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 Frame Data * C. Viper

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GxC Shield
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GxC Shield

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ID en ligne : GxC Shield (XBox360 & PC) // GxC_Kekkai (PSN)
Perso : Claw (SSFIVAE); Dhalsim (SFII) / Ky Kiske (GGXrd)

Frame Data * C. Viper Empty
MessageSujet: Frame Data * C. Viper   Frame Data * C. Viper I_icon_minitime6/1/2013, 19:20

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL205020C*Sp*Su42725-
Close Medium PunchHL6010040Sp*Su52936-
Close Hard PunchHL9020060Sp*Su921605Forces stand
Close Light KickHL205020C*Sp*Su51736-
Close Medium KickHL6010040Sp*Su7411-12-
Close Hard KickHL40*60125*7560*20Su121(8 )317-23Forces stand
Far Light PunchHL205020C*Sp*Su62725-
Far Medium PunchHL7010040Su721203-
Far Hard PunchHL10020060-14416-23Only +2 on hit vs. crouching opponents
Far Light KickHL305020Sp*Su62814-
Far Medium KickHL6010040-831103-
Far Hard KickHL10020060-11615-22[Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame
Crouch Light PunchHL205020C*Sp*Su4210-12-
Crouch Medium PunchHL6010040Sp*Su53925-
Crouch Hard PunchHL9020060Sp*Su8218-22-
Crouch Light KickL205020C*Sp*Su5212-30-
Crouch Medium KickL6010040Sp*Su7316-5-2-
Crouch Hard KickL10020060-12318-3-Low attack, cannot fast recover
Jump Up Light PunchH405020-57----
Jump Up Medium PunchH7010040Sp76----
Jump Up Hard PunchH9020060Sp86----
Jump Up Light KickH305020Sp65----
Jump Up Medium KickH7010040-95----
Jump Up Hard KickH9020060-77----
Jump Toward Light PunchH405020-76----
Jump Toward Medium PunchH7010040Sp85----
Jump Toward Hard PunchH9020060-85----
Jump Toward Light KickH405020Sp77----
Jump Toward Medium KickH6010040-74----
Jump Toward Hard KickH9020060Sp67----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
F+Medium PunchH7010040-2053+ after landing 8-216f~ Airborne
F+Hard KickHL40*60125*7560*20Su121(8 )317-231~11f feet invincible to projectiles and strikes, forces stand
Super Jump----See Notes--See Notes-Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used
Focus Attack Level 1HL6010020-26240-26-26-
Focus Attack Level 2HL9015040-17+17240-20D-
Focus Attack Level 3-15020060-70240DD-
Forward Throw0.9113010040-3220-DThrow range 0.91
Back Throw0.9112016060-3220-DThrow range 0.91
Thunder Knuckle Light PunchHL10015020/30Su16621-2210~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint
Thunder Knuckle Medium PunchHL11020020/30Su14420-13Armor break, 7~8f can cancel into Feint
Thunder Knuckle Hard PunchHL7015030/40Su71614+13-22D1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint
Thunder Knuckle EXHL60*60100*100-250/0Su271738-5DCrumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint
Burning Kick Light KickHL10010020/30-23417-2D1f~ Airborne, projectile hitbox
Burning Kick Medium KickHL10010020/30-25317-1D1f~ Airborne, projectile hitbox
Burning Kick Hard KickHL10010020/30-272170D1f~ Airborne, projectile hitbox
Burning Kick EXHL20x3*8050x3*100-250/0-92 * 1 * 2(11) 1023-12D1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox
Burning Kick Light Kick (Air)HL9010010/30-218After landing 126DProjectile hitbox, block advantage is based on jump recovery
Burning Kick Medium Kick (Air)HL9010010/30-198After landing 124DProjectile hitbox, block advantage is based on jump recovery
Burning Kick Hard Kick (Air)HL9010010/30-179After landing 122DProjectile hitbox, block advantage is based on jump recovery
Burning Kick EX (Air)HL20x3*8050x3*100-250/0-62 * 1 * 2(10) 8After landing 152DCan juggle, 4th hit projectile hitbox, block advantage is based on jump recovery
Seismo HammerL12010020/30Su24831-18DFloats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint
Seismo Hammer EXL120100-250/0Su19518-2D1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint
FeintHL--0/0---6--Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f
Super Light PunchHL80*80*1400-1000/0-1+131(33) 1(19) 259+56-96D1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Super Medium PunchHL80*80*1400-1000/0-1+71(15) 1(21) 259+56-96-1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Super Hard PunchHL80*80*1400-1000/0-1+51(8 ) 1(29) 236+35-52D1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
Ultra 1HL60 * 89x3 * 11400/0-0+73(53) 5(8 ) 5(10) 5(10) 559+56-201D1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit
Ultra 2HL41000/0-0+10until groundAfter landing 46--1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing)
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken
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Frame Data * C. Viper

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