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C. Viper Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:10 p.m. PDT


C. Viper Ultra Street Fighter 4 Character Guide


Character Overview
Guide by Nyoronoru

C. Viper is a powerful mixup and crossup character with great offensive options from a multitude of ranges. One of the most difficult characters to play in Super Street Fighter IV, her power and zoning game is matched by very few. Her strengths lie in her ability to feint and counter, her tendency to constantly shove players into the corner, and the ability to combo into her Ultras easily. She is also one of the only two characters who can Super Jump, making it extremely difficult to lock her down.

Her downsides are that out of all of her normal moves there are none which paticularly stand out as a go-to or useful move. Because of this, Viper is weak in short-range encounters against characters like Abel, Cammy, or Dictator. She also has low stamina and a slow reversal game, making it difficult to play defensively. Her Focus Attack is extremely slow and her dash is laggy as well. Lastly, making an execution mistake with C. Viper usually comes with far worse consequences compared to other characters.

Strengths
+ Extremely powerful, can get big damage off of very little meter.
+ Deadly juggle game, especially in the corner.
+ Can stun characters extremely quickly.
+ Her bread and butter combo forces opponents to fight with their backs to the wall.
+ Her Ultras are very damaging and easy to combo into.
+ Can pressure from anywhere on the screen.
+ Very ambiguous crossup moves along with an overhead.

Weaknesses
- Poor stamina and stun rating.
- Reversal options are slow, making them easy to jump safely against.
- A very high execution requirement to pull off her best tricks.
- Normal move anti airs are almost non-existent.
- Is a big victim of characters that can avoid her Burn Kick naturally.

Notable Normal Moves and Unique Attacks

Super Jump
Viper can use the jets on her shoes to jump to great heights, both forward, backward, and neutrally. If you combine this tactic with your Burning Kick it can be extremely difficult to hit Viper out of the air.

Viper's Super Jump has more uses than just jumping really high though. She can use the Super Jump to cancel any of her cancelable normals and her Seismic Hammer. Another fact is that Viper can cancel the Super Jump into Ultra 1 or 2 or another special move. Using this you can sequentially cancel a normal attack into her Ultra for a very difficult but worthwhile combo.

Double Kick
Viper hops forward and throws her leg out for a fast two-hit attack. Considering that she already has a great Focus-breaking move, this attack isn't too useful. She does step pretty far forward when doing it though.

This move comes out automatically as a regular normal when close to the opponent, so be careful.

Viper Elbow (Overhead)
Viper does an overhead attack that is safe on block (except against grapplers). A really great move as it will hop over low attacks completely and it is super quick. You must use this move in your playstyle to keep players guessing, otherwise they will merely block low for the entire duration of your ground offense.

Hyper Viper Knee
The main jumping normal you'll want to be using. It has incredible priority as the active hitbox stays out for a very long time. It also does an extraordinary amount of hitstun and can cross up. Just overall a fantastic move.

Crouching Hard Punch
This is Viper's main zoning normal, one you'll want to be threatening your opponent with repeatedly. Nearly all of her damaging combos begin with this move.

Pivot Kick (Far Standing Hard Kick)
If this move makes contact with an aerial opponent it will place them in an untechable knockdown.
Special Moves
or
Thunder Knuckle
Damage
Light
100
Medium
110
Hard
70
EX
120

Properties

Viper slides forward or up with her fist covered in electricity. The Light Thunder Knuckle can be blocked high or low and it has the slowest startup time. The Medium Thunder Knuckle is a standard combo ender. The Hard version is used as an anti-air and as a reversal attack.

The Medium Thunder Knuckle is the best way for Viper to chip an opponent. Canceling from a Crouching Medium Punch or Kick adds up to a simple combo that can't be retaliated against at close range. It's also one of the best and easiest ways to break armor, making it difficult to Focus Attack against C. Viper. The Light Thunder Knuckle is almost the exact same as the Medium except that Viper ducks lower, making it harder to counter-attack her with high moves. Viper can also duck under projectiles with the Light Thunder Knuckle.

The Hard Thunder Knuckle juggles the opponent to where you can land it twice on an airborne enemy. If you catch someone high enough with it, you can also combo into Ultra 1. If that's not enough, you can also FADC the Hard version to land Ultra 1 in the corner as well. Using the Hard Thunder Knuckle as an anti-air works because of its startup invincibility. The startup of this move is slow compared to other anti-air special moves, so you'll have to be careful.

