[SF6] C. Viper Countermeasures Guide [Win Just by Reading]

A comprehensive C. Viper countermeasure guide for SF6 (Street Fighter 6).

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

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

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

コメント