C. Viper

Menu

C. Viper can Super Jump with an input of "Down, Up" or "Down, Up-Forward" which costs 1x Drive Meter. She cannot Super Jump backward, and inputing "Down, Up-Back" will result in a neutral Super Jump.

She can Super Jump cancel all of her normals on hit/block (except crouching Heavy Kick and Unique Attacks). Super Jump can, in turn, be special cancelled during its pre-jump frames, effectively allowing her to special cancel any normal, even if it is not directly special cancellable (Super cancels work as well). She can also Super Jump cancel Seismic Hammer on hit/block.

Normal Attacks

Hitbox Image
Standing Light Punch
4
14
300
High
Chain, Special, Super, Super Jump
--
--
+4
-2
3
8
Hitbox Image
Standing Medium Punch
8
23
600
High
Special, Super, Super Jump
--
--
+6
+1
4
12
Hitbox Image
Standing Heavy Punch
12
35
900
High
Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable.
--
+3
-3
3
21
Hitbox Image
Standing Light Kick
5
18
300
High
Special, Super, Super Jump
Surprisingly, can link after 3x other light normals and still follow up with special cancel.
--
+3
-2
3
11
Hitbox Image
Standing Medium Kick
8
30 (28 on hit)
700
High
Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable.
--
+4
-3
3
20 (18 on hit)
Hitbox Image
Standing Heavy Kick
10
33
900
High
Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable. Limited juggle potential. Forces knockdown on anti-air hit.
--
+4
-3
4
20
Hitbox Image
Crouching Light Punch
4
14
300
High
Chain, Special, Super, Super Jump
--
--
+5
-1
3
8
Hitbox Image
Crouching Medium Punch
6
25
600
High
Special, Super, Super Jump
--
--
+5
-2
3
17
Hitbox Image
Crouching Heavy Punch
9
31
800
High
Special, Super, Super Jump
--
--
+2
-5
3
20
Hitbox Image
Crouching Light Kick
5
15
200
Low
Chain, Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable.
--
+4
-1
2
9
Hitbox Image
Crouching Medium Kick
8
27
600
Low
Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable.
--
+5
-1
3
17
Hitbox Image
Crouching Heavy Kick
10
37
900
Low
--
Her only standard normal that is not Super Jump cancellable.
--
Knockdown +34
-11
3
25 (29 on block)

Unique Attacks

Hitbox Image
Forward + Medium Punch (Viper Elbow)
22
44
600
Overhead
--
--
--
+2
-3
3
20
Hitbox Image
Forward + Heavy Kick (Double Kick)
11
47
450, 450
High
--
--
--
+4
-2
3, 3
16

Target Combos

C. Viper does not have any Target Combos ^_^

Jump Attacks

Hitbox Image
Jump Light Punch
5
--
300
Overhead
--
--
--
+9...+7
+6...+4
6
3 Landing
Hitbox Image
Jump Medium Punch
8
--
600
Overhead
Special
Limited Juggle State on air hit.
--
+11...+9
+9...+7
6
3 Landing
Hitbox Image
Jump Heavy Punch
11
--
800
Overhead
--
Knockdown on aerial hit.
--
+16...+12
+11...+7
5
3 Landing
Hitbox Image
Jump Light Kick
5
--
300
Overhead
--
--
--
+8...+4
+5...+1
7
3 Landing
Hitbox Image
Jump Medium Kick
7
--
500
Overhead
--
Crosses up.
--
+8...+13
+8...+4
6
3 Landing
Hitbox Image
Jump Heavy Kick
8
--
800
Overhead
--
Crosses up.
--
+12...+16
+7...+11
7
3 Landing

Special Moves

Hitbox Image
Thunder Dash (Light Punch)
17
Down, Down-Back, Back + Light Punch
43
900
High
Can spend 1x Drive Bar to cancel into Tracer Combination (F+PP) for 600 damage and a knockdown of +37 (-15 on block). Can feint with Light Kick after startup.

Projectile invulnerable on frames 11-17. Cannot cancel into Level 3 Super.
--
+1...+3
-4...-2
4
23
Thunder Dash (Medium Punch)
16
Down, Down-Back, Back + Medium Punch
41
900
High
Can spend 1x Drive Bar to cancel into Tracer Combination (F+PP) for 600 damage and a knockdown of +18 (-13 on block). Can feint with Light Kick after startup.

Cannot cancel into Level 3 Super.
--
+1...+4
-3...0
4
22
Hitbox Image
Thunder Dash (Heavy Punch)
7
Down, Down-Back, Back + Heavy Punch
53
900
High
Can spend 1x Drive Bar to cancel into Tracer Combination (F+PP) for 600 damage and a knockdown of +25. Can feint with Light Kick after startup.