If you are using the Hard Thunder Knuckle as a reversal, don't forget that it's not suited for dealing with crossups. It also starts up in seven frames (a typical dragon punch reversal starts anywhere from three to five frames) making it very slow, so you'll have to make sure your opponent has committed to an attack before using it. Despite its slow startup, it does have a nice amount of startup invincibility. The invincibility does not overlap the attacking portion of the move though.

You can cancel (feint) the Thunder Knuckle by pressing any two punch buttons after you start it up. You can use this to trick the opponent into blocking, and then throw them. You can also use this technique to lower the recovery time of normal moves, most notably your crouching Hard Punch. If you want to use it for that purpose though then you should always cancel the Hard Thunder Knuckle, as it has the fastest feint recovery.

EX Version: This travels the entire width of the screen in a fast dashing motion. If it lands it places the opponent in a crumple stun where you can combo them (though you have to be fast!). It's an easy way to land Ultra 1, but the probability of someone getting hit with this move is almost zero due to the huge startup. If you need to punish a really laggy move from far away then this just might be the move you need. The closer you activate this to the opponent, the harder it will be to combo them if it hits.

or
Burning Kick (Ground version)
Damage
Light
100
Medium
100
Hard
100
EX
120

Properties

Viper performs a cross-kick that can negate projectiles. Using this attack for ground pressure is a very risky thing to do because it starts up slowly and doesn't break armor. It also is at frame disadvantage on block meaning that grappler characters will be able to grab you. It also starts up too slowly to be used in any combo and cannot cross up opponents. Overall, there are not very many reasons to use this move other than to build meter fullscreen.

The Burning Kick can dodge low attacks as C. Viper does jump slightly off the ground to perform her flaming cross-kick. Viper's hittable box is completely airborne on the very first frame of activation, making it possible to use this move as a reversal against a low poke on the ground. It's still unlikely that this move will intercept anything though.

Despite the fact that Viper summons flames on both sides of her body for this move, the hitbox for the attack only appears on the side that the opponent is on. It also reaches up rather high and isn't active for very long despite its appearance.

EX Version: EX Ground Burning Kick starts up three times faster than its regular counterparts. It also has a big chunk of startup invincibility. If you are really desperate to get pressure off of you as a Viper player you can use this as a reversal. It can still avoid low attacks just like a regular Burning Kick but the EX version is much more unsafe on block and can be heavily punished.

or
Aerial Burning Kick
Damage
Light
90
Medium
90
Hard
90
EX
140

Properties

C. Viper's Aerial Burning Kick is a lot different than her grounded one. Not only do all three versions start up faster than their ground counterparts, but the hitbox for the move is much wider and is active for a much longer time. The same movement properties still apply with the Hard version moving Viper the farthest and the Light version stopping her in place when jumping forward.

C. Viper can combo into her Aerial Burning Kick from a Seismic Hammer Super Jump combo, or she can use the move for ambiguous crossup attacks. The Hard version can now cross up opponents when activated closely to the ground.

You can also cancel into the Aerial Burning Kick from jump-in attacks as long as the normal move makes contact with the opponent in some way. Since the blockstun of the canceled normal move overlaps the execution of the Burning Kick, it forces the opponent to guess which way to block.

Because the hitbox for this move is positioned higher than the Ground Burning Kick, it is possible for some opponents to duck under them using the properties of certain normal moves. You must take this into account especially if you try to attack with this move without any setup beforehand.

EX Version: This starts up much faster than the regular Air Burning Kicks, but it has no invincibility whatsoever. The upside to this move is that it knocks the opponent higher, allowing more juggles afterwards (such as more EX Aerial Burning Kicks).

or
Seismic Hammer
Damage
Light
120
Medium
120
Hard
120
EX
100

Properties

Viper slams her fist into the ground which creates a quake that knocks down and juggles the opponent. Depending on the button pressed, the location of the quake changes. You can cancel this attack on hit or block with a Super Jump to either jump to safety or to combo into a Burning Kick. This attack must be blocked low at all times.

