Difference between revisions of "Vice (XIII)"
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=Links & References=
=Links & References=
Revision as of 20:22, 15 December 2014
|0 Stock, No Drive Gauge||
cr. B x1-3, qcb+A, qcf+P = 200 dmg
|1 Stock, No Drive Gauge||Anywhere||cr. B x1-2, qcb+AC, qcb+A, qcf+P = 281 dmg|
|1 Stock, 1+ Drive Gauge||
cr. B x1-3, qcb+A, qcf+P [SC] 12369852+P = 340 dmg
|4 Stock, 0 Drive Gauge||Anywhere||j. C, cl. D, f+A, qcb+AC, cl.D, hcf+BD, cl.D, f+A, hcbx2+BD = 656 dmg|
Vice is a grappler that has a variety of good normals to use at midrange, and focuses on confirming hits into EX Deicide for hard hitting combos. Deicide is a long reaching hit-grab that pulls the opponent back to her, and EX Deicide has anywhere juggle properties which makes it an important element of her kit. She has a wide variety of anti-air and air-to-air normals, so the basic concept to work on is to pressure them on the ground until they want to jump, then hit them out of the air for a heavy hitting anywhere-juggle combo. Additionally, Vice has an excellent close range mixup game. After a connected Gorefest(her command grab), she has enough time to safe-jump or ambiguous roll on their wakeup. Thus it can be frugal to end combos in Gorefest to maintain an advantageous position.
Because of her meter-centric playstyle, she is often used second or anchor. Without meter, both her damage and tools at neutral are greatly hindered. To make up for her strong mid/close range game, Vice has few good options against projectiles, and even with meter, she has only has a couple of useful defensive options. So it's important with Vice to start pressure early and maintain momentum to be played effectively.
- Has a 1-frame Command grab with good range
- High damage combos
- Good corner pressure/mix up
- Very good EX moves and metered options in general
- Anywhere juggle EX Decide allows her to combo off of nearly any anti-air or air-to-air hit
- She has trouble getting close
- Very meter dependent
- Weak against projectiles
st. A: 25 damage, chain/cancellable, hits mid. Typical standing jab, whiffs against crouching opponents.
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. Cancellable in HD mode. High kick, nice range, goes pretty high making it a decent AA but only if timed, can be beaten easily if anticipated.
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 is typically preferred in most cases that you'd need a close attack.
cl. D: 70 damage, cancellable, hits mid. Knee attack with decent range. Her fastest close heavy normal. Chains into st.D.
cr. A: 25 damage, cancellable, hits mid. Has the same horizontal range as her standing jab. Overall not especially useful because it has the same frame advantage as cr. B, and is only one frame faster.
cr. B: 30 damage, chain/cancellable, hits low. A quick crouching kick which is a good range poke and is great for chaining lights into combos.
cr. C: 70 damage, whiff 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 causes a soft knockdown on hit, while slightly moving Vice forward. Can connect EX Decide after hit, but tough to confirm.
j. A: 45 (40) damage, hits overhead. A quick punch attack and a relatively basic air poke. Useful for air to ground attacks, and can setup tick throws due to it's short blockstun.
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 downward angled air punch. Your best air to ground attack, but not useful as an air to air.
j. D: 70 (68) damage, hits overhead. Upward angled air kick with good horizontal range. Also useful as an air to air. Whiffs completely on crouching opponents.
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 deicide or splash on whiff. Combos in EX Deicide on hit, or the D version of Deicide on counterhit. Cancelling into splash on block will cause it to whiff due to the long blockstun of the move.
j. CD: 90 (80) damage, hits mid. Heavy punch attack reaches far out horizontally. Deals a large amount of hit and blockstun. A common way to confirm into her anywhere juggle combos. Great for air-to-air and in some cases starting grounded pressure but can easily be crouched and punished.
GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack
Death Blow = b/f + C/D close - 100 damage, causes soft knockdown. Vice grabs the opponent then slashes them across the face. You can link into an EX Decide against Chin and Athena before they hit the ground.
Dokken = f+A (raw) - Vice moves forward a bit and makes a fist then hits the opponent from above.
- Hits overhead.
- Can be considered a good candidate for okizeme and can be used to initiate HD mode.
- Works best after a reverse knockdown as it leaves lesser room for error.
- Super cancels on block or hit
- Damage: 70
Dokken = f+A (canceled into) - Vice moves forward a bit and makes a fist then hits the opponent from above.
