X → x.com/Xiau0226Matsu
Street Fighter 6 version : Ver.2.0401.010  Update History  Version Diff  NEWCSV Export  
BOOTH
       
        
Character Move Name Start-up Recovery Hit Block Additional
C.ViperThunder Cradle (When near opponent)⇦ ✚ LPLK
motion
1,200 / 10,000
0 / 60,000
Frame Active : 5-7
Cancel : -
Damage : 1200
Drive Gauge Increase Hit : 2000
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : -10000
Properties : Throw
5 23 D--
C.ViperForward Dash ⇨⇨
motion
0 / 10,000
0 / 60,000
Frame Active : -
Cancel : -
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
- ...---
C.ViperBackward Dash ⇦⇦
motion
0 / 10,000
0 / 60,000
Frame Active : -
Cancel : -
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
- ...---
C.ViperDrive Impact: Viper Cannon HPHK
motion
800 / 10,000
5,000 / 60,000
Frame Active : 26-27
Cancel : -
Damage : 800
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : -5000
Drive Gauge Decrease Punish Counter : -15000
Properties : High
26 35 D -3 -
C.ViperDrive Reversal (while blocking): Counter Spark (When blocking or during a successful Drive Parry)⇨ ✚ HPHK
motion
500 / 10,000
0 / 60,000
Frame Active : 20-22
Cancel : -
Damage : 500
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : High
20 26 D -6 ⚔ Punish List(Start-up 6F or less)
C.ViperDrive Reversal (while recovering): Counter Spark (During knockdown recovery)⇨ ✚ HPHK
motion
500 / 10,000
0 / 60,000
Frame Active : 18-20
Cancel : -
Damage : 500
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : High
18 26 D -6 ⚔ Punish List(Start-up 6F or less)
C.ViperDrive Parry MPMK
motion
0 / 10,000
0 / 60,000
Frame Active : [*2] 1-12
Cancel : *1
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
1 33 ---
C.ViperPerfect Parry (strike) Block Direction ✚ MPMK
motion
0 / 10,000
  / 60,000
Frame Active :  
Cancel : -
Damage : 0
Drive Gauge Increase Hit :  
Drive Gauge Decrease Block :  
Drive Gauge Decrease Punish Counter :  
Properties : -
1 1 ---
C.ViperPerfect Parry (projectile) MPMK
motion
0 / 10,000
  / 60,000
Frame Active :  
Cancel : -
Damage : 0
Drive Gauge Increase Hit :  
Drive Gauge Decrease Block :  
Drive Gauge Decrease Punish Counter :  
Properties : -
1 10 ---
C.ViperParry Drive Rush (During a Drive Parry)⇨⇨
motion
0 / 10,000
0 / 60,000
Frame Active : -
Cancel : *
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
- ...---
C.ViperCancel Drive Rush (While connecting with a special-cancelable move)⇨⇨
motion
0 / 10,000
0 / 60,000
Frame Active : -
Cancel : *
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
- ...---
Dee JayUPDStanding Light Punch LP
motion
300 / 10,000
500 / 60,000
Frame Active : 4-6
Cancel : C
Damage : 300
Drive Gauge Increase Hit : 250
Drive Gauge Decrease Block : -500
Drive Gauge Decrease Punish Counter : -2000
Properties : High
4 6 4 -1 -
Dee JayUPDStanding Light Kick LK
motion
300 / 10,000
500 / 60,000
Frame Active : 5-6
Cancel : C
Damage : 300
Drive Gauge Increase Hit : 250
Drive Gauge Decrease Block : -500
Drive Gauge Decrease Punish Counter : -2000
Properties : High
5 12 2 -2 -
Dee JayStanding Medium Punch MP
motion
600 / 10,000
4,000 / 60,000
Frame Active : 7-9
Cancel : -
Damage : 600
Drive Gauge Increase Hit : 2000
Drive Gauge Decrease Block : -4000
Drive Gauge Decrease Punish Counter : -6000
Properties : High
7 13 5 2 -
Dee JayStanding Medium Kick MK
motion
600 / 10,000
4,000 / 60,000
Frame Active : 9-11
Cancel : -
Damage : 600
Drive Gauge Increase Hit : 2000
Drive Gauge Decrease Block : -4000
Drive Gauge Decrease Punish Counter : -6000
Properties : High
9 16 6 -1 -
Dee JayStanding Heavy Punch HP
motion
800 / 10,000
5,000 / 60,000
Frame Active : 9-14
Cancel : C
Damage : 800
Drive Gauge Increase Hit : 2000
Drive Gauge Decrease Block : -5000
Drive Gauge Decrease Punish Counter : -8000
Properties : High
9 18 3 -4 ⚔ Punish List(Start-up 4F or less)
Dee JayStanding Heavy Kick HK
motion
800 / 10,000
6,000 / 60,000
Frame Active : 12-14
Cancel : -
Damage : 800
Drive Gauge Increase Hit : 3000
Drive Gauge Decrease Block : -6000
Drive Gauge Decrease Punish Counter : -8000
Properties : High
12 ... 1 -5 ⚔ Punish List(Start-up 5F or less)
Dee JayUPDCrouching Light Punch ⇩ ✚ LP
motion
300 / 10,000
500 / 60,000
Frame Active : 5-7
Cancel : C
Damage : 300
Drive Gauge Increase Hit : 250
Drive Gauge Decrease Block : -500
Drive Gauge Decrease Punish Counter : -2000
Properties : High
5 8 4 -1 -
Dee JayUPDCrouching Light Kick ⇩ ✚ LK
motion
200 / 10,000
500 / 60,000
Frame Active : 5-6
Cancel : -
Damage : 200
Drive Gauge Increase Hit : 250
Drive Gauge Decrease Block : -500
Drive Gauge Decrease Punish Counter : -2000
Properties : Low
5 10 2 -2 -
Dee JayCrouching Medium Punch ⇩ ✚ MP
motion
600 / 10,000
3,000 / 60,000
Frame Active : 6-9
Cancel : C
Damage : 600
Drive Gauge Increase Hit : 1500
Drive Gauge Decrease Block : -3000
Drive Gauge Decrease Punish Counter : -4000
Properties : High
6 ... 5 -1 -
< Prev   Next >441~460 / 2442




Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Thunder Cradle
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 23
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling : Immediate scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 2000
[14] Properties : Throw
[15] Miscellaneous :
Properties change to the following when the attack lands as a Punish Counter:- Deals 2040 damage- Super Art gauge increases by 4000- Forces a hard knockdown

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Forward Dash
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 21 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Backward Dash
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 23 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Invincible to throws between frames 1 - 15

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Drive Impact: Viper Cannon
[02] Frame Start-up : 26
[03] Frame Active : 26-27
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -15000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Super Armor for 2 attacks between frames 1 - 27Produces a wall splat if the pushback on hit causes the opponent to connect with the stage wallOn Punish Counter or after a successful hit after Super Armor absorbs a hit, the following properties change:- Produces a crumple stun if the opponent is standing on the ground- Juggle state time is increased if the opponent is in the air- Super Art gauge increases by 3000

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Drive Reversal (while blocking): Counter Spark
[02] Frame Start-up : 20
[03] Frame Active : 20-22
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : -6
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Recoverable damageCompletely invincible between frames 1 - 225 frames of recovery added on hit

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Drive Reversal (while recovering): Counter Spark
[02] Frame Start-up : 18
[03] Frame Active : 18-20
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : -6
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Recoverable damageCompletely invincible between frames 1 - 205 frames of recovery added on hit

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Drive Parry
[02] Frame Start-up : 1
[03] Frame Active : [*2] 1-12
[04] Frame Recovery : 33
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *1
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
*1 Can be canceled from the 4th frame via Drive Rush*2 Parry hitbox is extended for as long as the buttons are heldOnly blocks can be performed during the recovery periodAlways in Punish Counter state during execution

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Perfect Parry (strike)
[02] Frame Start-up : 1
[03] Frame Active :  
[04] Frame Recovery : 1
[05] Recovery Hit :  
[06] Recovery Block :  
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit :  
[11] Drive Gauge Decrease Block :  
[12] Drive Gauge Decrease Punish Counter :  
[13] Super Art Gauge Increase :  
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frame. (For high and overhead attacks, the player must press the direction away from the opponent. For low attacks, down and back)If no direction is inputted the result will be a regular parry with an additional Drive increase of 3000.Fully invincible for 5 frames once recovery is over (invincibility not granted if you continue the parry)The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active :  
[04] Frame Recovery : 10
[05] Recovery Hit :  
[06] Recovery Block :  
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit :  
[11] Drive Gauge Decrease Block :  
[12] Drive Gauge Decrease Punish Counter :  
[13] Super Art Gauge Increase :  
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occursThe player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Parry Drive Rush
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 45 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *
[08] Damage : 0
[09] Combo Scaling : Multiplier scaling 15%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Screen freeze occurs until the 10th frame* Can be canceled into an attack on the 9th frame of the move Can be canceled into actions other than a parry from the 24th frame

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : C.Viper
[01] Move Name : Cancel Drive Rush
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 46 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *
[08] Damage : 0
[09] Combo Scaling : Multiplier scaling 15%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Screen freeze occurs until the 9th frame* Can be canceled into an attack from the 10th frame of the move Can be canceled into actions other than a parry from the 25th frame

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Standing Light Punch
[02] Frame Start-up : 4
[03] Frame Active : 4-6
[04] Frame Recovery : 6
[05] Recovery Hit : 4
[06] Recovery Block : -1
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Can be rapid canceled

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Standing Light Kick
[02] Frame Start-up : 5
[03] Frame Active : 5-6
[04] Frame Recovery : 12
[05] Recovery Hit : 2
[06] Recovery Block : -2
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Standing Medium Punch
[02] Frame Start-up : 7
[03] Frame Active : 7-9
[04] Frame Recovery : 13
[05] Recovery Hit : 5
[06] Recovery Block : 2
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Standing Medium Kick
[02] Frame Start-up : 9
[03] Frame Active : 9-11
[04] Frame Recovery : 16
[05] Recovery Hit : 6
[06] Recovery Block : -1
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 700
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Standing Heavy Punch
[02] Frame Start-up : 9
[03] Frame Active : 9-14
[04] Frame Recovery : 18
[05] Recovery Hit : 3
[06] Recovery Block : -4
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Can be canceled up until the 2nd active frameForces the opponent into a standing position

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Standing Heavy Kick
[02] Frame Start-up : 12
[03] Frame Active : 12-14
[04] Frame Recovery : *22
[05] Recovery Hit : 1
[06] Recovery Block : -5
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
* 4 frames of recovery are added if the attack missesAdds +18 of frame advantage on Punish Counter

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Crouching Light Punch
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 8
[05] Recovery Hit : 4
[06] Recovery Block : -1
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Can be rapid canceled

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Crouching Light Kick
[02] Frame Start-up : 5
[03] Frame Active : 5-6
[04] Frame Recovery : 10
[05] Recovery Hit : 2
[06] Recovery Block : -2
[07] Cancel : -
[08] Damage : 200
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : Low
[15] Miscellaneous :
Can be rapid canceled

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Crouching Medium Punch
[02] Frame Start-up : 6
[03] Frame Active : 6-9
[04] Frame Recovery : *14
[05] Recovery Hit : 5
[06] Recovery Block : -1
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
* 1 frames of recovery are added if the attack misses