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The King of Fighters XIII/Vice

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File:Vice.gif

Vice's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere

cr. B x1-3, qcb+A, qcf+P = 200 dmg
j. C, st. D, f+A, qcb+C, qcf+P = 318 dmg

1 Stock, No Drive Gauge Anywhere cr. B x1-2, qcb+AC, qcb+A, qcf+P = 281 dmg
1 Stock, 1+ Drive Gauge

Anywhere
Anywhere

cr. B x1-3, qcb+A, qcf+P [SC] 12369852+P = 340 dmg
j. C, cl. D, f+A, qcb+C [DC] qcb+AC, qcb+A, qcf+P = 451 dmg

4 Stock, 0 Drive Gauge Anywhere j. C, cl. D, f+A, qcb+AC, cl.D, hcf+BD, cl.D, f+A, hcbx2+BD = 656 dmg

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
  • Anywhere juggle EX Decide allows her to combo off of nearly any anti-air or air-to-air hit

Cons

  • She has trouble getting close
  • Very meter dependent
  • Weak against projectiles

Normals

Standing

st. A: 25 damage, chain/cancellable, hits mid. Typical standing jab, whiffs against crouching opponents.

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. Cancellable in HD mode. High kick, nice range, goes pretty high making it a decent AA but only if timed, can be beaten easily if anticipated.

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 is typically preferred in most cases that you'd need a close attack.

cl. D: 70 damage, cancellable, hits mid. Knee attack with decent range. Her fastest close heavy normal. Chains into st.D.

Crouching

cr. A: 25 damage, cancellable, hits mid. Has the same horizontal range as her standing jab. Overall not especially useful because it has the same frame advantage as cr. B, and is only one frame faster.

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

cr. C: 70 damage, whiff cancellable, hits mid. Looks the same as her close C except executed while crouching. Decent AA angle, but shouldn't be favored over st.a or st.d.

cr. D: 80 damage, whiff cancellable, hits low. Crouching sweep kick which causes a soft knockdown on hit, while slightly moving Vice forward. Can connect EX Decide after hit, but tough to confirm.

Jumping

j. A: 45 (40) damage, hits overhead. A quick punch attack and a relatively basic air poke. Useful for air to ground attacks, and can setup tick throws due to it's short blockstun.

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 downward angled air punch. Your best air to ground attack, but not useful as an air to air.

j. D: 70 (68) damage, hits overhead. Upward angled air kick with good horizontal range. Also useful as an air to air. Whiffs completely on crouching opponents.

Blowback Attack

CD: 75 damage, whiff cancellable, hits mid. Vice moves her leg forward then she does a hard punch attack with excellent reach. Relatively slow but a good move to move forward or cancel into deicide or splash on whiff. Combos in EX Deicide on hit, or the D version of Deicide on counterhit. Cancelling into splash on block will cause it to whiff due to the long blockstun of the move.

j. CD: 90 (80) damage, hits mid. Heavy punch attack reaches far out horizontally. Deals a large amount of hit and blockstun. A common way to confirm into her anywhere juggle combos. Great for air-to-air and in some cases starting grounded pressure but can easily be crouched and punished.

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

Throw

Death Blow = b/f + C/D close - 100 damage, causes soft knockdown. Vice grabs the opponent then slashes them across the face. You can link into an EX Decide against Chin and Athena before they hit the ground.

Command Moves

Dokken = f+A (raw) - Vice moves forward a bit and makes a fist then hits the opponent from above.

  • Hits overhead.
  • Can be considered a good candidate for okizeme and can be used to initiate HD mode.
  • Works best after a reverse knockdown as it leaves lesser room for error.

- Super cancels on block or hit

- Damage: 70


Dokken = f+A (canceled into) - Vice moves forward a bit and makes a fist then hits the opponent from above.

  • Good for comboing normals into special attacks (after cl.C, cr.C, or cl.D).
  • Cancelling from lights can serve as an imperfect frame trap.
  • Cancelling out of whiff-cancellable normals (cr.C, cr.D, st.CD) can create a wall of offense to help close distance.
  • Cancelling from close normals, standing knockback attack, cr.C, or cr.D will form true blockstrings.
  • Because it moves Vice forward, Dokken can easily combo into Gorefest.
  • While cancelling into Mayhem gives you the most damage on hit, Deicide(B version) can give you more time to confirm a hit and combo, as well as create a safer blockstring.

- Super/Special cancels on block or hit

- Damage: 45

Special Moves

Deicide = hcf+K - Vice swipes her arm forward. If it connects with the opponent, she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo. Virtually safe on block due to the knockback, but some supers may be able to connect during the recovery. Be careful when using this move, because trading with any move will result in zero damage.

  • Both versions go half a screen's length although she takes a step forward before doing the D version.
  • B version can be combo'ed into after f+A, or close normals, but the only follow ups are her command throws due to the 1 frame advantage on hit. B is the most useful version to use in neutral due to it's fast startup and better recovery. Especially useful to use against cornered opponents because they cannot position out of the effective range, and it can catch jump attempts preemptively.
  • D version can only be comboed after a drive cancelled Mayhem. combos into the A version Mayhem, her command grabs, and even her neo max, Awakening Blood.

(EX) = hcf+BD - Faster than D deicide, but slower than the B version. Takes a small step forward, so it has slightly longer range than the B version. Can catch opponents by surprise, but not too useful to throw out in neutral.

  • Has "anywhere juggle" property, which allows it connect on opponents who are in a non-juggleable state. This plays an intergal part in her playstyle because it allows her connect a full combo off of virtually any hit.
  • Can be followed up with a close C or D allowing almost any followup combo.

- Hit Detection: Mid

- 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.

  • One frame start-up, great for punishing, tick throws and empty jumps.
  • If your opponent makes you block a jumping attack too early you can punish with Gorefest upon their landing.
  • Sets up good okizeme with ambiguous rolls and safe jumps.

(EX) = hcb~f+AC - The range when she grabs is extended to about a character length.

  • The added range makes it better for punishing attacks

- Hit Detection: Close/Grab

- Damage: 20x6+40/25x6+70


Splash = dp+P - Vice leaps forward and grabs any grounded opponent and slams them to the ground. While it can be a useful mixup tool, both versions are a tad slow and can be stuffed before it connects. Combined with low damage (unless super canceled), it is somewhat of an unrewarding move to attempt. Use sparingly.

  • Can be avoided by jumping.
  • A version goes 2 character's length, good tool to catch opponents off-guard, can overshoot if the opponent is too close. This version of Splash can be setup by cancelling blocked cr.B's, cr.D, or f+A.
  • C version goes 3/4 screen, can be good for punishing predictable fireballs, but the high arc and long startup makes it very easy to anti air.

(EX) = dp+AC - Much faster start-up and a lower jump arc than A version, while travelling much further.

  • Definitive version for catching the opponent off guard.
  • Will connect with any opponent within range regardless of distance. because of this, you can punish predicted lows, notably sweeps.

- Can be super canceled into Overkill

- Hit Detection: Close

- Damage: 80/150


Mayhem = qcb+P - Vice does a charging shoulder tackle that knocks the opponent in the air. Both versions are unsafe on block, so they are not particularly good outside of combos, unless you know a blocked hit will finish your opponent off with chip damage.

  • The A version of Mayhem is usually used after light attack hit confirms. Has a faster startup than the C version.
  • C version goes farther and does more damage. Can be comboed after close normals or f+A (and st.D if in HD mode). It is possible to connect st.A after it, followed by hcf+BD for highly-efficient albiet difficult combos.

(EX) qcb+AC = - Has invincibility frames till startup, but is slower than the A version (14 frames vs 8). Still extremely unsafe on block though. The invincibility and distance traveled makes this an effective but risky move to use.

  • As a reversal it is slow, therefore easier to safe-jump and block than most reversals. However because of the large horizontal range, EX Mayhem can punish gaps in blockstrings that lead into a move with longer recovery (cr.D, a special, or a far heavy for example). Don't be too predictable with the move though, as the opponent can just end the string if they expect this.
  • Can also be useful as a metered anti-air. Be careful reacting to hops though, because they may have time to land if you use it too late.
  • Can link a qcb+A or many normals(typically hop CD or cl.D) for a followup combo after it hits for better damage than the standard followup.
  • Can also link Overkill without spending drive on a super cancel, but the advantages don't compete with doing a normal into EX Deicide for a longer combo.

- Drive/Super Cancel-able

- Hit Detection: Mid

- Damage: 60/90/160


Splash = qcf+P (after Mayhem) - Follow-up to Mayhem that looks similar to the raw version of splash. Compared to hcb~f+p as a combo ender, splash opens up less oki options, but provides better damage, especially if super canceled.

- Can be super canceled into Overkill

- Hit Detection: Close

- Damage: 80

Desperation Moves

Negative Gain = hcbx2+K - Command grab where 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.