You can use this move to force fireball throwers to respect your options, but against characters with more damaging projectiles such as Sagat you might want to try other tactics since Viper has low stamina. Against someone with weak or slow projectiles this move can be really good. The downside to its good punish properties is that it is impossible to combo into this move without an initial counter-hit.

To feint (cancel) the Seismic Hammer, simply press any two punch buttons after the startup. The stronger the Seismic Hammer, the faster it can be cancelled. This doesn't help much in combos since the motion is more complicated than a Thunder Knuckle Cancel but it can be play some deadly mind games with your opponent as they don't know which Hammer has the ability to hit, or whether or not you are about to pull out the powerful EX Seismic Hammer.

EX Version: The EX Seismic Hammer covers about 70% of the visible floor in front of C. Viper. It's one of the best EX moves in the game and it has a large amount of startup invincibility. It's safe on block against everyone in the cast because Viper can Super Jump away from the opponent while they are still in blockstun. It also starts up faster than the regular version, giving the opponent less time to react. The faster startup time also means that you can finally combo into the move.

This is C. Viper's go-to reversal because of the invincibility, but unfortunately the invincibility doesn't last for the entire duration of the move. It's also easy to jump safely against because of the amount of startup time. It's also easy to react late to the move and stuff it with a normal attack after the invincibility wears off. If you are really trying to use all your options you can Cancel the EX Seismic Hammer to give yourself an invincible "empty" reversal that allows you to avoid crossup attacks while minimizing risk to yourself.

Super and Ultra Moves

Super — Emergency Combination
Damage
Super
300

Properties

Viper has some pretty easy hit confirms into her Super, examples being a crouching Medium Kick or a Medium Thunder Knuckle. The problem is that EX Seismic Hammer and FADC combos are integral to Viper's offensive game. You should only cancel into this Super if you are certain it will finish the opponent off.

The Light Super starts up the slowest but travels the farthest. The Hard version starts up the fastest but travels the least. For Super Canceling purposes, it is best to stick with the Hard version since the damage doesn't change by version. There is slight invincibility on startup with all versions of the Super but it is nothing noteworthy.


Ultra 1 — Burst Time
Damage
Ultra 1
325 - 441

Properties

C. Viper slams her fist down for an explosive Seismic Thunder Punch and then juggles the opponent with a bunch of wide-ranging Burning Kicks. This attack can juggle aerial opponents but it cannot be used as an effective anti-air. When comboing from an aerial juggle, you'll want to wait until the back of the opponent is level with Viper's shoulders before activating the Ultra.

If there's one thing that Viper does not have a problem with, it is landing Burst Time. This is one of the easier Ultras to combo into — assuming your execution skills are up to the task — from one of the following techniques.
  • Ground or Air Burning Kick (corner)
  • Air Burning Kick (Character-specific, wide hitbox only)
  • Super Jump-canceled normal into Ultra 1
  • Hard Thunder Knuckle FADC (corner)
  • Hard Thunder Knuckle Anti-Air (opponent must be caught reasonably high)
  • Hard Thunder Knuckle Trade (you must dash immediately and perform the Ultra)
  • EX Seismic Hammer (Close Range)
  • EX Seismic Hammer FADC
  • EX Seismic Hammer Meterless FADC

Ultra 2 — Burning Dance
Damage
Ultra 2
276 - 410

Properties

Despite being an aerial-only dive-kick Ultra, Burning Dance is very similar to Viper's Burst Time, but with easier comboability. As an example, rather than canceling the Super Jump Canceled normal attack into the Ultra immediately (since Viper has to stay grounded to use Ultra 1) you can cancel the Super Jump, wait a bit longer until Viper is airborne and then perform the Ultra.

Another example is the EX Seismic Hammer combos. Rather than relying on really difficult and meter-consuming tricks, you can do EX Seismic Hammer, Super Jump and combo into Ultra anywhere on screen. You can still do the same Super Jump Canceling techniques with this Ultra, but you have to do them from heavier normal attacks than before.

Because this Ultra is easier to combo into, it doesn't do as much damage as the first Ultra. That is the tradeoff. If you're a new player you might want to go for an Ultra that you can land consistently before you move on to Burst Time.

Combos
Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

or Cancel into Medium Thunder Knuckle
2 Hits
180 Damage
Pressure combo. Crouching Medium Kick comes out slower but has more range.


