必杀技
Deliver an electric shock to an opponent using a special gadget hidden in C. Viper's gloves. The strength of the input will determine the angle and distance traveled.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Thunder Dash | — | — | — | — |
| H Thunder Dash | 7 | D | -24 | 900 |
| L Thunder Dash | 17 | 1 | -4 | 900 |
| M Thunder Dash | 16 | 1 | -3 | 900 |
| OD Thunder Dash | 18 | D | -2 | 1600 |
Evaluation
Light Thunder Dash (214LP) travels a short distance and has projectile invincibility. At -3F on block, there is no punish window, making it a safe option for passing through fireballs and ending pressure sequences.
How to Use
- Projectile escape: Use 214LP to pass through the opponent's fireballs. Effective against opponents who throw fireballs up close.
- Pressure ender: Safe at -3F on block, so it can be used as a cancel target without confirming.
- Follow-up: After a hit, the 214LP→6PP extension creates +18F advantage.
How to Counter
- No punish on block (-3F). Difficult to interrupt with a reversal strike.
- Be mindful that 214LP can pass through your fireballs — avoid throwing them at close range.
- The 214LP→6PP extension only gives +18F, so if you see a Rush follow-up, a 6F reversal will beat it cleanly.
- Use Drive Impact to punish opponents who frequently use the feint cancel (214LP→K).

