C. Viper

Who is C. Viper?

Returning from Street Fighter IV, C. Viper is a rushdown character with a wide array of tools to keep the pressure on. While she requires considerable execution and careful meter management to unlock her full potential, Viper's suite of safe special moves, feints, and full screen presence can pile on the opponent's mental stack, leaving them no room to breathe.

C. Viper's core gameplay centers around three special moves. Thunder Dash is a lunge attack combined with an anti-air for close range combos. Burning Kick is a flying kick that both knocks down on hit and while being safe (and even plus on block when used properly), while also being capable of crossing up when done in the air. Seismic Hammer is a low projectile that strikes from a set distance and launches on hit. While they may be useful, their extra functions serve as C. Viper's secret weapon. Seismic Hammer can be feinted during its startup, letting C. Viper psyche her opponent out and recover in time to react with a Heavy Thunder Dash, much like the typical zoner gameplan. Thunder Dash similarly can be feinted as a cancel option for damaging combos and tricky pressure. If that wasn't enough, C. Viper can follow up her Thunder Dash and Burning Kick at the cost of a Drive Gauge, turning stray hits into knockdowns with both Tracer Combination and Knuckled Pursuit, or further plus frames with Double Burn. Finally, C. Viper can pull out an old favorite in Focus Force, an armored counterattack much like a SFIV Focus Attack. While not as versatile as it used to be, Focus Force can absorb projectiles and counter strikes, and after a stun, can lead to tons of damage. All of these gadgets come together to make for a powerful kit.

However, C. Viper's greatest tool isn't up her sleeves, but on her heels with her High Jump, a jet-boosted leap that sends her flying across the screen in exchange for a bar of Drive Gauge. Nearly all of her grounded normals are cancelable into High Jump, on top of Seismic Hammer canceling into High Jump for a Burning Kick, letting C. Viper get in safely from a distance. Delving deeper, C. Viper can then cancel the early pre-jump frames of her High Jump into other special moves, leading to conversions such as her infamous Seismic Hammer High Jump Cancel loop, locking an opponent down so long as she has the Drive Gauge to keep it going, or her 5MK and 2MK going from simple pokes to potential combo starters. A savvy C. Viper can capitalize on any opening, forcing the opponent into her pressure game when they least expect it.

If all this Drive Gauge management ever feels like too much, C. Viper has one last tool at her disposal. Her Level 1 Super Art Limit Decoupler functions as not just a combo ender and reversal, but as an install as well. While active, all follow-ups and High Jumps can be used for free, letting her trademark offense loose and turning the next eleven seconds into her domain. When combined with a healthy Drive Gauge, nothing can stop a coiled viper from striking.

All of these fancy gadgets come neither cheap nor easy, however. It cannot be understated how vital execution and meter management are to C. Viper's playstyle, and without one or the other, Viper is left with only a handful of good pokes, a below-average Drive Rush, and limited opportunities. C. Viper in Burnout not only loses her universal options but her unique ones as well, and even her Level 1 install is cut down to a single usage of her Drive techniques. Knowing when to go wild and when to back off is crucial to success, lest you get caught on the back foot without any resources. If you feel the benefits are worth putting in the hours and can stay in control amidst a fast-paced environment, give C. Viper a call.

Pick / Avoid

Play C. Viper if…

  • Blank Meter Checks: Unique ways to spend Drive to convert off any hit and a unique level 1 super to compliment

  • Cutting Edge: Many weird and non-standard tools that give Viper access to interactions wholly her own

  • Oki Extraordinaire: Lots of smaller, looping situations while still having access to high damage with the right starter and warm hands

Think twice if…

  • High(er) Execution: While certainly not inaccessible, Viper retains a good chunk of her execution checks like Super Jump Cancels, Feints, and more (notably Modern still has many of them)

  • Management 101: Having to keep an especially close eye on your resources or be heavily punished in burnout

  • Contractually Obligated: Weird or mediocre universal tools, forcing you to rely on her character specific options

Vitals

Health10,000
Fwd Walk
0.045
Back Walk
0.031
Fwd Dash
1.50
Back Dash
0.80
Fwd Jump
0.00
Back Jump
1.52
Jump Height
0.00
Throw Range
0.80
Drive Rush
1.76
Jump4+38+3 (6+40+3) f

Guides & Data

Players to Watch

Community

Patch History

2.04013 Aug 2026Yasmine release. Balance changes for all characters.
  • 5MK
  • Hitstun increased 25 → 26
  • Hit Advantage increased +4 → +5
  • HJC~214HP Feint Hit Advantage increased +4 → +5
  • These changes give her several new combo routes:
  • 5MK, 5LK (close range)
  • 5MK > HJC~214K (useful conversion after max range CH 2HP > 214HP Feint)
  • CH 5MK, link SA2 (from around max 2MP range)
  • PC/DR 5MK, link 2HP (closer ranges)
  • More lenient timing on CH 5MK > HJC~623P
  • 2HK
  • Juggle Limit increased 0 → 1
  • Can now juggle in some limited scenarios, like after OD Seismic Hammer
  • High Jump (2~8)
  • When canceled from moves that are not otherwise special-cancelable, can now be input without passing through neutral position
  • In particular, this makes 2MK > HJC execution much easier
  • LP Thunder Dash (214LP)
  • Hitstun increased 28 → 29
  • Hit Advantage increased +1 → +2
  • Now gives a true strike/throw mixup on hit, or a light normal link when spaced at farther ranges
  • Counter-hit now gives a 5LP/2LP link, or a 2MP link when spaced out
  • Punish Counter now gives a 2MP link (e.g. after fireball punish), and after a max range whiff punish can now link to 2HP
  • Seismic Hammer (623P)
  • Expanded the combo-only hitbox inward (toward C. Viper) for more consistent juggles
  • OD Seismic Hammer (623PP)
  • Blockstun increased 26 → 28
  • Block Advantage increased -8 → -6
  • HJC~214HP Feint Block Advantage increased 0 → +2
  • Juggle Start value decreased 2 → 1 (can now juggle 2HK at closer ranges for a meterless extension)
  • Focus Force (214K/KK)
  • Can no longer be performed while a punch button is held during the command input (Classic controls only)
  • This makes it much easier to perform 214HP Feint cancels without accidentally performing this move

Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.