Volcanic Viper 623S/H (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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GuardHow this attack can be blocked.
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StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame.
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ActiveThe number of frames for which a move has hitboxes. Occurs after Startup.
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RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled.
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On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
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Invuln
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Ground S 623S
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At neutral, Ground S 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 H Volcanic Viper (HSVV or HVV) and has a much thinner hitbox. It is not as unsafe as HVV, but still easily punishable.
- Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Knockdown on hit, block, or whiff.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
- Fully invulnerable from frames 1-9; strike invulnerable from frames 10-12; airborne from frame 10.
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Aerial S j.623S
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Aerial S 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 H Volcanic Viper (j.HVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown. A close to ground j.SVV can link into 5P upon landing, making Tiger Knee j.SVV useful in certain mid-screen confirms.
- Hits twice, both hits launch. Second hit can be cancelled into Knockdown on hit, block, or whiff.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
- Strike invulnerable from frames 1-9.
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Ground H 623H
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Ground H Volcanic Viper (HSVV or HVV) 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. HVV 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. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. HVV 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, HVV can be used as a frame trap and anti-throw option.
- Hits twice, both hits launch. Second hit is fully untechable on Counter Hit. Second hit can be cancelled into Knockdown on hit, block, or whiff.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
- Fully invulnerable from frames 1-6; strike invulnerable from frames 7-11; airborne from frame 7.
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Aerial H j.623H
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Like Aerial S Volcanic Viper (j.SVV), Aerial H Volcanic Viper (j.HVV) can counter aerial attacks, and can be used to end air combos with knockdown. j.HVV reaches much higher than its S counterpart, so it can be used from farther away. While j.HVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for in combos will ultimately depend on positioning.
- Hits twice, both hits launch. Second hit can be cancelled into Knockdown on hit, block, or whiff.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
- Strike invulnerable from frames 1-11.
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(DI) Ground S (DI) 623S
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(DI) Aerial S (DI) j.623S
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The Dragon Install (DI) versions of Ground S Volcanic Viper (SVV) and Aerial S 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 H versions.
- Hits 3 times, all hits launch. Third hit can be cancelled into Knockdown on hit, block, or whiff.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
- 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.
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(DI) Ground H (DI) 623H
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(DI) Aerial H (DI) j.623H
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In Dragon Install (DI), Ground H Volcanic Viper (HSVV or HVV) and Aerial H Volcanic Viper (j.HVV or j.HVV) 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) HVV has the highest Tension Gain of any attack in the game. A successful (DI) HVV 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.HVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HVV. 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) HVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HVV. 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.
- Hits 10 times, all hits launch. Tenth hit can be cancelled into Knockdown on hit, block, or whiff.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
- Ground version: Stun damage 120.
Supplemental Frame Data:
- Aerial version is strike invulnerable from frames 1-9.
- Ground version is fully invulnerable from frames 1-9; airborne from frame 10.
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