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Removed the ugly combo list at the bottom, as all combos listed were moved to their respective tab.
 
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{| style="margin-right:1em;" align="right"
{{CharNavbox XIII}}
| __TOC__
{| class="wikitable" style="float:right; margin-left:10px;"
|}
|-
[[Image:Vicexiii.jpg]][[Image:Vice.gif]]
|[[File:XIII_Vice_Profile.png|350px]]
<center><font size="4"><b>Vice</b></font></center>
|-
|-
| [[File:XIII_Vice.gif]]
|}
{{TOClimit|3}}
 
 
==Movelist==


[[Image:Vicexiiimoves.png]]
[[Image:Vicexiiimoves.png]]
:[http://www.youtube.com/watch?v=sWDx2jsMhnc Vice's Move List Video]


{| border="1" align="center" style="font-size:90%"
{| border="1" align="center" style="font-size:90%"
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|}


:[http://www.youtube.com/watch?v=sWDx2jsMhnc Vice's Move List Video]
=Background=
Wait a moment, why is Vice here? Isn't she supposed to be dead along with Mature? Well apparently, ever since KOF '97, the two of them have been haunting Iori's dreams. That being said, in KOF XII, Vice and Mature eventually revealed themselves to still exist in the mortal realm for some reason. What matters is that despite being killed by him, they have no grudge against Iori and decide to be his teammates. But, I don't know. They don't seem trustworthy enough
=Gameplay Overview=
Vice is a grappler that has a variety of good normals to use at midrange, and focuses on confirming hits into EX Deicide for hard hitting combos. Deicide is a long reaching hit-grab that pulls the opponent back to her, and EX Deicide has anywhere juggle properties which makes it an important element of her kit. She has a wide variety of anti-air and air-to-air normals, so the basic concept to work on is to pressure them on the ground until they want to jump, then hit them out of the air for a heavy hitting anywhere-juggle combo. Additionally, Vice has an excellent close range mixup game. After a connected Gorefest(her command grab), she has enough time to safe-jump or ambiguous roll on their wakeup. Thus it can be frugal to end combos in Gorefest to maintain an advantageous position.


=Gameplay Overview=
Because of her meter-centric playstyle, she is often used second or anchor. Without meter, both her damage and tools at neutral are greatly hindered. To make up for her strong mid/close range game, Vice has few good options against projectiles, and even with meter, she has only has a couple of useful defensive options. So it's important with Vice to start pressure early and maintain momentum to be played effectively.
Vice is a character that heavily relies on close range combat and grappling. She can quickly pull the opponent towards her with Deicide and follow-up with her command grab Gore Fest or just a standard combo in general. She can punish opponents that are in the middle of a evasive roll or just crouching with her Splash move. From a physical attacking stand point she can use her Mayhem attack to quickly knock opponents to the ground and still follow-up with Splash, but from a grappling POV she can use her air DM Overkill or her ground DM Negative Gain. Her Neo Max Awakening Blood is great for catching opponents off guard because of its speed, and her HD combos revolve around her using Mayhem and Deicide. Due to her demanding play-style she'll feel welcome with any player that is looking for a bit of a challenge.


=Gameplay Notes=
=Gameplay Notes=


===Pros===
{{StrengthsAndWeaknesses
 
| pros=
* A good variety of throws
* Has a 1-frame Command grab with good range
 
* High damage combos
* Damaging BnBs
 
* Good corner pressure/mix up
* Good corner pressure/mix up
 
* Very good EX moves and metered options in general
* Anywhere juggle EX Decide allows her to combo off of nearly any anti-air or air-to-air hit
* Anywhere juggle EX Decide allows her to combo off of nearly any anti-air or air-to-air hit
 
| cons=
===Cons===
 
* She has trouble getting close
* She has trouble getting close
* Very meter dependent
* Very meter dependent
* Weak against projectiles
* Weak against projectiles
}}


=Normals=
=Normals=
===Standing===


'''st. A:''' 25 damage, chain/cancellable, hits mid. Typical standing jab, whiffs against crouching opponents.
{{TOClimit|2}}


'''st. B:''' 30 damage, cancellable, hits mid. Kick with good horizontal range.
=====<font style="visibility:hidden; float:right">st.A</font>=====
{{MoveData
|image=KOFIII_Vice_st.A.png
|caption=
|name=
|input=st.A
|data=
{{AttackData-KOFXIII
|Startup=4
|Active=3
|Recovery=8
|Adv. Hit= +4
|On Block= +2
}}
}}


'''st. C:''' 80 damage, hits mid. Standing high punch with excellent range making it useful for punishing laggy whiffed moves. Nice poking tool.
=====<font style="visibility:hidden; float:right">cr.A</font>=====
{{MoveData
|image=KOFIII_Vice_cr.A.png
|caption=
|name=
|input=cr.A
|data=
{{AttackData-KOFXIII
|Startup=5
|Active=3
|Recovery=9
|Adv. Hit= +3
|On Block= +1
}}
}}


'''st. D:''' 70 damage, hits mid. Cancellable in HD mode. High kick, nice range, goes pretty high making it a decent AA but only if timed, can be beaten easily if anticipated.  
=====<font style="visibility:hidden; float:right">st.B</font>=====
{{MoveData
|image=KOFIII_Vice_st.B.png
|caption=
|name=
|input=st.B
|data=
{{AttackData-KOFXIII
|Startup=6
|Active=4
|Recovery=11
|Adv. Hit= 0
|On Block= -2
}}
}}


'''cl. C:''' 70 damage, cancellable, hits mid. An elbow to the stomach, rather mediocre range but can still be used to initiate combos. cl. D is typically preferred in most cases that you'd need a close attack.
=====<font style="visibility:hidden; float:right">cr.B</font>=====
{{MoveData
|image=KOFIII_Vice_cr.B.png
|caption=
|name=
|input=cr.B
|data=
{{AttackData-KOFXIII
|Startup=6
|Active=4
|Recovery=8
|Adv. Hit= +3
|On Block= +1
}}
}}


'''cl. D:''' 70 damage, cancellable, hits mid. Knee attack with decent range. Her fastest close heavy normal. Chains into st.D.
=====<font style="visibility:hidden; float:right">cl.C</font>=====
{{MoveData
|image=KOFIII_Vice_cl.C.png
|caption=
|name=
|input=cl.C
|data=
{{AttackData-KOFXIII
|Startup=7
|Active=6
|Recovery=15
|Adv. Hit= 0
|On Block= -2
}}
}}


===Crouching===
=====<font style="visibility:hidden; float:right">st.C</font>=====
{{MoveData
|image=KOFIII_Vice_st.C.png
|caption=
|name=
|input=st.C
|data=
{{AttackData-KOFXIII
|Startup=7
|Active=4
|Recovery=16
|Adv. Hit= +1
|On Block= -1
}}
}}


'''cr. A:''' 25 damage, cancellable, hits mid. Has the same horizontal range as her standing jab. Overall not especially useful because it has the same frame advantage as cr. B, and is only one frame faster.
=====<font style="visibility:hidden; float:right">cr.C</font>=====
{{MoveData
|image=KOFIII_Vice_cr.C.png
|caption=
|name=
|input=cr.C
|data=
{{AttackData-KOFXIII
|Startup=6
|Active=3
|Recovery=25
|Adv. Hit= -7
|On Block= -9
}}
}}


'''cr. B:''' 30 damage, chain/cancellable, hits low. A quick crouching kick which is a good range poke and is great for chaining lights into combos.
=====<font style="visibility:hidden; float:right">cl.D</font>=====
{{MoveData
|image=KOFIII_Vice_cl.D.png
|caption=
|name=
|input=cl.D
|data=
{{AttackData-KOFXIII
|Startup=5
|Active=4
|Recovery=15
|Adv. Hit= +2
|On Block= 0
}}
}}


'''cr. C:''' 70 damage, cancellable, hits mid. Looks the same as her close C except executed while crouching. Decent AA angle, but shouldn't be favored over st.a or st.d.
=====<font style="visibility:hidden; float:right">>  D</font>=====
{{MoveData
|image=KOFIII_Vice_  D.png
|caption=
|name=
|input=>  D
|data=
{{AttackData-KOFXIII
|Startup=6
|Active=5
|Recovery=21
|Adv. Hit= -5
|On Block= -7
}}
}}


'''cr. D:''' 80 damage, whiff cancellable, hits low. Crouching sweep kick which causes a soft knockdown on hit, while slightly moving Vice forward. Can connect EX Decide after hit, but tough to confirm.
=====<font style="visibility:hidden; float:right">st.D</font>=====
{{MoveData
|image=KOFIII_Vice_st.D.png
|caption=
|name=
|input=st.D
|data=
{{AttackData-KOFXIII
|Startup=8
|Active=5
|Recovery=21
|Adv. Hit= -5
|On Block= -7
}}
}}


===Jumping===
=====<font style="visibility:hidden; float:right">cr.D</font>=====
{{MoveData
|image=KOFIII_Vice_cr.D.png
|caption=
|name=
|input=cr.D
|data=
{{AttackData-KOFXIII
|Startup=8
|Active=4
|Recovery=19
|Adv. Hit=Knockdown
|On Block= -4
}}
}}


'''j. A:''' 45 (40) damage, hits overhead. A quick punch attack and a relatively basic air poke. Useful for air to ground attacks, and can setup tick throws due to it's short blockstun.
=====<font style="visibility:hidden; float:right">→A</font>=====
{{MoveData
|image=KOFIII_Vice_→A.png
|caption=
|name=
|input=→A
|data=
{{AttackData-KOFXIII
|Startup=20
|Active=3
|Recovery=21
|Adv. Hit= -3
|On Block= -5
}}
}}


