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

Guide last updated on
August 12, 2011 at 6:41 p.m. PDT


Crimson Viper Frame Data Super Street Fighter 4 Arcade Edition


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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.


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