| “ | It doesn't matter how hard I have to work. If it means I get to give my girl the life she deserves. | „ | |
| ~ C. Viper |
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Crimson Viper
Crimson Viper, commonly referred to as C. Viper and known by the aliases Maya and Grace Hill, is a character from the Street Fighter series who debuted in Street Fighter IV. She works as a covert CIA operative, utilizing a variety of high-tech devices built into her specialized combat suits to battle her opponents.
| Crimson Viper | |
|---|---|
| Origin | |
| Origin | Street Fighter IV |
| Creator | Takashi Nishiyama, Hiroshi Matsumoto |
| First Appearance | Street Fighter IV |
| Voiced by | Japanese Mie Sonozaki English Michelle Ruff |
| Characteristics | |
| Species | Human |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Heterosexual |
| Age | Unknown |
| Birthday | July 18 |
| Height | 5'9" (175 cm) |
| Weight | 124 lbs (56 kg) |
| Ethnicity | American |
| Status | Alive |
| Alignment | True Neutral |
| Archetype | Everyman / Secret Agent |
| Occupation | Freelance Journalist (Fake job), SIRN Researcher Director (Undercover ruse), CIA Agent |
| Combat Style | Covert Fighting Tools |
| Homeworld | Earth |
| Relationships | |
| Affiliations | Lauren, Seth (Formerly), Juri Han |
| Enemies | Seth, Chun-Li, JP, Ken Masters |
Background
| This dropdown contains the synopsis of C. Viper's story. Read at your own risk as you may be spoiled otherwise! |
|---|
|
Street Fighter IV: Aftermath As she continues her observation, Crimson Viper quietly reflects on the flowers nearby and how they manage to thrive without any assistance. Street Fighter IV: The Ties That Bind At the Masters’ manor, Eliza and a maid discuss the doll, unaware that Viper has planted a listening device inside it. While monitoring the feed, Viper detects a S.I.N. agent spying on her. She intercepts him, overwhelms him with a Thunder Knuckle, and orders him to contact “his boss right now.” She then reports to the CIA about her mission, explaining that relying on Ken may be necessary to locate Ryu because of their close ties. During this exchange, she thinks of her daughter Lauren, later noticing a “Happy Birthday Mom” card left on her car’s mirror. Later, under Seth’s orders, C. Viper ambushes Ryu to test his abilities. The two fight until Cammy intervenes to prevent Ryu from being pushed into unleashing his darker power. Viper turns her attention to Cammy, demonstrating the capabilities of her Battle Suit. She counters Cammy’s attacks with ease, delivers a powerful punch to her midsection, then knocks her down and electrocutes her. After a final Burning Kick leaves Cammy unconscious, Viper succeeds in triggering the reaction she was ordered to observe, but the intensity of the surge destroys her monitoring equipment, forcing her to withdraw. At the Masters’ manor, Viper later contacts Ken to inform him and the other fighters that S.I.N. is holding Eliza hostage to lure out Ryu. On the cruise ship where Eliza is kept, Ken, Ryu, Sakura, and Chun-Li manage to infiltrate. Ken confronts Viper, who refuses to reveal Eliza’s location and calls him weak. When she attempts to strike him with a Thunder Knuckle, Ken unexpectedly blocks the attack with impressive resilience. Surprised by the strength he shows—comparable in its own way to Ryu’s power—Viper retreats. At the end of the film, Lauren meets C. Viper at her car after school. Viper, finishing a phone call, is relieved and happy to see her daughter. Super Street Fighter IV Original Video Animation Street Fighter IV Before the event begins, she learns that an entire CIA unit investigating S.I.N.’s connection to Shadaloo has been wiped out, leaving her as the last operative capable of completing the assignment. During the tournament, she crosses paths with several fighters—approaching Cammy, who brushes her off before they clash; facing M. Bison, who expresses interest in her equipment; and briefly jeopardizing her mission when Chun-Li nearly exposes her, prompting another fight. Viper eventually slips into S.I.N.’s headquarters to secure critical intelligence. There, she finds Seth severely injured. Recognizing her true affiliation, Seth attempts to confront her, but she finishes him off. Her objective, however, suffers a major setback when Cammy destroys the BLECE data before Viper can extract it, erasing years of investigatory progress. Fortunately, evidence linking Shadaloo to S.I.N. is preserved, later recovered by Chun-Li prior to the facility’s collapse. Once back at CIA command, Viper informs her superiors that “#15” — Seth — has been neutralized, and that the “remaining 26” targets are now within her reach. She then heads home, returning to her daughter Lauren after the mission concludes. Street Fighter V In M. Bison’s character story, Viper infiltrates Shadaloo in disguise and uncovers information regarding Bison’s previous encounter with Charlie Nash, whom she had believed to be deceased. While eavesdropping on a meeting, she is quickly detected by Bison, who fires a blast at her. She avoids the attack and escapes unharmed. Within Juri’s story, Viper crosses paths with her and explains why Juri was not imprisoned, while also warning her of Shadaloo’s intentions. During Urien’s story, Viper confronts him after learning that another S.I.N. vessel has been acquired by someone else. Believing Urien might be the next successor to S.I.N. following Seth—given his role as President of the Secret Society—she presses him for answers. Irritated, Urien