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The King of Fighters XIV/Vice

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Movelist

(*) = EX OK

(!) = MAX OK

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

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

j.C, st.C, f+A, hcb~f+P = (272 dmg)
cr.B (or 2), cr.A, qcb+A~qcf+P = (166 dmg)
cr.B, cr.A, hcb~f+P = (161 dmg)

1 Meter

Anywhere
Anywhere
Low, Anywhere

st+CD, dash, hcf+D, hcbx2+K = (231 dmg)
j.C, cl.C, f+A, qcb+C~qcf+P, db~tk~u~d+P = (428 dmg)
cr.B, cr.B, cr.A, qcb+A~qcf+P, db~tk~u~d+P (307 dmg)

2 Meters

Anywhere

j.C, cl.C, f+A, qcb+A~qcf+P, [SC] db~tk~u~d+AC = (532 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. She also sports the fastest dash in the game, and one of the quickest backdashes.

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 and incredible mixup.


Normals

Standing

  • st. A: She slaps. Standard anti-hop tool, and +2 on block. Won't hit crouchers.
  • st. B: Vice does a far-reaching kick. One of Vice's longest reaching normal, and can be used to stuff hopping early.
  • st. C: Vice punches outward. An extremely fast and rewarding poke with good vertical and horizontal range, that can also be a useful max mode starter. Not as far reaching as st. B, but just as useful at stopping hops and poking.
  • st. D: A very tall spin kick. Used as an anti-air and stuffing approaches, but has a slow recovery and won't hit crouching opponents.

Close

  • cl. A: Vice elbows the opponent. special cancel-able.
  • cl. B Vice kicks their shins. Hits low, and is special cancel-able, but is negative on block.
  • cl. C: slower than cl.D, but has a better activation range, and safer if you get st.C, since it'll hit crouchers.
  • cl. D: the faster of the two heavies, more useful for connecting after a deep jump-in, and connecting after a max mode cancel.

Crouching

  • cr. A: +1 on block. Use this to combo into A Mayhem or Gorefest (the command grab).
  • cr. B: +2 on block. A crouching kick that hits low and is useful for any kind of mix up you want to do, and also chains into cr.A. Special cancel-able!
  • cr. C: A very tall uppercut that is useful as an anti-air. Special cancels on block.
  • cr. D: A decent sweep that is special cancel-able. Can also be used in combos since EX Deicide has anywhere juggle property.

Jumping

  • j. A: Vice extends her arm downward, which is a deep and fast light. Useful to try to set up tick throws with Gorefest.
  • j. B: Vice stretches out her leg which has a long forward hitbox. Use as an air-to-air when matching your opponent's height.
  • j. C: Vice punches downward, which is your deepest jump-in.
  • j. D: Vice does a high kick. A good reaching air-to-air, and can catch super jumping opponents while hopping.

Blowback

  • st. CD: Vice takes a deep step forward and throws out a punch. Can extend the reach of Splash and Deicide, or just poking in neutral.
  • j CD: A fast and very tall punch. This should be your primary air-to-air since it is strong and combos on counter-hit, but it is a weak jump-in since it will always whiff on crouchers.


Throws

Death Blow - (b/f+C) close

  • Vice slashes their face and tosses them away.
  • Assuming they tech, barely puts you in position to whiff cancel CD into C Deicide on their wakeup.
  • Soft knockdown and can be broken

Backlash - (b/f+D) close

  • Position excluding, this is the preferred throw because it puts you closer.
  • In position to use A Deicide, or A Splash.
  • Hard knockdown and can be broken

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. It's negative, but not usually punishable unless you do it too close.
  • B version can link directly into Gorefest or Negative Gain.
  • D version has a slightly slower startup but farther reach. Curiously, you have to super cancel into Negative Gain; Gorefest is still a link.

EX: Anywhere juggle*. As slow as the D version and can link into a cl.D or cl.C.

  • You can only link into cl.D or cl.C after the Ex Deicide IF the Ex Decide was cancelled into from an anywhere juggle state. IF you cancel into the Ex Deicide from an anywhere juggle state, you cannot loop it twice--the second Ex Deicide will whiff.


