SFIV: A Closer Look at Crimson Viper’s Special Moves
March 17th, 2008 Seth Killian
In case you’ve had trouble sleeping, my golden pipes are back to explain the intricacies behind the recent round of Crimson Viper screenshots. The slideshow + audio breaks down her complete repertoire of special attacks and a few of the cheap things you can do with them.
Ipod-friendly version of this video is here, and the special move breakdown for Abel is here.









Once again, all of this information is greatly appreciated. Thanks very much for putting it together!
Can you do the burning kick with a tiger-knee motion, to super-jump cancel into instant overhead? And if yes, can you follow up with a combo?
If yes, it seems very strong, as her low options appear to be plentiful and damaging.
You *can* do burning kick immediately off the ground as a tiger knee, but it doesn’t hit high (you can block burning kick from crouch) so it’s not a big factor.
The main opportunity for trickiness is as a front-to-back crossup, though the move is just strong in general (good setup, fast recovery).
Couple of questions:
1) When you say that Viper’s Strong Thunder Knuckle hits “mid,” I presume you mean Capcom Mid (i.e. will not completely whiff crouchers, but can be blocked high or low) and not Namco/Sega Mid (i.e. cannot be blocked while crouching)?
2) You mentioned comboing Viper’s super off of a successful Thunder Knuckle… is this a super-cancel, or a link?
Hi Dan,
1) yes, I mean Capcom’s mid. We still call the Namco/Sega-style mid an overhead
2) I was talking about a special -> super cancel. That said, right now some things can also be linked off of the thunder knuckle under certain circumstances.
Just an observation, but her specials remind me a lot of Captain Commando, burning kick/captain kick, seismo hammer/captain corridor. Was this a conscious decision that you know of, or am I just making stuff up?