summons an Aegis Reflector at her, which she dodges. He generates several more, forcing Viper to retreat to avoid being cornered. Street Fighter 6 C. Viper: Mommy's Working Under the alias Grace Hill, she describes herself as the head of SiRN Holdings’ Research and Development division, where her uncompromising work ethic makes her the backbone of numerous experiments and combat simulations. Beneath the façade, she acknowledges being a divorced mother, a truth she keeps closely guarded. Although SiRN presents itself as a reputable corporation, Viper reveals that its inner workings rely on data gathered from some of the world’s most dangerous criminal networks. Now assigned to deal with former Shadaloo operatives and other high-risk individuals, she quietly resents the long hours required to keep her mission on track. Her investigation leads her to JP after discovering that SiRN also operates through external fronts. While tracing financial trails connected to her current client, she finds no usable information—only shell corporations. When she confronts JP, he offers her help while subtly threatening her for prying too far. Viper challenges him, questioning the collection of aliases tied to his dealings and noting his history of avoiding the use of his real name. Surprised when she activates the electrical power stored in her gloves, JP responds by manifesting Psycho Power. This encounter reveals that she had been interacting with an illusion the entire time; JP mocks her before vanishing and telling her to send his regards to Langley, leaving her infuriated. Viper ends her account by admitting that much of her cover story is a lie—except for being a single, overworked mother. Exhausted, she returns home and collapses onto her luggage before being greeted by her now-teenage daughter, Lauren. Lauren notes how rough she looks, and Viper dryly replies that it’s only “half as bad” as it seems. Explaining that her mission in England fell apart, she listens as Lauren offers to make dinner, which Viper gratefully accepts. Lauren jokingly scolds her mother for being overly doting when Viper hands her chocolates as a royal souvenir. They agree to share the chocolates with tea before dinner. Viper concludes her narration by reaffirming that everything she does—every mission, every risk—is to ensure a better life for her daughter. |
Appearance
General Description: C. Viper has a tall, lean build suited for mobility and close-quarters combat. Her appearance blends a professional, corporate style with concealed combat technology, most notably through the Battle Suit created by S.I.N.
Facial Features: C. Viper has sharp facial features and striking red hair. In Street Fighter 6, her hair is styled into a shoulder-length wavy cut with layered ends, long jagged bangs, and a medium-length back section.
Clothing/Outfit:
- Battle Suit (Primary Outfit, Street Fighter IV / Nostalgia in Street Fighter 6): A business-style suit designed by S.I.N., with hidden weapon systems in the gloves and boots. The suit prioritizes concealment and mobility.
- Street Fighter IV Alternate Costume 1: White science coat, black dress with a revealing neckline, and black high-heeled shoes.
- Street Fighter IV Ending Outfit: Long black dress paired with black open-toed high heels.
- Shadaloo C.R.I. Profile / Street Fighter V Prologue Outfit: Gray revealing catsuit, green shoulder holster, black arm band with a pouch, matching black choker, and black boots.
- Street Fighter 6 Outfit: Light gray sleeveless collared dress with a large diamond-shaped cutout over sheer mesh, long black necktie, short hem with V-shaped opening on the right thigh, brown pantyhose, thigh holster, and light gray boots. A long light gray coat rests over her shoulders, and she wears matching gloves with black metallic studs capable of producing electric attacks. Her playable version uses a fully white color scheme for the coat, dress, holster, boots, and gloves.
Special Features: Her gloves and boots often incorporate embedded technology for electric and gadget-based attacks. Variations of her outfits frequently include holsters, chokers, and reinforced footwear.
Alternate Forms/Disguises: Her Street Fighter IV alternate costumes and Shadaloo C.R.I. appearance act as stylistic variations rather than alternate forms.
Personality
- Temperament: C. Viper is focused, disciplined, and professional, displaying a condescending attitude toward others when necessary but maintaining respect for their capabilities.
- Motivations: She prioritizes completing her missions and achieving objectives efficiently, often placing duty above personal relationships or moral considerations.
- Combat Philosophy: C. Viper treats fighting as a means to an end, using strategy, concealed weapons, and tactical advantage rather than seeking personal growth or mastery.
- Social Behavior: She is observant and aware of others’ strengths and weaknesses, showing interest in them while maintaining emotional distance when on a mission.
- Relationships: Outside of work, she is a devoted mother to her daughter Lauren and values family time, advising others to prioritize their loved ones when possible.
- Personal Traits: C. Viper demonstrates adaptability, resourcefulness, and a strong sense of responsibility, shaped by her past as a thrill-seeking and independent individual.
Goals
- Give her daughter the life that she deserves (Ongoing).
Relationships
Lauren
Lauren is her daughter, and the main reason she does all of her secret agent work, wanting a good life for her.