Cancel into Medium Thunder Knuckle
4 Hits
172 Damage
It's not a good idea to mash crouching throw techs with Viper, but if you are poking with a crouching Light Kick then end with this combo. The link from standing Light Kick to crouching Medium Punch must be done very quickly.


Cancel into EX Seismic Hammer Cancel into Super Jump Cancel into
Hard Burning Kick           
3 Hits
290 Damage
Viper's big punish combo if your opponent whiffs something close to you.


Jump

EX Seismic Hammer Super Jump
Hard Burning Kick
4 Hits
346 Damage
Regular jump-in combo.


Hard Thunder Knuckle Feint
Medium Thunder Knuckle             
3 Hits
346 Damage
This is called the "Fierce-Feint-Fierce" in discussion circles. It's difficult to do, but the stun is great and it gives you a better grounded punish option.


EX Seismic Hammer Super Jump Hard Burning Kick
juggle with Ultra 1
7 Hits
558 Damage
Corner-Only Ultra juggle.


Hard Thunder Knuckle Feint
EX Seismic Hammer Super Jump Medium Thunder
Knuckle, juggle with Hard Thunder Knuckle
4 Hits
402 Damage
Corner-only and distance-specific, but this is Viper's biggest stun combo outside of focus attack or jump-in combos.


Super Jump Ultra 2
30 Hits
405 Damage
The most basic combo into Ultra 2.


EX Seismic Hammer Super Jump Ultra 2
30 Hits
435 Damage
The closer you are to the opponent after neutral juming the easier this combo is.


Instant Aerial Burning Kicks
Since the Aerial Burning Kick is much better than the Ground Burning Kick in almost every way in terms of crossups, recovery and damage you'll want to know how to perform the Instant Aerial Burning Kick. To perform it, simply do the motion for the Burning Kick and then immediately jump forward to determine the direction (without Super Jumping). Another trick is to perform a semi-360 motion that ends in an upward direction for the Burning Kick. Both motions are notated below.

The first motion:



The second motion:



This is incredibly useful for the Seismic Hammer Super Jump combos. It allows Viper more time to approach the opponent after the knockdown since the Burning Kick isn't performed so high. Lastly, if you want to cross up an opponent on the ground using Burning Kicks this is the only reliable quick way of doing it.

Super Jump Canceling into Ultra Tips
If you want to do the Super Jump Cancel into Ultra 1 or 2 from a standing normal attack, simply do the two quarter circles in such a way that the first quarter circle ends in an up-forward position. The notation shows the movement below. Because the first part of the motion includes the Super Jump Cancel, the second part must be done very quickly. Most Viper players do not bother with the tricky process of Super Jump Canceling into Ultra 1 and simply rely on the methods described above in the Burst Time section, but it's still a nice tool to have.



If you want to Super Jump Cancel from a crouching normal attack you'll want to fit it into the above notation somewhere in the first quarter circle, usually at the point where the joystick is down-forward. Super Jump Canceling from a standing normal attack is a lot easier since you can fit the attack in during the forward input of the first quarter circle.

For Super Jump Canceling into Ultra 2 from something like a standing Hard Punch or a Seismic Hammer, the concept is exactly the same except with Kicks instead of Punches and the motion reversed. You only have to wait just a little longer so that Viper is airborne.

Fierce-Feint-Fierce
A complicated attack where you cancel your crouching or standing Hard Punch into a Thunder Knuckle Feint and then use the small recovery of that feint to do another crouching Hard Punch. This adds really big damage and stun to Viper's combos. While you can do the entire thing raw input-wise, there is some tricks you can use to make the combo easier.

Start with a crouching Hard Punch. After pressing the button hold it down and do a quarter-circle back motion, then release the Punch button to get a Hard Thunder Knuckle (This is called a Negative Edge technique). Immediately move your joystick to a down position and hit two punch buttons (Medium and Hard) to cancel the Hard Thunder Knuckle. Then right after you cancel the Thunder Knuckle, hit the same two punch buttons again to get another crouching Hard Punch.

The combo described above definitely takes practice, but once you get accustomed to the motion it's not too difficult. While you might be able to survive as a Viper player without using the Fierce Feint Fierce, you're missing out on big damage if you don't use it. It would also do you well to research Negative Edge techniques.

