Difference between revisions of "The King of Fighters XIII/Vice"

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- Good corner pressure/mix up
- Good corner pressure/mix up


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


===Cons===
===Cons===
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- Weak against projectiles
- Weak against projectiles
- Does not build meter very well


=Normals=
=Normals=
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'''cl. C:''' 70 damage, cancellable, hits mid. An elbow to the stomach, rather mediocre range but can still be used to initiate combos.
'''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.
'''cl. D:''' 70 damage, cancellable, hits mid. Knee attack with decent range. Her fastest close heavy normal.


===Crouching===
===Crouching===
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'''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. 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. C:''' 70 damage, 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 knocks standing opponents down when hit.
'''cr. D:''' 80 damage, whiff cancellable, hits low. Crouching sweep kick which knocks standing opponents down when hit. Can connect EX Decide after hit, but tough to confirm.


===Jumping===
===Jumping===
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'''j. B:''' 45 (40) damage, hits overhead. Air kick attack with good horizontal range. Good for air to air situations.
'''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. 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.
'''j. D:''' 70 (68) damage, hits overhead. Air kick attack with good horizontal range just like her jump B. Whiffs on crouching opponents though.
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===Blowback Attack===
===Blowback Attack===


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


'''j. CD:''' 90 (80) damage, hits mid. Heavy punch attack that looks like j. C. and does a good chunk of hitstun on guard. A common way to start her anywhere juggle combos.
'''j. CD:''' 90 (80) damage, hits mid. Heavy punch attack reaches far out horizontally. Does a good chunk of hitstun. A common way to start her anywhere juggle combos. Great for air-to-air, but can easily be crouched and punished.


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


'''Death Blow = b/f + C/D''' close - 100 damage, can be recovery rolled. Vice grabs the opponent then slashes them across the face.
'''Death Blow = b/f + C/D''' close - 100 damage, can be recovery rolled. Vice grabs the opponent then slashes them across the face. Against Chin and Athena you can link an EX Decide before they hit the ground.


=Command Moves=
=Command Moves=
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*Works best after a reverse knockdown as it leaves lesser room for error.
*Works best after a reverse knockdown as it leaves lesser room for error.


 
- Super cancelable
- Cancelable
 
- Hit Detection: Mid/High


- Damage: 70
- Damage: 70
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*Both versions go half a screen's length although the D version she takes a step forward
*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
*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
*D version cannot be combo into due to the slower start up but can free canceled into A Mayhem, Gorefest or Negative Gain DM. D Decide also has abetter vertical hitbox and can catch opponents out of hop height, but doesn't have much priority.




'''(EX) = hcf+BD''' - Faster and has more invincible start-up.
'''(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
*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
*Can be followed up with a close C or D
 


- Hit Detection: High/EX: Mid/Low
- Hit Detection: High/EX: Mid/Low
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'''Gore Fest = hcb f+P''' - Vice grabs her opponent then rushes forward dragging them across the ground then throws them into the air.
'''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  
*Instant start-up, great for punishing.
*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.


'''(EX) = hcb f+AC''' - The range when she grabs is extended to about arm length.
- Hit Detection: Close/Grab
 
 
- Hit Detection: Close


- Damage: 20x6+40/25x6+70
- Damage: 20x6+40/25x6+70
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'''Splash = dp+P''' - Vice leaps forward and grabs any grounded opponent and slams them to the ground.
'''Splash = dp+P''' - Vice leaps forward and grabs any grounded opponent and slams them to the ground.
*Unblockable
*Air to ground throw
*Will even snatch rolling opponents
*A version goes 2 character's length, good tool to catch opponents off-guard.
*A version goes 2 character's length
*C version goes 3/4 screen, good for punishing predictable fireballs.
*C version goes 3/4 screen
 
'''(EX) = dp+AC''' - Faster start-up


'''(EX) = dp+AC''' - Faster start-up and faster in general, lower jump arc than A version. Vice crouches very low to the ground on start-up, so it can be used to low-profile under certain moves, but has no invincibility.


- Hit Detection: Close/High
- Hit Detection: Close/High
- Damage: 100/150
- Damage: 100/150
 
- Can be drive canceled into air DM


'''Mayhem = qcb+P''' - Vice does a charging shoulder tackle that knocks the opponent down on contact.  
'''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
*A version goes a short distance, combos from light normals. Unsafe on block.
*C version goes farther but has worse recovery making it unsafe if whiffed or guarded
*C version goes farther and does more damage. Can only be comboed from heavy normals or cl.c/d > f.a
*Can be drive/super canceled as soon as the shoulder connects
*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
'''(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
- Drive/Super Cancellable
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'''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.
'''Splash = qcf+P''' - The same Splash move except done after Mayhem, it also has its own specific input and can be super canceled into air DM right before she slams the opponent to the ground.




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- Max Cancellable
- Max Cancellable


- Hit Detection: Close
- Hit Detection: Close/grab


- Damage: 70x2+80/60x4+100
- Damage: 70x2+80/60x4+100
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- Hit Detection: Close in air
- Hit Detection: Grab in air


- Damage: 220
- Damage: 220
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==Far Range==
==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==
==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 AA, 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 AA with far D, then HD cancel, then EX Decide
- Cr.b has great range, abuse it.