'''j. B:''' 45 (40) damage, hits overhead. Air kick attack with good horizontal range. Good for air to air situations.
=====<font style="visibility:hidden; float:right">→A Cancel</font>=====
{{MoveData
|image=KOFIII_Vice_→A Cancel.png
|caption=
|name=
|input=→A Cancel
|data=
{{AttackData-KOFXIII
|Startup=15
|Active=3
|Recovery=20
|Adv. Hit= -2
|On Block= -4
}}
}}


'''j. C:''' 72 (70) damage, hits overhead. A downward angled air punch. Your best air to ground attack, but not useful as an air to air.
=====<font style="visibility:hidden; float:right">st.CD</font>=====
{{MoveData
|image=KOFIII_Vice_st.CD.png
|caption=
|name=
|input=st.CD
|data=
{{AttackData-KOFXIII
|Startup=15
|Active=6
|Recovery=18
|Adv. Hit=Knockdown
|On Block= -1
}}
}}


'''j. D:''' 70 (68) damage, hits overhead. Upward angled air kick with good horizontal range. Also useful as an air to air. Whiffs completely on crouching opponents.
== DM ==


===Blowback Attack===
=====<font style="visibility:hidden; float:right">↓↙←A</font>=====
{{MoveData
|image=KOFIII_Vice_↓↙←A.png
|caption=
|name=
|input=↓↙←A
|data=
{{AttackData-KOFXIII
|Startup=8
|Active=5
|Recovery=28
|Adv. Hit=Knockdown
|On Block= -15
}}
}}


'''CD:''' 75 damage, whiff/cancellable, hits mid. Vice moves her leg forward then she does a hard punch attack with excellent reach. Relatively slow but a good move to move forward or cancel into deicide or splash on whiff. Combos in EX Deicide on hit, or the D version of Deicide on counterhit. Cancelling into splash on block will cause it to whiff.  
=====<font style="visibility:hidden; float:right">>  ↓↘→A/C</font>=====
{{MoveData
|image=KOFIII_Vice_  ↓↘→A/C.png
|caption=
|name=
|input=>  ↓↘→A/C
|data=
{{AttackData-KOFXIII
|Startup=16
|Active=1
|Recovery=9
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


'''j. CD:''' 90 (80) damage, hits mid. Heavy punch attack reaches far out horizontally. Deals a large amount of hit and blockstun. A common way to confirm into her anywhere juggle combos. Great for air-to-air and in some cases starting grounded pressure but can easily be crouched and punished.
=====<font style="visibility:hidden; float:right">↓↙←C</font>=====
{{MoveData
|image=KOFIII_Vice_↓↙←C.png
|caption=
|name=
|input=↓↙←C
|data=
{{AttackData-KOFXIII
|Startup=18
|Active=5
|Recovery=21
|Adv. Hit=Knockdown
|On Block= -8
}}
}}


'''GCCD:''' 10 damage, hits mid. Guard Cancel Blowback Attack
=====<font style="visibility:hidden; float:right">>  ↓↘→A/C</font>=====
{{MoveData
|image=KOFIII_Vice_  ↓↘→A/C.png
|caption=
|name=
|input=>  ↓↘→A/C
|data=
{{AttackData-KOFXIII
|Startup=16
|Active=1
|Recovery=9
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


=Throw=
=====<font style="visibility:hidden; float:right">↓↙←AC</font>=====
{{MoveData
|image=KOFIII_Vice_↓↙←AC.png
|caption=
|name=
|input=↓↙←AC
|data=
{{AttackData-KOFXIII
|Startup=14
|Active=4
|Recovery=23
|Adv. Hit=Knockdown
|On Block= -14
}}
}}


'''Death Blow = b/f + C/D''' close - 100 damage, causes soft knockdown. Vice grabs the opponent then slashes them across the faceYou can link into an EX Decide against Chin and Athena before they hit the ground.
=====<font style="visibility:hidden; float:right">>  ↓↘→A/C</font>=====
{{MoveData
|image=KOFIII_Vice_  ↓↘→A/C.png
|caption=
|name=
|input=> ↓↘→A/C
|data=
{{AttackData-KOFXIII
|Startup=20
|Active=1
|Recovery=9
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


=Command Moves=
=====<font style="visibility:hidden; float:right">→↓↘A</font>=====
{{MoveData
|image=KOFIII_Vice_→↓↘A.png
|caption=
|name=
|input=→↓↘A
|data=
{{AttackData-KOFXIII
|Startup=23
|Active=9
|Recovery=31
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


'''Dokken = f+A''' - Vice makes a fist then hits the opponent on the head.
=====<font style="visibility:hidden; float:right">→↓↘C</font>=====
*Good for stringing normals into special attacks
{{MoveData
*Is an overhead on its own so it will hit crouching opponent
|image=KOFIII_Vice_→↓↘C.png
*Can be considered a good candidate for okizeme's and if timed right it can be used to initiate HD mode
|caption=
*Works best after a reverse knockdown as it leaves lesser room for error.
|name=
|input=→↓↘C
|data=
{{AttackData-KOFXIII
|Startup=25
|Active=14
|Recovery=31
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


- Super cancelable
=====<font style="visibility:hidden; float:right">→↓↘AC</font>=====
{{MoveData
|image=KOFIII_Vice_→↓↘AC.png
|caption=
|name=
|input=→↓↘AC
|data=
{{AttackData-KOFXIII
|Startup=21
|Active=4
|Recovery=31
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


- Damage: 70
=====<font style="visibility:hidden; float:right">→↘↓↙←,→A</font>=====
{{MoveData
|image=KOFIII_Vice_→↘↓↙←,→A.png
|caption=
|name=
|input=→↘↓↙←,→A
|data=
{{AttackData-KOFXIII
|Startup=1
|Active=1
|Recovery=35
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


=Special Moves=
=====<font style="visibility:hidden; float:right">→↘↓↙←,→C</font>=====
{{MoveData
|image=KOFIII_Vice_→↘↓↙←,→C.png
|caption=
|name=
|input=→↘↓↙←,→C
|data=
{{AttackData-KOFXIII
|Startup=1
|Active=1
|Recovery=35
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


'''Deicide = hcf+K''' - Vice swipes her arm towards the ground really fast, when it connects with the opponent she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo.  
=====<font style="visibility:hidden; float:right">→↘↓↙←,→AC</font>=====
{{MoveData
|image=KOFIII_Vice_→↘↓↙←,→AC.png
|caption=
|name=
|input=→↘↓↙←,→AC
|data=
{{AttackData-KOFXIII
|Startup=1
|Active=1
|Recovery=35
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


*Both versions go half a screen's length although the D version she takes a step forward
=====<font style="visibility:hidden; float:right">←↙↓↘→B</font>=====
*B version can be ''comboed into'' but the only follow up are her command throws
{{MoveData
*D version cannot be combo into due to the slower start up but can free canceled into A Mayhem, Gorefest or Negative Gain DM. D Decide also has abetter vertical hitbox and can catch opponents out of hop height, but doesn't have much priority.  
|image=KOFIII_Vice_←↙↓↘→B.png
'''(EX) = hcf+BD''' - Faster and has more invincible start-up.
|caption=
*It can also pull opponents forward that are still in hit-stun or a juggled state otherwise known as an "anywhere juggle" move.
|name=
*Can be followed up with a close C or D
|input=←↙↓↘→B
|data=
{{AttackData-KOFXIII
|Startup=16
|Active=2
|Recovery=26
|Adv. Hit= +2
|On Block= -5
}}
}}


* Hit Detection: High/EX: Mid/Low
=====<font style="visibility:hidden; float:right">←↙↓↘→D</font>=====
{{MoveData
|image=KOFIII_Vice_←↙↓↘→D.png
|caption=
|name=
|input=←↙↓↘→D
|data=
{{AttackData-KOFXIII
|Startup=22
|Active=2
|Recovery=26
|Adv. Hit= 0
|On Block= -5
}}
}}


* Damage: 0
=====<font style="visibility:hidden; float:right">←↙↓↘→BD</font>=====
{{MoveData
|image=KOFIII_Vice_←↙↓↘→BD.png
|caption=
|name=
|input=←↙↓↘→BD
|data=
{{AttackData-KOFXIII
|Startup=12
|Active=2
|Recovery=33
|Adv. Hit= +11
|On Block= -12
}}
}}


== SDM/NeoMAX ==


'''Gore Fest = hcb~f+P''' - Vice grabs her opponent then rushes forward dragging them across the ground then throws them into the air.
=====<font style="visibility:hidden; float:right">→↘↓↙←→↘↓↙←B/D</font>=====
*Instant start-up, great for punishing.
{{MoveData
*Sets up good okizeme with ambiguous rolls and safe jumps.
|image=KOFIII_Vice_→↘↓↙←→↘↓↙←B/D.png
'''(EX) = hcb f+AC''' - The range when she grabs is extended to about a character length.
|caption=
|name=
|input=→↘↓↙←→↘↓↙←B/D
|data=
{{AttackData-KOFXIII
|Startup=1
|Active=1
|Recovery=44
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


* Hit Detection: Close/Grab
=====<font style="visibility:hidden; float:right">→↘↓↙←→↘↓↙←BD</font>=====
{{MoveData
|image=KOFIII_Vice_→↘↓↙←→↘↓↙←BD.png
|caption=
|name=
|input=→↘↓↙←→↘↓↙←BD
|data=
{{AttackData-KOFXIII
|Startup=1
|Active=1
|Recovery=44
|Adv. Hit=Knockdown
|On Block=Unblockable
}}
}}


* Damage: 20x6+40/25x6+70
=====<font style="visibility:hidden; float:right">air ↙↓↘→↗↑↓A/C</font>=====
{{MoveData
|image=KOFIII_Vice_air ↙↓↘→↗↑↓A/C.png
|caption=
|name=
|input=air ↙↓↘→↗↑↓A/C
|data=
{{AttackData-KOFXIII
|Startup=1
|Active=1
|Recovery=Until Landing+17
|Adv. Hit=Knockdown
|On Block=Only Hits Air
}}
}}


=====<font style="visibility:hidden; float:right">↓↙←,←↙↓↘→AC</font>=====
{{MoveData
|image=KOFIII_Vice_↓↙←,←↙↓↘→AC.png
|caption=
|name=
|input=↓↙←,←↙↓↘→AC
|data=
{{AttackData-KOFXIII
|Startup=5
|Active=14
|Recovery=78
|Adv. Hit=Knockdown
|On Block=-62
}}
}}


'''Splash = dp+P''' - Vice leaps forward and grabs any grounded opponent and slams them to the ground.
===Standing===
*Air to ground throw
*A version goes 2 character's length, good tool to catch opponents off-guard.
*C version goes 3/4 screen, good for punishing predictable fireballs.
'''(EX) = dp+AC''' - Faster start-up and faster in general, lower jump arc than A version. Vice crouches very low to the ground on start-up, so it can be used to low-profile under certain moves, but has no invincibility.


