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The King of Fighters XIV/Vice
Movelist
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
As with previous iterations, Vice mixes lengthy normals and specials with command grabs for a nasty guessing game anywhere midrange to close. In her signature special, Deicide, Vice stretches out her arm and pulls the opponent towards her if it connects. This provides a hard knockdown and good damage any time it connects, however it does no damage when it trades.
Vice has a slow jump, which is useful for keeping opponents back with jumping blowback attack, but not so much for hop mixups. Vice does not have much in terms of approach, so be cautious when going against a character with a strong fireball game. Regardless, when Vice controls the field she is a very rewarding character sporting high damage.
Normals
Standing
Far A:
Far B:
Far C:
Far D:
Close
Close A:
Close B:
Close C:
Close D:
Crouching
Crouching A:
Crouching B:
Crouching C:
Crouching D:
Jumping
Jump A:
Jump B:
Jump C:
Jump D:
Blowback
Stand CD:
Jumping CD:
Throws
Death Blow - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
Backlash - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
Monstrosity - - (f+A)
- Hits overhead
- Used as combo filler after close C or D
Special Moves
Deicide - (hcf + B/D)
- Long range hitgrab that places the opponent next to you
- B version can link directly into Gorefest
- D version has a longer startup and can link into Mayhem
EX: About as fast as A version and can link into a cl.D
Gorefest - (close hcb~f + A/C)
- Command grab that scores a hard knockdown
EX: Does more damage
Splash - (dp + A/C)
- Jump grab that will only hit grounded opponents
- A version is shorter and faster
- C version jumps about 2/3rds the screen's length, and will not catch opponents directly in front of you
- Any version of Splash can super cancel into Overkill
EX: Has an even faster start-up and will connect anywhere close up to a little less than C versions distance
Mayhem - (qcb + A/C)
- Vice does a shoulder tackle. Negative on block
- A version has faster startup but does less damage
- C version travels further but is slower
EX: Invuln?
- Splash * Derivation - (qcf + A/C)
- On hit only, Vice leaps towards the opponent and slams them into the ground
- Any version of Splash can super cancel into Overkill
- EX: tba
Super Special Moves
Negative Gain - (close hcbx2 + B/D)
- A super command grab that score big damage
- Gives a hard knockdown
Max: Does more damage
Overkill - (air db~tk~u~d + A/C)
- An aerial command grab where Vice slams the opponent into the ground
- Can be super cancelled into after either version of Splash
- Gives a hard knockdown
Max: Does more damage
Climax Super Special Moves
Obscura - (hcfx2 + A+C)
- Vice leaps forward and does an air grab, slamming the opponent into the ground (again). Does massive damage
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)