General Information
Name: Unknown
Codename: Crimson Viper[1]
Other Names: Maya[2], Grace Hill[3]
Nicknames: Miss Perfect
Origin: Street Fighter IV
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Street Fighter IV
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
- Japanese Voice Actor: Mie Sonozaki (Street Fighter IV: The Ties That Bind, Street Fighter IV, Super Street Fighter IV, Marvel vs. Capcom 3: Fate of Two Worlds, Ultimate Marvel vs. CApcom 3, Super Street Fighter IV, Ultra Street Fighter IV, Street Fighter V, Street Fighter 6)
- English Voice Actor: Michelle Ruff (Street Fighter IV: The Ties That Bind, Street Fighter IV, Super Street Fighter IV, Marvel vs. Capcom 3: Fate of Two Worlds, Ultimate Marvel vs. CApcom 3, Super Street Fighter IV, Ultra Street Fighter IV, Street Fighter V, Street Fighter 6)
Gender: Female
Sexuality: Heterosexual
Pronouns: She/Her
Handedness: Right-Handed
Age: Unknown
Time Period
Timeline: Main Timeline
Homeworld: Earth
Story Role: Double-Crossing Character
Legacy: Local Legacy (As an undercover agent, she is not well known)
Influence: Event Influence
Language: English
Ethnicity: American
Religion: N/A
Classification: Secret Agent, Agent, Fighter
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Freelance Journalist (Fake job)[10], SIRN Researcher Director (Undercover ruse)[11], C.I.A.[12], CIA Agent[13]
Combat Style: Covert Fighting Tools[14]
Affiliations: Lauren, Seth (Formerly), Juri Han
Enemies: Seth, Chun-Li, JP, Ken Masters
Status: Alive
Alignment: True Neutral (C. Viper works for whoever as long as it gets her paid, only caring about her daughter. She isn't swayed by ideas of justice and compassion[17])
- Type(s) of Potential: Limitless Potential
- Level of Potential: Limitless
- Description: There is no limit to human strength, they can keep training and surpassing their peaks[18]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[19]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[20]. Fighters get stronger as they learn various and more powerful techniques[21].
- Limitations: Nothing notable.
Archetypal Tiering: Everyman/Secret Agent
Codex Statistics
Key: Street Fighter IV | Street Fighter 6
Key Information
- Street Fighter IV: This key covers events during the Street Fighter IV series.
- Street Fighter 6: This key covers events during Street Fighter VI.
Grade: A | A
Tier: 9-A | 9-A
Cardinality: Finite
Dimensionality: 3-D
Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[22]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[23])
Attack Potency: Room level (Potency) (Fought and defeated Street Fighter IV Era Chun-Li[24], who can[25] fight against[26], Juri Han, who can blow up the inside of a building[27] and cause a jet plane to explode[28]. Could fight and harm[29], Street Fighter IV Era Ryu, with him noting she holds a massive amount of power and is no ordinary fighter[30], after seeing her easily beat Cammy he instinctively the Satsui no Hado, being the only point of the fight he overpowered her[31]. Ryu noted that Viper was too strong for Street Fighter IV Era Cammy[32]. Street Fighter IV Era Ken needed to tap into the Power of Nothingness in order to beat her[33]. The Street Fighter cast can break[34] apart cars overtime with various hits[35]. They can also destroy metal barrels[36]. Along with destroy stone walls overtime[37]. Can fight and harm Sagat[38], who broke a large rock in half[39]. Can destroy barrels in a single hit[40], Can fight and harm Zangief[41], who overpowered a large bear[42]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[43], and broke three cinderblocks with one attack[44]. Should be comparable to Adon[45], who broke a chunk off a statue's head[46]. Should be comparable to characters like Birdie, who bent a large piece of metal[47]. Can destroy barrels in a single hit[48]). Can ignore conventional durability with her electricity (Her strikes hold electricity behind them, which can bypass conventional durability through electrocution[49], leaving aftereffects on the body when hit by it[50], the electricity passing through one's body[51], and electrocuting the entire body[52]) | Room level (Potency) (Fought and defeated Cern M. Bison with the Custom Character[53]. The cast is able to destroy barrels with a single hit[54]. As before, the Street Fighter cast can break apart cars overtime with multiple hits[55]). Can ignore conventional durability with her electricity
Durability: Room level | Room level
Striking Strength: Room level (Class) | Room level (Class)
Lifting Strength: Class 50 (Comparable to Hugo, who can lift a semi-truck[56]) | Class 50
Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[57]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[58]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[59]) | At least Superhuman
Attack Speed: Transonic | Transonic
Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[60], even during the Alpha series[61]) | Transonic
Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[62]. Can go through intense battles and long periods of training)
Range: Standard Melee, Several Meters with Vibration Manipulation, Hundreds of Meters with Firearms
Intelligence: At least Above Average Intelligence (C. Viper is noted to be a tough and smart female agent[63])
At least Master level (Noted that Viper is too good at her job, with her duties to S.I.N. being performed flawlessly, gathering information quickly and exercising good judgement[64]. Has put tireless work into improving the Battlesuit project, garnering her a good deal of praise among superiors[65])
At least Master level (Crimson Viper is the only one to managed to use the battle suits with 100% efficiency[66]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[67]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[68]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[69]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[70]. Fighters get stronger as they learn various and more powerful techniques[71]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[72])
Powers and Techniques
- Superhuman Physical Characteristics
- Superhuman Strength (It's noted by the fighters against a Rookie Ryu the strength he has, but telling him to never forget there's many guys like him all over the world[73]. Even with Ryu earning the distinction of "King of the Hill" at the end of Street Fighter 1, it was noted he has no time to rest on his glory for there is always someone waiting in line to knock him off the top[74]. Fighters are capable of breaking stone tiles[75], punching apart wooden planks[76], cut bottles with their hands[77], cut diamond in half[78], cut wooden planks with spikes in half[79], can break apart trucks[80], miniature cars[81], etcetera)
- Superhuman Durability
- Superhuman Speed
- Superhuman Reaction
- Superhuman Lifting
- Superhuman Energy Efficiency
- Acrobatics (All fighters can jump above the average human, even those with bulky builds[82]. All fighters can utilize the high jump, allowing them to jump higher than a regular jump[83])
- Martial Arts (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[84])
- Accelerated Development
- Training & Battle
- Physical Stats: There is no limit to human strength, they can keep training and surpassing their peaks[85]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[86]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[87]. Fighters get stronger as they learn various and more powerful techniques[88]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[89]. Fighters have improved their techniques to where their perfect parries[90], slow down their perceptions[91].