* Hit Detection: Close
'''st. A:''' 25 damage, chain/cancellable, hits mid. Typical standing jab, whiffs against crouching opponents.
* Damage: 100/150
* Can be drive canceled into air DM


'''Mayhem = qcb+P''' - Vice does a charging shoulder tackle that knocks the opponent down on contact.
'''st. B:''' 30 damage, cancellable, hits mid. Kick with good horizontal range.
*A version goes a short distance, combos from light normals. Unsafe on block.
*C version goes farther and does more damage. Can only be comboed from heavy normals or cl.c/d > f.a
*Can be drive/super canceled as soon as the shoulder connects
'''(EX) qcb+AC''' = - Faster and has more invincible start-up. Also launches the opponent into the air for a possible follow-up


* Drive/Super Cancel-able
'''st. C:''' 80 damage, hits mid. Standing high punch with excellent range making it useful for punishing laggy whiffed moves. Nice poking tool.


* Hit Detection: Mid
'''st. D:''' 70 damage, hits mid. Cancellable in HD mode. High kick, nice range, goes pretty high making it a decent AA but only if timed, can be beaten easily if anticipated.


* Damage: 60/90/160
'''cl. C:''' 70 damage, cancellable, hits mid. An elbow to the stomach, rather mediocre range but can still be used to initiate combos. cl. D is typically preferred in most cases that you'd need a close attack.


'''cl. D:''' 70 damage, cancellable, hits mid. Knee attack with decent range. Her fastest close heavy normal. Chains into st.D.


:'''Splash = qcf+P''' - The same Splash move except done after Mayhem, it also has its own specific input and can be super canceled into air DM right before she slams the opponent to the ground.
===Crouching===


:* Super Cancel-able
'''cr. A:''' 25 damage, cancellable, hits mid. Has the same horizontal range as her standing jab. Overall not especially useful because it has the same frame advantage as cr. B, and is only one frame faster.


:* Hit Detection: Close
'''cr. B:''' 30 damage, chain/cancellable, hits low. A quick crouching kick which is a good range poke and is great for chaining lights into combos.


:* Damage: 100/150
'''cr. C:''' 70 damage, whiff cancellable, hits mid. Looks the same as her close C except executed while crouching. Decent AA angle, but shouldn't be favored over st.a or st.d.


=Desperation Moves=
'''cr. D:''' 80 damage, whiff cancellable, hits low. Crouching sweep kick which causes a soft knockdown on hit, while slightly moving Vice forward. Can connect EX Decide after hit, but tough to confirm.


'''Negative Gain = hcbx2+K''' - Vice somersaults backwards and grabs her opponent by the neck with her legs then proceed to do three back-flips slamming the opponent each time she lands on the ground.
===Jumping===
'''(EX) hcbx2+BD''' - Much wider hitbox at start-up, does five slams instead of three, a huge red skull comes out on the last slam which is the Max Cancel point


* Max Cancellable
'''j. A:''' 45 (40) damage, hits overhead. A quick punch attack and a relatively basic air poke. Useful for air to ground attacks, and can setup tick throws due to it's short blockstun.


* Hit Detection: Close/grab
'''j. B:''' 45 (40) damage, hits overhead. Air kick attack with good horizontal range. Good for air to air situations.


* Damage: 70x2+80/60x4+100
'''j. C:''' 72 (70) damage, hits overhead. A downward angled air punch. Your best air to ground attack, but not useful as an air to air.


'''j. D:''' 70 (68) damage, hits overhead. Upward angled air kick with good horizontal range. Also useful as an air to air. Whiffs completely on crouching opponents.


'''Overkill = db, tk, u, d+P''' in air - Vice laughs maniacally slamming the opponent to the ground, then falls on them making a huge red skull come out of the ground from under the opponent, it can be buffered with a tk input (qcf, uf) while you're still on the ground
===Blowback Attack===


* Hit Detection: Grab in air
'''CD:''' 75 damage, whiff cancellable, hits mid. Vice moves her leg forward then she does a hard punch attack with excellent reach. Relatively slow but a good move to move forward or cancel into deicide or splash on whiff. Combos in EX Deicide on hit, or the D version of Deicide on counterhit. Cancelling into splash on block will cause it to whiff due to the long blockstun of the move.


* Damage: 220
'''j. CD:''' 90 (80) damage, hits mid. Heavy punch attack reaches far out horizontally. Deals a large amount of hit and blockstun. A common way to confirm into her anywhere juggle combos. Great for air-to-air and in some cases starting grounded pressure but can easily be crouched and punished.


=Neomax=
'''GCCD:''' 10 damage, hits mid. Guard Cancel Blowback Attack


'''Awakening Blood = qcb hcf+AC''' - Vice undresses her top revealing an Orochi birthmark on her right shoulder, she then suddenly disappears while laughing causing a giant snake-like eye to appear then a bloody snake coil flies across the screen quickly running the opponent over, it always appears from behind Vice making it extremely useful to use while cornered, it can also be used to punish jump-ins. 
=Throw=


* Hit Detection: High
'''Death Blow = b/f + C/D''' close - 100 damage, causes soft knockdown. Vice grabs the opponent then slashes them across the face.  You can link into an EX Decide against Chin and Athena before they hit the ground.


* Damage: 450
=Command Moves=


=Combos=
'''Dokken = f+A (raw)''' - Vice moves forward a bit and makes a fist then hits the opponent from above.
*Hits overhead.
*Can be considered a good candidate for okizeme and can be used to initiate HD mode.
*Works best after a reverse knockdown as it leaves lesser room for error.


- Super cancels on block or hit


'''Combo Starters'''
- Damage: 70


*Vice can convert her knockback attack, her sweep, and any anti-airs or air-to-airs into a combo with her anywhere juggle EX Decide. In this regard, as long as you have at least one extra meter, you can start many of the below combos (cl. D after hcf+AC).


*cr. B & st. B can combo into qcb+A at any range, but can also combo in hcf+BD, hcb~f+P, or qcb+AC if closer to the opponent.
'''Dokken = f+A (canceled into)''' - Vice moves forward a bit and makes a fist then hits the opponent from above.


*j. C is the preferred jump-in, although any other jumping attack works as well (j. D won't hit crouching opponents)
*Good for comboing normals into special attacks (after cl.C, cr.C, or cl.D).
*Cancelling from lights can serve as an imperfect frame trap.
*Cancelling out of whiff-cancellable normals (cr.C, cr.D, st.CD) can create a wall of offense to help close distance.
*Cancelling from close normals, standing knockback attack, cr.C, or cr.D will form true blockstrings.
*Because it moves Vice forward, Dokken can easily combo into Gorefest.
*While cancelling into Mayhem gives you the most damage on hit, Deicide(B version) can give you more time to confirm a hit and combo, as well as create a safer blockstring.   


*cl. D, f+A (cl. C or cr. C work as well); combos into hcf+B, hcf+AC, hcb~f+P, and any qcb+P
- Super/Special cancels on block or hit


- Damage: 45


'''No Stock, No Drive Gauge -'''
=Special Moves=


cr. Bx3, hcb~f+= 194 dmg, ~20% meter gain
'''Deicide = hcf+K''' - Vice swipes her arm forward. If it connects with the opponent, she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo. Virtually safe on block due to the knockback, but some supers may be able to connect during the recovery. Be careful when using this move, because trading with any move will result in zero damage.
*Both versions go half a screen's length although she takes a step forward before doing the D version.
*B version can be combo'ed into after f+A, or close normals, but the only follow ups are her command throws due to the 1 frame advantage on hit. B is the most useful version to use in neutral due to it's fast startup and better recovery. Especially useful to use against cornered opponents because they cannot position out of the effective range, and it can catch jump attempts preemptively.
*D version can only be comboed after a drive cancelled Mayhem. combos into the A version Mayhem, her command grabs, and even her neo max, Awakening Blood.
'''(EX) = hcf+BD''' - Faster than D deicide, but slower than the B version. Takes a small step forward, so it has slightly longer range than the B version. Can catch opponents by surprise, but not too useful to throw out in neutral.
*Has "anywhere juggle" property, which allows it connect on opponents who are in a non-juggleable state. This plays an intergal part in her playstyle because it allows her connect a full combo off of virtually any hit.
*Can be followed up with a close C or D allowing almost any followup combo.


cr. Bx3, qcb+A, qcf+P  = 200 dmg, ~40% meter gain
- Hit Detection: Mid


cl. D, f+A, hcb~f+P = 229 dmg, ~25% meter gain
- Damage: 0


cl. D, f+A, qcb+C, qcf+P = 261 dmg, ~45% meter gain


hcf+B, hcb~f+P = 125 dmg, ~33% meter gain
'''Gore Fest = hcb~f+P''' - Vice grabs her opponent then rushes forward dragging them across the ground then throws them into the air.
*One frame start-up, great for punishing, tick throws and empty jumps.
*If your opponent makes you block a jumping attack too early you can punish with Gorefest upon their landing.
*Sets up good okizeme with ambiguous rolls and safe jumps.
'''(EX) = hcb~f+AC''' - The range when she grabs is extended to about a character length.
*The added range makes it better for punishing attacks


hcf+D, qcb+C, qcf+P = 157 dmg ~50% meter gain
- Hit Detection: Close/Grab


(counter hit) s. C+D, hcf+D, qcb+C, qcf+P = 242 dmg, ~55% meter gain
- Damage: 20x6+40/25x6+70




