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=== Nail Bomb === | === Nail Bomb === | ||
- HCF+P aka | - HCF+P aka 4123(6)+P | ||
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Vice's go to | Vice's go to command grab and mixup threat. You must be able to roll cancel this consistently to properly play Vice. A small quirk about the motion allows you to omit the forward directional input entirely, so the motion is actually 4123+P. This is key when it comes to roll canceling the move, as you need to roll slightly earlier than you would for a proper HCF or QCF motion. This also eliminates the possibility of getting an accidental De-Cide (Arm Whip) as that move requires the full Half Circle motion. | ||
As far as use in combat, it's a grab. It doesn't have any more range than her traditional throw (her MP and HP versions have less actually) so its used in the same situations. You can only really tick with one jab or short and still be in range. | |||
Roll canceling the move gives the move fantastic utility, making reversals whiff and allowing it to out prioritize jabs. The quick recovery usually allows for punish opportunities if the enemy gets away. | |||
Because there is 6 frames of universal throw invulnerability in reversal situations (blockstun, hitstun, wakeup), the additional 3~4 frames in startup from roll cancelling helps this command grab. With that, simply doing the throw on someone's wakeup without a tick is common and very effective. | |||
After the grab, N Groove Vice has just enough time to run up to them to be in range for another RC Nail Bomb/Low Short situation. C/A Groove only get one dash. (MP Shoulder works too). | |||
=== Gore Fest === | === Gore Fest === |
Revision as of 11:12, 13 April 2018
Introduction
Vice is a rush down character with a strong mixup game that loops back into itself, constantly putting the opponent on their heels. She lacks big damage, however, and struggles against characters with dominating/threatening neutral like Cammy. She is best comparable to Iori, just switch the dominant option from low short to Nail Bomb.
Preferred Grooves
Roll Canceling is critical to effective Vice play, so Vice should be played in C, A, or N.
C Groove-
Advantages- +Dash- Vice has one of the best corpse hop dashes in the game
+Cheap Level 1s- While Vice doesn't really use meter often, when she does it is her level 1 negative gain or a counter attack (alpha counter) that can lead to mixups. Both of these options are cheapest in C-Groove.
+Delayed Get-up- Unpunishable method to mess with setup/safejumps.
+ Air Block-
Disadvantages- -No Run means no free crossup after Mayhem->De-cide Slayer -No Low Jump means you have to earn your way in via a RC Mayhem or well placed sweep.
A Groove-
Advantages- +Dash- As in C
+BIG DAMAGE Instead of leaving damage on the table when Mayhem'ing someone into the corner, Vice gets a free activate into buckoo damage (7000-10000)
+Rolento/Dan OTG Grab customs!
Disadvantages- - That custom combo is freaking hard, man.
- More focus on the big damage custom means less use of level 1s for defense.
N Groove-
Advantages- + Low jump- Low jump HP is dominant, and very useful get in tool.
+ Run- While not as good at mixing up as her dash, still great to loop crossup mixups and run after RC Nailbomb
+ Counter Roll- The BEST defense against A groove, period.
+ Power Up- Without great supers, sometimes a powerup can be useful.
Disadvantages- -None
Preferred Team Position & Ratio
Due to her lack of super usage and rush down style, Vice is often the lead off batter and a ratio 1. A case could be made for the middle position if you use her in A-Groove, but most A-Groove teams will have a character who can custom midscreen for just as much damage.
New school thought is that matchups always outweigh battery/user/anchor theory, so if you want to move Vice away from a short/skinny problem character like Cammy to a better MU like Todo or something, by all means.
