Well I'm bored so here's a moveset breakdown, I'll add more later.
Strategic Move Analysis
Grounded Close/Far
- Close and Far A are good pokes, that's about it though, no real combo potential there, Far A is also one frame slower too
- Close B can be used to combo right into her Blackend (hcf+P) for the reverse knockdown, Far B is basically just a slow poke, nothing really going on here unless you like to space it.
- Close C has crap range but can combo into her Gorefest if you're quick enough, Far C is a really sexy poke though, it punishes pretty well if you don't have the time to run in for the Close/Cr.X
- Close D is easily her best close normal, f+A~hcf+B/hcb f+P/hcbx2+K are great combo finishers, Far D can be used as an anti-air but it's not really suggested because it's slow
- Stand CD is a lot like Far C except much slower (a 12 frame difference), don't use it too much unless you're going to space it, whiff canceling it to weak Outrage is cool and safe, same with Mayhem but more so the weak variant than the strong one since you don't want to leave Vice open
Jumping
- Vice isn't all that proficient in the air, sure she has options but nothing to really make her a huge threat, mostly just cancels into Ravenous or empty jump-ins to Gorefest/Blackend, Overkill has it's strats but that will be explained later on
- Jump A can be used to jump-in but it's not all that great, can be canceled into Ravenous for that extra chip on guard, after that run up Blackend/Gorefest or cr.A/Bx2~3 to weak Mayhem
- Jump B (because of it's hit-box) can be used a a meaty jump-in right, follow-ups are a little limited so going the low route (i.e. cr.X 2~3, qcb+A~qcf+P) may be your best option
- Jump C can be used as a (late) jump-in attack but your likely to get punished because it's range isn't much to right home about and will leave Vice pretty open to get hit, still good for Ravenous shenanigans
- Jump D is a great air-to-air but you have to be fast, use hh.D if you really plan to to catch your opponent in the air with it, (late) jump-ins work too
- Jump CD is sexy as hell, it's really good against people that like to jump a lot and challenge Vice in the air, make sure you hh.CD though because you want to come out as fast as possible
Crouching
- Vice while crouching is a lot like Dictator from Street Fighter, you can be just as offensive while you were standing but only if you know how to block those jump-ins and time those anti-airs
- Crouch A is the and same as her Far A, can be linked to her crouch B to weak Mayhem
- Crouch B makes her hit-box crouch lower to the ground (smaller crouch height) not sure if it's low enough to dodge projectiles though, links to crouch A and so on, combos into Blackend as well at point blank range
- Crouch C is a great anti-air (stuff some jump-ins here and there) but has to be timed because the recovery is terrible and is still prone to be beaten by a lot of jump CD's, can be canceled right before the fist pump
- Crouch D sweeps and has crap recovery but can be used for mindgames, if you use it from mid-screen and they run you can quickly whiff cancel it to Deicide or Outrage
Command Normals
- Monstrosity is a great command normal, it's an overhead on it's own and does hard knockdown on airborne opponents, on it's own it works best after a reverse knockdown, combo wise it's just to moves together (e.g. cl.D, f+A, hcf+B), has many other uses but that will be explained later on
Special Attacks
- Gorefest does just about everything, on the other side of the screen you can safely spam it to build meter, it can also be used for quick run up and throw gimmicks since most people figure if you run up on them you're gonna try and start a combo (which isn't always the case), empty jump to Gorefest can work too but you still have to be careful