STREET FIGHTER 6
MAX DATABASE
サイパー
54 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA HJ
Notes Chains into 5LP/2LP/2LK; 214HP Feint cancel: -4 oH / -10 oB; more range than 2LP but worse advantage on hit/block
Standing Medium Punch
5MP5M
Cancel Sp SA HJ
Notes Primary combo and frame trap starter; 214HP Feint cancel: +3 oH / -2 oB
Standing Heavy Punch
5HP5H
Cancel HJ
Notes Long range poke that can be converted into damaging combos with High Jump cancel into Feint or Seismo; HJC~214HP Feint cancel: +6 oH / +1 oB
Standing Light Kick
5LK5L
Notes Primary 5f punish tool; higher hitstun than other lights (can combo into 214MP); links from 2LP allowing C.Viper to combo 4 light normals; DR cancel is delayed until after active frames; 214HP Feint cancel: -2 oH / -7 oB
Standing Medium Kick
5MK5M
Notes Strong poke that can combo into specials with a High Jump cancel (214HP can whiff at farther ranges); 2f extra recovery on whiff; HJC~214HP Feint cancel: +4 oH / -3 oB
Standing Heavy Kick
5HK5H
Notes Staggers opponent on Punish Counter; shorter range vs. crouching opponents; puts airborne opponents into a limited juggle OTG bounce that can be followed up with High Jump cancel into Thunder Dash, OD Burning Kick, or any Super; can be juggled into after Seismo > HJC Air Burning Kick, then High Jump canceled into more damage; extends a hurtbox 1f before active that is vulnerable to projectiles; HJC~214HP Feint cancel: +7 oH / 0 oB / +22 onPC; HJC~214K~Dash cancel onPC: +8 meterless / +11 OD; strict 2f timing to input HJC into grounded Burning Kick (cannot be buffered on the first frame of High Jump)
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; DR cancel is delayed until after 2nd active frame; 214HP Feint cancel: -3 oH / -9 oB; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air
Crouching Medium Punch
2MP2M
Notes High hitstun for a medium normal (combos into OD Seismo); special/DI/High Jump cancel is delayed until after 2nd active frame; 214HP Feint cancel: +5 oH / -2 oB; topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air
Crouching Heavy Punch
2HP2H
Notes C.Viper's main cancelable poke (no High Jump cancel required) that combos into meterless Seismic Hammer; forces stand on hit; 214HP Feint cancel: +6 oH / -1 oB
Crouching Light Kick
2LK2L
Cancel Chn HJ
Notes Chains into 5LP/2LP/2LK; can be High Jump canceled allowing for stronger combo options than most 2LKs; HJC~214HP Feint cancel: -6 oH / -11 oB
Crouching Medium Kick
2MK2M
Notes Amazing range for a low poke that can lead to combos with High Jump cancel; HJC~214HP Feint cancel: +4 oH / -2 oB
Viper Kick
2HK2H
Cancel -
Notes 4f extra recovery on block; C. Viper's only standard normal that cannot be High Jump canceled; does not have natural juggle potential unlike most sweeps; Punish Counter sets up a safe jump using High Jump (fairly impractical outside the corner, as a forward High Jump usually sails over the opponent)
Viper Elbow
6MP6M
Notes 16-27f Low Crush (not airborne or throw invincible)
Double Kick
6HK6H
Notes 2 hits; carries counter-hit/Punish Counter advantage through both hits; if 1st hit is Perfect Parried, opponent can interrupt 2nd hit with 16f or faster attack; useful approach tool from Drive Rush (strike/throw mixup on block, 2MP link on hit); can be spaced effectively in neutral to keep C.Viper out of the opponent's throw range on block
Jumping Light Punch
j.LPj.L
Notes Forces stand on hit; short range air-to-air with an upward angle
Jumping Medium Punch
j.MPj.M
Cancel Sp
Notes Puts airborne opponents into a limited juggle state; cancelable into Aerial Burning Kick on forward or neutral jump; lower body projectile invuln 8-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Spike knockdown vs. airborne opponents; forces stand on hit; good hitbox for vertical approaches; lower body projectile invuln 11-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Can be used as a fuzzy instant overhead; strong hitbox priority; against tall standing characters, can combo any close range button into High Jump canceled j.LK on the way up
Jumping Medium Kick
j.MKj.M
Notes Cross-up; strong overall jump-in (great hitbox priority and the most range of her forward jump normals); lower body projectile invuln 7-20f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Cross-up; cancelable into Aerial Burn Kick (only combos naturally into HK/OD version on grounded opponents, and cannot juggle after air-to-air connect due to air reset); cancelable until the 37th airborne frame of a forward jump or High Jump; lower body projectile invuln 8-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Burning Kick
236HK236H
Notes Farthest trajectory; cannot hit cross-up; Punish Counter gives an extra +5 KD advantage (allows combo into KK follow-up); useful as a safe approach tool from long range (but more likely to land inside opponent's throw range on block); easiest version to space meaty for extra advantage due to forward movement during active frames; works well as a predictive fireball counter due to its range, safety, and lower body projectile invuln frames