- Good for comboing normals into special attacks (after cl.C, cr.C, or cl.D).
- Cancelling from lights can serve as an imperfect frame trap.
- Cancelling out of whiff-cancellable normals (cr.C, cr.D, st.CD) can create a wall of offense to help close distance.
- Cancelling from close normals, standing knockback attack, cr.C, or cr.D will form true blockstrings.
- Because it moves Vice forward, Dokken can easily combo into Gorefest.
- While cancelling into Mayhem gives you the most damage on hit, Deicide(B version) can give you more time to confirm a hit and combo, as well as create a safer blockstring.
- Super/Special cancels on block or hit
- Damage: 45
Deicide = hcf+K - Vice swipes her arm forward. If it connects with the opponent, she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo. Virtually safe on block due to the knockback, but some supers may be able to connect during the recovery. Be careful when using this move, because trading with any move will result in zero damage.
- Both versions go half a screen's length although she takes a step forward before doing the D version.
- B version can be combo'ed into after f+A, or close normals, but the only follow ups are her command throws due to the 1 frame advantage on hit. B is the most useful version to use in neutral due to it's fast startup and better recovery. Especially useful to use against cornered opponents because they cannot position out of the effective range, and it can catch jump attempts preemptively.
- D version can only be comboed after a drive cancelled Mayhem. combos into the A version Mayhem, her command grabs, and even her neo max, Awakening Blood.
(EX) = hcf+BD - Faster than D deicide, but slower than the B version. Takes a small step forward, so it has slightly longer range than the B version. Can catch opponents by surprise, but not too useful to throw out in neutral.
- Has "anywhere juggle" property, which allows it connect on opponents who are in a non-juggleable state. This plays an intergal part in her playstyle because it allows her connect a full combo off of virtually any hit.
- Can be followed up with a close C or D allowing almost any followup combo.
- Hit Detection: Mid
- 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.
- One frame start-up, great for punishing, tick throws and empty jumps.
- If your opponent makes you block a jumping attack too early you can punish with Gorefest upon their landing.
- 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.
- The added range makes it better for punishing attacks
- 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. While it can be a useful mixup tool, both versions are a tad slow and can be stuffed before it connects. Combined with low damage (unless super canceled), it is somewhat of an unrewarding move to attempt. Use sparingly.
- Can be avoided by jumping.
- A version goes 2 character's length, good tool to catch opponents off-guard, can overshoot if the opponent is too close. This version of Splash can be setup by cancelling blocked cr.B's, cr.D, or f+A.
- C version goes 3/4 screen, can be good for punishing predictable fireballs, but the high arc and long startup makes it very easy to anti air.
(EX) = dp+AC - Much faster start-up and a lower jump arc than A version, while travelling much further.
- Definitive version for catching the opponent off guard.
- Will connect with any opponent within range regardless of distance. because of this, you can punish predicted lows, notably sweeps.
- Can be super canceled into Overkill
- Hit Detection: Close
- Damage: 80/150
Mayhem = qcb+P - Vice does a charging shoulder tackle that knocks the opponent in the air. Both versions are unsafe on block, so they are not particularly good outside of combos, unless you know a blocked hit will finish your opponent off with chip damage.
- The A version of Mayhem is usually used after light attack hit confirms. Has a faster startup than the C version.
- C version goes farther and does more damage. Can be comboed after close normals or f+A (and st.D if in HD mode). It is possible to connect st.A after it, followed by hcf+BD for highly-efficient albiet difficult combos.
(EX) qcb+AC = - Has invincibility frames till startup, but is slower than the A version (14 frames vs 8). Still extremely unsafe on block though. The invincibility and distance traveled makes this an effective but risky move to use.
- As a reversal it is slow, therefore easier to safe-jump and block than most reversals. However because of the large horizontal range, EX Mayhem can punish gaps in blockstrings that lead into a move with longer recovery (cr.D, a special, or a far heavy for example). Don't be too predictable with the move though, as the opponent can just end the string if they expect this.
- Can also be useful as a metered anti-air. Be careful reacting to hops though, because they may have time to land if you use it too late.
- Can link a qcb+A or many normals(typically hop CD or cl.D) for a followup combo after it hits for better damage than the standard followup.
- Can also link Overkill without spending drive on a super cancel, but the advantages don't compete with doing a normal into EX Deicide for a longer combo.