  • Despite the super flash, has a 1 frame startup like Gorefest.
  • has a longer range than Gorefest

(EX) hcbx2+BD - Command grab with much longer range at start-up, does five slams instead of three, and a huge red skull comes out on the last slam.

  • Despite the super flash, has a 1 frame startup like Gorefest.

- Max Cancels right after the last hit

- Hit Detection: Close/grab

- 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 buffers with the tk input (qcf, uf) while you're still on the ground, so the input remains the same.

  • Does great damage when used in combos, but overall not very practical to use in air due to the relatively short range.
  • Can punish very predictable jumps if the opponent chooses to follow you in the air.

- Max Cancels immediately after the hit

- Hit Detection: Grab 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.

  • Extremely fast startup and can punish anything almost anywhere on the screen making this one of the most practical neo-maxes to use on it's own. Very unsafe on block however, and puts Vice right next to opponent regardless of position.
  • Can punish anything from a neutral hop at full screen, to a full screen projectile. Just be careful using it if they try to bait the attack with lights.
  • High damage and single hit makes it a great combo ender too.
  • Can combo after Deicide(D version) or EX Mayhem without the use of max cancel.

- Hit Detection: Mid

- Damage: 450

Combos

Combo Starters

  • Vice can convert her knockback attack, her sweep, and any anti-airs or air-to-airs into a combo with her anywhere juggle EX Decide. In this regard, as long as you have at least one extra meter, you can start many of the below combos (cl. D after hcf+AC).
  • cr. B & st. B can combo into qcb+A at any range, but can also combo in hcf+BD, hcb~f+P, or qcb+AC if closer to the opponent.
  • j. C is the preferred jump-in, although any other jumping attack works as well (j. D won't hit crouching opponents)
  • cl. D, f+A (cl. C or cr. C work as well); combos into hcf+B, hcf+AC, hcb~f+P, and any qcb+P


No Stock, No Drive Gauge -

cr. Bx3, hcb~f+P = 194 dmg, ~20% meter gain

cr. Bx3, qcb+A, qcf+P = 200 dmg, ~40% meter gain

cl. D, f+A, hcb~f+P = 229 dmg, ~25% meter gain

cl. D, f+A, qcb+C, qcf+P = 261 dmg, ~45% meter gain

hcf+B, hcb~f+P = 125 dmg, ~33% meter gain

hcf+D, qcb+C, qcf+P = 157 dmg ~50% meter gain

(counter hit) s. C+D, hcf+D, qcb+C, qcf+P = 242 dmg, ~55% meter gain


0 Stock, 1 Drive Gauge -

cr. Bx3, qcb+A, (DC) hcf+D, qcb+C, qcf+P = 259 dmg, ~75% meter gain

cl. D, f+A, qcb+C, (DC) hcf+D, hcb~f+P = 294 dmg, ~60% meter gain

cl. D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 325 dmg, ~80% meter gain


1 Stock, No Drive Gauge -

cr. Bx2, st. B, hcf+BD, cl.D, f+A, qcb+C, qcf+P = 289 dmg, ~55% meter gain

cl. D, f+A, qcb+AC, qcb+A, qcf+P = 335 dmg, ~45% meter gain

cl. D, f+A, qcb+C, st. A, hcf+BD, st. D, f+A, qcb+C, qcf+P = 403 dmg, ~75% meter gain

hcf+K, hcbx2+P = 208 dmg, ~20% meter gain

(counter hit) s. C+D, hcf+D, qcb+AC, qcb+A, qcf+P = 346 dmg, ~55% meter gain

(counter hit, corner) s. C+D, hop C+D, hcf+BD, s.D, f+A, qcb+C, qcf+P = 387 dmg, ~55% meter gain


1 Stock, 1 Drive Gauge -

cr. Bx3, qcb+A, (DC) hcb+BD, cl. D, f+A, qcb+C, qcf+P = 325 dmg, ~65% meter gain

cr. Bx3, hcb+BD, cl. D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 335 dmg, ~90% meter gain

cl. D, f+A, qcb+C, qcf+P, (SC) db~tk~u~d+P = 421 dmg, ~45% meter gain

cl. D, f+A, qcb+C, st. A, hcf+BD, cl.D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 444 dmg, ~80% meter gain

(counter hit) s. C+D, hcf+D, qcb+AC, qcb+A, DC, hcf+D, qcb+C, qcf+P = 488 dmg, ~95% meter gain