Other Resources and Credit
You can find more information about playing C. Viper on the Central Character Discussion Thread on the EventHubs.com forums
Contributions to this guide by Nyoronoru and LionWrath. This C. Viper guide by Option-Select.com was used as a reference for some of the material in this section.


Comments

Crimson_Viper said on March 27, 2010 at 12:36 p.m.

My fav:D

#1
LushyLushy said on April 2, 2010 at 11:08 p.m.

finally getting the hang of FFF sjcFADC ultra :D

#2
DarkBurialX said on April 4, 2010 at 10:30 p.m.

I struggle with C.Viper a lot. I can't to her 2nd hard trial, and 4th trial - EX-Seismic Hammer, Cancel into Super Jump, juggle with Aerial Burning Kick.

#3
DarkBurialX said on April 4, 2010 at 10:33 p.m.

4th trial - EX-Seismic Hammer, Cancel into Super Jump, juggle with Aerial Burning Kick. I finished her 4th normal trial, but sometimes I can't execute that combo all the time.

#4
LushyLushy said on April 5, 2010 at 11:53 p.m.

well to do a lot of viper's moves, u need to know the shortcuts and proper motions for them to come out properly

#5
J said on April 21, 2010 at 12:51 p.m.

I can't do her hard trials. ):
I'm stuck on 3, and I don't think I'll ever be able to SJC properly.

Her trials are the only thing that I have left on SF4. ):

Sigh.

#6
DarkBurialX said on April 21, 2010 at 8:36 p.m.

#170 - If there is a proper motion to do viper's moves. Can you tell me because I'm having trouble with her. Especially doing her EX seismic hammer cancel into her super jump, and burning kick.

#7
LushyLushy said on May 8, 2010 at 12:27 a.m.

@DarkBurial

well the sjc -> bk you just: down, upforward, pull your stick in a clockwise motion and press K

her special motions are for her more advanced moves like:
rapid seismo
instant BK
meterless FADC
FFF

#8
DarkBurialX said on May 8, 2010 at 8:11 p.m.

@LushyLushy

Thanks! Would that help go further when I Super Jump too? I hate to ask too many questions.

#9
LushyLushy said on May 15, 2010 at 12:11 a.m.

yea, doing a sjc BK would make u go more horizontal instead of vertically from the super jump

#10
Wex said on May 15, 2010 at 1:17 p.m.

OOn hard trial 5. I can nail it 1:50 times, I am bad..But when I do the High Jump is registering and I hit Dan with a
heavy burning kick in the air and ultra him on the way down..But the Heavy Burning Kicks arent counting can anyone tell me why..And yes I am hitting the right button =P

#11
Wex said on May 15, 2010 at 11:35 p.m.

Nevermind, I've just got into the habit of not looking at the screen and just watching my hands and listening after I started a sequence of attacks. When I looked up finally I noticed the burning kick wasn't comming in low enough. Thanks anyways. =] This is my last trial but it's a pain in the ass.

#12
Drippy_Nozzle said on June 7, 2010 at 3:01 a.m.

I was having trouble for some time with the last trial, timing the second hard punch after the cancel, I was hitting it maybe 10% of the time; but I found that if you make one of the keys you cancel the thunder knuckle with the HP button, you can pretty much double tap the cancel keys and because of priority HP comes out, and the following special move is EX so tap the same 2 keys again and the hardest bit of the combo is done! This litterally upped my success rate on hitting the 2nd hard punch go up to more like 85%. Happy combo'ing

#13
chrisagent75 said on June 7, 2010 at 2:25 p.m.

I've just played her and she been improved than ever
before.

#14
Drippy_Nozzle said on June 23, 2010 at 2:30 a.m.

Maining viper now, incase any1 has trouble with seismo chains;

In order to practice this set cpu to all block in training, so you can keep the chain going as long as possible, as you would in a match.
The commands entered are-

F-D-DF+P , F-D-DF-U+P , F-D-DF-U+P etc
F-D-DF-U+P is the same stick motion as the dhalsim instant teleport jump.
The trick is to time the motion such that the DF-U+P part is as you would time a normal super jump cancel from a seismo and hitting punch immediately stops the super jump and performs another seismo.

