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C. Viper's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

11 Comments

Crimson Viper Frame Data Super Street Fighter 4 Arcade Edition


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 20 50 20 C*Sp*Su 4 2 7 2 5
Close Medium Punch HL 60 100 40 Sp*Su 5 2 9 3 6
Close Hard Punch HL 90 200 60 Sp*Su 9 2 16 0 5 Forces stand
Close Light Kick HL 20 50 20 C*Sp*Su 5 1 7 3 6
Close Medium Kick HL 60 100 40 Sp*Su 7 4 11 -1 2
Close Hard Kick HL 40*60 125*75 60*20 Su 12 1(8)3 17 -2 3 Forces stand
Far Light Punch HL 20 50 20 C*Sp*Su 6 2 7 2 5
Far Medium Punch HL 70 100 40 Su 7 2 12 0 3
Far Hard Punch HL 100 200 60 - 14 4 16 -2 3
Far Light Kick HL 30 50 20 Sp*Su 6 2 8 1 4
Far Medium Kick HL 60 100 40 - 8 3 11 0 3
Far Hard Kick HL 100 200 60 - 11 6 15 -2 2
Crouch Light Punch HL 20 50 20 C*Sp*Su 4 2 10 -1 2
Crouch Medium Punch HL 60 100 40 Sp*Su 5 3 9 2 5
Crouch Hard Punch HL 90 200 60 Sp*Su 8 2 18 -2 2
Crouch Light Kick L 20 50 20 C*Sp*Su 5 2 12 -3 0
Crouch Medium Kick L 60 100 40 Sp*Su 7 3 16 -5 -2
Crouch Hard Kick L 100 200 60 - 12 3 18 -3 - Low attack, cannot fast recover
Jump Up Light Punch H 40 50 20 - 5 7 - - -
Jump Up Medium Punch H 70 100 40 Sp 7 6 - - -
Jump Up Hard Punch H 90 200 60 Sp 8 6 - - -
Jump Up Light Kick H 30 50 20 Sp 6 5 - - -
Jump Up Medium Kick H 70 100 40 - 9 5 - - -
Jump Up Hard Kick H 90 200 60 - 7 7 - - -
Jump Toward Light Punch H 40 50 20 - 7 6 - - -
Jump Toward Medium Punch H 70 100 40 Sp 8 5 - - -
Jump Toward Hard Punch H 90 200 60 - 8 5 - - -
Jump Toward Light Kick H 40 50 20 Sp 7 7 - - -
Jump Toward Medium Kick H 60 100 40 - 7 4 - - -
Jump Toward Hard Kick H 90 200 60 Sp 6 7 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
F+Medium Punch H 70 100 40 - 20 5 3+8 -2 1 Mid attack
F+Hard Kick HL 40*60 125*75 60*20 Su 12 1(8)3 17 -2 3 1~11f , Forces stand, 1st hit cancellable
Super Jump - - - -   - - -
- 1~3 (
Focus Attack Level 1 HL 60 100 20 - 26 2 40 -26 -26
Focus Attack Level 2 HL 90 150 40 - 17+17 2 40 -20 D
Focus Attack Level 3 - 150 200 60 - 70 2 40 D D
Forward Throw 0.9 130 100 40 - 3 2 20 - D Throw range 0.9
Back Throw 0.9 120 160 60 - 3 2 20 - D Throw range 0.9
Thunder Knuckle Light Punch HL 100 150 20/30 Su 16 6 21 -2 2 1~15f , 16~21f , Armor Break
Thunder Knuckle Medium Punch HL 120 200 20/30 Su 14 4 20 -1 3 Armor Break
Thunder Knuckle Hard Punch HL 70 150 30/40 Su 7 16 14+13 -22 D 1~6f invincible, Pursuit Property, Armor Break
Thunder Knuckle EX HL 60*60 100*100 -250/0 Su 27 17 38 -5 D Pursuit Property, Armor Break, , ,
Burning Kick Light Kick HL 100 100 20/30 - 23 4 17 -2 D
Burning Kick Medium Kick HL 100 100 20/30 - 25 3 17 -1 D
Burning Kick Hard Kick HL 100 100 20/30 - 27 2 17 0 D
Burning Kick EX HL 20x3*80 50x3*100 -250/0 - 9 2 * 1 * 2(11) 10 23 -12 D 1~8f invincible, Pursuit Property, 4th hit
Burning Kick Light Kick (Air) HL 100 100 10/30 - 21 8 12 6 D
Burning Kick Medium Kick (Air) HL 100 100 10/30 - 19 8 12 4 D
Burning Kick Hard Kick (Air) HL 100 100 10/30 - 17 9 12 2 D
Burning Kick EX (Air) HL 20x3*80 50x3*100 -250/0 - 6 2 * 1 * 2(10) 8 15 2 D Pursuit Property, 4th hit,
Seismo Hammer L 120 100 20/30 Su 24 8 31 -18 D , Low attack
Seismo Hammer EX L 120 100 -250/0 Su 19 5 18 -2 D 1~13f invincible, , Low attack
  HL - - 0/0 - - - 6 - -
Super Light Punch HL 80*80*140 0 -1000/0 - 1+13 1(33) 1(19) 2 59+56 -96 D 1~5f invincible, Pursuit Property, 3rd hit
Super Medium Punch HL 80*80*140 0 -1000/0 - 1+7 1(15) 1(21) 2 59+56 -96 - 1~5f invincible, Pursuit Property, 3rd hit
Super Hard Punch HL 80*80*140 0 -1000/0 - 1+5 1(8) 1(29) 2 36+35 -52 D 1~4f invincible, Pursuit Property, 3rd hit
Ultra 1 HL 60 * 98x3 * 126 0 0/0 - 0+6 3(53) 5(8) 5(10) 5(10) 5 59+59 -201 D 1~10f invincible
Ultra 2 HL 38*342 0 0/0 - 0+10 until ground - - - 1~11f invincible
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.

