-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XIII/Vice: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Nilcam (talk | contribs)
No edit summary
Nilcam (talk | contribs)
No edit summary
Line 35: Line 35:
===Standing===
===Standing===


'''st. A''' - 25 damage, chain/cancellable, hits high. A quick punch attack. Stops jump-ins.
'''st. A:''' 25 damage, chain/cancellable, hits high. A quick punch attack. Stops jump-ins.


'''st. B''' - 30 damage, cancellable, hits high. Kick with good horizontal range.
'''st. B:''' 30 damage, cancellable, hits high. Kick with good horizontal range.


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


'''st. D''' - 70 damage, hits high. High kick, nice range, goes pretty high making it a decent AA but only if timed, can be beaten easily if anticipated.
'''st. D:''' 70 damage, hits high. 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 high. An elbow to the stomach, rather mediocre range but can still be used to initiate combos.
'''cl. C:''' 70 damage, cancellable, hits high. An elbow to the stomach, rather mediocre range but can still be used to initiate combos.
 
'''cl. D''' - 70 damage, cancellable, hits high. Knee attack with decent range. Similar in use to her close C in terms of use.  


'''cl. D:''' 70 damage, cancellable, hits high. Knee attack with decent range. Similar in use to her close C in terms of use.


===Crouching===
===Crouching===


'''cr. A''' - 25 damage, cancellable, hits high. It's the same as her st. A except she's crouching now.
'''cr. A:''' 25 damage, cancellable, hits high. It's the same as her st. A except she's crouching now.


'''cr. B''' - 30 damage, chain/cancellable, hits low. A quick crouching kick which is a pretty good poke that's great for chaining lights into combos.
'''cr. B:''' 30 damage, chain/cancellable, hits low. A quick crouching kick which is a pretty good poke that's great for chaining lights into combos.


'''cr. C''' - 70 damage, cancellable, hits high. Looks the same as her close C except executed while crouching,   
'''cr. C:''' 70 damage, cancellable, hits high. Looks the same as her close C except executed while crouching,   
 
'''cr. D''' - 80 damage, whiff cancellable, hits high. Crouching sweep kick which knocks standing opponents down when hit.


'''cr. D:''' 80 damage, whiff cancellable, hits high. Crouching sweep kick which knocks standing opponents down when hit.


===Jumping===
===Jumping===


'''j. A''' - 45 (40) damage, hits mid. A quick punch attack and a relatively basic air poke.
'''j. A:''' 45 (40) damage, hits mid. A quick punch attack and a relatively basic air poke.


'''j. B''' - 45 (40) damage, hits mid. Air kick attack with good horizontal range.
'''j. B:''' 45 (40) damage, hits mid. Air kick attack with good horizontal range.


'''j. C''' - 72 (70) damage, hits mid. A heavy air punch attack, a good air to air attack.
'''j. C:''' 72 (70) damage, hits mid. A heavy air punch attack, a good air to air attack.
 
'''j. D''' - 70 (68) damage, hits mid. Air kick attack with good horizontal range just like her jump B.


'''j. D:''' 70 (68) damage, hits mid. Air kick attack with good horizontal range just like her jump B.


===Blowback Attack===
===Blowback Attack===


'''CD''' - 75 damage, whiff/cancellable, hits high. Vice moves her leg forward then she does a hard punch attack with excellent reach.
'''CD:''' 75 damage, whiff/cancellable, hits high. Vice moves her leg forward then she does a hard punch attack with excellent reach.


'''j. CD''' - 90 (80) damage, hits high. Heavy punch attack that looks like j. C. and does a good chunk of hitstun on guard.
'''j. CD:''' 90 (80) damage, hits high. Heavy punch attack that looks like j. C. and does a good chunk of hitstun on guard.


'''GCCD:''' 10 damage, hits high. Guard Cancel Blowback Attack
'''GCCD:''' 10 damage, hits high. Guard Cancel Blowback Attack


==Throw==
==Throw==


'''Death Blow = b/f + C/D''' close - 100 damage, can be recovery rolled. Vice grabs the opponent then slashes them across the face.
'''Death Blow = b/f + C/D''' close - 100 damage, can be recovery rolled. Vice grabs the opponent then slashes them across the face.


==Command Moves==
==Command Moves==

Revision as of 21:00, 19 December 2011

File:Vice.pngFile:Vice.gif


Gameplay Overview

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

Pros

- A good variety of throws

- Damaging BnBs

- Good corner pressure/mix up

- Very useful EX attacks

Cons

- She has trouble getting close

- Lacks defensive options without meter

- Weak against projectiles

- Does not build meter very well

Normals

Standing

st. A: 25 damage, chain/cancellable, hits high. A quick punch attack. Stops jump-ins.

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

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

st. D: 70 damage, hits high. 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 high. An elbow to the stomach, rather mediocre range but can still be used to initiate combos.

cl. D: 70 damage, cancellable, hits high. Knee attack with decent range. Similar in use to her close C in terms of use.

