EventHubs.com

Crimson Viper's Frame Data: Street Fighter 4

Last updated on April 25, 2009

9 Comments

Crimson Viper Frame Data: Street Fighter 4


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

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 4 2 7 +2 +5 10 13 20 50 20 HL C*Sp*Su
Close Medium Punch 5 2 9 +3 +6 13 16 60 100 40 HL Sp*Su
Close Hard Punch 9 2 16 0 +5 17 22 90 200 60 HL Sp*Su
Close Light Kick 5 1 7 +3 +6 10 13 20 50 20 HL C*Sp*Su
Close Medium Kick 7 4 11 -1 +2 13 16 60 100 40 HL Sp*Su
Close Hard Kick 12 1(8)3 17 -2 +3 17 22 40*60 125*75 60*20 HL Su
Far Light Punch 6 2 7 +2 +5 10 13 20 50 20 HL C*Sp*Su
Far Medium Punch 7 2 12 0 +3 13 16 70 100 40 HL Su
Far Hard Punch 14 4 16 -1 +4 17 22 100 200 60 HL -
Far Light Kick 6 2 8 +1 +4 10 13 30 50 20 HL Sp*Su
Far Medium Kick 8 3 11 0 +3 13 16 60 100 40 HL -
Far Hard Kick 11 6 15 -1 +3 17 21 100 200 60 HL -
Crouch Light Punch 4 2 10 -1 +2 10 13 20 50 20 HL C*Sp*Su
Crouch Medium Punch 5 3 9 +2 +5 13 16 60 100 40 HL Sp*Su
Crouch Hard Punch 8 2 18 -2 +2 17 21 90 200 60 HL Sp*Su
Crouch Light Kick 5 2 12 -3 0 10 13 20 50 20 L C*Sp*Su
Crouch Medium Kick 7 3 16 -5 -2 13 16 60 100 40 L Sp*Su
Crouch Hard Kick 12 3 18 -3 - 17 - 100 200 60 L -
Jump Up Light Punch 5 7 - - - 8 11 40 50 20 H -
Jump Up Medium Punch 7 6 - - - 11 15 70 100 40 H Sp
Jump Up Hard Punch 8 6 - - - 15 18 90 200 60 H Sp
Jump Up Light Kick 6 5 - - - 8 11 30 50 20 H Sp
Jump Up Medium Kick 9 5 - - - 11 15 70 100 40 H -
Jump Up Hard Kick 7 7 - - - 15 18 90 200 60 H -
Jump Forward Light Punch 7 6 - - - 8 11 40 50 20 H -
Jump Forward Medium Punch 8 5 - - - 11 15 70 100 40 H Sp
Jump Forward Hard Punch 8 5 - - - 15 18 90 200 60 H -
Jump Forward Light Kick 7 7 - - - 8 11 40 50 20 H Sp
Jump Forward Medium Kick 7 4 - - - 11 15 60 100 40 H -
Jump Forward Hard Kick 6 7 - - - 15 18 90 200 60 H Sp
Forward + Medium Punch 20 5 3+8 -2 +1 13 16 70 100 40 H -
Forward + Hard Kick 12 1(8)3 17 -2 +3 17 22 40*60 125*75 60*20 HL Su
Level 1 Focus Attack 26 2 40 -26 -26 15 15 60 100 20 HL -
Level 2 Focus Attack 17+17 2 40 -20 - 21 - 90 150 40 HL -
Level 3 Focus Attack 70 2 40 - - - - 150 200 60 - -
Forward + Throw 3 2 20 - - - - 130 100 40 0.9 -
Back + Throw 3 2 20 - - - - 120 160 60 0.9 -
Thunder Knuckle Light Punch 16 6 21 -2 +2 20 24 100 150 20/30 HL Su
Thunder Knuckle Medium Punch 14 4 20 -1 +3 20 24 120 200 20/30 HL Su
Thunder Knuckle Hard Punch 7 16 14+13 -22 - 20 - 70 150 30/40 HL Su
Thunder Knuckle EX 27 17 38 -5 - 32 - 60*60 100*100 0/0 HL Su
Burning Kick Light Kick 23 4 17 0 - 20 - 100 100 20/30 HL -
Burning Kick Medium Kick 25 3 17 +1 - 20 - 100 100 20/30 HL -
Burning Kick Hard Kick 27 2 17 +2 - 20 - 100 100 20/30 HL -
Burning Kick EX 9 2*1*2(11)10 17 -6 - 20 - 20x2*80 50x3*100 0/0 HL -
Burning Kick Light Kick (Air) 21 8 12 +8 - 20 - 100 100 10/30 HL -
Burning Kick Medium Kick (Air) 19 8 12 +6 - 20 - 100 100 10/30 HL -
Burning Kick Hard Kick (Air) 17 9 12 +4 - 20 - 100 100 10/30 HL -
Burning Kick EX (Air) 6 2*1*2(10)8 15 +2 - 20 - 20x3*80 50x3*100 0/0 HL -
Seismo Hammer 24 8 31 -18 - 20 - 120 100 20/30 L Su
Seismo Hammer EX 19 5 18 -2 - 20 - 120 100 0/0 L Su
Super Move Light Punch 1+12 1(33)1(19)2 59+56 -96 - 20 - 80*80*140 0 0/0 HL -
Super Move Medium Punch 1+7 1(15)1(21)2 59+56 -96 - 20 - 80*80*140 0 0/0 HL -
Super Move Hard Punch 1+5 1(8)1(29)2 36+35 -52 - 20 - 80*80*140 0 0/0 HL -
Ultra 1+6 3(53) 5(8) 5(10) 5(10) 5 59+56 -201 - 20 - 390-540 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Thanks to Gilley and DannyCat for providing this frame data with contributions by Simon129.

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

 

Post a comment

Name:

Don't enter text here:

Putting text in this field will cause your comment not to work:


Leave this field blank:


Contact Us | Advertise | About | Links | Privacy Policy | Off topic | EventHubs.com v.41