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.