Volcanic Viper 623S/HS (air OK)
Normal
Your Turn is Over
Dragon Install
They thought it was scary before
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Ground 623S
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40,25
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Mid
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-
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R
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7
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3(3)11
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21+8 after landing
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-26
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- Used at neutral from a distance as a risky counter to an opponent’s pokes.
- Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
- Fully invulnerable from frames 1-9, strike invulnerable from frames 10-12, airborne from frame 10.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
At neutral, Ground Volcanic Viper (SVV) can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. It can be used as an invulnerable reversal, but is slower than Ground Volcanic Viper (HSVV) and has a much thinner hitbox. It is not as unsafe as HSVV, but still easily punishable.
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Aerial j.623S
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32,20
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All
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-
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R
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5
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2(3)9
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Until landing+8
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-
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- Used for countering aerial attacks in air-to-air situations, countering anti-airs, ending air combos, and for increasing corner carry in mid-screen confirms.
- Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
- Strike invulnerable from frames 1-9.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
Aerial Volcanic Viper (j.SVV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial Volcanic Viper (j.HSVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown via Tataki Otoshi. A close to ground j.SVV can link into 5K upon landing, making Tiger Knee j.SVV useful in certain mid-screen confirms.
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Ground 623HS
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40,25
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Mid
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-
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R
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5
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2(3)18
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29+8 after landing
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-41
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- Used as an invulnerable reversal on wake-up or while being pressured. Also used for offense, anti-airing, and ending combos.
- Hits twice, both hits launch. Second hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
- Fully invulnerable from frames 1-6, strike invulnerable from frames 7-11, airborne from frame 7.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
Ground Volcanic Viper (HSVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. However, it is highly unsafe on block or whiff. Having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. Dashing HSVV is a strong but risky method of breaking through an opponent’s attempts to keep you out with pokes, and is especially good while the opponent is in mid-air. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. HSVV is a strong anti-air option that can only fail if the opponent uses Faultless Defense or dodges it somehow. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to Faultless Defense. On offense, HSVV can be used as a frame trap and anti-throw option.
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Aerial j.623HS
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40,20
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All
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-
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R
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5
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2(3)18
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Until landing+8
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-
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(DI) Ground During Dragon Install: 623S
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40,20x2
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Mid
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-
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R
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7
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3(1)4,2
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21+8 after landing
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-17
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(DI) Aerial During Dragon Install: j.623S
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32,20x2
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All,Midx2
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-
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R
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5
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2(1)4,2
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Until landing+8
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-
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- Used as an invulnerable aerial attack in close quarters air-to-air situations, and as a strong but risky anti-air punisher.
- Hits 3 times, all hits launch. Third hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
- Ground version is fully invulnerable from frames 1-9, strike invulnerable on frame 10, airborne from frame 10.
- Aerial version is strike invulnerable from frames 1-6.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
The Dragon Install (DI) versions of Ground Volcanic Viper (SVV) and Aerial Volcanic Viper (j.SVV) are used in much the same way as a regular SVV and j.SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) j.SVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.SVV. That being said, neither (DI) SVV nor (DI) j.SVV see much use during DI, due to the far higher reward on the versions.
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(DI) Ground During Dragon Install: 623HS
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60,12x9
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Mid
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-
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R
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7
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3,47
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38+8 after landing
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-71
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(DI) Aerial During Dragon Install: j.623HS
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60,12x9
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All,Midx9
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-
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R
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7
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3,47
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Until landing+8
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-
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- Used as a powerful, meterless combo ender during Dragon Install. Also builds ludicrous amounts of Tension on hit for easy Roman Cancel extensions.
- Hits 10 times, all hits launch. Tenth hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
- Ground version is fully invulnerable from frames 1-9, airborne from frame 10.
- Aerial version is strike invulnerable from frames 1-9.
- Ground version: Stun damage 120.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
In Dragon Install (DI), Ground Volcanic Viper (HSVV) and Aerial Volcanic Viper (j.HSVV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HSVV has the highest Tension Gain of any attack in the game. A successful (DI) HSVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) j.HSVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HSVV. Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HSVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HSVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up.
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