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The King of Fighters XIII/Vice: Difference between revisions

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==Desperation Moves==
==Desperation Moves==
'''hcb x2 + B/D = Negative Gain (EX)'''
[[Image:Negative_Gain.png]]


'''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.


'''db, qcf, uf, u, d + A/C (in air) = Overkill'''


(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 Cancel-able
- Hit Detection: Close
- Damage: 70x2+80/60x4+100
[[Image:Overkill.png]]
'''Overkill = db, qcf, uf, u, d + A/C''' in air - Vice laughs maniacally then slams the opponent to the ground, then falls on them making a huge red skull come out of the ground from under the opponent
- Max Cancel-able
- Hit Detection: Close in air
- Damage: 220


==Neomax==
==Neomax==

Revision as of 06:10, 8 September 2010

File:Vice.png


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

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 Cancel-able

- Hit Detection: Close

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


Overkill = db, qcf, uf, u, d + A/C in air - Vice laughs maniacally then slams the opponent to the ground, then falls on them making a huge red skull come out of the ground from under the opponent

- Max Cancel-able

- Hit Detection: Close in air

- Damage: 220

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

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