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Our hypothesis states that the release of C. Viper in
Street Fighter 6 will appeal to players who enjoy a technical character or those who like to see a stage lit up with special moves. We have a large crowd of test dummies waiting in the wings, ready to assist in this hypothesis. We will give our green light to start the experiment on October 15, when test subjects far and wide will get their hands on Crimson Viper.[/p][p][/p][previewyoutube][/previewyoutube][p]
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Our records state that C. Viper first appeared in
Street Fighter IV in 2008 as an undercover agent on a mission to collect more data for her projects. In
Street Fighter 6, she is now a research director for SiRN under an alias and deals with cleaning up ex-Shadaloo figures. This will be important as we examine the subject further.[/p][p]
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To support our hypothesis, we must first look at the various gadgets at C. Viper’s disposal, many of which were observed in her last iteration in Street Fighter IV. These gadgets offer her command of three elements and serve as the source of her flashy technical requirements. However, our research has indicated that C. Viper will also utilize the Drive Gauge in ways that no other subject has before. More on that farther down on this paper.[/p][p]
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Let’s start with our first observation: electricity. When C. Viper uses Thunder Dash, she delivers an electric shock with a gadget hidden in her gloves. The heavy version of this attack makes for a good anti-air.[/p][p]
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We discovered something new with this iteration of C. Viper. The aforementioned Thunder Dash can transition into Tracer Combination, a follow-up dash attack, but this special move will use up one bar of Drive Gauge. C. Viper can also perform a Feint with this move, tricking opponents into overstepping. The OD version of Thunder Dash travels farther than the light and medium versions and is observed to be less risky on block.[/p][p] [/p][p]
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Moving on to our next observation: flames. C. Viper uses Burning Kick and leaps forward before scorching opponents with a special gadget hidden in her fabulous shoes. The distance traveled depends on the button used and all versions are safe on block.[/p][p]
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Follow-up Burning Kick with Knuckled Pursuit, a forward dash which provides an additional hit if Burning Kick lands. If C. Viper is feeling extra hot, she can follow up Burning Kick with Double Burn, a flaming kick with both legs that is plus on block. Both Knuckled Pursuit and Double Burn use up one bar of Drive Gauge, further proving our hypothesis.[/p][p]C. Viper can use Burning Kick in the air to really keep her opponents guessing. The light version drops straight down while the medium and heavy versions maintain her jump momentum. This move is perfect for a nasty cross-up or ambushes from afar.[/p][p][/p][p]
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Our third observation are seismic shocks, scientific name: Seismic Hammer. C. Viper uses gadgets in her gloves to send a shock wave through the ground. As with her other moves, the button pressed determines the distance. She can also perform a Feint with this attack to keep opponents on their toes.[/p][p]
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When C. Viper feels threatened, she can use a brand new move called Focus Force where she puts a protective barrier in front of her before releasing a kick. This barrier can absorb attacks with armor and can be held down to absorb more hits or canceled with a forward dash. Our research tells us this move is inspired by a phenomenon called a Focus Attack in
Street Fighter IV. This move can also break through a Drive Impact when used at just the right time.
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We were pleasantly surprised to discover that C. Viper also has a High Jump, which is performed by pressing up right after pressing down. This can be performed in neutral, after all normal attacks (except sweep), or after Seismic Hammer. High Jump costs one bar of Drive Gauge and is an advanced technique that will further support our hypothesis of the special agent being a technical character.[/p][p] [/p][p]
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Limit Decoupler is C. Viper’s Level 1 Super Art. This one requires special attention to understand the details. After an upward kick, C. Viper pushes her heels to maximum potential as they light up the fight. During this install, she no longer uses up Drive Gauge when performing a High Jump or the special move follow-ups allowing for increased pressure. This works even in Burnout with the caveat being that the rest of the install gauge will deplete if one High Jump or special follow-up move is used.[/p][p] [/p][p]
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Mission Complete is C. Viper’s Level 2 Super Art where she makes full use of all her gadgets in a spectacle for the eyes. This move has full invincibility on start-up and is also useful to close out combos.[/p][p] [/p][p]
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And our last piece of supporting research is her Level 3 Super Art, Hard Luck Rejector, where she launches opponents into the air with her heels before driving them into the ground with her gloves.[/p][p]
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C. Viper’s Outfit 2 is inspired by her look in
Street Fighter IV featuring her business attire and signature red braid. Get this with Fighter Coins or by maxing her bond in World Tour.[/p][p]
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[/p][p]In conclusion, we believe our hypothesis is proven with C. Viper’s unique kit made possible by her gadgets. Extreme management of her Drive Gauge will surely shine in the right hands. Owners of the Year 3 Ultimate / Character Pass will have the research director unlocked when she releases on October 15.[/p][p]
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