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The King of Fighters XV/Vice: Difference between revisions
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|name=f.B | |name=f.B | ||
|description= | |description= | ||
A long range, unorthodox light normal. | |||
* Has some of the highest range of all of Vice's normals | |||
* Can avoid lows if timed correctly | |||
* Can be used in Quick Max combos as the last light in a string | |||
}} | }} | ||
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|name=cl.A | |name=cl.A | ||
|description= | |description= | ||
Vice's only grounded 4f normal. | |||
*Links to cl.C | *Links to cl.C | ||
* Vice's best source of plus frames off a grounded normal | * Vice's tied best source of plus frames off a grounded normal | ||
}} | }} | ||
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|name=cl.B | |name=cl.B | ||
|description= | |description= | ||
Tricky standing low. | |||
* Still gives okay plus frames on block | * Still gives okay plus frames on block | ||
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|name=cl.C | |name=cl.C | ||
|description= | |description= | ||
Vice's fastest heavy normal. | |||
* Usually used to link from cl.A | * Usually used to link from cl.A | ||
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|name=cl.D | |name=cl.D | ||
|description= | |description= | ||
Vice's most damaging heavy normal. | |||
* Has a launching target combo on cl.D~D | * Has a launching target combo on cl.D~D | ||
* Forces stand, which is important for her target combo | * Forces stand, which is important for her target combo | ||
* | * Tied for the best frame advantage of all of Vice's normals | ||
}} | }} | ||
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|name=2A | |name=2A | ||
|description= | |description= | ||
Overall solid 2A. | |||
* Chainable, cancelable, and plus on block | * Chainable, cancelable, and plus on block | ||
* Has roughly the same range as f.A | * Has roughly the same range as f.A | ||
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|name=2B | |name=2B | ||
|description= | |description= | ||
Surprisingly long range 2B. | |||
* Chains into 2A for combos | * Chains into 2A for combos | ||
* Vice's main low to mix with her 6A and grabs | * Vice's main low to mix with her 6A and grabs | ||
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|input=j.A | |input=j.A | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
| | |description2= | ||
Fairly average low-angled air light. | Fairly average low-angled air light. | ||
* Can be cancelled into Overkill, giving it some extra utility | * Can be cancelled into Overkill, giving it some extra utility | ||
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|input=j.B | |input=j.B | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
| | |description2= | ||
A longer, more horizontal version of j.A. | A longer, more horizontal version of j.A. | ||
* Has slightly slower startup than j.A | * Has slightly slower startup than j.A | ||
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|input=j.C | |input=j.C | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
| | |description2= | ||
A lower-angled heavy jump-in tool. | A lower-angled heavy jump-in tool. | ||
* Does the same damage as j.D | * Does the same damage as j.D | ||
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|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
| | |description2= | ||
A slightly more horizontal jump in heavy. | A slightly more horizontal jump in heavy. | ||
* Does the same damage as j.C | * Does the same damage as j.C | ||
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|input=j.CD | |input=j.CD | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
| | |description2= | ||
More so than other characters, j.CD is integral to Vice's pressure and neutral. | |||
* Has low startup and good range for a j.CD, making it one of Vice's more important air tools. | * Has low startup and good range for a j.CD, making it one of Vice's more important air tools. | ||
* Leads to EX Deicide with good spacing on hit, giving Vice conversions where other characters cannot get them. | * Leads to EX Deicide with good spacing on hit, giving Vice conversions where other characters cannot get them. | ||
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==Rush Moves== | ==Rush Moves== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=vice_rush1, vice_rush2 | ||
|name=rush | |name=rush | ||
|input=cl.AA/c.AAX | |input=cl.AA/c.AAX | ||
| | |description2= Vice's auto combos are generally outclassed from her normal light confirms. | ||
}} | }} | ||
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|name=Death Blow | |name=Death Blow | ||
|description= | |description= | ||
*Leads into a normal safe jump. | |||
}} | }} | ||
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|name=Backlash | |name=Backlash | ||
|description= | |description= | ||
*Place Holder | |||
}} | }} | ||