'''0 Stock, 1 Drive Gauge -'''
'''Splash = dp+P''' - Vice leaps forward and grabs any grounded opponent and slams them to the ground. While it can be a useful mixup tool, both versions are a tad slow and can be stuffed before it connects. Combined with low damage (unless super canceled), it is somewhat of an unrewarding move to attempt. Use sparingly.
*Can be avoided by jumping.
*A version goes 2 character's length, good tool to catch opponents off-guard, can overshoot if the opponent is too close. This version of Splash can be setup by cancelling blocked cr.B's, cr.D, or f+A.
*C version goes 3/4 screen, can be good for punishing predictable fireballs, but the high arc and long startup makes it very easy to anti air.
'''(EX) = dp+AC''' - Much faster start-up and a lower jump arc than A version, while travelling much further.
*Definitive version for catching the opponent off guard.
*Will connect with any opponent within range regardless of distance. because of this, you can punish predicted lows, notably sweeps.


cr. Bx3, qcb+A, (DC) hcf+D, qcb+C, qcf+P = 259 dmg, ~75% meter gain
- Can be super canceled into Overkill


cl. D, f+A, qcb+C, (DC) hcf+D, hcb~f+P = 294 dmg, ~60% meter gain
- Hit Detection: Close


cl. D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 325 dmg, ~80% meter gain
- Damage: 80/150




'''1 Stock, No Drive Gauge -'''
'''Mayhem = qcb+P''' - Vice does a charging shoulder tackle that knocks the opponent in the air. Both versions are unsafe on block, so they are not particularly good outside of combos, unless you know a blocked hit will finish your opponent off with chip damage.
*The A version of Mayhem is usually used after light attack hit confirms. Has a faster startup than the C version.
*C version goes farther and does more damage. Can be comboed after close normals or f+A (and st.D if in HD mode). It is possible to connect st.A after it, followed by hcf+BD for highly-efficient albiet difficult combos.
'''(EX) qcb+AC''' = - Has invincibility frames till startup, but is slower than the A version (14 frames vs 8). Still extremely unsafe on block though. The invincibility and distance traveled makes this an effective but risky move to use.
*As a reversal it is slow, therefore easier to safe-jump and block than most reversals. However because of the large horizontal range, EX Mayhem can punish gaps in blockstrings that lead into a move with longer recovery (cr.D, a special, or a far heavy for example). Don't be too predictable with the move though, as the opponent can just end the string if they expect this.
*Can also be useful as a metered anti-air. Be careful reacting to hops though, because they may have time to land if you use it too late.
*Can link a qcb+A or many normals(typically hop CD or cl.D) for a followup combo after it hits for better damage than the standard followup.
*Can also link Overkill without spending drive on a super cancel, but the advantages don't compete with doing a normal into EX Deicide for a longer combo.


cr. Bx2, st. B, hcf+BD, cl.D, f+A, qcb+C, qcf+P = 289 dmg, ~55% meter gain
- Drive/Super Cancel-able


cl. D, f+A, qcb+AC, qcb+A, qcf+P = 335 dmg, ~45% meter gain
- Hit Detection: Mid


cl. D, f+A, qcb+C, st. A, hcf+BD, st. D, f+A, qcb+C, qcf+P = 403 dmg, ~75% meter gain
- Damage: 60/90/160


hcf+K, hcbx2+P = 208 dmg, ~20% meter gain


(counter hit) s. C+D, hcf+D, qcb+AC, qcb+A, qcf+P = 346 dmg, ~55% meter gain
'''Splash = qcf+P (after Mayhem)''' - Follow-up to Mayhem that looks similar to the raw version of splash. Compared to hcb~f+p as a combo ender, splash opens up less oki options, but provides better damage, especially if super canceled.


(counter hit, corner) s. C+D, hop C+D, hcf+BD, s.D, f+A, qcb+C, qcf+P = 387 dmg, ~55% meter gain
- Can be super canceled into Overkill


- Hit Detection: Close


'''1 Stock, 1 Drive Gauge -'''
- Damage: 80


cr. Bx3, qcb+A, (DC) hcb+BD, cl. D, f+A, qcb+C, qcf+P = 325 dmg, ~65% meter gain
=Desperation Moves=


cr. Bx3, hcb+BD, cl. D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 335 dmg, ~90% meter gain
'''Negative Gain = hcbx2+K''' - Command grab where Vice somersaults backwards and grabs her opponent by the neck with her legs then proceed to do three back-flips slamming the opponent each time she lands on the ground.
*Despite the super flash, has a 1 frame startup like Gorefest.
*has a longer range than Gorefest
'''(EX) hcbx2+BD''' - Command grab with much longer range at start-up, does five slams instead of three, and a huge red skull comes out on the last slam.
*Despite the super flash, has a 1 frame startup like Gorefest.


cl. D, f+A, qcb+C, qcf+P, (SC) db~tk~u~d+P  = 421 dmg, ~45% meter gain
- Max Cancels right after the last hit


cl. D, f+A, qcb+C, st. A, hcf+BD, cl.D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 444 dmg, ~80% meter gain
- Hit Detection: Close/grab


(counter hit) s. C+D, hcf+D, qcb+AC, qcb+A, DC, hcf+D, qcb+C, qcf+P = 488 dmg, ~95% meter gain
- Damage: 70x2+80/60x4+100




'''2 Stock, No Drive Gauge -'''
'''Overkill = db~tk~u~d+P''' in air - Vice laughs maniacally slamming the opponent to the ground, then falls on them making a huge red skull come out of the ground from under the opponent. It buffers with the tk input (qcf, uf) while you're still on the ground, so the input remains the same.
*Does great damage when used in combos, but overall not very practical to use in air due to the relatively short range.
*Can punish very predictable jumps if the opponent chooses to follow you in the air.


cr. Bx3, hcbx2+KK = 389 dmg, ~5% meter gain
- Max Cancels immediately after the hit


cr. Bx2, qcb+AC, hop CD, hcf+BD, cl.D, f+A, qcb+C, qcf+P = 423 dmg, ~55% meter gain
- Hit Detection: Grab in air


cl. D, f+A, qcb+AC, hop CD, hcf+BD, cl. D, f+A, hcb~f+P = 448 dmg, ~45% meter gain
- Damage: 220


cl. D, f+A, qcb+AC, hop CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 477 dmg, ~65% meter gain
=Neomax=


cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 489 dmg, ~105% meter gain
'''Awakening Blood = qcb~hcf+AC''' - Vice undresses her top revealing an Orochi birthmark on her right shoulder, she then suddenly disappears while laughing causing a giant snake-like eye to appear then a bloody snake coil flies across the screen quickly running the opponent over.  
*Extremely fast startup and can punish anything almost anywhere on the screen making this one of the most practical neo-maxes to use on it's own. Very unsafe on block however, and puts Vice right next to opponent regardless of position.
*Can punish anything from a neutral hop at full screen, to a full screen projectile. Just be careful using it if they try to bait the attack with lights.  
*High damage and single hit makes it a great combo ender too.  
*Can combo after Deicide(D version) or EX Mayhem without the use of max cancel.


(counter hit) s. C+D, hcf+D, qcb+AC, hop C+D, hcf+BD, s.D, f+A, qcb+C, qcf+P = 458 dmg, ~75% meter gain
- Hit Detection: Mid


- Damage: 450


'''2 Stock, 1 Drive Gauge -'''


cr. B×2, qcb+AC, qcb+A qcf+P, (SC) db~tk~u~d+P = 431 dmg, ~40% meter gain
=Tips=


cr. Bx3, qcb+A [DC] qcb+AC, j. CD, hcf+BD, st. D, f+A, qcb+C, qcf+P = 453 dmg, ~75% meter gain
* Vice has two useful links that increase the damage and meter gain in her basic combos: st.A after a grounded hit of her qcb+C, and cl.D after the sequence qcb+P, qcb+AC, qcb+A. In both cases, connecting the link can either lead to a reset mixup, or can be canceled into EX Deicide for what is typically a highly efficient and damaging combo.
 
cl. D, f+A, qcb+C, st. A, hcf+BD, st. D, f+A, qcb+C, qcf+P [SC] db~tk~u~d+P = 514 dmg, ~75% meter gain
 
cl. D, f+A, qcb+C [DC] qcb+AC, j. CD, hcf+BD, st. D, f+A, qcb+C, qcf+P = 535 dmg, ~75% meter gain
 
(counter hit) s. C+D, hcf+D, qcb+C, DC, qcb+AC, qcb+A, s.A, hcf+BD, s.D, f+A, qcb+C, qcf+P = 503 dmg, ~105% meter gain
 
 
'''3 Stock, No Drive Gauge -'''
 
cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+AC, qcb+A, qcf+P = 518 dmg, ~105% meter gain
 
cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+AC, qcb+A, qcf+P = 529 dmg, ~55% meter gain
 
cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A,  qcb+AC, j.CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 542 dmg, ~95% meter gain
 
qcb+AC, hcf+B, hcbx2+BD = 436 dmg, ~20% meter gain
 
* note qcb+AC must hit late for the hcf+B to connect.
 
