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The King of Fighters XIII/Vice

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File:Vice.gif

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere

d.B, st.B, qcb+A, qcf+P = 180 dmg
j.C, St.D, f.A, qcb+C, qcf+P = 318 dmg

1 Stock, No Drive Gauge Anywhere d.B, st.B, qcb+AC, qcb+A, qcf+P = 281 dmg
1 Stock, 1+ Drive Gauge

Anywhere
Anywhere

d.B, st.B, qcb+A, qcf+P [SC] 12369852+P = 340 dmg
j.C, st.D, f.A, qcb+C [DC] qcb+AC, qcb+A, qcf+P = 451 dmg

4 Stock, 2 Drive Gauge Anywhere j.C, st.D, f.A, hcf+BD, st.D, f.A, qcb,hcf+AC = 582 dmg
Vice's Move List Video

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 its 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

- Her anywhere juggle EX Decide allows her to combo off of nearly any hit

Cons

- She has trouble getting close

- Lacks defensive options without meter

- Weak against projectiles

- Does not build meter very well

- Needs meter for her anywhere juggle combos that make her scary

Normals

Standing

st. A: 25 damage, chain/cancellable, hits mid. A quick punch attack. Stops jump-ins.

st. B: 30 damage, cancellable, hits mid. Kick with good horizontal range.

st. C: 80 damage, hits mid. Standing high punch with excellent range making it useful for punishing laggy whiffed moves. Nice poking tool.

st. D: 70 damage, hits mid. High kick, nice range, goes pretty high making it a decent AA but only if timed, can be beaten easily if anticipated. Can be chained into from cl D

cl. C: 70 damage, cancellable, hits mid. An elbow to the stomach, rather mediocre range but can still be used to initiate combos.

cl. D: 70 damage, cancellable, hits mid. Knee attack with decent range. Similar in use to her close C in terms of use.

Crouching

cr. A: 25 damage, cancellable, hits mid. It's the same as her st. A except she's crouching now.

cr. B: 30 damage, chain/cancellable, hits low. A quick crouching kick which is a pretty good poke that's great for chaining lights into combos.

cr. C: 70 damage, cancellable, hits mid. Looks the same as her close C except executed while crouching,

cr. D: 80 damage, whiff cancellable, hits low. Crouching sweep kick which knocks standing opponents down when hit.

Jumping

j. A: 45 (40) damage, hits overhead. A quick punch attack and a relatively basic air poke. Great for poking in air to ground.

j. B: 45 (40) damage, hits overhead. Air kick attack with good horizontal range. Good for air to air situations.

j. C: 72 (70) damage, hits overhead. A heavy air punch attack, a good air to ground attack.

j. D: 70 (68) damage, hits overhead. Air kick attack with good horizontal range just like her jump B. Whiffs on crouching opponents though.

Blowback Attack

CD: 75 damage, whiff/cancellable, hits mid. Vice moves her leg forward then she does a hard punch attack with excellent reach.

j. CD: 90 (80) damage, hits mid. Heavy punch attack that looks like j. C. and does a good chunk of hitstun on guard.

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack

Throw

Death Blow = b/f + C/D close - 100 damage, can be recovery rolled. Vice grabs the opponent then slashes them across the face.

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 its 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 its 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

j.C, cl.D, f+A, qcb+AC, hop CD or d+D, hcf+BD, cl.D, f+A, qcb+C, qcf+P - (518 damage, hard knockdown)

j. C, st. D, f+A, qcb+C, st. A, h+BD, st. D, f+A, qcb+D, st. A, 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

j. C, st. D, f+A, qcb+C, st. A, hcf+BD, st. D, f+A, qcb+C, qcf + P [SC] db, tk, 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, db, tk, u, d+P = 525 DMG


Hyper Drive Combos

(1) JC, st. C, f+A, [HD] st. C, f+A, hcbx2+BD, [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

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Tips

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice (mirror match)

Yuri Sakazaki

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 4 +2
cr.A 25 3 5 +1
st.A 25 3 4 +2
j.A 45 3 5 -
hop A 40 3 5 -
st.B 30 3 6 -2
cr.B 30 3 6 +1
far B 30 3 6 -2
j.B 45 3 6 -
hop B 40 3 6 -
cl.C 70 7 7 -2
cr.C 70 7 6 -9
st.C 80 7 7 -1 Long reach hits crouchers
j.C 72 7 6 -
hop C 70 7 6 -
cl.D (1) 80 7 5 0
cl.D (2) 80 7 - -7
cr.D 80 7 8 -4
far D 80 7 8 -7 Long reach hits crouchers
j.D 70 7 6 -
hop D 68 7 6 -
st.CD 75 10 15 -1
j.CD 90 8 8 -
hop CD 80 8 7 -
ドッケン(単 70 6 20 -5
ドッケン(c 45 6 15 -4
デスブロウ 100 0 1 -
GCCD 4 0 13 -15 Startup vs: Wk14, St18, Jump Atk 18
Decide 0 0 16,22 -15 Wk 16, St 22 (s.D,f.B,Decide safe vs most chrs)
Gorefest(1-6) 20 0 1 -7 Whiff all frames 36
Gorefest(7) 40 0 - -
Splash 80 0 23,32,27,35 - Vs Iori: s.A, S.C, d.A, d.C
A Mayhem 60 6 8 -15
C Mayhem 90 10 16 -8
→Splash 80 0 - -
EX Decide 0 0 12 -12
EX Gorefest(1) 25 0 1 - Whiff all frames 36
EX Gorefest(2-6) 25 0 - -
EX Gorefest(7) 70 0 - -
EX Splash 150 0 21 -
EX Mayhem 120 0 14 -14
→EX Splash 80 0 - -
Negative Gain(1) 70 0 30(1) - Freeze 29
Negative Gain(2) 70 0 10 - Whiff all frames 74(45)
Negative Gain(3) 80 0 - -
Overkill 200 0 30(1) - Freeze 29
EX Negative Gain(1) 60 0 30(1) - Freeze 29
EX Negative Gain(2-5) 60 0 - - Whiff all frames 74(45)
EX Negative Gain(6) 100 0 - -
Awakening Blood 450 0 125(17) -55 Freeze 108, Opponent in corner
★Awakening Blood 450 0 - - Vice in Corner 113(5), Completely invincible

Videos

Vice KCE Introduction

Links & References

Contributors

Grenadierfr [1]
keykakko [2]

Discussion Threads

Discuss at Dream Cancel

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