236KK
Cancel SA2 SA3
Notes Best horizontal range for combo consistency; 2 hits (cannot be interrupted on block); cannot hit cross-up; recovery is cancelable into SA2/SA3 after 11f on hit or block; very difficult to space meaty for extra advantage due to minimal forward movement during 2nd hit's active frames; important juggle tool after launches into Air Burning Kick or juggled 5HK ground bounce; combo from 5HK > HJC requires a strict 2f input window (cannot buffer on the first High Jump frame, and results in air version on frame 4 onward)
236LK236L
Notes Shortest trajectory; cannot hit cross-up; Punish Counter gives an extra +5 KD advantage (allows combo into KK follow-up); primarily used for beating throw techs and crouching buttons; connects from about C. Viper's maximum poke range; very difficult to space more safely in neutral due to minimal forward movement during active frames
236MK236M
Notes Medium trajectory; cannot hit cross-up; Punish Counter gives an extra +5 KD advantage (allows combo into KK follow-up); useful for crushing low pokes from outside their max range and for approaching in neutral while staying out of the opponent's throw range on block
Double Burn
236K~KK
Notes Costs 1 extra bar of Drive gauge (except during SA1 install); leaves a 3f gap on block from Burning Kick that can beat non-invincible attacks (but loses to Drive Impact and anti-air invuln moves); true blockstring vs. opponents in Burnout and +6 oB making it a great pressure tool; KD +40 on grounded opponents (e.g. frame trap after Burning Kick) and +34 on airborne opponents (e.g. combo after PC Burning Kick or in juggle routes, up to KD +40 in very high juggles); does not combo naturally from Burning Kick on grounded opponents (requires Punish Counter or airborne connect); whiffing this attack on grounded hit results in a +13 knockdown with oki only possible in the corner
Knuckled Pursuit
236K~PP
Notes Costs 1 extra bar of Drive gauge (except during SA1 install); true blockstring and natural combo from Burning Kick; higher KD advantage if Burning Kick lands as a Punish Counter or hits airborne opponent; KD +9 when follow-up hits a grounded opponent (e.g. after Burning Kick is absorbed by 1-hit armor like Luke 236KK or Zangief Charged 5HP)
Seismic Hammer
623P
Cancel SA3 HJ Feint
Notes 1-hit standard projectile; button strength determines projectile distance (LP close, MP ~50% screen, HP ~80% screen); puts opponents into a limited juggle state; combos from 2HP or from High Jump canceled 5HP/5HK; cancelable into High Jump on hit or block for 1 extra Drive bar (no extra cost during SA1 install); all strengths will not go beyond the corner; can transition into Seismo Feint after 11f (total Feint duration 27f); HJC~214HP Feint cancel: KD +61 / -2 oB; great tool for Burnout pressure (can repeatedly chain Seismos together with High Jump cancels until pushed out of range); can connect 9 consecutive HP Seismos on a blocking cornered opponent (if starting from a canceled normal, 5HP > HJC Seismo is the best option with 8 consecutive Seismo chains); hitbox is very low to the ground, allowing opponent to block when landing from an empty jump
Seismic Hammer Feint
623P~K
Notes Useful for baiting neutral responses like jumps or anti-projectile Supers; much slower than HP Thunder Dash feint (not useful for combos/pressure when canceled from normals); can only be performed from meterless Seismic Hammer after 11 frames of startup (27f total animation); can be performed by holding K for easier execution; Counter-hit state for entire feint animation
623PP
Cancel SA2 SA3 HJ Feint
Notes 1-hit OD projectile; covers wide area in front of C. Viper (~50% screen); puts opponents into a limited juggle state; combos from medium normals; cancelable into High Jump on hit or block for 1 extra Drive bar (no extra cost during SA1 install); startup cannot be canceled with Seismo Feint; HJC~214HP Feint cancel: KD +61 / 0 oB; hitbox is very low to the ground, allowing opponent to block when landing from an empty jump; hurtbox expands forward beginning on the 2nd active frame
Thunder Dash
214HP214H
Cancel Feint
Notes Upward trajectory for juggles and anti-airs; cannot hit cross-up; combos from all light normals; can whiff in long-range cancels like 5MK > HJC 214HP; startup can be canceled into Feint by inputting K (feint occurs after 6 startup frames, leading to the best advantage of all feint cancels); feint-canceled version still maintains anti-air invincibility on frames 1-6, allowing C.Viper to "spot dodge" some airborne attacks with precise timing for a better punish; variable knockdown advantage on airborne opponents; cancelable into Tracer Combination (6PP) on hit only (can whiff on high juggled opponents)