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===Target Combo=== | ===Target Combo=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId= vice_cDD | ||
|name=Target Combo | |name=Target Combo | ||
|input=cl.DD | |input=cl.DD | ||
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|name=Deicide | |name=Deicide | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|hitboxCaptions= | |hitboxCaptions= Normal Version, EX Version | ||
| | |description3= Vice's Deicide is an integral part of her combo and neutral game. | ||
* On block, the B version is safe at tip range, and D/EX are safe nearly anywhere due to pushback | |||
* On hit, the B version can link into Gorefest, giving fairly great damage and oki for a neutral connect | |||
* The heavy and EX versions are cancellable into Mayhem, granting Vice a combo | |||
* The EX version of Deicide has Anywhere-Juggle properties, letting Vice get extra damage and combos off j.CD or anti air connects where other characters cannot | |||
* All versions can be whiff canceled into from CD, greatly increasing their range | |||
* All version do 0 damage, making trades with normals quite bad for Vice | |||
}} | }} | ||
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|name=Deicide Avatar | |name=Deicide Avatar | ||
|input=63214B/D/BD | |input=63214B/D/BD | ||
| | |hitboxCaptions= All Versions | ||
| | |description3= A long range anti air and combo tool. | ||
* All versions have air invulnerability starting frame 2, making them easier to use as anti airs | |||
* The B and EX versions come out fast enough to be used as a reaction anti air | |||
* The D and EX versions give a small ground bounce, which combos into B Deicide | |||
* The B and EX versions can be comboed out of C Mayhem | |||
* The D version can be comboed from her cl.DD target combo | |||
}} | }} | ||
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===Gorefest=== | ===Gorefest=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId= vice_632146p, vice_632146ac | ||
|name=Gorefest | |name=Gorefest | ||
|input=632146A/C/AC | |input=632146A/C/AC | ||
|hitboxCaptions= | |hitboxCaptions= Normal Version, EX Version | ||
| | |description2= Vice's one-frame command grab. | ||
* Has great Oki and corner carry, which lets Vice gain positional advantage easily from her grabs | |||
* Grants either an ambiguous roll mixup or a safejump | |||
* The EX version tosses the opponent slightly higher, allowing extenstions using EX Deicide and 214A. | |||
}} | }} | ||
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===Blackened=== | ===Blackened=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=vice_41236p, vice_41236ac | ||
|name=Blackened | |name=Blackened | ||
|input=41236A/C/AC | |input=41236A/C/AC | ||
|hitboxCaptions= | |hitboxCaptions= Normal Version, EX Version | ||
| | |description2= Vice's delayed, yet fully invulnerable grab. | ||
* Useful as an Oki and reversal tool, as the invulnerability will go through any reversal buttons from the opponent | |||
* Gives B Deicide Avatar on meterless connect, giving her an ambiguous roll or a safejump | |||
* Gives EX Deicide Avatar on EX connect, giving her a combo extention with scaling | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=vice_41236p~214k, vice_41236ac~214k | ||
|name=Deicide Avatar | |name=Deicide Avatar Followup | ||
|input=214B/D | |input=214B/D (after 41236A/C/AC) | ||
|hitboxCaptions= | |hitboxCaptions= | ||
| | |description2= | ||
* Canceling normal A or C Blackened leads to B version of Decide Avatar. | |||
* Canceling normal EX Blackened leads EX Decide Avatar with a bit less recovery on hit. Vice can follow up with 214A. | |||
}} | }} | ||
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|name=Splash | |name=Splash | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|hitboxCaptions= | |hitboxCaptions= A Version, C Version, EX Version | ||
| | |description3= A seldom-used leaping grab. | ||
* Nearly all versions are able to be jumped and punished on reaction | |||
* The EX version has projectile invincibility, giving it use as a risky-yet effective anti-fireball tool | |||
* Meterless versions of Splash can cancel into Overkill to convert to super | |||
* Meterless Splashes are used as a follow to Mayhem, which gives them use as a combo tool | |||
}} | }} | ||
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|name=Mayhem | |name=Mayhem | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|hitboxCaptions= | |hitboxCaptions= All Versions | ||
| | |description3= Vice's main combo ender. | ||
* The A and EX versions combo off lights | |||
* The C version can combo off heavy normals | |||
* The A version gives only the splash followup | |||
* The C and EX versions give a higher launch, which can lead into A Mayhem or B Deicide Avatar | |||
* Generally unsafe even if spaced | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=vice_214p~236a,vice_214ac~236a | ||
|name=Splash | |name=Splash Followup | ||
|input=236A/C | |input=236A/C (after 214A/C/AC) | ||