Crouching

cr. A: 25 damage, cancellable, hits high. It's the same as her st. A except she's crouching now.

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

cr. C: 70 damage, cancellable, hits high. Looks the same as her close C except executed while crouching,

cr. D: 80 damage, whiff cancellable, hits high. Crouching sweep kick which knocks standing opponents down when hit.

Jumping

j. A: 45 (40) damage, hits mid. A quick punch attack and a relatively basic air poke.

j. B: 45 (40) damage, hits mid. Air kick attack with good horizontal range.

j. C: 72 (70) damage, hits mid. A heavy air punch attack, a good air to air attack.

j. D: 70 (68) damage, hits mid. Air kick attack with good horizontal range just like her jump B.

Blowback Attack

CD: 75 damage, whiff/cancellable, hits high. Vice moves her leg forward then she does a hard punch attack with excellent reach.

j. CD: 90 (80) damage, hits high. Heavy punch attack that looks like j. C. and does a good chunk of hitstun on guard.

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

Throw

Death Blow = b/f + C/D close - 100 damage, can be recovery rolled. Vice grabs the opponent then slashes them across the face.

Command Moves

Dokken = f+A - Vice makes a fist then hits the opponent on the head.

  • Good for stringing normals into special attacks
  • Is an overhead on its own so it will hit crouching opponent
  • Can be considered a good candidate for okizeme's and if timed right it can be used to initiate HD mode
  • Works best after a reverse knockdown as it leaves lesser room for error.


- Cancelable

- Hit Detection: Mid/High

- Damage: 70

Special Moves

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.

  • Both versions go half a screen's length although the D version she takes a step forward
  • B version can be comboed into but the only follow up are her command throws
  • D version cannot be combo into due to the slower start up but can comboed out of into A Mayhem, Gorefest or Negative Gain DM


(EX) = hcf+BD - Faster and has more invincible start-up.

  • It can also pull opponents forward that are still in hit-stun or a juggled state otherwise known as an "anywhere juggle" move
  • Can be followed up with a standing D


- Hit Detection: High/EX: Mid/Low

- 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.

  • Instant start-up


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


- Hit Detection: Close

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


Splash = dp+P - Vice leaps forward and grabs any grounded opponent and slams them to the ground.

  • Unblockable
  • Will even snatch rolling opponents
  • A version goes 2 character's length
  • C version goes 3/4 screen

(EX) = dp+AC - Faster start-up


- Hit Detection: Close/High

- Damage: 100/150


Mayhem = qcb+P - Vice does a charging shoulder tackle that knocks the opponent down on contact.

  • A version goes a short distance and has good recovery
  • C version goes farther but has worse recovery making it unsafe if whiffed or guarded
  • 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 Cancellable

- Hit Detection: Close/High

- Damage: 60/90/160


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


- Super Cancellable

- Hit Detection: Close/High

- Damage: 100/150

Desperation Moves

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.


(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

- Hit Detection: Close

- 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 can be buffered with a tk input (qcf, uf) while you're still on the ground


- Hit Detection: Close 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, it always appears from behind Vice making it extremely useful to use while cornered, it can also be used to punish jump-in

- Hit Detection: High

- Damage: 450

Combos

No Stock, No Drive Gauge -

cr. Bx3, qcb+P~qcf+P

st. D, f+A, qcb+C~qcf+P


1 Stock, No Drive Gauge -

st. D, f+A, qcb+AC, qcb+A~qcf+P

st. D, f+A, qcb+C~qcf+P, (SC) hcf uf u d+P

qcb+A, hcf uf u d+P

qcb+A, hcf uf+A (SC buffer) u d+P


2 Stock, No Drive Gauge -

st. D, f+A, qcb+AC, st. D, hcf+BD, st. D, f+A, qcb+C~qcf+P


2 Stock, 1+ Drive Gauge -

cr. b×2, qcb+AC, qcb+A qcf+P, (SC) hcf uf u d+P


3 Stock, No Drive Gauge -

qcb+AC, hcf+B, hcbx2+BD = 476 DMG


4 Stock, No Drive Gauge -

qcb+AC, hcf+BD, st. D, f+A, qcb+AC, qcb+A, hcf uf u d+P = 525 DMG


Hyper Drive Combos

(1) JC, st. C, f+A, [HD] st. C, f+A, hcbx2+AC, [MC] qcb hcf+AC


(2) JD, st. D, f+A, qcb+AC, st. D, hcf+BD, st. D, f+A, [HD] st. D, f+A, qcb+C, (DC) hcf+D, [qcb+A, hcf+D]x4, qcb hcf+AC = 900+ DMG


(3) JD, st. D, f+A, [HD] st. D, f+A, qcb+C, (DC) hcf+D, [qcb+A, hcf+D]x3, hcbx2+BD, (MC) qcb hcf+AC = 900+ DMG

Tips

Links & References

Technical Reference

http://www.youtube.com/watch?v=vCabeLhO2_o#t=7m31s


Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters