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BLANKA | STREET FIGHTER 4 | CAMMY
Tuesday
May122009

001. STREET FIGHTER 4 - C. VIPER - INTRO & STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

OVERVIEW

  • Hard to pick up and play due to execution heavy play, low stamina, difficult combos, and the reliance of playing intense mix-up games to win. 
  • Deals a lot of stun with her thunder knuckle.
  • Burning kick is safe (most of the time) and allows Viper to play intense wake-up/cross-up games.
  • Viper is the only character with a super jump and it allows her to travel across the screen at blinding speeds. 
  • EX Seismic Hammer has invincibility on start-up and leads to her most damaging combos. 
  • Ultra is very hard to land mid-screen but is vital is high-level play.
  • Feinting her Seismic Hammer and Thunder Knuckle allow you to play intense mind games.
  • Weak set of normals but you can cancel most of them into the Seismic Hammer or Thunder Knuckle.

RESOURCES

C. VIPER SUPER GUIDE - 1UP.COM MYCHEATS

C. VIPER FORUM - SHORYUKEN.COM

C. VIPER FRAME DATA - SHORYUKEN.COM

 

Tuesday
May122009

002. STREET FIGHTER 4 - C. VIPER - NORMAL MOVES

JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

  • Crouching MP is a solid close range poke that combos into her Thunder Knuckle.

FIERCE (HARD) PUNCH

  • Both Close and Crouching FP start off her most damaging combos. Both can be comboed into another Crouching FP after a HP Thunder Knuckle feint.

SHORT (LIGHT) KICK

  • Close standing LK has relatively slow start up but leaves Viper at frame advantage on hit (+6) and block (+3), making it ideal to set up tick throws.

FORWARD (MEDIUM) KICK

  • Crouching MK is her best long range poke can be comboed into her Thunder Knuckle.
  • Jumping MK is a cross up.

ROUNDHOUSE (HARD) KICK

  • Jump forward Roundhouse is a great move to use on wake up. On many characters it will look as if it is crossing up,making it very hard to block. You can also cancel into Burning Kick which will hit the opponent on the other side.

COMMAND NORMALS

SUPER JUMP

DOWN, UP / UP-FORWARD / UP-BACK

  • Only character in the game with a Super Jump.

OVERHEAD

TOWARDS + STRONG PUNCH

  • Overhead

DOUBLE KICK

TOWARDS + HK

  • Double kick, goes over certian low moves.
Tuesday
May122009

003. STREET FIGHTER 4 - C. VIPER - SPECIAL MOVES

CLICK FOR FULL SIZE

THUNDER KNUCKLE

QUARTER CIRCLE BACK + PUNCH

  • Fierce is anti-air.
  • Can be canceled by pressing two adjacent punch buttons right after move is initiated.
  • Armor Breaking move.

BURNING KICK

QUARTER CIRCLE BACK + KICK

  • Can be done in-air.
  • Can connect Ultra after the Burning Kick connects in the corner.
  • Can connect Ultra mid screen after following up from an EX Seismic Hammer

SEISMIC HAMMER

FORWARD, DOWN, DOWN-FORWARD + PUNCH

  • Strength of punch determines where it hits on screen.
  • Super Jump cancel to follow up with a Burning Kick.
  • Can be canceled by pressing two adjacent punch buttons right after move is initiated.
  • EX Version has lower body invincibility, so useful in close range situations.
  • Can follow up with Ultra after point blank EX version.
  • Can be super-jump cancelled (SJC) on hit or block into another hammer or feints (cancels).

SUPER

EMERGENCY COMBINATION

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

BURST TIME

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

Tuesday
May122009

005. STREET FIGHTER 4 - C. VIPER - MATCH UPS

Choose a character to view match up notes and videos.

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS. 

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS.

ABEL | AKUMA | BALROG | BLANKA | C. VIPER | CAMMY | CHUN-LI | DAN | DHALSIM | FEI-LONGE.HONDA | EL FUERTE | GEN | GOUKEN | GUILE | KEN | M. BISON | ROSE | RUFUS | RYU | SAGAT | SAKURASETH | VEGA | ZANGIEF

 

vs. Zangief

  • Vertical Jump Roundhouse is an excellent tool to zone Zangief with. As long as you are not directly above him it will beat his Lariat clean and set up combo opportunities.
  • Do not mess around with Burning Kick shenanigans on 'Gief in that he can Lariat you right out of them.
  • Throw him out of blocked Banishing Fists.
  • Seismic Hammer and EX Seismic Hammer are both excellent tools to control his constant pacing back and forth.
  • Both Back and Roundhouse and HP Thunder Knuckle are good anti air options.

vs. Bison (Dictator)

  • Overall a very difficult match up.
  • Use Vertical Jump Roundhouse to zone.
  • Be careful during c.mk xx Thunder Knuckle when blocked, in that his Knee Press will put a stop to a lot of your follow up mix ups.
  • Burning Kick and other cross up games can be a bit of a gamble due to his Ultra and EX Headstomp.
  • Punish Devils reverse with FP Seismic Hammer if he ends up ont he other side of the screen.
  • Dash back to avoid stomps, punish with combo of choice.

vs. Blanka

  • Punish blocked Rolling Attack with Seismic Hammer
  • Avoid wake up cross up games due to electricity and/or Ultra.

vs. Ken

  • SJC HK Burning Kick, FP Seismic Hammer are both good options when dealing with fireballs.
  • When pressured with c. lp from Ken, watch out for the mix up between Kara-throw and c.mk xx EX Hurricane. EX Seismic Hammer can be a good option to counter these pressure strings since it has lower body invincibility.
  • Work on landing a throw to set up a number of different cross up and combo possibilities.

vs. Ryu

  • SJC HK Burning Kick, FP Seismic Hammer are both good options when dealing with fireballs.
  • When pressuring with block strings and mix ups, watch out for random Dragon Punch into FADC when they have full Ultra meter. Block the Dragon Punch and tech the throw as they dash in.
  • Work on landing a throw to set up a number of different cross up and combo possibilities.

vs. Rufus

  • Avoid cross up games and general engagement when he has meter due to EX Messiah Kick