Skip to content

Frame Data C Viper

FRaccie edited this page Oct 20, 2026 · 4 revisions

C. Viper frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
4 2 7 +5° +2° 12 14 11
Far LP
far.LP
6 2 7 +5 +2 Whiffs cr. 14 14 11
Close LK
cl.LK
5 1 7 +6° +3° 12 14 11
Far LK
far.LK
6 2 8 +4° +1° 15 14 11
Close MP
cl.MP
5 2 9 +6° +3° 15 17 14
Far MP
far.MP
7 2 12 +3° 0° 20 17 14
Close MK
cl.MK
7 4 11 +2° -1 Whiffs cr. 21 17 14
Far MK
far.MK
8 3 11 +3° 0° 21 17 14
Close HP
cl.HP
9 2 16 +5° 0° 26 23 18
Far HP
far.HP
14 4 16 +4° -1° 33 23 18
Close HK
cl.HK
12 1(8)3 17 +3° -2° 40 23 18
Far HK
far.HK
11 6 15 +2° -2 Whiffs cr. 31 22 18
Crouch LP
cr.LP
4 2 10 +2° -1° 15 14 11
Crouch LK
cr.LK
5 2 12 0° -3° 18 14 11
Crouch MP
cr.MP
5 3 9 +5° +2° 16 17 14
Crouch MK
cr.MK
7 3 16 -2° -5° 25 17 14
Crouch HP
cr.HP
8 2 18 +2° -2° 27 22 18
Crouch HK
cr.HK
12 3 18 KD -3° 32 - 18
Neutral Jump LP
nj.LP
5 7 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
6 5 5 - -25 Air · Whiffs cr. · No hit - - 9
Neutral Jump MP
nj.MP
7 6 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
9 5 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
8 6 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
7 7 5 - - Air · No hit - - -
Angled Jump LP
j.LP
7 6 5 - - Air · No hit - - -
Angled Jump LK
j.LK
7 7 5 - - Air · No hit - - -
Angled Jump MP
j.MP
8 5 5 - - Air · No hit - - -
Angled Jump MK
j.MK
7 4 5 - - Air · No hit - - -
Angled Jump HP
j.HP
8 5 5 - - Air · No hit - - -
Angled Jump HK
j.HK
6 7 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Viper Elbow
6+MP
20 5 11 +1 -2 Whiffs cr. · Land 10 35 17 14
Double Kick
6+HK
12 1(8)3 17 +3° -2° 40 23 18

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Ab Fitness
5+LP+LK
3 2 20 - - 24 - -
Temple Massage
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Thunder Knuckle LP
214+LP
16 1 22 +2 -2 38 25 21
Thunder Knuckle MP
214+MP
14 1 21 +3° -1° 35 25 21
Thunder Knuckle HP
214+HP
7 16 27 KD -25 Inv 1-6 full, 7 throw · Land 13 49 - 18
EX Thunder Knuckle
214+PP
25 4 35 KD -5 63 - 33
Seismic Hammer LP
623+LP
24 8 31 KD -18° 62 - 21
Seismic Hammer MP
623+MP
24 8 31 - - No hit 62 - -
Seismic Hammer HP
623+HP
24 8 31 - - No hit 62 - -
EX Seismic Hammer
623+PP
19 5 18 KD -2° Inv 1-13 strike+projectile 41 - 21
Thunder Knuckle LK
214+LK
- - - - - No hit · Land 18 43 - -
Thunder Knuckle MK
214+MK
- - - - - No hit · Land 17 44 - -
Thunder Knuckle HK
214+HK
- - - - - No hit · Land 17 45 - -
EX Burning Kick
214+KK
9 5 44 KD -25 Whiffs cr. · Inv 1-8 full · Land 24 57 - 21
Aerial Burning Kick LK
j.214LK
- - 13 - - Air · No hit - - -
Aerial Burning Kick MK
j.214MK
- - 13 - - Air · No hit - - -
Aerial Burning Kick HK
j.214HK
- - 13 - - Air · No hit - - -
EX Aerial Burning Kick
j.214KK
6 5 16 - -17 Air · Whiffs cr. · No hit - - 21

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Emergency Combination
236236+LK
1+13 1(33)1 136 -112 - No block · Inv 1-5 full 184 25 -
Emergency Combination
236236+MK
1+7 1(15)1 138 -114 -118 Inv 1-5 full 162 25 21
Emergency Combination
236236+HK
1+5 1(8)1 102 -71 -75 Inv 1-4 full 117 32 28

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Burst Time
236236+PPP
0+7 3 - - - No hit · Cinematic · Inv 1-9 full, 13-106 full - - -

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
High Jump
28
- - - - - Land 11 59 - -
High Jump F
29
- - - - - Land 11 55 - -
High Jump B
27
- - - - - Land 11 55 - -
Focus Attack (held)
5+MP+MK
23 2 40 -26 -26 64 16 16
Focus Attack (released early)
5]MP+MK[
13 2 40 -26 -26 54 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 3 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Thunder Knuckle LP On hit +2 -2
Thunder Knuckle LP On block -2 -6
EX Thunder Knuckle On block -5 -22

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

Clone this wiki locally