Gorefest - (close hcb~f + A/C)

  • Command grab that scores a hard knockdown. 1 frame startup.

EX: Does more damage and can be followed up with Obscura. Overkill will only connect in the corner. Nothing else connects.


Splash - (dp + A/C)

  • Jump grab that will only hit grounded opponents (can be standing or crouching).
  • 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.
  • Either A or C version of Splash can super cancel into Overkill.

EX: Has an even faster startup and will connect anywhere close up to a little less than C versions distance. The arch of her jump is a lot more horizontal and does not have any invulnerable frames.


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: Launches your opponent higher and recovers faster. You can follow up with A Mayhem or even a normal attack.

Splash * Derivation - (qcf + A/C)
  • On hit only, Vice leaps towards the opponent and slams them into the ground.
  • A and C versions can super cancel into Overkill.


Super Special Moves

Negative Gain - (close hcbx2 + B/D)

  • A super command grab that score big damage. 1 frame startup.
  • Gives a hard knockdown.

Max: Does more damage

Overkill - (air db~qcf~uf~u~d + A/C)

  • An aerial command grab where Vice slams the opponent into the ground. Has invincibility frames on startup, so you can use it to anti-air, but using it this way can be tricky.
  • Also has anywhere-juggle property, which lets you confirm anti-air and air-to-air hits into Overkill.
  • Can be super cancelled off of either version of the Splash followup, making it simple combo ender.
  • 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).
  • Combos after an EX Gorefest, Climax Cancelled Negative Gain, or Mayhem.


Combos

Notation

Rush Auto Combo

Meterless: 169 dmg, 3 hits into gorefest. Actually kinda useful, except for the fact that the second and third hit of the rush combo are negative on block.

1 Meter: 237 dmg, " " into Negative Gain.

EX: 340 dmg, " " into EX Negative Gain.

0 meter

  • cr.B (or 2), cr.A, qcb+A~qcf+P = (166 dmg)

(Vice's basic block string into Mayhem.)

  • cr.B, cr.A, hcb~f+P = (161 dmg)

(A bit tougher to confirm than Mayhem, but leads to a better knockdown.)

  • j.C, st.D, f+A, qcb+C~qcf+P = (308 dmg)

(Basic jump in combo.)

  • j.C, st.D, f+A, hcb~f+P = (275 dmg)

(Same as above, but you sacrifice a little damage for a use-able knockdown.)

  • hcf+B, hcb~f+P (111 dmg)
  • hcf+D, qcb+C~qcf+P (148 dmg)

(Two variations of Deicide combos. hcf+D can still combo in Gorefest if you want the knockdown, but hcf+B can't combo into Mayhem.)

  • st+CD, dash, hcf+D, qcb+C~qcf+P (199 dmg)

(If you find timing D version difficult, you can use B version instead. You can also whiff cancel a st.CD instead of the dash depending on the spacing.)

  • CH j.CD hcf+B hcb~f+P (220 dmg)

(I recommend getting the confirm off the j.CD down consistently. It can add to your air game significantly.)

1 meter

  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, f+A, qcb+C~qcf+P (474 dmg) {1000}
  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, f+A, qcb+AC, qcb+A~qcf+P (507 dmg) {1500}
  • j.C, cl.D, f+A, qcb+C~qcf+P, db~tk~u~d+P (439 dmg)
  • j.C, cl.D, f+A, hcbx2+K (343 dmg)
  • st+CD, dash, hcf+B, hcbx2+K (231 dmg)

(any grounded anti-air), [BC] hcf+BD, cl.D f+A, qcb+AC, qcb+A~qcf+P

2 meters

  • j.C, cl.D, f+A, qcb+C~qcf+P, [SC] db~tk~u~d+AC (532 dmg)
  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, qcb+A~qcf+P, [SC] db~tk~u~d+P (548 dmg) {1000}
  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, f+A, hcbx2+P (602 dmg) {1500}

3 meters

  • j.C, cl.D, f+A, qcb+C [SC] hcfx2+AC (600 dmg)
  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, f+A, qcb+A~qcf+P, [SC] db~tk~u~d+AC (630 dmg) {1000}
  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, f+A, [MAX] cl.D, f+A, qcb+AC, qcb+A~qcf+P, [SC] db~tk~u~d+AC (655 dmg) {1000/1250 only}
  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, f+A, qcb+AC, qcb+A~qcf+P, [SC] db~tk~u~d+AC (657 dmg) {1500}
  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, qcb+C [SC] hcfx2+AC (677 dmg) {1500}

4 meters

  • j.C, cl.D, f+A, hcbx2+P [CC] hcfx2+PP (608 dmg)

(Input the half circles for both supers in the same direction, input before the next to last jump.)