- Training & Battle
- Staggering (Fighters through hits can sometimes inflict the stun status on characters[92])
- Second Wind (Fighters can get back up and fight for a second round even after their health is depleted[93])
- Stun Recovery
- Physical Stun Recovery: All fighters can recover from dizziness faster than normal through rapidly pressing the buttons[94].
- Counter (Fighters are able to perfectly counter attacks and projectiles to send them flying back[95]. Fighter's are able to utilize Alpha Counters, which are able to be performed after blocking an attack from their opponent[96]. With the Parrying mechanic, allows the fighter to parry an opponent's attack and counter with their own[97]. Counter Hits make the opponent take longer to recover from the damage[98].)
- Aerial Recovery (Fighter's are able to use defensive fall to reduce the damage from throws and safely fall to the ground[100]. Fighter's are able to use Quick Standing, a move that let's them recover the moment an opponents knocks or throws them up into the air[101])
- Perfect Guard (Fighters are able to consecutively perfect guard attacks, completely nullifying any potential damage taken[102]. A Perfect Parry is the Result of performing a Drive Parry the moment an opponent's attack hits them[103])
- Autopilot (Fighters can auto guard attacks unless they are attacking, though they can only do this a limited number of times per round[104])
- Damage Reduction (With the counter move "Damage Reduction", fighters reduce damage when they are under attack or blocking[105])
- Guard Break (Fighters can perform a Guard Crush, which breaks one's Guard Power Gauge[106]. Fighter's can perform Drive Impacts to break a cornered opponent's block[107])
- Restoration (A successful drive parry will replenish a fighter's drive gauge[108]. Fighters can be poisoned[109] and can eventually recover from it[110])
- Impact Resistance
- Standard Impact Resistance: All fighters are able to withstand long falls and landing on their knees, even from tall buildings[111].
- Limit Break
- Nullification
- Afterimage Creation (All fighters create afterimages when using their super combos[115])
- Freedom of Manifestation (Fighters in Street Fighter can have their destiny wide open to them[116])
- Acausality
- Statistics Boost (With EX Special moves, allows the fighter to use special moves that are further powered up versions of their normal special moves[118])
- Empowerment (Noted by Lily that a fighters strength is based off how much they believe, if they don't believe they won't get any stronger[119], if they believe in themself, they can find the immeasurable strength within and always get stronger[120])
- Absorption & Healing (The Drive Impact has it where a fighter can absorb up to any two attacks from the opponent and can break through any attack[121])
- Purification (Fighters are able to snap out others from M. Bison's Psycho Power for a short time[122])
- Dormant Power Reservoir (All fighters have the dormant energy to power M. Bison's ship to destroy an entire city[123])
- Drawn By Fate (It's noted by Karin that powerful forces attract like magnets[124], with Zangief randomly appearing being noted by Karin to be a "twist of fate" and "destiny calling"[125], essentially meaning all fighters are drawn in some way to fight each other, whether it be for simple sportsmanship, a battle to the death, a fight to understand each other better, etcetera. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[126])
- Chi Manipulation (All Fighters utilize "Ki" as their primary energy source[127])
- Aura
- Extrasensory Perception (Ki users are able[128] to sense[129] the Ki[130] of others[131])
- Statistics Boost (With Focus Attacks, unleashes a powerful chi boosted attack that is far above their regular attacks[132])
- Charged Attack (Focus attacks charge up to three different attack levels[133])
- Super Armor (While charging focus attacks, the fighters gain Hyper Armor[134], allowing them to absorb an opponent's attack and rather then take direct damage, the section of their vitality gauge will change color and regenerate overtime[135])
- Status Effect Inducement (Focus Attacks induce the crumple status effect[136], when an opponent crumples, they are rendered totally defenseless as they fall to the floor[137])
- Nullification
- Armor Nullification: At level 3, focus attacks have Armor Break properties[138].
- Unblockable Attack (At level 3, focus attacks are unblockable[139])
- Willpower Manipulation (The training of "Chi" invovles 3 layers and 9 steps, soldifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate poin, in other words, a fighter is focusing all of their determination into one point of their body[140])
- Perception Manipulation (With V-Shift Break, if a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion, while in this state, the character-specific counterattack (V-Shift Break) can be used[141])
- Limited Fate Manipulation (All fighters if trained to know fate would be battling with the future itself[142]. Fighters are noted to have no use for fortune telling as they forget their own destiny[143]. It's also noted by Rose that fighters still have a chance to change their destiny[144]. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[145]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[146]).
