King of Fighters XIII > Vice
Vice (Arcade Version)
nilcam:
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Throws
Death Blow - ;bk / ;fd+ ;c / ;d
Command Moves
Dokken - ;fd + ;a
Special Moves
Splash - ;dp + ;a / ;c *
Mayhem - ;qcb + ;a / ;c
∟;qcf + ;a / ;c (Splash - EX only) *
Deicide - ;hcf + ;b / ;d *
GoreFest - ;hcb ;fd + ;a / ;c *
Desperation Moves
Negative Gain - ;hcb x2 + ;b / ;d *
Overkill - ;db ;dn ;df ;fd ;uf ;up ;dn + ;a / ;c (in air)
Neomax
Awakening Blood - ;qcb ;hcf + ;a ;c
Vice's Wiki entry.
Console changes:
- (shown in video) Strong version of Mayhem has le
ss lag. If you hit with the edge of it you can do a strong attack as a followup.
- (shown in video) Added a new chain combo D -> D. Only cancellable in HD mode.
- jump CD is faster.
- (shown in video) EX Mayhem has faster startup.
- (shown in video) Strong version of Decide can be comboed into the Strong version of Mayhem.
- EX Decide has less lag and is easier to followup with normal attacks.
- (shown in video) Splash (including the followup version) can be super cancelled into Overkill AFTER it hits.
- (shown in video) Overkill can be MAX Cancelled.
- Overkill’s command has been made easier. If the last input is in any downward direction it will register.
- Damage adjustments:
* Her f+A (when cancelled) does 45 damage (down from 70)
* Her Overkill does 200 damage (down from 220)
* Her EX Mayhem does 120 damage (down from 160)
Yamamoto – She’s received a number of damage nerfs, but in exchange she has a lot more combo opportunities making the nerfs not so noticeable. Her air game has especially improved with her jump CD, EX Decide can be used afterwards to follow up.
fiol:
http://www.youtube.com/watch?v=TxoqqRXbk_U
http://www.youtube.com/watch?v=HRUkND-u59k
SkatanMilla:
Has anyone gotten playtime down with Vice yet?
If so, thoughts about her?
davidkong07:
i've spent some time with vice (around like 7 or 8 hours), and she's really hard to use. i'm still not used to the feeling of the grappling system in this game yet, so i haven't really landed too many of her command grabs. with that said, splash has caught a lot of people off guard, and she has some really solid normals both in the air and on the ground. she can combo decide into her other command grab, as well as her grab DM, and can combo into decide from certain normals, so as soon as execution isn't an issue anymore, she'll be able to do some serious damage. i'm very optimistic about vice
Kane317:
--- Quote from: davidkong07 on August 03, 2010, 06:39:43 PM ---i've spent some time with vice (around like 7 or 8 hours), and she's really hard to use. i'm still not used to the feeling of the grappling system in this game yet, so i haven't really landed too many of her command grabs. with that said, splash gas caught a lot of people off guard, and she has some really solid normals both in the air and on the ground. she can combo decide into her other command grab, as well as her grab DM, and can combo into decide from certain normals, so as soon as execution isn't an issue anymore, she'll be able to do some serious damage. i'm very optimistic about vice
--- End quote ---
David, I stand corrected about the options after Decide (hcf+K), the BBS said you can't follow up anything other than command grabs but Arcadia is saying you can do s.C/D --> f+A --> into whatever. Doesn't make sense to me coz that would an infinite but we just have to test it out.
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