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The King of Fighters XIV/Vice

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Movelist

Throws

Death Blow - close / +  

Backlash - close / +

Command Normals

Monstrosity - +

Special Moves

Deicide - + / (*)

Gorefest - close , + / (*)

Splash - + / (*)

Mayhem - + / (*)

┗Splash • Derivation [Mayhem] + /

Super Special Moves

Negative Gain - close + / (!)

Overkill - in air + / (!)

Climax Super Special Moves

Obscura - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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)

Notation

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)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina