIAL ROUTES31

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Year 4 Viper combo material updated 2026-8-11; setplay material updated 2026-8-5; in-game update testing dated 2026-8-6; Classic Viper research articles.

Combo and setplay conditions and advantage vary with spacing, late-active timing, airborne hit height, and position relative to the corner.

HJC and Thunder Dash feints are execution-sensitive. Recheck them in Training Mode before using them in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.