 
'''3 Stock, 1 Drive Gauge -'''
 
cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P, [SC] db~tk~u~d+P = 587 dmg, ~60% meter gain
 
 
'''4 Stock, No Drive Gauge -'''
 
cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 616 dmg, ~80% meter gain
 
 
=== Hyper Drive Combos ===
 
 
 
'''HD Confirms'''
 
*Any combo that leads into hcf+BD can be considered a HD hit confirm. Importantly, a hit with qcb+AC (reversal), an air hit, or hcf+D can lead into HD.
*cl. D ~ st. D. The easiest confirm, and the most damaging. You have plenty of time to connect the cl. D after activation.
*Similarly, this applies to cl. D, f+A. This will do slightly less damage though.
*cr. B x1-3, st. B. the timing can be a bit strict, but the reward is well worth the effort.
*st. C or st. D. you have a surprisingly fair bit of time to confirm from your standing pokes, but use carefully.
 
 
'''0 Stock'''
 
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb+C, qcf+P = 597 dmg
 
 
'''1 Stock'''
 
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, hcbx2+P = 647 dmg
 
(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, qcb+C, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 649 dmg
 
(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, (SC) db~tk~u~d+P = 663 dmg
 
 
'''2 Stock'''
 
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, qcb+C, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD cl. D, f+A qcb+C, qcf+P = 665 dmg
 
(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb+AC, db~tk~u~d+P = 668 dmg
 
(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, hcbx2+AC = 755 dmg
 
(4) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb~hcf+AC = 784 dmg


'''Frame Traps'''


'''3 Stock'''
*"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.


(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, hcbx2+P, (MC) qcb hcf+AC = 841 dmg
1.) st. A > cr. C - 4 frame gap between st. A and cl. C. St. A whiffs on couching opponents, except on Daimon, Raiden, and Maxima.


(2) j. C, cl. D, st. D, [HD] cl. D, st. D, qcb+C, qcf+P,  (SC) db~tk~u~d+P, (MC) qcb hcf+AC = 859 dmg
2.) st. A > cl. D - 3 frame gap between st. A and cl. D. St. A whiffs on couching opponents, except on Daimon, Raiden, and Maxima.
(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC)  hcf+D]x3, qcb+C, qcf+P,  (SC) db~tk~u~d+P, (MC) qcb~hcf+AC = 865 dmg


3.) cr. A > cl. D - 4 frame gap between cr. A and cl. D.


'''4 Stock'''
4.) cr. B > cl. D - 4 frame gap between cr. B and cl. D.


(1) j. C, st. D, f+A, qcb+AC, st. D, hcf+BD, cl. D, st. D, [HD] cl. D, st. D, qcb+C, hcf+D, [qcb+C, (DC)  hcf+D]x3, qcb hcf+AC = 885 dmg
'''Whiff Cancels'''


(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x3, hcbx2+BD, (MC) qcb~hcf+AC = 921 dmg
* Using whiff cancels can help increase the effective range of Vice's Deicide specials. This technique allows Vice to reach almost a full screen distance with the move quickly.
 
* Canceling cr.C and cr.D are both quick ways of adding range, while canceling CD will take slightly longer but will move Vice a considerable distance forward.
(3) j. C, cl. D, st. D, [HD] cl D, st. D, hcbx2+BD, [MC] qcb~hcf+AC = 931 dmg
* The window for canceling cr.C is tight, so inputing the C in the middle of the hcf is an easy way to get it.  
 
* This is an especially important technique for connecting EX Deicide after a j.CD hit. j.CD *land* CD~hcf+BD can help improve consistency when trying to get combos from j.CD.
 
'''5 Stock'''
 
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, qcb+C, (DC) qcb+AC, hop j.CD, hcf+BD, cl. D, st. D, [qcb+C, (DC)hcf+D]x2, qcb+C, qcf+P,  db~tk~u~d+P, (MC) qcb~hcf+AC = 1004 dmg
 
=Tips=
 
'''Frame Traps'''
 
1.) st. A, cl. D
 
2.) cr. A, cl. D
 
3.) cr. B, cl. D


=Strategies=
=Strategies=


===Far Range===
===Far Range===


* From afar she has little to threaten. Your only tools to threaten at a distance is Decide or Splash. Use these to keep them honest and close the distance.
* Vice's tools at long range are limited. Deicide is your good tool at this range, but trading with it will do no damage to the opponent.
* Splash C will hit at this range, but it is easy to react to unless they are unprepared, and overall not too rewarding.  
* Your safest option at this range is to avoid projectiles and patiently approach your opponent.  


===Mid Range===
===Mid Range===


* In mid range, you have a lot more tools to threaten. Remember that any hit that knocks them out of the air can turn into a full combo with EX Decide, including a lot of trades.
* In mid range, you have a lot more tools to threaten. Remember that any hit that knocks them out of the air can turn into a full combo with EX Decide, including a lot of trades. Focus on baiting them into the air with short-recovery pokes, and nail them in the air.
 
* Hop CD is useful as an air-to-air wall. Be carefully about using forward hop with it, as you can be low profile anti-aired with a crouching light kick or sweep easily. Mix in j.C and j.D to cover several angles.
* Hop CD is an air-to-air wall. Be carefully about using forward hop with it, as you can be trip-guarded easily. Mix in j.c and j.d to cover several angles.
* St. A is your go-to reactionary anti-air against regular hops, while EX Mayhem is great against regular jumps or floaty hops.
 
* Far D is great to pre-emptively stop hops and jumps, and if you hit it meaty you can link EX Deicide. For style, if you have the meter you can also anti-air with far D, HD cancel, then EX Deicide.
* St.A is your go-to reactionary anti-air, while EX Mayhem is great against regular jumps or floaty hops.
* Vice's CD, cr. D, and cr. B all have great range. Poking at their max ranges can be a safe and viable option, as not many character's can match their range.
 
*Splash can be used here if the opponent refuses to jump, but it is easy to stuff with standing jabs.
* Far D is great to pre-emptively stop hops and jumps, and if you hit it meaty you can link EX Decide. For style, if you have the meter you can also anti-air with far D, then HD cancel, then EX Decide
 
* Crouching B (light kick) has great range, abuse it.


===Close Range===
===Close Range===


* Crouching B, f+A, and command grab (hcb~f+P). If you catch them standing still you have all three to mix them up with.
* Cr. B, f+A, and Gorefest (hcb~f+P) are your primary mixup tools.  
 
* EX Gorefest and Negative Gain both have great and deceptive range.
* EX Gore fest and her ground DM both have great and deceptive range.
* Cr. B is +1 on block, and Gorefest is a 1 frame command grab, which makes Vice's tick throws very strong.
* If the opponent is blocking too many hop attacks, consider using empty hop Gorefest.  


'''Cornered Opponent'''
'''Cornered Opponent'''
Line 425: Line 835:


'''Cornered'''
'''Cornered'''
* GC Blowback and get out of there!
* GC Blowback(or Roll) and get out of there!


* EX Mayhem is great to get through fireballs and unsafe blockstrings, but it's use as a reversal is limited as it is slow and easily safe-jumped.
* EX Mayhem is great to get through fireballs and unsafe blockstrings, but it's use as a reversal is limited as it is slow and easily safe-jumped.


* EX splash can beat some jumps and normals if timed right.
* EX Splash can beat some jumps and normals if timed right.


===With No Meter/No Drive===
===With No Meter/No Drive===
Line 437: Line 847:
===With 1+ Meter/No Drive===
===With 1+ Meter/No Drive===


* Always be ready for EX Decide
* Always be ready for EX Deicide
* EX Mayhem has a lot of combo possibility, especially with 2 meters.
* EX Mayhem has a lot of combo possibility, especially with 2 meters.


Line 444: Line 854:
* Vice only gets a lot of damage from drive cancels if you also have Super meter, so don't do one without the other.
* Vice only gets a lot of damage from drive cancels if you also have Super meter, so don't do one without the other.


===With 1+ Meter/50%-100% Drive===
===With 1+ Meter/100% Drive===
 
* Be ready to confirm a HD combo, With 100% drive, Vice is going to make any hit hit hard. don't be too obvious if you are trying to connect a j.CD though.
* Consider using empty jumps if your opponent is being too cautious. mixup situations after Gorefest are very effective.


===Best Team Position?===
===Best Team Position?===


* 2nd or 3rd. She needs meter badly.
* Vice's options without meter are severely limited, especially against projectile characters. Always use Vice 2nd or anchor to take advantage of her strengths.  
 
===Tips===


==Character Matchups==
==Character Matchups==


'''Andy Bogard'''
'''Andy Bogard'''
* Stay at the mid range to punish badly timed projectiles and work out Vice's offense. 


'''Ash Crimson'''
'''Ash Crimson'''
* Stop Ash's jump in's with a neutral jump/hop normal.
* Stay about two character distance/mid range distance from Ash and try to eke out some weakness off of the Ash player.


'''Athena Asamiya'''
'''Athena Asamiya'''
* Retain a two character distance/mid range distance from Athena. There is no need to get zoned out.
* Don't get too jumpy when Athena is on the ground. Constant movement and whiff punishment is going to be rather pivotal in this match up.


'''Benimaru Nikaido'''
'''Benimaru Nikaido'''
* Stand B is good to punich Beni's rekka kick.
* Stand B is good to punich Beni's rekka kick.


'''Billy Kane'''
'''Billy Kane'''
 
* Vice needs to play a little more offense in this scenario because Billy does not have any really trustworthy reversals without meter. 
* Work your way in so that you can avoid Billy's normal moves.
* Retain a close to mid range distance between Vice and Billy. Billy
* Billy's f+A is negative on block, so get ready to get an offense started when Billy starts to rely too much on this. 
* Avoid getting the corner as much as possible, because Billy can use his normal moves to control space. Her EX QCB+P can cause problems for Billy when he is up close try to pressure her, however.
'''Chin Gentsai'''
'''Chin Gentsai'''
* Use command grabs to punish blocked overhead
* Use command grabs to punish blocked overhead
* Stay out of the corner as much as possible. In this particular match, Vice needs to be the one on the offense, not Chin.
* Preemptive j.CD will put a stop to Chin's hop pressure. Vice also jumps higher than Chin so from the far to mid range, Vice can smack Chin out of the air. She will combo after the fact if she has meter.


