Duo Lon
•His Genmu Kyaku (Forward+B) homes in on you so you have to keep moving so just run forward to avoid it
•His Air Genmu Kyaku (Jumping Forward+B) can be beaten by DP or you can trade it with Down+C
-Air Genmu Kyaku is also an overhead as well
•If you get knockdown and Duo Lon running and does his Standing CD on your wakeup, just block the opposite way or roll back
-He can delay the timing where it doesn't cross up as well
-K DASH: Do EX Teleport to counter this because even if you input it wrong you'll get EX Minute Spike which has Guard Point on start up frames.
-If he does it while you're in the corner, he'll ALWAYS be in front of you
•A Version of the Juon Shikon (QCB+A) is safe on block but EX & C Versions are not
-If they're doing a blockstring ending with EX Juon Shikon, just Guard Cancel Roll through it
-If you hit him as the Juon Shikon is out, it'll disappear
-If you're attempt to jump over the fireball, you'll eat a Standing C or Down+C
•All 3 Versions & all 3 HITS of his Suteki Juryu (QCF+P) are punishable on block but they all lead to Hike Kyaku Zen (Teleport Forward) ONLY!
-If you're in the corner as he's doing his Suteki Juryu and then teleport, he'll ALWAYS be in front of you
-If he does B version of Hike Kyaku Zen after the THIRD hit of the Suteki Juryu, you can use Guard Cancel Roll Back and you'll end right in front of him to pressure/punish him
-KULA: EX Ray Spin just right after he teleport but Freezing Execution will NOT get him
-KYO: EX Orochinagi, NEO MAX or EX RDP Kick
-K Dash: He can risk a EX Minute Spike unless he spaced the EX Narrow Spike so he can't be punished.
-If it's a D version of the Hike Kyaku Zen after the Suteki Juryu, Guard Cancel Roll will not help!
-KULA: EX DP or Freezing Execution (The timing for Super is really hard)
-KYO: EX Orochinagi or EX DP (But you only get the tip of the DP)
-K Dash: Heat Drive ONLY if he wants a hit in (Timing is hard)
•His B & EX Version of Hike Kyaku Zen goes the SAME Distance while D Version of Hike Kyaku Zen goes 70% of the screen
-This also applies the same to Hike Kyaku Ushiro (QCB+K) (Teleport Back)
Vice
•Her Jumping CD has practically no lower hit box!
•Do not CHALLENGE with her jumping CD Air to Air!
-If you can, just Down+B on her Jumping CD
•Her Jumping CD & Jumping C looks similar.
•Without meter, she doesn't have much to get in on you if you're going to zone her.
-The only options she has is Sleeve or Splash
-With meter she only has EX Tackle or EX Splash
•REMEMBER NOT TO JUMP ALOT WHEN SHE HAS METERS!!!
•If she jumps at you without any attacks just jump up since it's a command grab or Down+B
•Do NOT let her pressure you since you don't gain your meters as you're blocking against her sleeves!
-Keep that in mind, that Vice is the one that has to take the risk, NOT you!
•Her Command Grabs are 1 frame so just end your blockstrings carefully so you don't get grab in between
-EX Command Grab has a bigger range
•All 3 Versions of her Tackles are punishable on block
•All 3 Versions of her Sleeves are safe on block
-All 3 Version of her sleeves are punishable if you roll forward early
-If you see Vice does Standing CD then cancel into Sleeves, it goes a lot further!
•Her Forward+A is a overhead, just block high
-Standing B into Forward+A doesn't combo!
• All 3 Versions of her Splash are unblockable & catches rolls
-A Version of Splash goes 2 Characters Length
-C Version of Splash goes 70% of the screen
-EX Version of Splash homes in on you
-You can DP or neutral jump on Splash
•If she does Standing B into Splash, it's NOT a true blockstring so just hold back & up or if possible Standing A