- Resistance to
- Cold Temperatures (Fighters can[147], fight in[148], snowy areas[149] regardless of the environment[150] without facing any adverse effects)
- Extreme Heats (Fighters can[151], fight in hot and volcanic levels[152] without any adverse effects)
- Fire Manipulation (Fighters can recover from being lit completely on fire, continuing the match[153])
- Ice Manipulation (Fighters can break out of being frozen solid[154])
- Electricity Manipulation (Characters can take hits from Blanka's electricity and keep fighting[155], and can take hits from C. Viper's electricity[156])
- Mind Manipulation, Madness Manipulation & Corruption (Fighters are unaffected by[157] the effects of the black moon[158], where sadness, chaos, fear, hatred, and despair are all the extreme negative emotions the moons can bring out[159]. M. Bison needs the fighter's guards to be down in order to affect them with his psycho power[160], with it being referred to as "madness"[161])
- Poison Manipulation (Fighters only take slowly draining damage from F.A.N.G's poisons[162] and can eventually recover from it[163], where his venom is supposed to act faster then an electric shock[164])
- Soul Manipulation (Fighters are able to fight against Necalli and escape from him if they're weaker, being directly shown in his arcade mode that he needs to overpower and surprise attack them first in order to devour their soul[165], where it's noted that Necalli is constantly surrounded by a noxious gas that pollutes the souls of whatever it comes into contact, and once it happens, the infected people become like Necalli and seek the souls of other strong fighters[166])
- Spatial Manipulation (Fighters are able to punch through areas with distorted space around them[167])
- Fate Manipulation (Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[168], yet fighters are noted to have no use for fortune telling as they forget their own destiny[169], and it's also noted by Rose that fighters still have a chance to change their destiny[170]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[171])
- Disguise Mastery (C. Viper is a secret agent that works undercover, hiding her name and history[172])
- Poker Face
- Standard Poker Face: Viper keeps her emotions in check at all times, making her true intentions unknown[173].
- Concealed Weaponry (Viper's special suit is packed with concealed weapons, allowing her to launch a variety of unexpected attacks[174])
- Flight (Her suit has hidden jets on her boots, allowing her to fly in the air[175])
- Internal System Control
- Fire Manipulation (Can set her feet on fire while kicking[178], burning an enemies entire body[179])
- Electricity Manipulation (Her strikes hold electricity behind them[180], leaving aftereffects on the body when hit by it[181], the electricity passing through one's body[182], and electrocuting the entire body[183])
- Vibration Manipulation (Viper can cause[185], seismic attacks with her gloves[186])
Equipment
Battle Suit
- Description: C. Viper’s Battle Suit is a specialized high-tech combat system designed to enhance her speed, agility, and offensive potential. Built around hidden mechanisms in her gloves, boots, and accessories, the suit amplifies her natural abilities and enables many of her signature techniques.
- Gloves: The suit’s gloves contain metal knuckles capable of being electrically charged. When activated, they generate visible arcs of electricity powerful enough to stun or heavily damage opponents, with output adjustable through an internal limiter. Viper is also able to feint or cancel these techniques to disrupt enemy defenses.
- Boots: Her boots house compact jet units between the heel and sole. A side switch activates brief bursts of propulsion, enabling enhanced jumps or burning kick techniques. Viper frequently uses these jets for both mobility and offensive pressure.
- Additional Armaments: In Ultimate Marvel vs. Capcom 3, Viper gains access to the Optic Laser, a red energy beam fired from her sunglasses. The same attack is available to Mega Man in Street Fighter X Mega Man after defeating her, though he fires it through the Mega Buster rather than eyewear.
- Gameplay Notes: Viper’s reliance on advanced technology is often criticized by other fighters for its unconventional nature. In Street Fighter 6, her upgraded battle suit emphasizes more aggressive techniques, with noticeably faster execution across her moveset.
Notable Techniques
Super Combo Level Gauge
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
Alpha Counter
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Block/Air Block
Press Directional Button away from opponent. Fighters can even block in mid-air.
Grab/Throw
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Recovery/Escape
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Defensive Fall
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
Avoid Being Floored
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.
Taunt

Avoid Being Floored


Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
Block/Air Block
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.
Alpha Counter


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
Defensive Fall
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Throwing/Gripping
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.
Taunting

To do some serious trash talking, press SELECT.
Recovering/Breaking Free
If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.Super Combo
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.
- X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
- A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.
Custom Combo

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
- During a Custom Combo, shadow images follow the fighter and attack in the same way.
- Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
- Fighters cannot block during a Custom Combo.
- If the fighter takes damage, the Custom Combo ends.
Alpha Counter
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block
- Standing Block: Press → or ← away from opponent
- Air Block: Press → or ← away from opponents (A and V Isms only)
- Croucing Block: Press ↙ or ↘ away from opponent.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
Defensive Fall
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
Defensive Roll
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
Throw, Escape
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Damage Reduction
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
Guard Crash
The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.Punch
There are three basic punches:
Light Punch (JAB)
Press the Y button. The jab is very quick, but does little damage.