'''Clark Still'''
'''Clark Still'''
* Retain a mid range distance between Vice and Clark. Clark is a grappling character like Vice does.
* Discourage jump ins with a preemptive j.CD. If Vice has meter, get ready to go for the EX Sleeve and metered combos for big time damage
* Stay within the mid screen and drive Clark into the corner so that Vice herself can continue her pressure.


'''Duo Lon'''
'''Duo Lon'''
* Command grab with punish teleport after the blocked rekka, but do it the reverse direction
* Command grab with punish teleport after the blocked rekka, but do it the reverse direction
* Duo Lon's rekkas in general are actually punishable, including the first hit.
* You can use Vice's Sleeve to catch Duo hopping/jumping backwards while he is trying to poke in mid air from Vice's own pressure
* Retain a close to mid range distance between yourself and Duo Lon because Duo is a threat at longer ranges too.
* At the mid range, beware of Duo's poking options. Cautiously wander in to Duo's space while avoid/blocking attacks and crush Duo Lon.


'''Elisabeth Branctorche'''
'''Elisabeth Branctorche'''
* Both characters excel at the close range while having good metered options.
* Vice appears to have better mid air options than Elisabeth does
* Elisabeth does not get any real reversal unless she has meter. Even then, the said reversals are very risky/unsafe on block.


'''Goro Daimon'''
'''Goro Daimon'''


'''Hwa Jai'''
'''Hwa Jai'''
* Use command grab to punish bad slides and flip kick.
* Use command grab to punish bad slides and flip kick.


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'''Iori Yagami (Flame)'''
'''Iori Yagami (Flame)'''
* Use stand B to punish rekka.
* Use stand B to punish rekka.


Line 509: Line 937:


'''Mature'''
'''Mature'''
* Command grab to punish her DP
* Command grab to punish her DP


Line 703: Line 1,130:
=Videos=
=Videos=


Vice KCE Introduction
'''Juicy Bits - Vice'''
{{#ev:youtube|dSXugUjN30o}}
 
 
'''Vice Hit Boxes'''


{{#ev:youtube|Og8Hi_S3amw}}
{{#ev:youtube|36Vz3BP9s30}}


=Links & References=
=Links & References=
Line 719: Line 1,150:


{{Navbox XIII}}
{{Navbox XIII}}
[[Category:The King of Fighters XIII]]
[[Category:The King of Fighters XIII]]
[[Category:Vice]]

Latest revision as of 09:04, 13 August 2023

The King of Fighters XIII

OverviewStrategyDataCombos

Vice


Movelist

Vice's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere

cr. B x1-3, qcb+A, qcf+P = 200 dmg
j. C, st. D, f+A, qcb+C, qcf+P = 318 dmg

1 Stock, No Drive Gauge Anywhere cr. B x1-2, qcb+AC, qcb+A, qcf+P = 281 dmg
1 Stock, 1+ Drive Gauge

Anywhere
Anywhere

cr. B x1-3, qcb+A, qcf+P [SC] 12369852+P = 340 dmg
j. C, cl. D, f+A, qcb+C [DC] qcb+AC, qcb+A, qcf+P = 451 dmg

4 Stock, 0 Drive Gauge Anywhere j. C, cl. D, f+A, qcb+AC, cl.D, hcf+BD, cl.D, f+A, hcbx2+BD = 656 dmg

Background

Wait a moment, why is Vice here? Isn't she supposed to be dead along with Mature? Well apparently, ever since KOF '97, the two of them have been haunting Iori's dreams. That being said, in KOF XII, Vice and Mature eventually revealed themselves to still exist in the mortal realm for some reason. What matters is that despite being killed by him, they have no grudge against Iori and decide to be his teammates. But, I don't know. They don't seem trustworthy enough

Gameplay Overview

Vice is a grappler that has a variety of good normals to use at midrange, and focuses on confirming hits into EX Deicide for hard hitting combos. Deicide is a long reaching hit-grab that pulls the opponent back to her, and EX Deicide has anywhere juggle properties which makes it an important element of her kit. She has a wide variety of anti-air and air-to-air normals, so the basic concept to work on is to pressure them on the ground until they want to jump, then hit them out of the air for a heavy hitting anywhere-juggle combo. Additionally, Vice has an excellent close range mixup game. After a connected Gorefest(her command grab), she has enough time to safe-jump or ambiguous roll on their wakeup. Thus it can be frugal to end combos in Gorefest to maintain an advantageous position.

Because of her meter-centric playstyle, she is often used second or anchor. Without meter, both her damage and tools at neutral are greatly hindered. To make up for her strong mid/close range game, Vice has few good options against projectiles, and even with meter, she has only has a couple of useful defensive options. So it's important with Vice to start pressure early and maintain momentum to be played effectively.

Gameplay Notes

[ Info Needed ]
Pros Cons
  • Has a 1-frame Command grab with good range
  • High damage combos
  • Good corner pressure/mix up
  • Very good EX moves and metered options in general
  • Anywhere juggle EX Decide allows her to combo off of nearly any anti-air or air-to-air hit
  • She has trouble getting close
  • Very meter dependent
  • Weak against projectiles


Normals

st.A

st.A
File:KOFIII Vice st.A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 3 8 +4 +2 -
cr.A

cr.A
File:KOFIII Vice cr.A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 3 9 +3 +1 -
st.B

st.B
File:KOFIII Vice st.B.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 4 11 0 -2 -
cr.B

cr.B
File:KOFIII Vice cr.B.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 4 8 +3 +1 -
cl.C

cl.C
File:KOFIII Vice cl.C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 7 6 15 0 -2 -
st.C

st.C
File:KOFIII Vice st.C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 7 4 16 +1 -1 -
cr.C

cr.C
File:KOFIII Vice cr.C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 3 25 -7 -9 -
cl.D

cl.D
File:KOFIII Vice cl.D.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 4 15 +2 0 -
> D

> D
File:KOFIII Vice D.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 5 21 -5 -7 -
st.D

st.D
File:KOFIII Vice st.D.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 8 5 21 -5 -7 -
cr.D

cr.D
File:KOFIII Vice cr.D.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 8 4 19 Knockdown -4 -
→A

→A
File:KOFIII Vice →A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 20 3 21 -3 -5 -
→A Cancel

→A Cancel
File:KOFIII Vice →A Cancel.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 3 20 -2 -4 -
st.CD

st.CD
File:KOFIII Vice st.CD.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 6 18 Knockdown -1 -

DM

↓↙←A

↓↙←A
File:KOFIII Vice ↓↙←A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 8 5 28 Knockdown -15 -
> ↓↘→A/C

> ↓↘→A/C
File:KOFIII Vice ↓↘→A/C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 16 1 9 Knockdown Unblockable -
↓↙←C

↓↙←C
File:KOFIII Vice ↓↙←C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 18 5 21 Knockdown -8 -
> ↓↘→A/C

> ↓↘→A/C
File:KOFIII Vice ↓↘→A/C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 16 1 9 Knockdown Unblockable -
↓↙←AC

↓↙←AC
File:KOFIII Vice ↓↙←AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 14 4 23 Knockdown -14 -
> ↓↘→A/C

> ↓↘→A/C
File:KOFIII Vice ↓↘→A/C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 20 1 9 Knockdown Unblockable -
→↓↘A

→↓↘A
File:KOFIII Vice →↓↘A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 23 9 31 Knockdown Unblockable -
→↓↘C

→↓↘C
File:KOFIII Vice →↓↘C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 25 14 31 Knockdown Unblockable -
→↓↘AC

→↓↘AC
File:KOFIII Vice →↓↘AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 21 4 31 Knockdown Unblockable -
→↘↓↙←,→A

→↘↓↙←,→A
File:KOFIII Vice →↘↓↙←,→A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 1 1 35 Knockdown Unblockable -
→↘↓↙←,→C

→↘↓↙←,→C
File:KOFIII Vice →↘↓↙←,→C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 1 1 35 Knockdown Unblockable -
→↘↓↙←,→AC

→↘↓↙←,→AC
File:KOFIII Vice →↘↓↙←,→AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 1 1 35 Knockdown Unblockable -
←↙↓↘→B

←↙↓↘→B
File:KOFIII Vice ←↙↓↘→B.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 16 2 26 +2 -5 -
←↙↓↘→D

←↙↓↘→D
File:KOFIII Vice ←↙↓↘→D.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 22 2 26 0 -5 -
←↙↓↘→BD

←↙↓↘→BD
File:KOFIII Vice ←↙↓↘→BD.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 12 2 33 +11 -12 -

SDM/NeoMAX

→↘↓↙←→↘↓↙←B/D

→↘↓↙←→↘↓↙←B/D
File:KOFIII Vice →↘↓↙←→↘↓↙←B/D.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 1 1 44 Knockdown Unblockable -
→↘↓↙←→↘↓↙←BD

→↘↓↙←→↘↓↙←BD
File:KOFIII Vice →↘↓↙←→↘↓↙←BD.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 1 1 44 Knockdown Unblockable -
air ↙↓↘→↗↑↓A/C

air ↙↓↘→↗↑↓A/C
File:KOFIII Vice air ↙↓↘→↗↑↓A/C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 1 1 Until Landing+17 Knockdown Only Hits Air -
↓↙←,←↙↓↘→AC

↓↙←,←↙↓↘→AC
File:KOFIII Vice ↓↙←,←↙↓↘→AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 14 78 Knockdown -62 -

Standing

st. A: 25 damage, chain/cancellable, hits mid. Typical standing jab, whiffs against crouching opponents.

st. B: 30 damage, cancellable, hits mid. Kick with good horizontal range.

st. C: 80 damage, hits mid. Standing high punch with excellent range making it useful for punishing laggy whiffed moves. Nice poking tool.

st. D: 70 damage, hits mid. Cancellable in HD mode. High kick, nice range, goes pretty high making it a decent AA but only if timed, can be beaten easily if anticipated.

cl. C: 70 damage, cancellable, hits mid. An elbow to the stomach, rather mediocre range but can still be used to initiate combos. cl. D is typically preferred in most cases that you'd need a close attack.

cl. D: 70 damage, cancellable, hits mid. Knee attack with decent range. Her fastest close heavy normal. Chains into st.D.