- Drive/Super Cancel-able
- Hit Detection: Mid
- Damage: 60/90/160
Splash = qcf+P (after Mayhem) - Follow-up to Mayhem that looks similar to the raw version of splash. Compared to hcb~f+p as a combo ender, splash opens up less oki options, but provides better damage, especially if super canceled.
- Can be super canceled into Overkill
- Hit Detection: Close
- Damage: 80
Negative Gain = hcbx2+K - Command grab where 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.
- Despite the super flash, has a 1 frame startup like Gorefest.
- has a longer range than Gorefest
(EX) hcbx2+BD - Command grab with much longer range at start-up, does five slams instead of three, and a huge red skull comes out on the last slam.
- Despite the super flash, has a 1 frame startup like Gorefest.
- Max Cancels right after the last hit
- 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 buffers with the tk input (qcf, uf) while you're still on the ground, so the input remains the same.
- Does great damage when used in combos, but overall not very practical to use in air due to the relatively short range.
- Can punish very predictable jumps if the opponent chooses to follow you in the air.
- Max Cancels immediately after the hit
- Hit Detection: Grab in air
- Damage: 220
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.
- Extremely fast startup and can punish anything almost anywhere on the screen making this one of the most practical neo-maxes to use on it's own. Very unsafe on block however, and puts Vice right next to opponent regardless of position.
- Can punish anything from a neutral hop at full screen, to a full screen projectile. Just be careful using it if they try to bait the attack with lights.
- High damage and single hit makes it a great combo ender too.
- Can combo after Deicide(D version) or EX Mayhem without the use of max cancel.
- Hit Detection: Mid
- Damage: 450
- Vice can convert her knockback attack, her sweep, and any anti-airs or air-to-airs into a combo with her anywhere juggle EX Decide. In this regard, as long as you have at least one extra meter, you can start many of the below combos (cl. D after hcf+AC).
- cr. B & st. B can combo into qcb+A at any range, but can also combo in hcf+BD, hcb~f+P, or qcb+AC if closer to the opponent.
- j. C is the preferred jump-in, although any other jumping attack works as well (j. D won't hit crouching opponents)
- cl. D, f+A (cl. C or cr. C work as well); combos into hcf+B, hcf+AC, hcb~f+P, and any qcb+P
No Stock, No Drive Gauge -
cr. Bx3, hcb~f+P = 194 dmg, ~20% meter gain
cr. Bx3, qcb+A, qcf+P = 200 dmg, ~40% meter gain
cl. D, f+A, hcb~f+P = 229 dmg, ~25% meter gain
cl. D, f+A, qcb+C, qcf+P = 261 dmg, ~45% meter gain
hcf+B, hcb~f+P = 125 dmg, ~33% meter gain
hcf+D, qcb+C, qcf+P = 157 dmg ~50% meter gain
(counter hit) s. C+D, hcf+D, qcb+C, qcf+P = 242 dmg, ~55% meter gain
0 Stock, 1 Drive Gauge -
cr. Bx3, qcb+A, (DC) hcf+D, qcb+C, qcf+P = 259 dmg, ~75% meter gain
cl. D, f+A, qcb+C, (DC) hcf+D, hcb~f+P = 294 dmg, ~60% meter gain
cl. D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 325 dmg, ~80% meter gain
1 Stock, No Drive Gauge -
cr. Bx2, st. B, hcf+BD, cl.D, f+A, qcb+C, qcf+P = 289 dmg, ~55% meter gain
cl. D, f+A, qcb+AC, qcb+A, qcf+P = 335 dmg, ~45% meter gain
cl. D, f+A, qcb+C, st. A, hcf+BD, st. D, f+A, qcb+C, qcf+P = 403 dmg, ~75% meter gain