  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, f+A [MAX] cl.D, f+A, qcb+AC, qcb+A [SC] hcfx2+PP (721 dmg) {1000/1250 only}
  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cr.D, hcf+BD, cl.D, f+A, qcb+AC, qcb+A [SC] hcfx2+PP (716 dmg) {1500}

5 meters

  • hcf+K, hcbx2+BD, [CC] hcfx2+AC (599 dmg)

(The climax input is hcfx2, but input it the same direction you did the super. Also the timing is very strict. Start buffering the notion after she slams them four times and remember to use the input buffer technique by holding the AC button down until it cancels)

  • j.C, cl.D, f+A, [BC] cl.D, f+A, qcb+AC, cR.D, hcf+BD, cl.D, f+A, hcbx2+BD [CC] hcfx2+AC (782 dmg)

Misc

Run-Buffered Gorefest

This is a universal technique that can used with any character with a command grab. Since the first few frames of running are automatic, you can input a special during these frame and hold forward to continue running. In other words, to do this tech you need to input forward forward half circle back hold forward then press punch when you are close to the opponent. The input doesn't hold forever, so you need to practice to see the range you can reach with it.

  • This is an important technique to use with Vice when they start respecting Vice's pressure. Her jump-ins are not very fast and somewhat react-able and she does not have a cross-up to use when they are blocking, so Gorefest is the main option. You can use it when in Deicide range if they are blocking and reacting. Or you can re approach quickly after one or two blocked cr.B's.
  • Remember, you use this when they respect your pressure, not before. If they always press buttons after blocking a string, it will be more effective to attempt frame traps, use a hop j.C/run cr.B to reapproach, or a jab to catch counter-hops.

Air Confirms

It can be an important aspect of Vice's pressure game to make sure you punish the opponent's aerial approach hard. To that end, Vice has three powerful and unique options at her disposal: The air super, Overkill, Counterhit j.CD, and EX Deicide (i.e. the sleeve). Both Overkill and EX Deicide have a property known as Anywhere Juggle. When an opponent is hit in the air by a normal, they are put into a non-hittable state until they touch the ground. Anywhere Juggle ignores this state and allows additional followup.

  • CH j.CD can be described simply: If you counter something, combo into the B version of Deicide. You get close to 200 damage, and a hard knockdown with Gorefest that provides ample time to mixup.
  • Overkill is used to follow-up air-to-air hits. If you connect any non-CD air normal on another aerial opponent, as soon as you land input Overkill to jump back in and catch them before they land. It can also be used after anti-air st.A or st.B. Other anti-airs have too much recovery and require the use of another trick:
  • EX Deicide. Although this is the trickiest one to use, it is also the most rewarding. If you are in Max mode, all you have to do is catch them with an anti-air (or air-to-air in some cases), and cancel into EX Deicide before they land. Using it outside of max however is a bit trickier. To use outside of max, you need to cancel your anti-air with max mode activation, while also buffering the EX Deicide input. What you do after depends on where you hit the opponent. If you hit them high up, hold back when you activate max, wait a hair, then use EX Deicide. If you hit them lower, just use it immediately. It'll take some practice, but trust me in saying this is what makes Vice a dangerous character.


Frame Data

Vice KOFXIV Frama Data Link

Videos

KoF XIV: Vice Beginner Breakdown

Vice Slow Motion Hitboxes

Vice Concepts and Max Mode Combos by TheConan1234321

The Gorefest Safe Jump:

External Links

Discussion Threads

Discuss at Dream Cancel

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