Posted by JC on January 20, 2009 at 4:46 a.m. #1

What does 'Frame Adv.' means?
and Also SP, C and S in the 'cancel' column

 

Posted by EvilOtaku on January 21, 2009 at 10:13 a.m. #2

I think its best to think of Frame Advantage as the number of frames until you opponent can make a move. If its positive you have the advantage over your opponent and can probably lead into a combo. If its negative then they have the advantage over you and can punish you. And to put the chart into perspective i believe the game runs at 60 frames per second.

Please anyone correct me if I'm wrong

 

Posted by ShardZ on February 17, 2009 at 10:52 a.m. #3

60fps is correct, most fighting games run at that speed.

 

Posted by The Psycho Spanish Ninja, Jink on February 26, 2009 at 2:42 p.m. #4

If you know the range of the attacks and how far each attack pushes backward your opponents. Then you can easily read the frames and formulate your link combos and poking strings, right here. Just by reading.
And after knowing what you can do, you can forget about the frames. Just use these numbers as reference of "what against what" then everything should be fine. The rest of the fights goes on Mix Ups, gamble and reflexes.

 

Posted by Awesome on May 12, 2009 at 12:56 p.m. #5

Good stuff guys, thank you for your efforts! I've got a few questions regarding Viper's super Jump:

How many frames does it take it to leave the ground if you super jump? Is it 4 frames like normal jumps or faster?

Also if you cancel the super jump into air burning kick, how many frames are spent on the super jump before going into startup frames of the burning kicks? Is it simply 1 frame for the super jump if you immediately do the air burning kick?

And finally something about air moves like the burning kicks. Does the recovery frame reading include how long it takes to recover after you land as well, or is there also a landing-lag similar to what you get after normal jumps and/or jumps+attacks? I'm assuming it's like that but just wondering if anyone knows for sure.

Thanks!

 

Posted by sleepyedgar on May 29, 2009 at 4:59 a.m. #6

Jump Forward Hard Kick deals 900 dmg... dam i got 2 use that move more often!

 

Posted by LostSymphonies on June 28, 2009 at 12:22 p.m. #7

Jump Forward Hard Punch links to ultra. :)

 

Posted by E on August 25, 2009 at 2:36 p.m. #8

What I would like to know, is what purpose does either the lp or mp supers have ? they have more start up time, more RECOVERY time, and do the same damage. Are they like Abels supers and give different invulnerabilities on Start up or something ?

 

Posted by Dasvanu on October 22, 2009 at 6:47 a.m. #9

with lp and mp super, you can do lk burning kick > lp super or sometimes mp near the corner

 

Posted by James on December 13, 2009 at 3:37 p.m. #10

Lp and mp supers have loads more range than hp. Long range punish.

 

Posted by mark on January 8, 2010 at 10:52 a.m. #11

dasvanu. you can use the super midscreen after a seismic hammer, superjump burnkick.

 

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