Crouching

cr. A: 25 damage, cancellable, hits mid. Has the same horizontal range as her standing jab. Overall not especially useful because it has the same frame advantage as cr. B, and is only one frame faster.

cr. B: 30 damage, chain/cancellable, hits low. A quick crouching kick which is a good range poke and is great for chaining lights into combos.

cr. C: 70 damage, whiff cancellable, hits mid. Looks the same as her close C except executed while crouching. Decent AA angle, but shouldn't be favored over st.a or st.d.

cr. D: 80 damage, whiff cancellable, hits low. Crouching sweep kick which causes a soft knockdown on hit, while slightly moving Vice forward. Can connect EX Decide after hit, but tough to confirm.

Jumping

j. A: 45 (40) damage, hits overhead. A quick punch attack and a relatively basic air poke. Useful for air to ground attacks, and can setup tick throws due to it's short blockstun.

j. B: 45 (40) damage, hits overhead. Air kick attack with good horizontal range. Good for air to air situations.

j. C: 72 (70) damage, hits overhead. A downward angled air punch. Your best air to ground attack, but not useful as an air to air.

j. D: 70 (68) damage, hits overhead. Upward angled air kick with good horizontal range. Also useful as an air to air. Whiffs completely on crouching opponents.

Blowback Attack

CD: 75 damage, whiff cancellable, hits mid. Vice moves her leg forward then she does a hard punch attack with excellent reach. Relatively slow but a good move to move forward or cancel into deicide or splash on whiff. Combos in EX Deicide on hit, or the D version of Deicide on counterhit. Cancelling into splash on block will cause it to whiff due to the long blockstun of the move.

j. CD: 90 (80) damage, hits mid. Heavy punch attack reaches far out horizontally. Deals a large amount of hit and blockstun. A common way to confirm into her anywhere juggle combos. Great for air-to-air and in some cases starting grounded pressure but can easily be crouched and punished.

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack

Throw

Death Blow = b/f + C/D close - 100 damage, causes soft knockdown. Vice grabs the opponent then slashes them across the face. You can link into an EX Decide against Chin and Athena before they hit the ground.

Command Moves

Dokken = f+A (raw) - Vice moves forward a bit and makes a fist then hits the opponent from above.

  • Hits overhead.
  • Can be considered a good candidate for okizeme and can be used to initiate HD mode.
  • Works best after a reverse knockdown as it leaves lesser room for error.

- Super cancels on block or hit

- Damage: 70


Dokken = f+A (canceled into) - Vice moves forward a bit and makes a fist then hits the opponent from above.

  • Good for comboing normals into special attacks (after cl.C, cr.C, or cl.D).
  • Cancelling from lights can serve as an imperfect frame trap.
  • Cancelling out of whiff-cancellable normals (cr.C, cr.D, st.CD) can create a wall of offense to help close distance.
  • Cancelling from close normals, standing knockback attack, cr.C, or cr.D will form true blockstrings.
  • Because it moves Vice forward, Dokken can easily combo into Gorefest.
  • While cancelling into Mayhem gives you the most damage on hit, Deicide(B version) can give you more time to confirm a hit and combo, as well as create a safer blockstring.

- Super/Special cancels on block or hit

- Damage: 45

Special Moves

Deicide = hcf+K - Vice swipes her arm forward. If it connects with the opponent, she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo. Virtually safe on block due to the knockback, but some supers may be able to connect during the recovery. Be careful when using this move, because trading with any move will result in zero damage.

  • Both versions go half a screen's length although she takes a step forward before doing the D version.
  • B version can be combo'ed into after f+A, or close normals, but the only follow ups are her command throws due to the 1 frame advantage on hit. B is the most useful version to use in neutral due to it's fast startup and better recovery. Especially useful to use against cornered opponents because they cannot position out of the effective range, and it can catch jump attempts preemptively.
  • D version can only be comboed after a drive cancelled Mayhem. combos into the A version Mayhem, her command grabs, and even her neo max, Awakening Blood.

(EX) = hcf+BD - Faster than D deicide, but slower than the B version. Takes a small step forward, so it has slightly longer range than the B version. Can catch opponents by surprise, but not too useful to throw out in neutral.

  • Has "anywhere juggle" property, which allows it connect on opponents who are in a non-juggleable state. This plays an intergal part in her playstyle because it allows her connect a full combo off of virtually any hit.
  • Can be followed up with a close C or D allowing almost any followup combo.

- Hit Detection: Mid

- Damage: 0


Gore Fest = hcb~f+P - Vice grabs her opponent then rushes forward dragging them across the ground then throws them into the air.

  • One frame start-up, great for punishing, tick throws and empty jumps.
  • If your opponent makes you block a jumping attack too early you can punish with Gorefest upon their landing.
  • Sets up good okizeme with ambiguous rolls and safe jumps.

(EX) = hcb~f+AC - The range when she grabs is extended to about a character length.

  • The added range makes it better for punishing attacks

- Hit Detection: Close/Grab

- Damage: 20x6+40/25x6+70


Splash = dp+P - Vice leaps forward and grabs any grounded opponent and slams them to the ground. While it can be a useful mixup tool, both versions are a tad slow and can be stuffed before it connects. Combined with low damage (unless super canceled), it is somewhat of an unrewarding move to attempt. Use sparingly.

  • Can be avoided by jumping.
  • A version goes 2 character's length, good tool to catch opponents off-guard, can overshoot if the opponent is too close. This version of Splash can be setup by cancelling blocked cr.B's, cr.D, or f+A.
  • C version goes 3/4 screen, can be good for punishing predictable fireballs, but the high arc and long startup makes it very easy to anti air.

(EX) = dp+AC - Much faster start-up and a lower jump arc than A version, while travelling much further.

  • Definitive version for catching the opponent off guard.
  • Will connect with any opponent within range regardless of distance. because of this, you can punish predicted lows, notably sweeps.

- Can be super canceled into Overkill

- Hit Detection: Close

- Damage: 80/150


Mayhem = qcb+P - Vice does a charging shoulder tackle that knocks the opponent in the air. Both versions are unsafe on block, so they are not particularly good outside of combos, unless you know a blocked hit will finish your opponent off with chip damage.

  • The A version of Mayhem is usually used after light attack hit confirms. Has a faster startup than the C version.
  • C version goes farther and does more damage. Can be comboed after close normals or f+A (and st.D if in HD mode). It is possible to connect st.A after it, followed by hcf+BD for highly-efficient albiet difficult combos.

(EX) qcb+AC = - Has invincibility frames till startup, but is slower than the A version (14 frames vs 8). Still extremely unsafe on block though. The invincibility and distance traveled makes this an effective but risky move to use.

  • As a reversal it is slow, therefore easier to safe-jump and block than most reversals. However because of the large horizontal range, EX Mayhem can punish gaps in blockstrings that lead into a move with longer recovery (cr.D, a special, or a far heavy for example). Don't be too predictable with the move though, as the opponent can just end the string if they expect this.
  • Can also be useful as a metered anti-air. Be careful reacting to hops though, because they may have time to land if you use it too late.
  • Can link a qcb+A or many normals(typically hop CD or cl.D) for a followup combo after it hits for better damage than the standard followup.
  • Can also link Overkill without spending drive on a super cancel, but the advantages don't compete with doing a normal into EX Deicide for a longer combo.

- Drive/Super Cancel-able

- Hit Detection: Mid

- Damage: 60/90/160


Splash = qcf+P (after Mayhem) - Follow-up to Mayhem that looks similar to the raw version of splash. Compared to hcb~f+p as a combo ender, splash opens up less oki options, but provides better damage, especially if super canceled.

- Can be super canceled into Overkill

- Hit Detection: Close

- Damage: 80

Desperation Moves

Negative Gain = hcbx2+K - Command grab where Vice somersaults backwards and grabs her opponent by the neck with her legs then proceed to do three back-flips slamming the opponent each time she lands on the ground.

  • Despite the super flash, has a 1 frame startup like Gorefest.
  • has a longer range than Gorefest

(EX) hcbx2+BD - Command grab with much longer range at start-up, does five slams instead of three, and a huge red skull comes out on the last slam.

  • Despite the super flash, has a 1 frame startup like Gorefest.

- Max Cancels right after the last hit

- Hit Detection: Close/grab

- Damage: 70x2+80/60x4+100


Overkill = db~tk~u~d+P in air - Vice laughs maniacally slamming the opponent to the ground, then falls on them making a huge red skull come out of the ground from under the opponent. It buffers with the tk input (qcf, uf) while you're still on the ground, so the input remains the same.

  • Does great damage when used in combos, but overall not very practical to use in air due to the relatively short range.
  • Can punish very predictable jumps if the opponent chooses to follow you in the air.

- Max Cancels immediately after the hit

- Hit Detection: Grab in air

- Damage: 220

Neomax

Awakening Blood = qcb~hcf+AC - Vice undresses her top revealing an Orochi birthmark on her right shoulder, she then suddenly disappears while laughing causing a giant snake-like eye to appear then a bloody snake coil flies across the screen quickly running the opponent over.

  • Extremely fast startup and can punish anything almost anywhere on the screen making this one of the most practical neo-maxes to use on it's own. Very unsafe on block however, and puts Vice right next to opponent regardless of position.
  • Can punish anything from a neutral hop at full screen, to a full screen projectile. Just be careful using it if they try to bait the attack with lights.
  • High damage and single hit makes it a great combo ender too.
  • Can combo after Deicide(D version) or EX Mayhem without the use of max cancel.