2 Stock, No Drive Gauge -

cr. Bx3, hcbx2+KK = 389 dmg, ~5% meter gain

cr. Bx2, qcb+AC, hop CD, hcf+BD, cl.D, f+A, qcb+C, qcf+P = 423 dmg, ~55% meter gain

cl. D, f+A, qcb+AC, hop CD, hcf+BD, cl. D, f+A, hcb~f+P = 448 dmg, ~45% meter gain

cl. D, f+A, qcb+AC, hop CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 477 dmg, ~65% meter gain

cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 489 dmg, ~105% meter gain

(counter hit) s. C+D, hcf+D, qcb+AC, hop C+D, hcf+BD, s.D, f+A, qcb+C, qcf+P = 458 dmg, ~75% meter gain


2 Stock, 1 Drive Gauge -

cr. B×2, qcb+AC, qcb+A qcf+P, (SC) db~tk~u~d+P = 431 dmg, ~40% meter gain

cr. Bx3, qcb+A [DC] qcb+AC, j. CD, hcf+BD, st. D, f+A, qcb+C, qcf+P = 453 dmg, ~75% meter gain

cl. D, f+A, qcb+C, st. A, hcf+BD, st. D, f+A, qcb+C, qcf+P [SC] db~tk~u~d+P = 514 dmg, ~75% meter gain

cl. D, f+A, qcb+C [DC] qcb+AC, j. CD, hcf+BD, st. D, f+A, qcb+C, qcf+P = 535 dmg, ~75% meter gain

(counter hit) s. C+D, hcf+D, qcb+C, DC, qcb+AC, qcb+A, s.A, hcf+BD, s.D, f+A, qcb+C, qcf+P = 503 dmg, ~105% meter gain


3 Stock, No Drive Gauge -

cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+AC, qcb+A, qcf+P = 518 dmg, ~105% meter gain

cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+AC, qcb+A, qcf+P = 529 dmg, ~55% meter gain

cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+AC, j.CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 542 dmg, ~95% meter gain

qcb+AC, hcf+B, hcbx2+BD = 436 dmg, ~20% meter gain

  • note qcb+AC must hit late for the hcf+B to connect.


3 Stock, 1 Drive Gauge -

cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P, [SC] db~tk~u~d+P = 587 dmg, ~60% meter gain


4 Stock, No Drive Gauge -

cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 616 dmg, ~80% meter gain


Hyper Drive Combos

HD Confirms

  • Any combo that leads into hcf+BD can be considered a HD hit confirm. Importantly, a hit with qcb+AC (reversal), an air hit, or hcf+D can lead into HD.
  • cl. D ~ st. D. The easiest confirm, and the most damaging. You have plenty of time to connect the cl. D after activation.
  • Similarly, this applies to cl. D, f+A. This will do slightly less damage though.
  • cr. B x1-3, st. B. the timing can be a bit strict, but the reward is well worth the effort.
  • st. C or st. D. you have a surprisingly fair bit of time to confirm from your standing pokes, but use carefully.


0 Stock

(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb+C, qcf+P = 597 dmg


1 Stock

(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, hcbx2+P = 647 dmg

(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, qcb+C, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 649 dmg

(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, (SC) db~tk~u~d+P = 663 dmg


2 Stock

(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, qcb+C, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD cl. D, f+A qcb+C, qcf+P = 665 dmg

(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb+AC, db~tk~u~d+P = 668 dmg

(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, hcbx2+AC = 755 dmg

(4) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb~hcf+AC = 784 dmg


3 Stock

(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, hcbx2+P, (MC) qcb hcf+AC = 841 dmg

(2) j. C, cl. D, st. D, [HD] cl. D, st. D, qcb+C, qcf+P, (SC) db~tk~u~d+P, (MC) qcb hcf+AC = 859 dmg

(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x3, qcb+C, qcf+P, (SC) db~tk~u~d+P, (MC) qcb~hcf+AC = 865 dmg


4 Stock

(1) j. C, st. D, f+A, qcb+AC, st. D, hcf+BD, cl. D, st. D, [HD] cl. D, st. D, qcb+C, hcf+D, [qcb+C, (DC) hcf+D]x3, qcb hcf+AC = 885 dmg

(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x3, hcbx2+BD, (MC) qcb~hcf+AC = 921 dmg

(3) j. C, cl. D, st. D, [HD] cl D, st. D, hcbx2+BD, [MC] qcb~hcf+AC = 931 dmg


5 Stock

(1) j. C, cl. D, st. D, [HD] cl. D, st. D, qcb+C, (DC) qcb+AC, hop j.CD, hcf+BD, cl. D, st. D, [qcb+C, (DC)hcf+D]x2, qcb+C, qcf+P, db~tk~u~d+P, (MC) qcb~hcf+AC = 1004 dmg

Tips

Frame Traps

1.) st. A, cl. D

2.) cr. A, cl. D

3.) cr. B, cl. D

Strategies

Far Range

  • From afar she has little to threaten. Your only tools to threaten at a distance is Decide or Splash. Use these to keep them honest and close the distance.

