-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
Line 55: | Line 55: | ||
- Very useful EX attacks | - Very useful EX attacks | ||
- Her anywhere juggle EX Decide allows her to combo off of | - Her anywhere juggle EX Decide allows her to combo off of nearly any hit | ||
===Cons=== | ===Cons=== | ||
Line 66: | Line 66: | ||
- Does not build meter very well | - Does not build meter very well | ||
- Needs meter for her anywhere juggle combos that make her scary | |||
=Normals= | =Normals= |
Revision as of 00:27, 3 May 2013
0 Stock, No Drive Gauge |
Low |
d.B, st.B, qcb+A, qcf+P = 180 dmg |
1 Stock, No Drive Gauge | Anywhere | d.B, st.B, qcb+AC, qcb+A, qcf+P = 281 dmg |
1 Stock, 1+ Drive Gauge |
Anywhere |
d.B, st.B, qcb+A, qcf+P [SC] 12369852+P = 340 dmg |
4 Stock, 2 Drive Gauge | Anywhere | j.C, st.D, f.A, hcf+BD, st.D, f.A, qcb,hcf+AC = 582 dmg |
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
- Her anywhere juggle EX Decide allows her to combo off of nearly any hit
Cons
- She has trouble getting close
- Lacks defensive options without meter
- Weak against projectiles
- Does not build meter very well
- Needs meter for her anywhere juggle combos that make her scary
Normals
Standing
st. A: 25 damage, chain/cancellable, hits md. A quick punch attack. Stops jump-ins.
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. 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: 70 damage, cancellable, hits mid. Knee attack with decent range. Similar in use to her close C in terms of use.
Crouching
cr. A: 25 damage, cancellable, hits mid. 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 mid. Looks the same as her close C except executed while crouching,
cr. D: 80 damage, whiff cancellable, hits low. Crouching sweep kick which knocks standing opponents down when hit.
Jumping
j. A: 45 (40) damage, hits overhead. A quick punch attack and a relatively basic air poke. Great for poking in air to ground.
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 heavy air punch attack, a good air to ground attack.
j. D: 70 (68) damage, hits overhead. Air kick attack with good horizontal range just like her jump B. Whiffs on crouching opponents though.
Blowback Attack
CD: 75 damage, whiff/cancellable, hits mid. Vice moves her leg forward then she does a hard punch attack with excellent reach.
j. CD: 90 (80) damage, hits mid. Heavy punch attack that looks like j. C. and does a good chunk of hitstun on guard.
GCCD: 10 damage, hits mid. 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
j.C, cl.D, f+A, qcb+AC, hop CD or d+D, hcf+BD, cl.D, f+A, qcb+C, qcf+P - (518 damage, hard knockdown)
j. C, st. D, f+A, qcb+C, st. A, h+BD, st. D, f+A, qcb+D, st. A, 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
j. C, st. D, f+A, qcb+C, st. A, hcf+BD, st. D, f+A, qcb+C, qcf + P [SC] db, tk, 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, db, tk, u, d+P = 525 DMG
Hyper Drive Combos
(1) JC, st. C, f+A, [HD] st. C, f+A, hcbx2+BD, [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
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Tips
Character Matchups
Andy Bogard
Ash Crimson
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
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 | |
デスブロウ | 100 | 0 | 1 | - | |
GCCD | 4 | 0 | 13 | -15 | Startup vs: Wk14, St18, Jump Atk 18 |
Decide | 0 | 0 | 16,22 | -15 | Wk 16, St 22 (s.D,f.B,Decide safe vs most chrs) |
Gorefest(1-6) | 20 | 0 | 1 | -7 | Whiff all frames 36 |
Gorefest(7) | 40 | 0 | - | - | |
Splash | 80 | 0 | 23,32,27,35 | - | Vs Iori: s.A, S.C, d.A, d.C |
A Mayhem | 60 | 6 | 8 | -15 | |
C Mayhem | 90 | 10 | 16 | -8 | |
→Splash | 80 | 0 | - | - | |
EX Decide | 0 | 0 | 12 | -12 | |
EX Gorefest(1) | 25 | 0 | 1 | - | Whiff all frames 36 |
EX Gorefest(2-6) | 25 | 0 | - | - | |
EX Gorefest(7) | 70 | 0 | - | - | |
EX Splash | 150 | 0 | 21 | - | |
EX Mayhem | 120 | 0 | 14 | -14 | |
→EX Splash | 80 | 0 | - | - | |
Negative Gain(1) | 70 | 0 | 30(1) | - | Freeze 29 |
Negative Gain(2) | 70 | 0 | 10 | - | Whiff all frames 74(45) |
Negative Gain(3) | 80 | 0 | - | - | |
Overkill | 200 | 0 | 30(1) | - | Freeze 29 |
EX Negative Gain(1) | 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 | 450 | 0 | 125(17) | -55 | Freeze 108, Opponent in corner |
★Awakening Blood | 450 | 0 | - | - | Vice in Corner 113(5), Completely invincible |
Videos
Vice KCE Introduction
Links & References
Contributors
Discussion Threads
Discuss at Dream Cancel