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
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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 strong but risky counter to an opponent’s pokes. Can be used as an invulnerable reversal on wake-up or while being pressured.
- 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 also be used as an invulnerable reversal, but is slower than Ground Volcanic Viper (HSVV) and has a much thinner hitbox. Depending on the situation, SVV may be better suited as a reversal if the repercussions of failing to land HSVV are too dire. Regardless, it’s often advised to wait until you have 50% Tension or more, as Roman Cancelling (RC) the first hit of SVV allows you to continue pressure on block or convert into a combo on hit. On offense, SVV can be used as a high-risk or expensive frame trap and anti-throw option, depending on whether Tension is available to RC.
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Aerial
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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 as an invulnerable aerial attack in close quarters air-to-air situations, and as a strong but risky anti-air punisher. Also used for ending air combos.
- 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 act as a high-risk, high-reward anti-anti-air as Sol approaches from air. It will typically defeat anti-air attempts, or at least clash with them, and can also be used to counter aerial attacks at close range. j.SVV is most used frequently to end air combos with knockdown via Tataki Otoshi, usually when you’re not in a position to continue the combo via other means, such as a low air hit j.D or a Kudakero in the corner. At the proper height and spacing, a ground hit j.SVV can be followed up with 5K or c.S after landing for combos at no Tension cost.
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Ground
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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. If an opponent successfully baits it, you’ll be left wide open for what could potentially be a very damaging punish. Because of this, it’s often advised to wait until you have 50% Tension or more, as Roman Cancelling (RC) the first hit of HSVV allows you to continue pressure on block or convert into a combo on hit. 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, dodges, or does their aerial attack very close to the ground. 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 high-risk or expensive frame trap and anti-throw option, depending on whether Tension is available to RC.
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Aerial
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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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- Used as an invulnerable aerial attack in close quarters air-to-air situations. Also used for ending air combos.
- Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
- Strike invulnerable from frames 1-11.
- Sol is crouching during landing recovery.
- Cannot Yellow or Purple Roman Cancel.
Like Aerial Volcanic Viper (j.SVV), Aerial Volcanic Viper (j.HSVV) can counter aerial attacks, and can be used to end air combos with knockdown via Tataki Otoshi. j.HSVV reaches much higher than its counterpart, so it can be used from farther away. However, the length of time that j.HSVV is airborne for means that it cannot be used close to the ground to lead into a follow-up combo like j.SVV can, so its use is restricted almost exclusively to combos. While j.HSVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for will ultimately depend on positioning.
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(DI) Ground
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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
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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
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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
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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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