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.
- Health
- 10000
- Published data
- 4 sections
C. VIPER

FRAME DATA
C. VIPER Frame Data (SF6)
Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.
Move names use CAPCOM's official English Frame Data terminology.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch | 4 | 4-6 | 8 | 4 | -2 | C | 300 | Chain-cancelable. High Jump Cancelable |
| Normal Attacks | Standing Light Kick | 5 | 5-7 | 11 | 3 | -2 | C | 300 | High Jump Cancelable |
| Normal Attacks | Standing Medium Punch | 8 | 8-11 | 12 | 6 | 1 | C | 600 | High Jump Cancelable |
| Normal Attacks | Standing Medium Kick | 8 | 8-10 | 18 | 5 | -3 | 700 | On whiff: 2F additional recovery. High Jump Cancelable | |
| Normal Attacks | Standing Heavy Punch | 12 | 12-14 | 21 | 3 | -2 | 900 | High Jump Cancelable | |
| Normal Attacks | Standing Heavy Kick | 10 | 10-13 | 20 | 4 | -3 | 900 | On airborne hit: Limit Decoupler On Punish Counter: +19High Jump Cancelable | |
| Normal Attacks | Crouching Light Punch | 4 | 4-6 | 8 | 5 | -1 | C | 300 | Chain-cancelable. High Jump Cancelable |
| Normal Attacks | Crouching Light Kick | 5 | 5-6 | 9 | 4 | -1 | 200 | Chain-cancelable. High Jump Cancelable | |
| Normal Attacks | Crouching Medium Punch | 6 | 6-9 | 16 | 5 | -2 | C | 600 | High Jump Cancelable |
| Normal Attacks | Crouching Medium Kick | 8 | 8-10 | 17 | 5 | -1 | 600 | High Jump Cancelable | |
| Normal Attacks | Crouching Heavy Punch | 9 | 9-11 | 20 | 2 | -5 | C | 800 | High Jump Cancelable Forces stand. |
| Normal Attacks | Crouching Heavy Kick | 10 | 10-12 | 25 | D | -11 | 900 | On Punish Counter: longer knockdown and hard knockdown. | |
| Normal Attacks | Jumping Light Punch | 5 | 5-10 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Light Kick | 5 | 5-11 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Medium Punch | 8 | 8-13 | landing recovery 3 | C | 600 | Causes a launch knockdown on airborne hit. | ||
| Normal Attacks | Jumping Medium Kick | 7 | 7-12 | landing recovery 3 | 500 | Cross-up property. | |||
| Normal Attacks | Jumping Heavy Punch | 11 | 11-15 | landing recovery 3 | 800 | Causes a slam knockdown on airborne hit. | |||
| Normal Attacks | Jumping Heavy Kick | 8 | 8-14 | landing recovery 3 | C | 700 | Cross-up property. | ||
| Normal Attacks | Neutral Jumping Heavy Kick | 10 | 10-16 | landing recovery 3 | 800 | — | |||
| Unique Attacks | Viper Elbow | 22 | 22-24 | 20 | 2 | -3 | 600 | 16-27F low-profile invulnerable | |
| Unique Attacks | Double Kick | 11 | 11-31 / 11-13, 29-31 | 16 | 4 | -2 | 900 | — | |
| Unique Attacks | High Jump (Forward) | 46+landing recovery 3 | 0 | activatewhen Drive Gauge 10000cost7-46F airborne2-5F through, special move | |||||
| Unique Attacks | High Jump (Neutral) | 46+landing recovery 3 | 0 | activatewhen Drive Gauge 10000cost7-46F airborne2-5F through, special move | |||||
| Special Moves | L Thunder Dash | 17 | 17-20 | 23 | 2 | -4 | SA3 | 900 | 12F Feint Follow-up available20F hit/On block: dedicated follow-up Follow-up available |
| Special Moves | M Thunder Dash | 16 | 16-19 | 22 | 1 | -3 | SA3 | 900 | 8F Feint Follow-up available19F hit/On block: dedicated follow-up Follow-up available |
| Special Moves | H Thunder Dash | 7 | 7-16 | 37 | D | -24 | 900 | 1-9F airborne strike; 9-31F airborne6F Feint Follow-up available17F On hit: dedicated follow-up Follow-up available | |
| Special Moves | OD Thunder Dash | 18 | 18-41 / 18-21, 38-41 | 21 | D | -2 | SA2 | 1600 | — |
| Special Moves | L Tracer Combination | 15 | 15-17 | 28 | D | -15 | SA3 | 600 | activatewhen Drive Gauge 10000cost |
| Special Moves | M Tracer Combination | 21 | 21-24 | 25 | D | -13 | SA3 | 600 | activatewhen Drive Gauge 10000cost On airborne hit: Limit Decoupler |
| Special Moves | H Tracer Combination | 17 | 17-20 | 37 | D | ー | 500 | activatewhen Drive Gauge 10000cost | |
| Special Moves | [Thunder Dash]Feint | total 12 | 0 | — | |||||
| Special Moves | L Burning Kick | 23 | 23-27 | 20 | D | -2 | 900 | 5-34F airborne27-29F through, Knuckled Pursuit, Double Burn Follow-up available On Punish Counter: extended launch time | |
| Special Moves | M Burning Kick | 25 | 25-29 | 20 | D | -2 | 900 | 5-36F airborne29-31F through, Knuckled Pursuit, Double Burn Follow-up available On Punish Counter: extended launch time | |
| Special Moves | H Burning Kick | 27 | 27-31 | 20 | D | -2 | 900 | 5-38F airborne31-33F through, Knuckled Pursuit, Double Burn Follow-up available On Punish Counter: extended launch time | |
| Special Moves | OD Burning Kick | 8 | 8-35 / 8-10, 32-35 | 21 | D | -4 | SA2 | 1500 | 11-43F airborne |
| Special Moves | Knuckled Pursuit | 12 | 12-15 | 34 | D | -15 | 800 | activatewhen Drive Gauge 10000cost | |
| Special Moves | Double Burn | 21 | 21-25 | 20 | D | 2 | 600 | activatewhen Drive Gauge 10000cost | |
