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›Matchup Guide
MATCHUP GUIDE

C. VIPER Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Follow the feint and the actual recovery, not the first wind-up

C. Viper’s Thunder Dash sequences can include Tracer Combination, a dash, or a feint used to arrange another attack. A canceled wind-up is not the same event as a completed special. Record the full path that reached you before deciding where to interrupt or punish.

What to watch for

Thunder Dash into Tracer Combination

The current guide follows a close heavy Thunder route with Tracer Combination and a dash, then throw, medium punch, low kick, or shimmy. The recovery choice and contact distance matter to the resulting spacing.

A Thunder feint used as a timing action

One setplay replaces movement with a medium Thunder feint before crouching light punch. If you remove that cancel from the recording, you have changed the wake-up timing you intended to test.

How to deal with common situations

You try to punish the first Thunder animation

First distinguish a completed Thunder Dash from a feint. Use the completed version’s frame row only for that event. Test your interruption against the follow-up normal too, rather than assuming the cancel leaves the same recovery.

A corner light kick misses before medium punch arrives

The source uses that whiff to time the next attack after a close Thunder/Tracer ending. Do not chase the light kick. Recreate the close contact and recovery choice before trying your own wake-up button.

Distance-specific responses

Outside the completed Thunder

Observe whether Viper finishes the move or cancels its start. A punish aimed at recovery needs the completed attack; an interrupt aimed at a feint needs a different test.

At low-kick range

The assessment highlights high-jump-cancel routes from crouching medium kick. Keep the subsequent special in the recording so an answer to the normal alone is not mistaken for an answer to the route.

Close after Tracer

The setplay source itself qualifies some shimmy options by distance and recovery. Use the exact recorded position rather than assuming every backstep creates the same missed throw-tech.

Common mistakes

  • Treating a feint as a completed special’s recovery.
  • Dropping Tracer Combination from a training recording.
  • Copying an unlabeled old Burning Kick punish number across contact heights.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Distinguish completion from cancel

    Record Thunder Dash followed by guard and a separate Thunder feint into a normal. Try your chosen button against each and label whether it punishes recovery or interrupts a gap. Vary the feint timing before trusting the result.

  2. Match the Tracer spacing

    Copy heavy Thunder into Tracer and dash from the combo page. Record medium punch, throw, and wait. Use the same recovery option as the replay, then repeat with the alternate recovery to expose spacing assumptions.

Uses C. Viper’s heavy-Thunder/Tracer, timing-feint, and corner medium-punch setups. English names follow the official-reference move list; incomplete older counter-note numbers are excluded. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA3 Hard Luck Rejector-38Test a punish that reaches at the recorded spacing.
CA Hard Luck Rejector-38Test a punish that reaches at the recorded spacing.
SA1 Limit Decoupler-34Test a punish that reaches at the recorded spacing.
SA2 Mission Complete-29Test a punish that reaches at the recorded spacing.
H Thunder Dash-24Test a punish that reaches at the recorded spacing.
Focus Force(Lv1)-16Test a punish that reaches at the recorded spacing.
Focus Force(Lv2)-16Test a punish that reaches at the recorded spacing.
OD Focus Force(Lv1)-16Test a punish that reaches at the recorded spacing.
OD Focus Force(Lv2)-16Test a punish that reaches at the recorded spacing.
L Tracer Combination-15Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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