Executed by performing two quarter-circle forward motions and pressing all 3 punch buttons, Viper deactivates her glove's limiter and charges before pounding the ground, causing an electric explosion that knocks her opponent into the air. As they begin to fall to the ground, she delivers a series of four high-damage flaming somersaults to the opponent.
The move is well known for its combo potential (e.g. Seismic Hammer to Burning Kick juggle, or fierce Thunder Knuckle air juggle) and blocking difficulty (as it can only be blocked low), but also has very strict timing. However, if the opponent avoided the first hit by jumping, the four kicks can hit them as an anti-air.