| Special Moves | L Aerial Burning Kick | 22 | 22-28 | landing recovery 13 | D | -3~2 | 900 | Cross-up property. block height recovery changeafter crossing over the opponent On block:, recovery 1F increaseafter crossing over the opponent On whiff:, recovery 8F increase | |
| Special Moves | M Aerial Burning Kick | 20 | 20-26 | landing recovery 13 | D | -3~3 | 900 | Cross-up property. block height recovery changeafter crossing over the opponent On block:, recovery 1F increaseafter crossing over the opponent On whiff:, recovery 8F increase | |
| Special Moves | H Aerial Burning Kick | 18 | 18-24 | landing recovery 13 | D | -4~1 | 900 | Cross-up property. block height recovery changeafter crossing over the opponent On block:, recovery 1F increaseafter crossing over the opponent On whiff:, recovery 8F increase | |
| Special Moves | OD Aerial Burning Kick | 18 | 18-24 | landing recovery 13 | D | 1~7 | 1000 | Cross-up property. block height recovery changeafter crossing over the opponent On whiff:, recovery 8F increase | |
| Special Moves | L Seismic Hammer | 24 | 24-31 | 26 | D | -10 | SA3 | 700 | 11F Feint Follow-up available High Jump Cancelable |
| Special Moves | M Seismic Hammer | 24 | 24-31 | 26 | D | -10 | SA3 | 700 | 11F Feint Follow-up available High Jump Cancelable |
| Special Moves | H Seismic Hammer | 24 | 24-31 | 26 | D | -10 | SA3 | 700 | 11F Feint Follow-up available High Jump Cancelable |
| Special Moves | OD Seismic Hammer | 19 | 19-26 | 26 | D | -6 | SA2 | 900 | High Jump Cancelable |
| Special Moves | [Seismic Hammer]Feint | total 16 | 0 | — | |||||
| Special Moves | Focus Force(Lv1) | 23 | 23-34 / 23-26, 31-34 | 36 | D | -16 | 1000 | 6-13F armor(1), charged 59F through armor strikeattack, activate11-13F through, Forward Dash Follow-up available, chargedwhen 59F through Follow-up available20F or more Lv2 activate59F or more Lv3 activate On Punish Counter: extended launch time | |
| Special Moves | Focus Force(Lv2) | 30 | 30-41 / 30-33, 38-41 | 36 | D | -16 | 1200 | On Punish Counter: crumple | |
| Special Moves | Focus Force(Lv3) | 69 | 69-80 / 69-72, 77-80 | 36 | D | -10 | 1400 | On hit: crumple | |
| Special Moves | OD Focus Force(Lv1) | 20 | 20-31 / 20-23, 28-31 | 36 | D | -16 | 1500 | 3-10F armor(1), charged 57F through armor strikeattack, activate8-10F through, Forward Dash Follow-up available, chargedwhen 57F through Follow-up available20F or more Lv2 activate57F or more Lv3 activate On Punish Counter: extended launch time | |
| Special Moves | OD Focus Force(Lv2) | 30 | 30-41 / 30-33, 38-41 | 36 | D | -16 | 1700 | On Punish Counter: crumple | |
| Special Moves | OD Focus Force(Lv3) | 67 | 67-78 / 67-70, 75-78 | 36 | D | -10 | 2000 | On hit: crumple | |
| Special Moves | [Focus Force]Forward Dash | total 21 | 0 | animationduring, Counter Hit | |||||
| Super Arts | SA1 Limit Decoupler | 8 | 8-20 / 8-11, 15-20 | 53 | D | -34 | 2000 | 1-11F strike/throw invulnerable12-20F airborne strike; 12-42F airbornetimer700, activateduring Drive Gaugecost follow-upmove High Jump available (Double Burn during timer cost follow-upmove High Jump activateavailable) timerduring follow-upmove hit/On block: Drive Gauge3000restore Counter Hit/ Counter Hit values do not change Minimum damage scaling 30% | |
| Super Arts | SA2 Mission Complete | 7 | 7-10 | 45 | D | -29 | 3000 | 1-10F fully invincible Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change | |
| Super Arts | SA3 Hard Luck Rejector | 10 | 10-13 | 54 | D | -38 | 4000 | 1-13F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Super Arts | CA Hard Luck Rejector | 10 | 10-13 | 54 | D | -38 | 4500 | 1-13F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Normal Throws | High Impulse | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Thunder Cradle | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Common System | Forward Dash | total 21 | 0 | — | |||||
| Common System | Backward Dash | total 23 | 0 | 1-15F throw invulnerable | |||||
| Common System | Drive Impact: Viper Cannon | 26 | 26-27 | 35 | D | -3 | 800 | 1-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase | |
| Common System | Drive Reversal (while blocking): Counter Spark | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Reversal (while recovering): Counter Spark | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Parry | 1 | [※2] 1-12 | 33 | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. | ||
| Common System | Perfect Parry (strike) | 1 | 1 | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Perfect Parry (projectile) | 1 | 10 | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit | ||||
| Common System | Parry Drive Rush | total 45 | ※ | 0 | 10F Note: animation9F attack 24F | ||||
| Common System | Cancel Drive Rush | total 46 | ※ | 0 | 9F Note: animation10F attack 25F |
Referenced: 2026-08-27Official Street Fighter 6 Frame Data ↗