Medium Punch (STRONG)
Press the X button. The strong punch does a fair amount of damage.
Hard Punch (FIERCE)
Press the L button. The fierce punch does a large amount of damage, but is slow.
Kick
There are three basic kicks:
Light Kick (SHORT)
Press the B button. The short kick is very quick, but does very little damage.
Medium Kick (FORWARD)
Press the A button. The forward kick is strong and is fairly quick.
Hard Kick (ROUNDHOUSE)
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
- Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.
Holds
Holds allow fighters to grab an opponent and then hit or bite them again and again.
- Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.
Special Moves
Each character has developed his or her own special moves for use in combat.Regular Moves
Press a Punch (P) or Kick (K) button.
Special Moves
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Block
- Upper block: ←
- Lower block: ↙
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
High Jump
↓↑ Jump higher than a regular jump.
Dash
→→ or ←←
Parrying

- Standing parry: → (toward opponent)
- Crouching blocking parry: ↓
Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
Quick Standing
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
Dizzy Recovery
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
Throw & Grapple
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
Leap Attack
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
Personal Action
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Super Art
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
EX Special Move
2P or 2K buttons
When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.Normal Moves
Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Special Moves
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.
Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.
Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
Stun Recovery
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.
Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.
Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
Personal Action
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.
Focus Attack
Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.
Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
Levels
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Super Combo
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Super Cancel
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.
EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.
EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.
Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.Normal Attacks
Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Special Moves
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
EX Special moves
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Guarding
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.
V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.
V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.
V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.
- Whether the fighter need to press punch or kick button depends on the fighter.
V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.
V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.
Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.
Recovery

Movement[187]
Walking
Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Dashing
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Jumping
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks[188]
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
Blocking[189]
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
- Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
- Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.
Throws[190]
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
Throw Escape
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Special Moves[191]
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts[192]
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
The Drive Gauge[193]
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.
Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
Drive Parry
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Perfect Parry
A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.Unique Attacks
Viper Elbow
C. Viper hops forward and drives her elbow down onto the opponent.
Double Kick
She strikes low with a quick kick, then follows with a high kick aimed at the opponent’s head.
High Jump
Using the boosters in her boots, Viper propels herself upward with enhanced jump height.
Viper Blade
She turns and delivers a sharp, high roundhouse kick.
Focus Attack
A forceful blow that provides brief defensive reinforcement and causes the opponent to crumple when it connects.
Throws
Ab Fitness
Viper seizes the opponent and unloads a heavy punch to the midsection, releasing an electrical shockwave that sends them flying.
Temple Massage
She leaps onto the opponent’s shoulders, crosses her legs around their neck, and shocks their head with both hands.
Special Attacks
Thunder Knuckle
Viper lunges forward suddenly, striking with a charged electric punch.
Burning Kick
She hops into the air and sweeps her leg in a wide, flaming arc.
Seismic Hammer
Viper slams her fist into the ground, triggering an eruption of energy beneath the opponent.
Thunder Fist
A close-range strike where Viper channels electricity into a powerful punch.
Burst Heel
Viper jumps and performs a fiery somersault kick.
Super Attacks
Emergency Combination
Viper overloads her Battle Suit’s gloves with electricity and shockwaves, rushes forward with a double punch, and ends with an arcing Burst Heel kick.
Burst Time
She fuses flames and electricity, detonates the ground with a shockwave, and then hits the airborne opponent with four fiery somersault kicks as they descend.
Burning Dance
Viper kicks the opponent in the neck with a flaming strike, drags their face across the ground, flips them upward with another burning kick, catches them on the way down, and finishes by electrifying them at the peak of a final jump.Other
Standard Tactics: C. Viper utilizes her electrical attacks along with her seismic gloves and fire kicks.
Weaknesses
- Standard Fighter Weaknesses: Alpha Counters consume 1 level on a fighter's Super Combo gauge[194]. Focus Attacks hyper armor absrobs an opponent's attack and allows the fighter to regenerate the damage, however if the fighter is damaged while the recovery is in process, they will lose the remaining section and can no longer have it be recovered[195]. Fighters cannot move or jump during a Focus Attack[196]. When the Drive Gauge is completely empty, the fighter will enter Burnout and won't be able to use any Drive system techniques until it's fully recovered[197].
- Unique Weaknesses: Nothing notable.
Explanations
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[198]
| Abbreviations | |||||||||||||||||
| |||||||||||||||||
The following messages will appear on screen when certain conditions are fufilled, an example can be found here[199] and here[200]
| Bonus Messages | |||||||||||||||||
| |||||||||||||||||
Profiles
| Profiles |
Trivia
- C. Viper likes family time and ice cream parfaits[201].
- C. Viper hates working overtime[202].
- C. Viper holds several unique distinctions within the Street Fighter franchise.
- She is the first female fighter from the United States to be playable, later followed by Poison, Lucia and Kimberly.
- She is the only character whose combat abilities are not rooted in any established martial art, supernatural force, sport, or traditional physical training.
- She is the first — and currently the only — confirmed playable single mother.