Tracer Combination
214HP~6PP
Notes Costs 1 extra bar of Drive gauge (except during SA1 install); can only be canceled into on hit; can whiff on high juggled opponents; gives the best oki out of all Thunder Dash follow-ups; useful way to extend C. Viper's anti-air damage
Focus Force (Lv.1)
214KK
Cancel Dash
Notes Lv.1 version when uncharged or when button is held up to 19f; can hold button longer to charge to a stronger version (20f Lv.2 / 57f Lv.3); 1-hit armor frames cover the full body, ending immediately if button is released after frame 10; absorbing a strike results in an automatic counter-attack with 10f startup (comes out on frame 11 at the earliest); absorbing an attack early in the armor frames makes it possible for the counter-attack to be blocked; C. Viper incurs only 7f armor hitstop from absorbing a strike; armor can absorb projectiles but does not perform counter-attack (C. Viper incurs 10f projectile hitstop during armor); cancelable into Forward Dash from frame 9 until button is released (not possible after absorbing a strike); C. Viper is in a Punish Counter state for entire duration (including Forward Dash cancel); 2f extra knockdown advantage on Punish Counter; only the first hit gains the bonus damage from a Counter-hit/Punish Counter; -17 on Punish Counter if only the first hit of counter-attack reaches opponent (e.g. absorbing a ranged Dhalsim poke)
214LP214L
Cancel SA3 Feint
Notes Crouch-sized hurtbox on frames 14-43 (standing state); can be spaced meaty for better advantage (very precise spacing required for the final active frame to connect); can duck under projectiles with precise timing (impractical as a reaction to fast fireballs, and can be clipped on her back during recovery against slow fireballs); combos naturally from medium/heavy normals; punishing a projectile can link into lights, 2MP, or SA2 depending on the range; startup can be canceled into Feint by inputting K (feint occurs after 12 startup frames); cancelable into Tracer Combination (6PP) on hit/block only
214LP~6PP
Cancel SA3
Notes Costs 1 extra bar of Drive gauge (except during SA1 install); maintains the Projectile Invuln and crouch-sized hurtbox of 214LP on frames 1-17; best version for confirming into SA3 (combos naturally); forms a true blockstring from 214LP; gives solid oki with Drive Rush or a Forward Dash + manually timed walk
Thunder Dash Feint
214P~K
Notes Feint animation lasts 12f but occurs at a different timing from each meterless strength of Thunder Dash (LP 12+12 / MP 8+12 / HP 6+12); can be input more easily by holding any K while inputting 214P; 214HP version gives better combo potential from 2HP or from High Jump canceled 5HP/5HK; Counter-hit state for entire feint animation
214K
Notes Lv.1 version when uncharged or when button is held up to 19f; can hold button longer to charge to a stronger version (20f Lv.2 / 59f Lv.3); 1-hit armor frames cover the full body, ending immediately if button is released after frame 13; absorbing a strike results in an automatic counter-attack with 10f startup (comes out on frame 14 at the earliest); absorbing an attack early in the armor frames makes it possible for the counter-attack to be blocked; C. Viper incurs only 7f armor hitstop from absorbing a strike; armor can absorb projectiles but does not perform counter-attack (C. Viper incurs 10f projectile hitstop during armor); cancelable into Forward Dash from frame 12 until button is released (not possible after absorbing a strike); C. Viper is in a Punish Counter state for entire duration (including Forward Dash cancel); 2f extra knockdown advantage on Punish Counter; only the first hit gains the bonus damage from a Counter-hit/Punish Counter; -17 on Punish Counter if only the first hit of counter-attack reaches opponent (e.g. absorbing a ranged Dhalsim poke); Focus + Dash can be used to absorb projectiles when Drive gauge is too low for Parry; can be used against Drive Impact while in Burnout (but armor starts too late to work in most DI-cancel blockstrings)
214MP214M
Notes Less range than LP version but safe on block at all ranges; can be spaced meaty for better advantage; combos from 5LK naturally; startup can be canceled into Feint by inputting K (feint occurs after 8 startup frames); cancelable into Tracer Combination (6PP) on hit/block only; can perform a risky frame trap into follow-up on block (2f gap) unless the move connects on the final 2 active frames
214MP~6PP
Cancel *SA3
Notes Costs 1 extra bar of Drive gauge (except during SA1 install); cancel into SA3 does not combo on grounded opponents; puts airborne opponents into a limited juggle OTG bounce state (KD +30 at lowest height, allows SA3 cancel to juggle); 2f gap on block can set up a risky frame trap (no gap during Burnout or if the final 2 active frames of 214MP connect); grounded hit gives the worst oki of all Thunder Dash follow-ups (-3 after Dash)
