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. VIPERC. VIPER character artwork
Home›Fighter Guides›C. VIPER›Frame Data
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.

CategoryMoveStartupActiveRecoveryOn HitOn BlockCancelDamageNotes
Normal AttacksStanding Light Punch44-684-2C300Chain-cancelable. High Jump Cancelable
Normal AttacksStanding Light Kick55-7113-2C300High Jump Cancelable
Normal AttacksStanding Medium Punch88-111261C600High Jump Cancelable
Normal AttacksStanding Medium Kick88-10185-3700On whiff: 2F additional recovery. High Jump Cancelable
Normal AttacksStanding Heavy Punch1212-14213-2900High Jump Cancelable
Normal AttacksStanding Heavy Kick1010-13204-3900On airborne hit: Limit Decoupler On Punish Counter: +19High Jump Cancelable
Normal AttacksCrouching Light Punch44-685-1C300Chain-cancelable. High Jump Cancelable
Normal AttacksCrouching Light Kick55-694-1200Chain-cancelable. High Jump Cancelable
Normal AttacksCrouching Medium Punch66-9165-2C600High Jump Cancelable
Normal AttacksCrouching Medium Kick88-10175-1600High Jump Cancelable
Normal AttacksCrouching Heavy Punch99-11202-5C800High Jump Cancelable Forces stand.
Normal AttacksCrouching Heavy Kick1010-1225D-11900On Punish Counter: longer knockdown and hard knockdown.
Normal AttacksJumping Light Punch55-10landing recovery 3300—
Normal AttacksJumping Light Kick55-11landing recovery 3300—
Normal AttacksJumping Medium Punch88-13landing recovery 3C600Causes a launch knockdown on airborne hit.
Normal AttacksJumping Medium Kick77-12landing recovery 3500Cross-up property.
Normal AttacksJumping Heavy Punch1111-15landing recovery 3800Causes a slam knockdown on airborne hit.
Normal AttacksJumping Heavy Kick88-14landing recovery 3C700Cross-up property.
Normal AttacksNeutral Jumping Heavy Kick1010-16landing recovery 3800—
Unique AttacksViper Elbow2222-24202-360016-27F low-profile invulnerable
Unique AttacksDouble Kick1111-31 / 11-13, 29-31164-2900—
Unique AttacksHigh Jump (Forward)46+landing recovery 30activatewhen Drive Gauge 10000cost7-46F airborne2-5F through, special move
Unique AttacksHigh Jump (Neutral)46+landing recovery 30activatewhen Drive Gauge 10000cost7-46F airborne2-5F through, special move
Special MovesL Thunder Dash1717-20232-4SA390012F Feint Follow-up available20F hit/On block: dedicated follow-up Follow-up available
Special MovesM Thunder Dash1616-19221-3SA39008F Feint Follow-up available19F hit/On block: dedicated follow-up Follow-up available
Special MovesH Thunder Dash77-1637D-249001-9F airborne strike; 9-31F airborne6F Feint Follow-up available17F On hit: dedicated follow-up Follow-up available
Special MovesOD Thunder Dash1818-41 / 18-21, 38-4121D-2SA21600—
Special MovesL Tracer Combination1515-1728D-15SA3600activatewhen Drive Gauge 10000cost
Special MovesM Tracer Combination2121-2425D-13SA3600activatewhen Drive Gauge 10000cost On airborne hit: Limit Decoupler
Special MovesH Tracer Combination1717-2037Dー500activatewhen Drive Gauge 10000cost
Special Moves[Thunder Dash]Feinttotal 120—
Special MovesL Burning Kick2323-2720D-29005-34F airborne27-29F through, Knuckled Pursuit, Double Burn Follow-up available On Punish Counter: extended launch time
Special MovesM Burning Kick2525-2920D-29005-36F airborne29-31F through, Knuckled Pursuit, Double Burn Follow-up available On Punish Counter: extended launch time
Special MovesH Burning Kick2727-3120D-29005-38F airborne31-33F through, Knuckled Pursuit, Double Burn Follow-up available On Punish Counter: extended launch time
Special MovesOD Burning Kick88-35 / 8-10, 32-3521D-4SA2150011-43F airborne
Special MovesKnuckled Pursuit1212-1534D-15800activatewhen Drive Gauge 10000cost
Special MovesDouble Burn2121-2520D2600activatewhen Drive Gauge 10000cost
Special MovesL Aerial Burning Kick2222-28landing recovery 13D-3~2900Cross-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 MovesM Aerial Burning Kick2020-26landing recovery 13D-3~3900Cross-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 MovesH Aerial Burning Kick1818-24landing recovery 13D-4~1900Cross-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 MovesOD Aerial Burning Kick1818-24landing recovery 13D1~71000Cross-up property. block height recovery changeafter crossing over the opponent On whiff:, recovery 8F increase
Special MovesL Seismic Hammer2424-3126D-10SA370011F Feint Follow-up available High Jump Cancelable
Special MovesM Seismic Hammer2424-3126D-10SA370011F Feint Follow-up available High Jump Cancelable
Special MovesH Seismic Hammer2424-3126D-10SA370011F Feint Follow-up available High Jump Cancelable
Special MovesOD Seismic Hammer1919-2626D-6SA2900High Jump Cancelable
Special Moves[Seismic Hammer]Feinttotal 160—
Special MovesFocus Force(Lv1)2323-34 / 23-26, 31-3436D-1610006-13F 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 MovesFocus Force(Lv2)3030-41 / 30-33, 38-4136D-161200On Punish Counter: crumple
Special MovesFocus Force(Lv3)6969-80 / 69-72, 77-8036D-101400On hit: crumple
Special MovesOD Focus Force(Lv1)2020-31 / 20-23, 28-3136D-1615003-10F 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 MovesOD Focus Force(Lv2)3030-41 / 30-33, 38-4136D-161700On Punish Counter: crumple
Special MovesOD Focus Force(Lv3)6767-78 / 67-70, 75-7836D-102000On hit: crumple
Special Moves[Focus Force]Forward Dashtotal 210animationduring, Counter Hit
Super ArtsSA1 Limit Decoupler88-20 / 8-11, 15-2053D-3420001-11F 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 ArtsSA2 Mission Complete77-1045D-2930001-10F fully invincible Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change
Super ArtsSA3 Hard Luck Rejector1010-1354D-3840001-13F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
Super ArtsCA Hard Luck Rejector1010-1354D-3845001-13F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
Normal ThrowsHigh Impulse55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Normal ThrowsThunder Cradle55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Common SystemForward Dashtotal 210—
Common SystemBackward Dashtotal 2301-15F throw invulnerable
Common SystemDrive Impact: Viper Cannon2626-2735D-38001-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase
Common SystemDrive Reversal (while blocking): Counter Spark2020-2226D-6500Recoverable damage 1-22F fully invincible On hit: recovery 5F increase
Common SystemDrive Reversal (while recovering): Counter Spark1818-2026D-6500Recoverable damage 1-20F fully invincible On hit: recovery 5F increase
Common SystemDrive Parry1[※2] 1-1233※10Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move.
Common SystemPerfect Parry (strike)110opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit
Common SystemPerfect Parry (projectile)1100input ー, ー attack Perfect Parry, animationend through Counter Hit
Common SystemParry Drive Rushtotal 45※010F Note: animation9F attack 24F
Common SystemCancel Drive Rushtotal 46※09F Note: animation10F attack 25F