- She is the only fighter who did not appear in the Street Fighter III titles or Street Fighter X Tekken who is capable of performing a Super Jump.
- She became the second female Street Fighter character in the Marvel vs. Capcom series to use both an air dash and an angled air dash, the first being Chun-Li.
- C. Viper’s stance shares a slight similarity with Sharon’s fighting pose.
- Her visual design may have taken inspiration from actress Angelina Jolie, especially her portrayals in Tomb Raider (2001) and Mr. & Mrs. Smith.
- Her second alternate outfit includes an emblem on her chest that closely resembles the real-world CIA insignia.
- Her phone resembles a Nokia N76, as seen in Street Fighter IV: The Ties That Bind.
- As a CIA operative, she is among those examining the case surrounding Q[203].
- Her gauntlets and boots are fully visible when she wears either of her Street Fighter IV or Super Street Fighter IV alternate costumes.
- In her Super Street Fighter IV Arcade Mode ending, her vehicle appears to be a light-blue Volkswagen Beetle.
- In Street Fighter IV: The Ties That Bind, her suit’s boots grant her continuous flight, though in gameplay they only provide brief vertical boosts, as flight is not an in-game mechanic.
- Her outfit and special attacks share several similarities with those of Captain Commando.
- C. Viper has noteworthy parallels with The King of Fighters character Vanessa. Both are red-haired adult women (and mothers) working undercover in covert operations, with Viper serving the CIA and Vanessa acting as a mercenary agent. Each joined a fighting tournament under orders to investigate a criminal organization.
- C. Viper is the only fighter introduced in SFIV who does not make a direct or cameo appearance in Street Fighter X Tekken. However, Jin Kazama wears a battlesuit reminiscent of hers in his swap costumes, and Viper is referenced in character descriptions and on the Japanese promotional site.
- Her post-round dialogue against Cammy suggests she may have previously worked alongside Colonel Wolfman, Cammy’s superior in Delta Red.
- One unlockable title in Super Street Fighter IV, labeled "Gotta Quit Smoking", hints—though not officially confirmed—that C. Viper might be a smoker.
- A miniature version of C. Viper appears on an electronic display during the final battle of Dead Rising 4.
- As noted earlier, she is the only fighter introduced in the Street Fighter IV era to make her debut in a Marvel vs. Capcom entry.
- C. Viper became the first character to carry the Focus Attack mechanic into a crossover title (the Marvel vs. Capcom series), a feature later also adapted for Ryu and Ken in the Super Smash Bros. games.
- C. Viper is the only fighter in Street Fighter 6 whose perfect taunt includes alternate voice lines.
Codex Statistics Questions
Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[204]?
A: Akuma's punch causes the island to start collapsing[205], and specifically causes an explosion of this size in comparisson to the island[206], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[207]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[208], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[209]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[210] and cause a jet plane to explode[211], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[212]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[213]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[214], his ending in Alpha 3 has him easily kill M. Bison[215]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[216], and ends up winning[217], and him calling the Raging Demon a pitifully weak move[218]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[219], while Groan only plays when he's fighting Gen or Evil Ryu[220], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[221]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?
A: While some statements[222] suggest it to be equal[223] in power to[224] Akuma, several[225] characters[226] note[227] that[228] it isn't[229], as strong[230] as the[231] real Akuma[232]. The real Akuma even considers SiRN Akuma a mockery[233]. C. Viper notes the simulation is only passable as a simulation[234].
Q: Isn't Menat's statement of fighters always fighting against their destiny[235] usable?
A: Menat still can't see the future well[236], having a hard time seeing fighter's futures like F.A.N.G.[237], and can't properly see into the future[238]. This is more due to her being a rookie then the fighters resistances.
Battle Records
7 - 1 - 0
None.