Mid Range

  • In mid range, you have a lot more tools to threaten. Remember that any hit that knocks them out of the air can turn into a full combo with EX Decide, including a lot of trades.
  • Hop CD is an air-to-air wall. Be carefully about using forward hop with it, as you can be trip-guarded easily. Mix in j.c and j.d to cover several angles.
  • St.A is your go-to reactionary anti-air, while EX Mayhem is great against regular jumps or floaty hops.
  • Far D is great to pre-emptively stop hops and jumps, and if you hit it meaty you can link EX Decide. For style, if you have the meter you can also anti-air with far D, then HD cancel, then EX Decide
  • Crouching B (light kick) has great range, abuse it.

Close Range

  • Crouching B, f+A, and command grab (hcb~f+P). If you catch them standing still you have all three to mix them up with.
  • EX Gore fest and her ground DM both have great and deceptive range.

Cornered Opponent

  • Keep at close/mid range so you can still threaten with hop CD.

Cornered

  • GC Blowback and get out of there!
  • EX Mayhem is great to get through fireballs and unsafe blockstrings, but it's use as a reversal is limited as it is slow and easily safe-jumped.
  • EX splash can beat some jumps and normals if timed right.

With No Meter/No Drive

  • Gorefest builds a lot of meter, so use that to end combos at first.

With 1+ Meter/No Drive

  • Always be ready for EX Decide
  • EX Mayhem has a lot of combo possibility, especially with 2 meters.

With No Meter/50%-100% Drive

  • Vice only gets a lot of damage from drive cancels if you also have Super meter, so don't do one without the other.

With 1+ Meter/50%-100% Drive

Best Team Position?

  • 2nd or 3rd. She needs meter badly.

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

  • Stand B is good to punich Beni's rekka kick.

Billy Kane

Chin Gentsai

  • Use command grabs to punish blocked overhead

Clark Still

Duo Lon

  • Command grab with punish teleport after the blocked rekka, but do it the reverse direction

Elisabeth Branctorche

Goro Daimon

Hwa Jai

  • Use command grab to punish bad slides and flip kick.

Iori Yagami (Claw)

Iori Yagami (Flame)

  • Use stand B to punish rekka.

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

  • Command grab to punish her DP

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
Normal Throw = b/f+C/D 100 0 1 -
GCCD 4 0 13 -15 Startup vs: Wk14, St18, Jump Atk 18
Decide = hcf+K 0 0 16,22 -15 Wk 16, St 22 (s.D,f.B,Decide safe vs most chrs)
Gorefest(1-6) = hcb,f+AC 20 0 1 -7 Whiff all frames 36
Gorefest(7) 40 0 - -
Splash = dp+P 80 0 23,32,27,35 - Vs Iori: s.A, S.C, d.A, d.C
A Mayhem = qcb+A 60 6 8 -15
C Mayhem = qcb+C 90 10 16 -8
→Splash = qcf+P 80 0 - -
EX Decide = hcb+BD 0 0 12 -12
EX Gorefest(1) = hcb,f+AC 25 0 1 - Whiff all frames 36
EX Gorefest(2-6) 25 0 - -
EX Gorefest(7) 70 0 - -
EX Splash = dp+AC 150 0 21 -
EX Mayhem = qcb+AC 120 0 14 -14
→EX Splash 80 0 - -
Negative Gain(1) = hcbx2+K 70 0 30(1) - Freeze 29
Negative Gain(2) 70 0 10 - Whiff all frames 74(45)
Negative Gain(3) 80 0 - -
Overkill = db, tk, u, d+P (in air) 200 0 30(1) - Freeze 29
EX Negative Gain(1) = hcbx2+BD 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 = qcb~hcf+AC 450 0 125(17) -55 Freeze 108, Opponent in corner
★Awakening Blood 450 0 - - Vice in Corner 113(5), Completely invincible

Videos

Juicy Bits - Vice

Links & References

Contributors

Grenadierfr [1]
keykakko [2]
Mr.Minionman [3]

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The King of Fighters XIII
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