|hitboxCaptions= | |hitboxCaptions= | ||
| | |description2= Functionally identical to the A and C versions of Splash for the A and C/EX versions of Mayhem respectively. | ||
* While always useful for A Mayhem, C/EX Mayhem can be linked into B Deicide Avatar for better oki, EX, and super extentions, which usually outclasses using the Splash followup in all scenerios other than execution and corner carry | |||
}} | }} | ||
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===Negative Gain=== | ===Negative Gain=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId= vice_6321463214k, vice_6321463214bd | ||
|name=Negative Gain | |name=Negative Gain | ||
|hitboxCaptions= Normal Version, Max Version | |hitboxCaptions= Normal Version, Max Version | ||
|input=6321463214B/D/BD | |input=6321463214B/D/BD | ||
| | |description2= A high damaging, 1 frame grab super. | ||
* Great as a reversal, though unsafe if jumped | |||
* Connects from B Deicide Avatar, giving her great conversions off C/EX Mayhem | |||
}} | }} | ||
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===Overkill=== | ===Overkill=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId= vice_j236236p, vice_j236236ac | ||
|name=Overkill | |name=Overkill | ||
|hitboxCaptions= Normal Version, Max Version | |||
|input=236236A/C/AC (Air OK) | |input=236236A/C/AC (Air OK) | ||
| | |description2= An air-to-air/anti air grab super. | ||
* Usually comboed into from Splash and Splash followups | |||
* Has anywhere juggle properties, which can see use in anti-air scenerios | |||
* Can be cancelled into from j.A for a snappy raw air confirm off air-to-air lights | |||
}} | }} | ||
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===Disgrace=== | ===Disgrace=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId= vice_2141236cd | ||
|name=Disgrace | |name=Disgrace | ||
|input=2141236CD | |input=2141236CD | ||
|description= | |description= Fairly standard climax super. | ||
* Combos correctly from both of Vice's supers | |||
* This move can attack otg. | |||
}} | }} |
Latest revision as of 04:31, 21 January 2025
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
0 Meter |
Anywhere |
((2B > 2A)/(cl.D > 6A) > 632146A/C = 164/253 dmg |
½ Meter |
Anywhere |
(2B > 2A > 2A > 632146AC, 214A > 236A/C, = 245 dmg |
1 Meter |
Anywhere |
(2B > 2A > 2A > 214AC, 63214BD, 41236B, 632146A/C = 322 dmg |
Gameplay Overview
Returning with her outfit from the Orochi Saga, Vice is a powerful grappler who is notorious for her anywhere juggles and some of the best okizeme a grappler can have in KOF. Her unique Deicide specials compliment her moveset, giving her a surprisingly strong mid-range that leads to her command grabs, making the opponent second-guess themselves in the midrange, which lets Vice approach with her plethora of command grabs and mixup tools. With one grab or hit, Vice can put the opponent in mixup after mixup, leaving the opponent scared of the brutal beauty. This does come at a cost, though. Her play outside of the midrange is nearly nonexistant, making matchups against characters with strong long-range tools like Rugal and Athena an absolute chore for Vice. Furthermore, her Deicide grabs do no damage on their own, which causes trades to deal no damage to the opponent if the opponent presses into it. However, with plenty of patience, Vice can leave the opponents quaking in fear.
Vice is a vortex-style grappler with great okizeme and a surprisingly good midrange. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
f.A
f.A
f.A
|
---|
Far B
f.B
f.B
f.B
|
---|
Far C
f.C
f.C
f.C
|
---|
Far D
f.D
f.D
f.D
|
---|
Close Standing Normals
Close A
cl.A
cl.A
cl.A
|
---|
Close B
cl.B
cl.B
cl.B
|
---|
Close C
cl.C
cl.C
cl.C
|
---|
Close D
cl.D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
2A
2A
2A
|
---|
Crouch B
2B
2B
2B
|
---|
Crouch C
2C
2C
2C
|
---|
Crouch D
2D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Blowback
Blowback
CD
CD
CD
|
---|
Shatter Strike
236CD
236CD
236CD
|
---|
AdvanceStrike
214CD
214CD
214CD
|
---|
Jump CD
jump CD
j.CD
j.CD
|
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Death Blow
(close) 4/6C
(close) 4/6C |
---|
Backlash
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Monstrosity
Monstrosity
6A
6A
|
---|
Target Combo
Target Combo
cl.DD
cl.DD
|
---|
Special Moves
Deicide
Deicide
41236B/D/BD
41236B/D/BD
|
---|
Deicide Avatar
Deicide Avatar
63214B/D/BD
63214B/D/BD
|
---|
Gorefest
Gorefest
632146A/C/AC
632146A/C/AC
|
---|
Blackened
Blackened
41236A/C/AC
41236A/C/AC
|
---|
Deicide Avatar Followup
214B/D (after 41236A/C/AC)
214B/D (after 41236A/C/AC) |
---|
Splash
Splash
623A/C/AC
623A/C/AC
|
---|
Mayhem
Mayhem
214A/C/AC
214A/C/AC
|
---|
Splash Followup
236A/C (after 214A/C/AC)
236A/C (after 214A/C/AC) |
---|
Super Special Moves
Negative Gain
Negative Gain
6321463214B/D/BD
6321463214B/D/BD
|
---|
Overkill
Overkill
236236A/C/AC (Air OK)
236236A/C/AC (Air OK)
|
---|
Climax Super Special Moves
Disgrace
Disgrace
2141236CD
2141236CD
|
---|