Anti-air invulnerable on frames 1-9. Cannot cancel into Level 3 Super.
--
Knockdown +21
-24
10
37
Thunder Dash (Overdrive)
16
Down, Down-Back, Back + PP
62
800, 800
High
Cannot cancel into Tracer Combination. Cannot feint.

Second hit can cancel into Level 2 or Level 3 Super.
--
Knockdown +42
-2
4, 4
21
Burning Kick
LK: 23 / MK: 25 / HK: 27
Down, Down-Forward, Forward + Kick
47
900
High
Can spend 1x Drive Bar to cancel into Knuckled Pursuit (F+PP) or Double Burn (F+KK).

Knuckled Pursuit is a damage follow up that combos when Burning Kick hits (800 damage, knockdown +23 / -15 on block).

Double Burn is a mixup followup that whiffs after Burning Kick hits, but connects after block (600 damage, knockdown +40 / +2 on block).

Strength of kick changes distance traveled, which increases startup time. Data is otherwise the same between versions.
--
Knockdown +38
-2
5
20
Burning Kick (Overdrive)
8
Down, Down-Forward, Forward + KK
47
700, 800
High
Cannot cancel into Knuckled Pursuit or Double Burn.
--
Knockdown +38...+43
-4
3, 4
21
Aerial Burning Kick
LK: 22 / MK: 20 / HK: 18
Jump > Down, Down-Forward, Forward + Kick
**
900
High
Cannot cancel into Knuckled Pursuit or Double Burn.

Can be used off of neutral or forward jumps, height of jump changes advantage on hit/block.

Strength of kick changes distance traveled, which DECREASES startup time. Data is otherwise the same between versions.
--
Knockdown +39...+42...
-6...+2
7
23
Aerial Burning Kick (Overdrive)
18
Jump > Down, Down-Forward, Forward + KK
**
1000
High
Cannot cancel into Knuckled Pursuit or Double Burn.

Can be used off of neutral or forward jumps, height of jump changes advantage on hit/block.
--
Knockdown +36...+42...
+1...+7
7
14
Seismic Hammer
24
Forward, Down, Down-Forward + Punch
57
700
Low
Can feint with Light Kick after startup. Strength of Punch changes range, data is otherwise the same. Is a projectile, but too low to clash with most projectiles (will clash with low projectiles though).
--
Limited Juggle Knockdown +53
-10
8
26
Seismic Hammer (Overdrive)
19
Forward, Down, Down-Forward + PP
57
900
Low
Cannot feint. Is a projectile, but too low to clash with most projectiles (will clash with low projectiles though). About twice as wide a hitbox as non-Overdrive versions, but does not change range based on inputs and does not track.
--
Limited Juggle Knockdown +53
-8
8
26
Focus Force
23 (6)
Down, Down-Back, Back + K
70...
500, 500
High
Armor on frames 6-13. Can hold Kick input to hold armor up to frames 6-54. Can cancel hold of armor with forward dash which also cancels the attack from coming out. Strength of attack button does not seem to have any effect on the ability.
--
Knockdown +24
-16
4, 4
36
Focus Force (Overdrive)
20 (3)
Down, Down-Back, Back + K
67...
750, 720
High
Armor on frames 3-10. Can hold Kick input to hold armor up to frames 3-55. Can cancel hold of armor with forward dash which also cancels the attack from coming out.
--
Knockdown +24
-16
4, 4
36

Super Arts

Limit Decoupler (Level 1)
8
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2000
High
Strike/throw invincible on frames 1-11. Breaks armor. Install enables Super Jump and Special Move Followups to be used without Drive Gauge cost for the duration. If in Burnout, Install goes away after using a single free move. Cannot build Super meter during install.
--
Knockdown +7...
-21
4, 6
53
Mission Complete (Level 2)
7
Down, Down-Back, Back, Down, Down-Back, Back + P
3000
High
Fully invincible on frames 1-10. Breaks armor.
--
Knockdown +19
-29
4
45
Hard Luck Rejector (Level 3)
10
Down, Down-Back, Back, Down, Down-Back, Back + K
4000 (4500)
High
Fully invincible on frames 1-13. Breaks armor. Critical Art in parenthesis.
--
Knockdown +23
-38
4
54

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.52
Back Walk Speed — 3.10
Forward Dash — 21 frames / 150.000 distance
Back Dash — 23 frames / 80.000 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 166 (hit)
1200
Throw
--
--
--
+28
3
23
Back Throw
5
30 (whiff) / 174 (hit)
1200
Throw
--
--
--
+19
3
23