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The King of Fighters XIII/Vice: Difference between revisions
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[[Image:Gore_Fest.png]] | [[Image:Gore_Fest.png]] | ||
'''Gore Fest = hcb f+P - Vice grabs her opponent then rushes forward dragging them across, then throws them into the air. it has command grab properties so use it as such. | '''Gore Fest = hcb f+P''' - Vice grabs her opponent then rushes forward dragging them across, then throws them into the air. it has command grab properties so use it as such. | ||
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[[Image:Mayhem.png]] | [[Image:Mayhem.png]] | ||
'''Mayhem = qcb+P''' - Vice does a charging shoulder tackle that knocks the opponent down on contact, the weak version goes a short distance and has good recovery, the strong version goes farther but has worse recovery making it unsafe if whiffed | '''Mayhem = qcb+P''' - Vice does a charging shoulder tackle that knocks the opponent down on contact, the weak version goes a short distance and has good recovery, the strong version goes farther but has worse recovery making it unsafe if whiffed or guarded | ||
(EX) qcb+AC = - | |||
(EX) qcb+AC = - Faster more invincible start-up, also launches the opponent into the air for a possible follow-up | |||
- Drive/Super Cancel-able | - Drive/Super Cancel-able | ||
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''' | [[Image:Splash_follow_up.png]] | ||
'''Splash qcf+P''' - The same Splash move except done after Mayhem, it has a different input and can only be done after Mayhem | |||
- Super Cancel-able | |||
- Hit Detection: Close/High | |||
- Damage: 100/150 | |||
==Desperation Moves== | ==Desperation Moves== |
Revision as of 05:56, 8 September 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A quick punch attack, a relatively basic poke, stops jump-ins like usual
- Cancel-able
- Hit Detection: High
- Damage: 25
st. B - Air kick attack, has good horizontal range
- Cancel-able
- Hit Detection: High
- Damage: 30
st. C - Standing high punch, it has excellent range making it useful for punishing whiffed moves
- Hit Detection: High
- Damage: 80
st. D - High kick, nice range, goes pretty high making it a decent AA
- Hit Detection: High
- Damage: 70
cl. C - An elbow to the stomach, rather mediocre range
- Cancel-able
- Hit Detection: High
- Damage: 70
cl. D - Knee attack, okay range but it still doesn't go too far
- Cancel-able
- Hit Detection: High
- Damage: 70
Crouching
cr. A - It's the same as her st. A except she's crouching now
- Cancel-able
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, a pretty good poke that's great for chaining lights into combos
- Chain/Cancel-able
- Hit Detection: Low
- Damage: 30
cr. C - Looks the same as her close C except executed while crouching,
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D - Crouching sweep kick, knocks standing opponents down when hit, also whiff cancel-able
- Whiff/Cancel-able
- Hit Detection: Low
- Damage: 80
j. A - A quick punch attack, a relatively basic air poke
- Hit Detection: Mid
- Damage: 45(40)
j. B - Air kick attack, has good horizontal range
- Hit Detection: Mid
- Damage: 45(40)
j. C - A heavy air punch attack, a good air to air attack
- Hit Detection: Mid
- Damage: 72(70)
j. D - Air kick attack, has good horizontal range just like her jump B
- Hit Detection: Mid
- Damage: 70(68)
CD - Vice moves her leg forward then she does a hard punch attack, excellent reach
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD - Heavy punch attack that looks jump C, does a good chunk of hitstun on guard
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
Death Blow = b/f + C/D close - Vice grabs the opponent then cuts them across the face
- Can be broken
- Hit Detection: Close
- Damage: 100
Command Moves
Dokken = f+A - Vice makes a fist then hits them over the head, good for string normals into special attacks, it's and overhead so it will hit crouching opponents
- Cancel-able
- Hit Detection: Mid/High
- Damage: 70
Special Moves
Decide = hcf+K - Vice swipes her arm towards the ground really fast, when it contacts with the opponent she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo, weak version goes about 1/4 of the screen while the strong version goes 3/4's of the screen
(EX) = hcf+BD - Faster and more invincible start-up, it can also pull opponents forward that are still in hitstun or a juggle state
- Hit Detection: High
- Damage: 0
Gore Fest = hcb f+P - Vice grabs her opponent then rushes forward dragging them across, then throws them into the air. it has command grab properties so use it as such.
(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 if it connects she slams them to the ground, punishes crouching opponents and opponents that are in the middle roll of an evasive roll
(EX) = dp+AC - Faster start-up, instant overhead
- Hit Detection: Close/High
- Damage: 100/150
Mayhem = qcb+P - Vice does a charging shoulder tackle that knocks the opponent down on contact, the weak version goes a short distance and has good recovery, the strong version goes farther but has worse recovery making it unsafe if whiffed or guarded
(EX) qcb+AC = - Faster more invincible start-up, also launches the opponent into the air for a possible follow-up
- Drive/Super Cancel-able
- Hit Detection: Close/High
- Damage: 60/90/160
Splash qcf+P - The same Splash move except done after Mayhem, it has a different input and can only be done after Mayhem
- Super Cancel-able
- Hit Detection: Close/High
- Damage: 100/150
Desperation Moves
hcb x2 + B/D = Negative Gain (EX)
db, qcf, uf, u, d + A/C (in air) = Overkill
Neomax
qcb, hcf + AC
Combos
Tips
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference