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The King of Fighters XIII/Vice: Difference between revisions
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==Neomax== | ==Neomax== | ||
[[Image:Awakening_Blood.png]] | |||
'''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== | ==Combos== |
Revision as of 06:20, 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, can be drive/super canceled as soon as the shoulder connects
(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, can be super canceled right before she slams the opponent onto the ground
- 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
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
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