[SF6] C. Viper Countermeasures Guide [Win Just by Reading]
A comprehensive C. Viper countermeasure guide for SF6 (Street Fighter 6).
Categories:
Basic Info
- Overhead leads to combo on active-frame Hit
- 6MP
- Defensive Options
- Has 5F Startup anti-air invincible: 214HP
- 236236K has 8F Startup: no Projectile invincible
- 214214P has 7F Startup: Projectile invincible
- 214214K has 10F Startup: Projectile invincible
- Has projectile pass-through
- 214LP
- Moves that are plus on Block
- MP
- 236K→KK
Neutral (Awareness Priority)
214P
C. Viper’s core special move. Mainly used as a combo ender.
- 214LP
- -3F on Block
- 214MP
- -3F on Block, safe to commit to as a cancel
- 214HP
- 214P→K
- Can cancel the recovery of the move
When the move hits, the following followups are possible:
- 214LP→6PP
- 214MP→6PP
- +18F situation on followup Hit
- 214HP→6PP
Recommended Counter
- 214MP→6PP
- Back Rise makes throw not meaty
- On Hit it’s only -18F, so if you confirm Rush, 6F Startup invincible reversal is guaranteed
623P
Creates a ground vibration, placing a Low hitbox attack at that location. Mostly functions like a projectile, but leads to combo followup on Hit.
Can be cancelled from almost all normals using 214P→K.
- 623LP
- Creates the earthquake at close range
- 623MP
- Mid-range between 623LP and 623HP
- 623HP
- Creates the earthquake at far range
- 623PP
- Can combo from medium attacks
Recommended Counter
- Focus on Low Block after any single Block
- Often used as a committed cancel, so after Blocking any move always go to Low Block
- C. Viper’s walk speed is relatively slow, so you don’t need to worry much about walk throw
- Punish committed cancels
- When used as a committed cancel, C. Viper is at -10F
- Punish with a heavy attack starter
236K
C. Viper’s rush-down move. It’s airborne, so using a move with anti-air invincibility is ideal.
If you do Block it, you can act first so always press a button.
Also remember C. Viper’s followup options after Block:
- 236K→PP
- For Hit followup
- C. Viper is -15F after Block
- 236K→KK
- Mash punish
- C. Viper is +2 after Block
Recommended Counter
- Neutral jump placement
- 236K→PP
- Sometimes thrown out when confirm is dropped
- It’s -15F, so Punish with heavy attack or better
- 236K→KK
- Drive Impact is guaranteed on reaction to the followup
- After Block, C. Viper cannot walk Shimmy