==Close Range==
==Close Range==
- Cr.b, f.a, and command grab. 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'''
'''Cornered Opponent'''
- Keep at close/mid range so you can still threaten with hop CD.


'''Cornered'''
'''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==
==With No Meter/No Drive==
- Gorefest builds a lot of meter, so use that to end combos at first.


==With 1+ Meter/No Drive==
==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==
==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==
==With 1+ Meter/50%-100% Drive==


==Best Team Position?==
==Best Team Position?==
-2nd or 3rd. She needs meter badly.


==Tips==
==Tips==
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'''Benimaru Nikaido'''
'''Benimaru Nikaido'''
-st.b is good to punich Beni's rekka kick.


'''Billy Kane'''
'''Billy Kane'''


'''Chin Gentsai'''
'''Chin Gentsai'''
-Use command grabs to punish blocked overhead


'''Clark Still'''
'''Clark Still'''


'''Duo Lon'''
'''Duo Lon'''
-Command grab with punish teleport after the blocked rekka, but do it the reverse direction


'''Elisabeth Branctorche'''
'''Elisabeth Branctorche'''
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'''Hwa Jai'''
'''Hwa Jai'''
Use command grab to punish bad slides and flip kick.


'''Iori Yagami (Claw)'''
'''Iori Yagami (Claw)'''


'''Iori Yagami (Flame)'''
'''Iori Yagami (Flame)'''
-st.b to punish rekka


'''Joe Higashi'''
'''Joe Higashi'''
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'''Mature'''
'''Mature'''
-Command grab to punish her DP


'''Maxima'''
'''Maxima'''

Revision as of 15:54, 13 May 2013

Vicexiii.jpgFile:Vice.gif

Vicexiiimoves.png

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

- 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. 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. Her fastest close heavy normal.

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. 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 knocks standing opponents down when hit. 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. 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. Relatively slow but a good move to move forward or cancel into decide or splash.

j. CD: 90 (80) damage, hits mid. Heavy punch attack reaches far out horizontally. Does a good chunk of hitstun. A common way to start her anywhere juggle combos. Great for air-to-air, 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, can be recovery rolled. Vice grabs the opponent then slashes them across the face. Against Chin and Athena you can link an EX Decide before they hit the ground.

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.

- Super cancelable

- 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 free canceled into A Mayhem, Gorefest or Negative Gain DM. D Decide also has abetter vertical hitbox and can catch opponents out of hop height, but doesn't have much priority.


(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 close C or 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, great for punishing.
  • 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.

- 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.

  • Air to ground throw
  • A version goes 2 character's length, good tool to catch opponents off-guard.
  • C version goes 3/4 screen, good for punishing predictable fireballs.

(EX) = dp+AC - Faster start-up and faster in general, lower jump arc than A version. Vice crouches very low to the ground on start-up, so it can be used to low-profile under certain moves, but has no invincibility.

- Hit Detection: Close/High - Damage: 100/150 - Can be drive canceled into air DM

Mayhem = qcb+P - Vice does a charging shoulder tackle that knocks the opponent down on contact.

  • A version goes a short distance, combos from light normals. Unsafe on block.
  • C version goes farther and does more damage. Can only be comboed from heavy normals or cl.c/d > f.a
  • 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 into air DM 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/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 can be buffered with a tk input (qcf, uf) while you're still on the ground


- 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, 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

Combo tip: Vice can convert many anti airs, air to airs, and even her sweep into a combo with her anywhere juggle EX Decide.


No Stock, No Drive Gauge -

cr. Bx3, qcb+P~qcf+P

st. D, f+A, qcb+C~qcf+P

hcf+B/D, hcb f+A/C


1 Stock, No Drive Gauge -

j. CD, hcf+BD, st.D, f+A, qcb+C, qcf+P

st. D, f+A, qcb+C, st. A, hcf BD, st. D, f+A, qcb+C, qcf+P

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

hcf+B/D, hcbx2+P


1 Stock, 1 Drive Gauge -

j. C, cl.D, f+A, qcb+C, qcf+P, [SC] hcf uf u d+P


2 Stock, No Drive Gauge -

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

cr. bx1-3, qcb+A [DC] qcb+AC, j.CD, hcf+BD, st. D, f+A, qcb+C, qcf+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) j.C, cl. D, st. D, [HD] cl D, st. D, hcbx2+BD, [MC] qcb hcf+AC


(2) j.C, st. D, f+A, qcb+AC, st. D, hcf+BD, cl. D, st. D, [HD] cl. D, st. D, qcb+C, (DC) hcf+D, [qcb+A, hcf+D]x4, qcb hcf+AC


(3) j.C, cl. D, st. D, [HD] cl. D, st.D, qcb+C, (DC) hcf+D, [qcb+C, hcf+D]x3, hcbx2+BD, (MC) qcb hcf+AC

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 AA, 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 AA with far D, then HD cancel, then EX Decide - Cr.b has great range, abuse it.

Close Range

- Cr.b, f.a, and command grab. 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.

Tips

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido -st.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) -st.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
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

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The King of Fighters XIII
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Characters