hcf+K, hcbx2+P = 208 dmg, ~20% meter gain
(counter hit) s. C+D, hcf+D, qcb+AC, qcb+A, qcf+P = 346 dmg, ~55% meter gain
(counter hit, corner) s. C+D, hop C+D, hcf+BD, s.D, f+A, qcb+C, qcf+P = 387 dmg, ~55% meter gain
1 Stock, 1 Drive Gauge -
cr. Bx3, qcb+A, (DC) hcb+BD, cl. D, f+A, qcb+C, qcf+P = 325 dmg, ~65% meter gain
cr. Bx3, hcb+BD, cl. D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 335 dmg, ~90% meter gain
cl. D, f+A, qcb+C, qcf+P, (SC) db~tk~u~d+P = 421 dmg, ~45% meter gain
cl. D, f+A, qcb+C, st. A, hcf+BD, cl.D, f+A, qcb+C, (DC) hcf+D, qcb+C, qcf+P = 444 dmg, ~80% meter gain
(counter hit) s. C+D, hcf+D, qcb+AC, qcb+A, DC, hcf+D, qcb+C, qcf+P = 488 dmg, ~95% meter gain
2 Stock, No Drive Gauge -
cr. Bx3, hcbx2+KK = 389 dmg, ~5% meter gain
cr. Bx2, qcb+AC, hop CD, hcf+BD, cl.D, f+A, qcb+C, qcf+P = 423 dmg, ~55% meter gain
cl. D, f+A, qcb+AC, hop CD, hcf+BD, cl. D, f+A, hcb~f+P = 448 dmg, ~45% meter gain
cl. D, f+A, qcb+AC, hop CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 477 dmg, ~65% meter gain
cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 489 dmg, ~105% meter gain
(counter hit) s. C+D, hcf+D, qcb+AC, hop C+D, hcf+BD, s.D, f+A, qcb+C, qcf+P = 458 dmg, ~75% meter gain
2 Stock, 1 Drive Gauge -
cr. B×2, qcb+AC, qcb+A qcf+P, (SC) db~tk~u~d+P = 431 dmg, ~40% meter gain
cr. Bx3, qcb+A [DC] qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 453 dmg, ~75% meter gain
cr. Bx3, qcb+A [DC] qcb+AC, qcb+A, cl. D, hcf+BD, cl.D, f+A, qcb+C, qcf+P = 473 dmg, ~90% meter gain
cl. D, f+A, qcb+C, st. A, hcf+BD, st. D, f+A, qcb+C, qcf+P [SC] db~tk~u~d+P = 514 dmg, ~75% meter gain
cl. D, f+A, qcb+C [DC] qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 535 dmg, ~75% meter gain
cl. D, f+A, qcb+C [DC] qcb+AC, qcb+A, cl. D, hcf+BD, cl.D, f+A, qcb+C, qcf+P = 556 dmg, ~96% meter gain
(counter hit) s. C+D, hcf+D, qcb+C, DC, qcb+AC, qcb+A, s.A, hcf+BD, s.D, f+A, qcb+C, qcf+P = 503 dmg, ~105% meter gain
3 Stock, No Drive Gauge -
cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+AC, qcb+A, qcf+P = 518 dmg, ~105% meter gain
cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+AC, qcb+A, qcf+P = 529 dmg, ~55% meter gain
cl. D, f+A, qcb+C, st. A, hcf+BD, cl. D, f+A, qcb+AC, j.CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 542 dmg, ~95% meter gain
qcb+AC, hcf+B, hcbx2+BD = 436 dmg, ~20% meter gain
- note qcb+AC must hit late for the hcf+B to connect.
3 Stock, 1 Drive Gauge -
cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P, [SC] db~tk~u~d+P = 587 dmg, ~60% meter gain
4 Stock, No Drive Gauge -
cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+AC, j. CD, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 616 dmg, ~80% meter gain
Hyper Drive Combos
- Any combo that leads into hcf+BD can be considered a HD hit confirm. Importantly, a hit with qcb+AC (reversal), an air hit, or hcf+D can lead into HD.
- cl. D ~ st. D. The easiest confirm, and the most damaging. You have plenty of time to connect the cl. D after activation.
- Similarly, this applies to cl. D, f+A. This will do slightly less damage though.
- cr. B x1-3, st. B. the timing can be a bit strict, but the reward is well worth the effort.
- st. C or st. D. you have a surprisingly fair bit of time to confirm from your standing pokes, but use carefully.
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb+C, qcf+P = 597 dmg
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, hcbx2+P = 647 dmg
(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, qcb+C, hcf+BD, cl. D, f+A, qcb+C, qcf+P = 649 dmg
(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, (SC) db~tk~u~d+P = 663 dmg
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, qcb+C, hcf+BD, cl. D, f+A, qcb+C, st. A, hcf+BD cl. D, f+A qcb+C, qcf+P = 665 dmg
(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb+AC, db~tk~u~d+P = 668 dmg
(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, hcbx2+AC = 755 dmg
(4) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x5, qcb~hcf+AC = 784 dmg
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x4, hcbx2+P, (MC) qcb hcf+AC = 841 dmg
(2) j. C, cl. D, st. D, [HD] cl. D, st. D, qcb+C, qcf+P, (SC) db~tk~u~d+P, (MC) qcb hcf+AC = 859 dmg
(3) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x3, qcb+C, qcf+P, (SC) db~tk~u~d+P, (MC) qcb~hcf+AC = 865 dmg
(1) j. C, st. D, f+A, qcb+AC, st. D, hcf+BD, cl. D, st. D, [HD] cl. D, st. D, qcb+C, hcf+D, [qcb+C, (DC) hcf+D]x3, qcb hcf+AC = 885 dmg
(2) j. C, cl. D, st. D, [HD] cl. D, st. D, [qcb+C, (DC) hcf+D]x3, hcbx2+BD, (MC) qcb~hcf+AC = 921 dmg
(3) j. C, cl. D, st. D, [HD] cl D, st. D, hcbx2+BD, [MC] qcb~hcf+AC = 931 dmg
(1) j. C, cl. D, st. D, [HD] cl. D, st. D, qcb+C, (DC) qcb+AC, hop j.CD, hcf+BD, cl. D, st. D, [qcb+C, (DC)hcf+D]x2, qcb+C, qcf+P, db~tk~u~d+P, (MC) qcb~hcf+AC = 1004 dmg
- Vice has two useful links that increase the damage and meter gain in her basic combos: st.A after a grounded hit of her qcb+C, and cl.D after the sequence qcb+P, qcb+AC, qcb+A. In both cases, connecting the link can either lead to a reset mixup, or can be canceled into EX Deicide for what is typically a highly efficient and damaging combo.
- "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
1.) st. A > cr. C - 4 frame gap between st. A and cl. C. St. A whiffs on couching opponents, except on Daimon, Raiden, and Maxima.
2.) st. A > cl. D - 3 frame gap between st. A and cl. D. St. A whiffs on couching opponents, except on Daimon, Raiden, and Maxima.
3.) cr. A > cl. D - 4 frame gap between cr. A and cl. D.
4.) cr. B > cl. D - 4 frame gap between cr. B and cl. D.
- Using whiff cancels can help increase the effective range of Vice's Deicide specials. This technique allows Vice to reach almost a full screen distance with the move quickly.
- Canceling cr.C and cr.D are both quick ways of adding range, while canceling CD will take slightly longer but will move Vice a considerable distance forward.
- The window for canceling cr.C is tight, so inputing the C in the middle of the hcf is an easy way to get it.
- This is an especially important technique for connecting EX Deicide after a j.CD hit. j.CD *land* CD~hcf+BD can help improve consistency when trying to get combos from j.CD.
- Vice's tools at long range are limited. Deicide is your good tool at this range, but trading with it will do no damage to the opponent.
- Splash C will hit at this range, but it is easy to react to unless they are unprepared, and overall not too rewarding.
- Your safest option at this range is to avoid projectiles and patiently approach your opponent.
- 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. Focus on baiting them into the air with short-recovery pokes, and nail them in the air.
- Hop CD is useful as an air-to-air wall. Be carefully about using forward hop with it, as you can be low profile anti-aired with a crouching light kick or sweep easily. Mix in j.C and j.D to cover several angles.
- St. A is your go-to reactionary anti-air against regular hops, 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 Deicide. For style, if you have the meter you can also anti-air with far D, HD cancel, then EX Deicide.
- Vice's CD, cr. D, and cr. B all have great range. Poking at their max ranges can be a safe and viable option, as not many character's can match their range.
- Splash can be used here if the opponent refuses to jump, but it is easy to stuff with standing jabs.
- Cr. B, f+A, and Gorefest (hcb~f+P) are your primary mixup tools.
- EX Gorefest and Negative Gain both have great and deceptive range.
- Cr. B is +1 on block, and Gorefest is a 1 frame command grab, which makes Vice's tick throws very strong.
- If the opponent is blocking too many hop attacks, consider using empty hop Gorefest.
- Keep at close/mid range so you can still threaten with hop CD.
- GC Blowback(or Roll) 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 Deicide
- 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/100% Drive
- Be ready to confirm a HD combo, With 100% drive, Vice is going to make any hit hit hard. don't be too obvious if you are trying to connect a j.CD though.
- Consider using empty jumps if your opponent is being too cautious. mixup situations after Gorefest are very effective.
Best Team Position?
- Vice's options without meter are severely limited, especially against projectile characters. Always use Vice 2nd or anchor to take advantage of her strengths.