The only other thing to note is that when seismo chaining I have noticed you get pushed back on block so successfull chains require you to use a stronger seismo after a couple of repetitions. It is quite possible to push the opponent and yourself to opposite sides of the screen :)

#15
LushyLushy said on July 4, 2010 at 4:35 a.m.

For any new vipers who think ultra 2 is easier to land, it is only partly true. Ultra 1 has so many more opportunities to use, which Viper needs. The downside, many Ultra 1 setups are, excution wise, very challenging/difficult and requires good height perception.

#16
SF4junkie said on September 9, 2010 at 3:12 a.m.

Viper's U2 is great against fireball spammers. Not as hard to set up, if you have the right bait and pressure.
Viper is an interesting character to use. Extremely high learning curve though.

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

#17
Thirtyfour said on September 9, 2010 at 3:36 a.m.

wow those are hard trails (snicker)

#18
SF4junkie said on September 14, 2010 at 12:36 a.m.

Viper's TK BK is crazy cross up DDDDAAAMMMNNN one of the best characters who can you use the TK motion.

#19
Soljah said on September 19, 2010 at 7:09 p.m.

+ Only character with a Super Jump and it can be canceled into her Ultra.

^I know you updated everything, but you should check to make sure its actually correct with SSF4 now

#20
mtgrungoblins said on December 15, 2010 at 10:28 p.m.

dunno if anyone noticed yet but that burning dance ultra 2 input is wrong. it's 2x QCB + 3xK. it's showing 2x QCF + 3xK

#21
ChunLi said on January 25, 2011 at 11:25 p.m.

Great revision! Keep it up, everyone.

#22
DJay2411 said on January 26, 2011 at 5:47 a.m.

in the guide he says that you can't combo into a regular Seismo, even on Counter Hit.

Not true. Close Fierce combos into Light Seismo on Counter Hit. FYI.

#23
Nyoronoru said on January 26, 2011 at 12:51 p.m.

Yeah I meant to change that... d'oh

#24
electronbabies said on January 29, 2011 at 12:24 a.m.

In the guide, it also says that ex seismo xx super jump xx hk burn kick, ultra is "Corner-Only Ultra juggle."

First of all, I don't think super jumping into hk burn kick is technically a cancel (just to be anal about terminology) but most importantly, saying it's a "Corner-Only Ultra juggle" is inaccurate. People should be going for that juggle outside of the corner all the time. That's like her main bnb!!! It is dependent on how you land the flame kick though.

#25
Nyoronoru said on February 1, 2011 at 3:13 p.m.

I wasn't sure about that combo whether it worked midscreen or not. From videos it looked like only certain characters could be launched after a seismo ground series into burning kick. I couldn't find any information about this in match videos or tutorials... sorry about that.

Also canceling is the correct terminology, since the Super Jump is a cancelable move.

#26
Hamish said on July 8, 2011 at 7:58 a.m.

C viper has some recognizable moves to a character in rival schools

#27
PwnDizzle0 said on December 24, 2011 at 9:25 p.m.

C. Viper is pretty dang beastly!

#28
VGFancy said on August 3, 2012 at 10:37 p.m.

viper jus needed a faster start up on her normals

#29
GoobieDoob said on December 31, 2012 at 6:29 p.m.

Her Super and Ultra Combos are the easiest thing to play with her as. Just kick and punch and try out the specials until your Super and Ultra Combo bars go up, then use them as needed.

#30
CodeValentineX said on June 27, 2013 at 8:01 a.m.

And to think that people said she didnt fit in SF and belonged SNK game when she debuted on SF4-vanilla.. I cant imagine SF without her now! She's always been my main alongside Chun and Rose. A unique rushdown monster who can play mind games with the best and is hugely satisfying to use when humiliating Shoto scrubs. But MAN, such a technical minded character with quite a few bad matchups and working for those wins is hard work but is equally rewarding. <3 you always Viper X

#31
EnyceFrost said on June 30, 2013 at 1:55 p.m.

ugh instant aerial burn kick is a pain

#32
SSF4_Is_an_awesome_game said on April 27, 2014 at 11:15 a.m.

Can someone tell me how to do a Stand M punch with her? Cause its not on there....

#33


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