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The King of Fighters XIII/Vice: Difference between revisions
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==Combos== | ==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== | ==Tips== |
Revision as of 00:57, 26 November 2011
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 it's 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 - A quick punch attack, a relatively basic poke, stops jump-ins like usual.
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
st. B - Air kick attack, has good horizontal range.
- Cancelable
- Hit Detection: High
- Damage: 30
st. C - Standing high punch, it has excellent range making it useful for punishing laggy whiffed moves, nice poking tool.
- Hit Detection: High
- Damage: 80
st. D - High kick, nice range, goes pretty high making it a decent AA but only if timed, can be beaten easily if anticipated.
- Hit Detection: High
- Damage: 70
cl. C - An elbow to the stomach, rather mediocre range but can still be used to initiate combos.
- Cancelable
- Hit Detection: High
- Damage: 70
cl. D - Knee attack, okay range but it still doesn't go too far, works just like her close C in terms of use.
- Cancelable
- Hit Detection: High
- Damage: 70
Crouching
cr. A - It's the same as her st. A except she's crouching now
- Cancellable
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, a pretty good poke that's great for chaining lights into combos
- Chain/Cancellable
- Hit Detection: Low
- Damage: 30
cr. C - Looks the same as her close C except executed while crouching,
- Cancellable
- Hit Detection: High
- Damage: 70
cr. D - Crouching sweep kick, knocks standing opponents down when hit, also whiff cancelable
- Whiff/Cancellable
- Hit Detection: Low
- Damage: 80
Jumping
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)
Blowback Attack
CD - Vice moves her leg forward then she does a hard punch attack, excellent reach
- Whiff/Cancellable
- 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 the opponent on the head.
- Good for stringing normals into special attacks
- Is an overhead on it's 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 it's 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