- Hit Detection: Mid

- Damage: 450


Tips

  • Vice has two useful links that increase the damage and meter gain in her basic combos: st.A after a grounded hit of her qcb+C, and cl.D after the sequence qcb+P, qcb+AC, qcb+A. In both cases, connecting the link can either lead to a reset mixup, or can be canceled into EX Deicide for what is typically a highly efficient and damaging combo.

Frame Traps

  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1.) st. A > cr. C - 4 frame gap between st. A and cl. C. St. A whiffs on couching opponents, except on Daimon, Raiden, and Maxima.

2.) st. A > cl. D - 3 frame gap between st. A and cl. D. St. A whiffs on couching opponents, except on Daimon, Raiden, and Maxima.

3.) cr. A > cl. D - 4 frame gap between cr. A and cl. D.

4.) cr. B > cl. D - 4 frame gap between cr. B and cl. D.

Whiff Cancels

  • Using whiff cancels can help increase the effective range of Vice's Deicide specials. This technique allows Vice to reach almost a full screen distance with the move quickly.
  • Canceling cr.C and cr.D are both quick ways of adding range, while canceling CD will take slightly longer but will move Vice a considerable distance forward.
  • The window for canceling cr.C is tight, so inputing the C in the middle of the hcf is an easy way to get it.
  • This is an especially important technique for connecting EX Deicide after a j.CD hit. j.CD *land* CD~hcf+BD can help improve consistency when trying to get combos from j.CD.

Strategies

Far Range

  • Vice's tools at long range are limited. Deicide is your good tool at this range, but trading with it will do no damage to the opponent.
  • Splash C will hit at this range, but it is easy to react to unless they are unprepared, and overall not too rewarding.
  • Your safest option at this range is to avoid projectiles and patiently approach your opponent.

Mid Range

  • In mid range, you have a lot more tools to threaten. Remember that any hit that knocks them out of the air can turn into a full combo with EX Decide, including a lot of trades. Focus on baiting them into the air with short-recovery pokes, and nail them in the air.
  • Hop CD is useful as an air-to-air wall. Be carefully about using forward hop with it, as you can be low profile anti-aired with a crouching light kick or sweep easily. Mix in j.C and j.D to cover several angles.
  • St. A is your go-to reactionary anti-air against regular hops, while EX Mayhem is great against regular jumps or floaty hops.
  • Far D is great to pre-emptively stop hops and jumps, and if you hit it meaty you can link EX Deicide. For style, if you have the meter you can also anti-air with far D, HD cancel, then EX Deicide.
  • Vice's CD, cr. D, and cr. B all have great range. Poking at their max ranges can be a safe and viable option, as not many character's can match their range.
  • Splash can be used here if the opponent refuses to jump, but it is easy to stuff with standing jabs.

Close Range

  • Cr. B, f+A, and Gorefest (hcb~f+P) are your primary mixup tools.
  • EX Gorefest and Negative Gain both have great and deceptive range.
  • Cr. B is +1 on block, and Gorefest is a 1 frame command grab, which makes Vice's tick throws very strong.
  • If the opponent is blocking too many hop attacks, consider using empty hop Gorefest.

Cornered Opponent

  • Keep at close/mid range so you can still threaten with hop CD.

Cornered

  • GC Blowback(or Roll) and get out of there!
  • EX Mayhem is great to get through fireballs and unsafe blockstrings, but it's use as a reversal is limited as it is slow and easily safe-jumped.
  • EX Splash can beat some jumps and normals if timed right.

With No Meter/No Drive

  • Gorefest builds a lot of meter, so use that to end combos at first.

With 1+ Meter/No Drive

  • Always be ready for EX Deicide
  • EX Mayhem has a lot of combo possibility, especially with 2 meters.

With No Meter/50%-100% Drive

  • Vice only gets a lot of damage from drive cancels if you also have Super meter, so don't do one without the other.

With 1+ Meter/100% Drive

  • Be ready to confirm a HD combo, With 100% drive, Vice is going to make any hit hit hard. don't be too obvious if you are trying to connect a j.CD though.
  • Consider using empty jumps if your opponent is being too cautious. mixup situations after Gorefest are very effective.

Best Team Position?

  • Vice's options without meter are severely limited, especially against projectile characters. Always use Vice 2nd or anchor to take advantage of her strengths.

Character Matchups

Andy Bogard

  • Stay at the mid range to punish badly timed projectiles and work out Vice's offense.

Ash Crimson

  • Stop Ash's jump in's with a neutral jump/hop normal.
  • Stay about two character distance/mid range distance from Ash and try to eke out some weakness off of the Ash player.

Athena Asamiya

  • Retain a two character distance/mid range distance from Athena. There is no need to get zoned out.
  • Don't get too jumpy when Athena is on the ground. Constant movement and whiff punishment is going to be rather pivotal in this match up.

Benimaru Nikaido

  • Stand B is good to punich Beni's rekka kick.

Billy Kane

  • Vice needs to play a little more offense in this scenario because Billy does not have any really trustworthy reversals without meter.
  • Work your way in so that you can avoid Billy's normal moves.
  • Retain a close to mid range distance between Vice and Billy. Billy
  • Billy's f+A is negative on block, so get ready to get an offense started when Billy starts to rely too much on this.
  • Avoid getting the corner as much as possible, because Billy can use his normal moves to control space. Her EX QCB+P can cause problems for Billy when he is up close try to pressure her, however.

Chin Gentsai

  • Use command grabs to punish blocked overhead
  • Stay out of the corner as much as possible. In this particular match, Vice needs to be the one on the offense, not Chin.
  • Preemptive j.CD will put a stop to Chin's hop pressure. Vice also jumps higher than Chin so from the far to mid range, Vice can smack Chin out of the air. She will combo after the fact if she has meter.

Clark Still

  • Retain a mid range distance between Vice and Clark. Clark is a grappling character like Vice does.
  • Discourage jump ins with a preemptive j.CD. If Vice has meter, get ready to go for the EX Sleeve and metered combos for big time damage
  • Stay within the mid screen and drive Clark into the corner so that Vice herself can continue her pressure.

Duo Lon

  • Command grab with punish teleport after the blocked rekka, but do it the reverse direction
  • Duo Lon's rekkas in general are actually punishable, including the first hit.
  • You can use Vice's Sleeve to catch Duo hopping/jumping backwards while he is trying to poke in mid air from Vice's own pressure
  • Retain a close to mid range distance between yourself and Duo Lon because Duo is a threat at longer ranges too.
  • At the mid range, beware of Duo's poking options. Cautiously wander in to Duo's space while avoid/blocking attacks and crush Duo Lon.

Elisabeth Branctorche

  • Both characters excel at the close range while having good metered options.
  • Vice appears to have better mid air options than Elisabeth does
  • Elisabeth does not get any real reversal unless she has meter. Even then, the said reversals are very risky/unsafe on block.

Goro Daimon

Hwa Jai

  • Use command grab to punish bad slides and flip kick.

Iori Yagami (Claw)

Iori Yagami (Flame)

  • Use stand B to punish rekka.

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

  • Command grab to punish her DP

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice (mirror match)

Yuri Sakazaki

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 4 +2
cr.A 25 3 5 +1
st.A 25 3 4 +2
j.A 45 3 5 -
hop A 40 3 5 -
st.B 30 3 6 -2
cr.B 30 3 6 +1
far B 30 3 6 -2
j.B 45 3 6 -
hop B 40 3 6 -
cl.C 70 7 7 -2
cr.C 70 7 6 -9
st.C 80 7 7 -1 Long reach hits crouchers
j.C 72 7 6 -
hop C 70 7 6 -
cl.D (1) 80 7 5 0
cl.D (2) 80 7 - -7
cr.D 80 7 8 -4
far D 80 7 8 -7 Long reach hits crouchers
j.D 70 7 6 -
hop D 68 7 6 -
st.CD 75 10 15 -1
j.CD 90 8 8 -
hop CD 80 8 7 -
ドッケン(単 70 6 20 -5
ドッケン(c 45 6 15 -4
Normal Throw = b/f+C/D 100 0 1 -
GCCD 4 0 13 -15 Startup vs: Wk14, St18, Jump Atk 18
Decide = hcf+K 0 0 16,22 -15 Wk 16, St 22 (s.D,f.B,Decide safe vs most chrs)
Gorefest(1-6) = hcb,f+AC 20 0 1 -7 Whiff all frames 36
Gorefest(7) 40 0 - -
Splash = dp+P 80 0 23,32,27,35 - Vs Iori: s.A, S.C, d.A, d.C
A Mayhem = qcb+A 60 6 8 -15
C Mayhem = qcb+C 90 10 16 -8
→Splash = qcf+P 80 0 - -
EX Decide = hcb+BD 0 0 12 -12
EX Gorefest(1) = hcb,f+AC 25 0 1 - Whiff all frames 36
EX Gorefest(2-6) 25 0 - -
EX Gorefest(7) 70 0 - -
EX Splash = dp+AC 150 0 21 -
EX Mayhem = qcb+AC 120 0 14 -14
→EX Splash 80 0 - -
Negative Gain(1) = hcbx2+K 70 0 30(1) - Freeze 29
Negative Gain(2) 70 0 10 - Whiff all frames 74(45)
Negative Gain(3) 80 0 - -
Overkill = db, tk, u, d+P (in air) 200 0 30(1) - Freeze 29
EX Negative Gain(1) = hcbx2+BD 60 0 30(1) - Freeze 29
EX Negative Gain(2-5) 60 0 - - Whiff all frames 74(45)
EX Negative Gain(6) 100 0 - -
Awakening Blood = qcb~hcf+AC 450 0 125(17) -55 Freeze 108, Opponent in corner
★Awakening Blood 450 0 - - Vice in Corner 113(5), Completely invincible

Videos

Juicy Bits - Vice


Vice Hit Boxes

Links & References

Contributors

Grenadierfr [1]
keykakko [2]
Mr.Minionman [3]

Discussion Threads

Discuss at Dream Cancel

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