214PP
Notes 2 hits with a large gap in between; range of the 1st hit is in between LP/MP versions (total range is longer but easily interruptible if 1st hit whiffs); combos from medium and heavy normals; allows an easy hitconfirm into SA2/SA3 while remaining safe on block; leaves C.Viper inside throw range with block advantage on burned out opponents, making it a strong chip and pressure tool; cannot perform feint cancels or Tracer Combination follow-ups; if Perfect Parried, opponent can interrupt 2nd hit with 18f or faster attack; extremely disjointed hitbox makes it a strong approach tool at midrange; sets up a safe jump on grounded hit (midscreen, can only connect with max range j.MK)
Aerial Burning Kick
j.236HKj.236H
Notes Can be input from a forward/neutral jump or High Jump; maintains the most forward air momentum; effective approach tool when used from immediate High Jump; can hit crossup; 1f extra landing recovery frame when blocked as a cross-up; 8f extra landing recovery on whiff after crossing over the opponent; comes out after 7 airborne frames (normal jump) or 3 airborne frames (High Jump); High Jump version deals 1f less blockstun but hits lower to the ground resulting in better advantage when used low to the ground; advantage on knockdown or block varies greatly depending on angle, distance, and height when activated; earliest input timing (Tiger Knee input) at close range results in KD +38 / -3 oB (regular jump), KD +41 / -1 oB (High Jump)
j.236KK
Notes Can be input from a forward/neutral jump or High Jump; same air trajectory as Heavy version; can hit crossup; 8f extra landing recovery on whiff after crossing over the opponent; comes out after 7 airborne frames (normal jump) or 3 airborne frames (High Jump); High Jump version deals 1f less blockstun but hits lower to the ground resulting in better advantage when used low to the ground; advantage on knockdown or block varies greatly depending on angle, distance, and height when activated; earliest input timing (Tiger Knee input) at close range results in KD +37 / +2 oB (regular jump), KD +41 / +4 oB (High Jump)
j.236LKj.236L
Notes Can be input from a forward/neutral jump or High Jump; stops forward air momentum; can hit crossup; 1f extra landing recovery frame when blocked as a cross-up; 8f extra landing recovery on whiff after crossing over the opponent; comes out after 7 airborne frames (normal jump) or 3 airborne frames (High Jump); High Jump version deals 1f less blockstun but hits lower to the ground resulting in better advantage when used low to the ground; advantage on knockdown or block varies greatly depending on angle, distance, and height when activated; earliest input timing (Tiger Knee input) at close range results in KD +39 / -2 oB (regular jump), KD +43 / +1 oB (High Jump)
j.236MKj.236M
Notes Can be input from a forward/neutral jump or High Jump; maintains some forward air momentum; can hit crossup; 1f extra landing recovery frame when blocked as a cross-up; 8f extra landing recovery on whiff after crossing over the opponent; comes out after 7 airborne frames (normal jump) or 3 airborne frames (High Jump); High Jump version deals 1f less blockstun but hits lower to the ground resulting in better advantage when used low to the ground; advantage on knockdown or block varies greatly depending on angle, distance, and height when activated; earliest input timing (Tiger Knee input) at close range results in KD +40 / -1 oB (regular jump), KD +43 / +1 oB (High Jump); using this version after Seismic Hammer launch allows a midscreen juggle into MP Thunder Dash + Tracer Combination (great damage, oki, and potential SA3 cancel with less meter cost than OD Burning Kick routes)
Limit Decoupler
236236K
Notes Puts C.Viper into an install state on frame 21 (after active frames) that removes the meter cost of her 1-bar moves (High Jump, extensions from Thunder Dash and Burning Kick) and also causes the 1-bar special follow-ups to build 3000 Drive gauge on hit/block; during Burnout, the install ends after one use of these moves; install lasts for 700 frames (11.7 seconds) and freezes during hitstop or cinematics; cannot build additional Super gauge while install is active; KD advantage varies slightly when used in juggles or as an anti-air; if 1st hit is Perfect Parried, opponent can interrupt 2nd hit with 5f or faster attack that reaches around standing chest-height; if 1st hit trades with a projectile at close range, C. Viper can pick up a juggle into 214HP, SA1, or SA2 depending on the distance and fireball hitstun (useful in blockstrings with a large gap, like Terry 5HP > Round Wave)
Hard Luck Rejector
214214K
Notes Short range makes it a poor projectile counter; cinematic time regenerates ~2 Drive bars for C.Viper
Hard Luck Rejector (CA)
Notes Short range makes it a poor projectile counter; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for C.Viper