References
- ↑ Street Fighter V The Character Guides Character Guide 066: C. Viper
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter 6 C. Viper Arcade Mode
- ↑ Street Fighter V The Character Guides Character Guide 066: C. Viper
- ↑ Street Fighter V The Character Guides Character Guide 066: C. Viper
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Final Fight Arcade Intro
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Street Fighter V The Character Guides Character Guide 066: C. Viper
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter 6 World Tour C. Viper Cutscenes
- ↑ Street Fighter 6 World Tour C. Viper Cutscenes
- ↑ ULTIMATE MARVEL VS. CAPCOM 3 Crimson Viper Bio
- ↑ ULTIMATE MARVEL VS. CAPCOM 3 Crimson Viper Bio
- ↑ Street Fighter 6 Website
- ↑ Street Fighter 6 Website
- ↑ Street Fighter V The Character Guides Character Guide 066: C. Viper
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Trainng Tutorial
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Ultra Street Fighter IV - Chun-Li vs. C. Viper (Rival Fight)
- ↑ Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
- ↑ Super Street Fighter IV - Juri VS Chun Li Cinematic
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter II: The World Warrior Car Minigame
- ↑ Street Fighter IV: Arcade Edition Car Minigame
- ↑ Street Fighter II
- ↑ Street Fighter II Turbo 16-Bit
- ↑ Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
- ↑ Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
- ↑ Street Fighter II
- ↑ Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
- ↑ Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
- ↑ Street Fighter 1987
- ↑ Street Fighter 1987
- ↑ Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
- ↑ Street Fighter Alpha 2 Adon Arcade Mode Playthrough
- ↑ Street Fighter Alpha 2 Birdie Arace Mode Playthrough
- ↑ Street Fighter IV: Arcade Edition
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter 6 C. Viper World Tour Cutscenes
- ↑ Street Fighter V: Arcade Edition
- ↑ Street Fighter III 3rd Strike: Fight for the Future Car Minigame
- ↑ Ultra Street Fighter IV Hugo Cutscenes
- ↑ Street Fighter Alpha Super Combos
- ↑ Street Fighter IV Dan Ending
- ↑ Street Fighter Alpha 3 - Sagat Story
- ↑ Street Fighter 2: Champion Edition
- ↑ Street Fighter Alpha 3 Guile's Sonic Boom
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter IV Game Manual Page 41
- ↑ Street Fighter IV C. Viper Arcade
- ↑ Street Fighter IV C. Viper Arcade
- ↑ Street Fighter IV C. Viper Arcade
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Fighter 1 Fighter Defeated Cutscene
- ↑ Street Fighter 1 Ending
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Scrap Heap Minigame
- ↑ Street Fighter VI Scrap Heap 2 Minigame
- ↑ Street Fighter 6 All Jump Animations
- ↑ Street Fighter III 3rd Strike Game Manual Page 14
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Fighter V Perfect Parry
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter V Stun Animation
- ↑ Street Fighter Series
- ↑ Street Fighter III 3rd Impact Game Manual Page 15
- ↑ Street Fighter VI Ball Block Blitz
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Impact Game Manual Page 14
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Strike Game Manual Page 15
- ↑ Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 7
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter 6 World Tour Kimberly Cutscenes
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Street Fighter 6 World Tour Akuma Mastery
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter Alpha Super Combos
- ↑ Ultra Street Fighter IV Rose vs Abel Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Cammy Rose Winquote
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter Alpha 3 Game Over/Bad Ending
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Pages 15-16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter V Official Online Manual
- ↑ Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Street Fighter V Menat Story Ending
- ↑ Winter Street, U.S.A. | Street Fighter III: New Generation
- ↑ Graffiti Alley, U.S.A. | Street Fighter III: New Generation
- ↑ Frosty Boulevard | Street Fighter V
- ↑ Holly Jolly Beatdown | Street Fighter V
- ↑ Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
- ↑ Volcanic Rim | Street Fighter IV
- ↑ Street Fighter III: 2nd Impact Akuma Move List
- ↑ Street Fighter V Kolin's Crtical Art
- ↑ Street Fighter Blanka Electricity
- ↑ Ultra Street Fighter IV C. Viper vs Dan
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
- ↑ Street Fighter V Necalli Story Mode
- ↑ Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
- ↑ Street Fighter VI Akuma Moveset
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter V Menat Story Ending
- ↑ Street Fighter 6 C. Viper Arcade
- ↑ Street Fighter IV Game Manual Page 41
- ↑ Street Fighter IV Game Manual Page 41
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter 6 C. Viper Intro
- ↑ Street Fighter 6 C. Viper vs. Kimberly C. Viper Winquote
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Ultra Street Fighter IV C. Viper Move List
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter IV The Ties That Bind
- ↑ Street Fighter 6 World Tour C. Viper Cutscenes
- ↑ Ultra Street Fighter IV C. Viper Move List
- ↑ Ultra Street Fighter IV C. Viper Move List
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 Online Manual
- ↑ Street Fighter III Third Strike Game Manual Page 18
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter VI Online Manual
- ↑ Street Fighter 6 Website
- ↑ Street Fighter 6 Website
- ↑ Street Fighter V Character Encyclopedia: Q
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
- ↑ Street Fighter IV Aftermath
- ↑ Street Fighter 4 - Intro: Chun Li
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter V - E. Honda Arcade Mode Ending
- ↑ Final Fight Revenge Haggar Super Attack
- ↑ Super Street Fighter II Turbo - Shin Akuma Boss Fight
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
- ↑ Street Fighter Alpha 3 OST Feel the Cool
- ↑ Street Fighter Alpha 3 OST Groan
- ↑ Street Fighter Alpha 3 Game Over
- ↑ Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
- ↑ Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
- ↑ Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
- ↑ Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
- ↑ Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
- ↑ Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
- ↑ Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
- ↑ Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
- ↑ Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
- ↑ Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
- ↑ Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
- ↑ Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
- ↑ Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
- ↑ Street Fighter V Menat vs. Alex Menat Winquote
- ↑ Street Fighter V Menat Arcade SFV Menat Ending
- ↑ Street Fighter V Menat vs F.A.N.G. Menat Winquote
- ↑ Street Fighter V Menat vs. Ed Menat Winquote
- ↑ Ultra Street Fighter IV - Chun-Li vs. C. Viper (Rival Fight)
- ↑ Ultra Street Fighter IV C. Viper Arcade
- ↑ Street Fighter VI C. Viper Story
- ↑ Street Fighter VI C. Viper Story
- ↑ Street Fighter VI Juri Han Story
- ↑ Street Fighter VI C. Viper Story
- ↑ Street Fighter VI C. Viper Story
- ↑ Ultra Street Fighter IV M. Bison Arcade
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