- Stay at the mid range to punish badly timed projectiles and work out Vice's offense.
- Stop Ash's jump in's with a neutral jump/hop normal.
- Stay about two character distance/mid range distance from Ash and try to eke out some weakness off of the Ash player.
- Retain a two character distance/mid range distance from Athena. There is no need to get zoned out.
- Don't get too jumpy when Athena is on the ground. Constant movement and whiff punishment is going to be rather pivotal in this match up.
- Stand B is good to punich Beni's rekka kick.
- Vice needs to play a little more offense in this scenario because Billy does not have any really trustworthy reversals without meter.
- Work your way in so that you can avoid Billy's normal moves.
- Retain a close to mid range distance between Vice and Billy. Billy
- Billy's f+A is negative on block, so get ready to get an offense started when Billy starts to rely too much on this.
- Avoid getting the corner as much as possible, because Billy can use his normal moves to control space. Her EX QCB+P can cause problems for Billy when he is up close try to pressure her, however.
- Use command grabs to punish blocked overhead
- Stay out of the corner as much as possible. In this particular match, Vice needs to be the one on the offense, not Chin.
- Preemptive j.CD will put a stop to Chin's hop pressure. Vice also jumps higher than Chin so from the far to mid range, Vice can smack Chin out of the air. She will combo after the fact if she has meter.
- Retain a mid range distance between Vice and Clark. Clark is a grappling character like Vice does.
- Discourage jump ins with a preemptive j.CD. If Vice has meter, get ready to go for the EX Sleeve and metered combos for big time damage
- Stay within the mid screen and drive Clark into the corner so that Vice herself can continue her pressure.
- Command grab with punish teleport after the blocked rekka, but do it the reverse direction
- Duo Lon's rekkas in general are actually punishable, including the first hit.
- You can use Vice's Sleeve to catch Duo hopping/jumping backwards while he is trying to poke in mid air from Vice's own pressure
- Retain a close to mid range distance between yourself and Duo Lon because Duo is a threat at longer ranges too.
- At the mid range, beware of Duo's poking options. Cautiously wander in to Duo's space while avoid/blocking attacks and crush Duo Lon.
- Both characters excel at the close range while having good metered options.
- Vice appears to have better mid air options than Elisabeth does
- Elisabeth does not get any real reversal unless she has meter. Even then, the said reversals are very risky/unsafe on block.
- Use command grab to punish bad slides and flip kick.
Iori Yagami (Claw)
Iori Yagami (Flame)
- Use stand B to punish rekka.
Kyo Kusanagi (XIII)
Kyo Kusanagi (NESTS)
- Command grab to punish her DP
Vice (mirror match)
|st.C||80||7||7||-1||Long reach hits crouchers|
|far D||80||7||8||-7||Long reach hits crouchers|
|Normal Throw = b/f+C/D||100||0||1||-|
|GCCD||4||0||13||-15||Startup vs: Wk14, St18, Jump Atk 18|
|Decide = hcf+K||0||0||16,22||-15||Wk 16, St 22 (s.D,f.B,Decide safe vs most chrs)|
|Gorefest(1-6) = hcb,f+AC||20||0||1||-7||Whiff all frames 36|
|Splash = dp+P||80||0||23,32,27,35||-||Vs Iori: s.A, S.C, d.A, d.C|
|A Mayhem = qcb+A||60||6||8||-15|
|C Mayhem = qcb+C||90||10||16||-8|
|→Splash = qcf+P||80||0||-||-|
|EX Decide = hcb+BD||0||0||12||-12|
|EX Gorefest(1) = hcb,f+AC||25||0||1||-||Whiff all frames 36|
|EX Splash = dp+AC||150||0||21||-|
|EX Mayhem = qcb+AC||120||0||14||-14|
|Negative Gain(1) = hcbx2+K||70||0||30(1)||-||Freeze 29|
|Negative Gain(2)||70||0||10||-||Whiff all frames 74(45)|
|Overkill = db, tk, u, d+P (in air)||200||0||30(1)||-||Freeze 29|
|EX Negative Gain(1) = hcbx2+BD||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 = qcb~hcf+AC||450||0||125(17)||-55||Freeze 108, Opponent in corner|
|★Awakening Blood||450||0||-||-||Vice in Corner 113(5), Completely invincible|
Juicy Bits - Vice
Vice Hit Boxes
Yuri Hit Boxes
Links & References
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