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Added strengths and weakness, and the quick combo guide. If you find better stuff, feel free to add
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==Gameplay Overview==
==Gameplay Overview==
 
Returning with her outfit from the Orochi Saga, Vice is a powerful grappler who is notorious for her anywhere juggles and some of the best okizeme a grappler can have in KOF. Her unique Deicide specials compliment her moveset, giving her a surprisingly strong mid-range that leads to her command grabs, making the opponent second-guess themselves in the midrange, which lets Vice approach with her plethora of command grabs and mixup tools. With one grab or hit, Vice can put the opponent in mixup after mixup, leaving the opponent scared of the brutal beauty.
This does come at a cost, though. Her play outside of the midrange is nearly nonexistant, making matchups against characters with strong long-range tools like Rugal and Athena an absolute chore for Vice. Furthermore, her Deicide grabs do no damage on their own, which causes trades to deal no damage to the opponent if the opponent presses into it. However, with plenty of patience, Vice can leave the opponents quaking in fear.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''Vice is a vortex-style grappler with great okizeme and a surprisingly good midrange.'''''  
| intro = '''''Vice is a vortex-style grappler with great okizeme and a surprisingly good midrange.'''''  

Revision as of 09:09, 15 December 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Like Mature, Vice was once one of the Hakkesshu—loyal followers who sought to revive the dreaded Orochi. Her frail stature masks a decidedly violent ruthlessness, which comes to the fore in the way she fights: unbridled strength and brutal throws. Vice is intrigued by Iori Yagami, who carries Orochi blood in his veins.
Jump:
Hop
Backdash:
Run Speed Ranking:

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Death Blow - / +

Backlash - / +

Command Normals

Monstrosity - +

Target Combo - (close) >

Special Moves

Deicide - + / (*)

┗ Mayhem Follow Up - [ or EX Deicide] + / (*)

Deicide Avatar - + / (*)

Gorefest - + / (*)

Blackened - + / (*)

┗ Deicide Avatar Follow Up - + /

Splash - + / (*)

Mayhem - + / (*)

┗ Splash Follow Up - + /

Super Special Moves

Negative Gain - + / (!)

Overkill - + / (Midair Only) (!)

Climax Super Special Moves

Disgrace - +

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere
Anywhere

((2B > 2A)/(cl.D > 6A) > 632146A/C = 164/253 dmg
(2B > 2A > 2A > 214A~236A/C = 151 dmg
(cl.D > 6A > 214C, 63214B = 284 dmg

½ Meter

Anywhere
Anywhere

(2B > 2A > 2A > 632146AC, 214A > 236A/C, = 245 dmg
(cl.D > 6A > 214C, 63214BD, 41236B, 632146A/C = 403 dmg

1 Meter

Anywhere
Anywhere

(2B > 2A > 2A > 214AC, 63214BD, 41236B, 632146A/C = 322 dmg
(cl.D > 6A > 214C, 63214B 6321463214B/D = 460 dmg

Gameplay Overview

Returning with her outfit from the Orochi Saga, Vice is a powerful grappler who is notorious for her anywhere juggles and some of the best okizeme a grappler can have in KOF. Her unique Deicide specials compliment her moveset, giving her a surprisingly strong mid-range that leads to her command grabs, making the opponent second-guess themselves in the midrange, which lets Vice approach with her plethora of command grabs and mixup tools. With one grab or hit, Vice can put the opponent in mixup after mixup, leaving the opponent scared of the brutal beauty. This does come at a cost, though. Her play outside of the midrange is nearly nonexistant, making matchups against characters with strong long-range tools like Rugal and Athena an absolute chore for Vice. Furthermore, her Deicide grabs do no damage on their own, which causes trades to deal no damage to the opponent if the opponent presses into it. However, with plenty of patience, Vice can leave the opponents quaking in fear.

Vice is a vortex-style grappler with great okizeme and a surprisingly good midrange.
Pros Cons
  • Full Set of Command Grabs: Vice has the full KOF-style set of command grabs, including a 1-frame grab, a delayed-invulnerable grab, and a 1-frame super grab. These pair well with her amazing 2B and 6A low/overhead mixups.
  • Solid Neutral: With her lighting fast j.CD and 5C, paired with her unique Deicide and Deicide Avatar specials, Vice has a solid midrange game. The latter special moves also lead to a command grab and hard knockdown respectively.
  • Okizeme Queen: All of Vice's combo enders and command grabs (barring Splash) lead into a hard knockdown, which gives Vice either safejumps, or ambiguous left-right roll mixups. Even with one hit, Vice can make it count and keep the mixups coming.
  • Anywhere Juggles: Combining the Anywhere-Juggle properties on her EX Deicide and Overkill supers, and ways that lead to these juggles like her fast j.CD and her cancellable 2C and j.A, Vice can squeeze extra damage in situations where other characters cannot.
  • Struggles with Fireballs: If an opponent can keep her out with fireballs, Vice has no way to get in against an opponent other than universal mechanics and Splash, which cannot be used reactively to fireballs. Because of this, Vice struggles pretty hard with zoning.
  • Poor Trades: Deicide does no damage by itself, meaning trades in neutral are extra costly for Vice, as the opponent takes no damage for trading with it.