Move List
Normal Moves
Name | State | Spc | Sup | Hit | Blk | Sta | Act | Rec | Dmg | H/L? | Parry |
---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Close | y | y | +8 | +8 | 2 | 4 | 5 | 300 | ||
Far | y | y | +7 | +7 | 3 | 4 | 6 | 200 | |||
Crouch | y | y | +7 | +7 | 3 | 4 | 6 | 200 | |||
Jump | - | - | - | - | 4 | 22 | - | 500 | |||
Strong | Close | y | y | 0 | 0 | 5 | 10 | 12 | 700 | ||
Far | n | n | -1 | -1 | 6 | 5 | 17 | 1200 | |||
Crouch | N | Y | -9 | -9 | 5 | 3 | 26 | 700 | |||
Jump | - | - | - | - | 4 | 10 | - | 700 | |||
Fierce | Close | y | y | +6 | +6 | 4 | 6 | 14 | 1000 | ||
Far | N | N | -10 | -10 | 17 | 11 | 25 | 1200 | |||
Crouch | y/n | y | -7 | -7 | 4 | 10 | 21 | 1100/700 | |||
Jump | - | - | - | - | 5 | 6 | - | 1100 | |||
Short | Neutral | y | y | -2 | -2 | 3 | 6,(5),6 | 13 | 300+200 | ||
Crouch | y | y | +2 | +2 | 4 | 6 | 8 | 200 | |||
Jump | - | - | - | - | 4 | 22 | - | 400 | |||
Forward | Close | Y | Y | -2 | -2 | 3 | 7 | 17 | 800 | ||
Far | n | y | -2 | -2 | 7 | 9 | 16 | 700 | |||
Crouch | n | y | -3 | -3 | 5 | 8 | 17 | 800 | |||
Jump | - | - | - | - | 5 | 5 | - | 800 | |||
Roundhouse | Close | n | ynn | +2 | +2 | 7 | 6(2)4 | 18 | 400+800 | ||
Far | n | y | -6 | -6 | 6 | 6 | 24 | 1100 | |||
Crouch | n | y | DWN | -10 | 6 | 5 | 29 | 1000 | |||
Jump | - | - | - | - | 6 | 8 | - | 1100 | |||
Special Moves
Nail Bomb
- HCF+P aka 4123(6)+P
Strength | Hit | Range | Sta | Rec | Dmg |
---|---|---|---|---|---|
Jab | DWN | 52 | 3 | 22 | 1800 |
Strong | DWN | 50 | 3 | 22 | 1900 |
Fierce | DWN | 48 | 3 | 22 | 2000 |
Vice's go to command grab and mixup threat. You must be able to roll cancel this consistently to properly play Vice. A small quirk about the motion allows you to omit the forward directional input entirely, so the motion is actually 4123+P. This is key when it comes to roll canceling the move, as you need to roll slightly earlier than you would for a proper HCF or QCF motion. This also eliminates the possibility of getting an accidental De-Cide (Arm Whip) as that move requires the full Half Circle motion.
As far as use in combat, it's a grab. It doesn't have any more range than her traditional throw (her MP and HP versions have less actually) so its used in the same situations. You can only really tick with one jab or short and still be in range.
Roll canceling the move gives the move fantastic utility, making reversals whiff and allowing it to out prioritize jabs. The quick recovery usually allows for punish opportunities if the enemy gets away.
Because there is 6 frames of universal throw invulnerability in reversal situations (blockstun, hitstun, wakeup), the additional 3~4 frames in startup from roll cancelling helps this command grab. With that, simply doing the throw on someone's wakeup without a tick is common and very effective.
After the grab, N Groove Vice has just enough time to run up to them to be in range for another RC Nail Bomb/Low Short situation. C/A Groove only get one dash. (MP Shoulder works too).
Gore Fest
- HCB,F+P aka 632146+P
Mayhem
- QCB+P aka 214+P
De-Cide
- HCF+K aka 41236+K
De-Cide Slayer
- DP+K aka 623+K
Outrage
- QCB+K aka 214+K (air ok)
Supers
- Negative Gain (hcb, hcb + K)
A decent tool to Vice's mix-up game. It has much more range than RC Nail bomb or throw, it will connect after a blocked close MP/MK or her 2 hit Stand Short. However, she has no mixup potential afterwards, so has to earn her way back in.
A better use is as a reversal, as it is fully invincible until she grabs and cannot be jumped after the flash. This also makes it a good counter to roll-cancels on your wakeup. Bonus is that if she whiffs, she does a quick backflip, leaving her relatively safe unless she's cornered..
- Withering Force (qcf, qcf + P)
Its only practical use is as a lvl3 super versus long range fireballs, which is never going to happen. The level 3 version does do the most damage of anything she can do, so it could be used against a dizzy opponent.
The Basics
Bread and Butter Combos
1. c.lk x3 xx qcb+hp xx dp+hk.
This is going to be the combo you get most often, good damage off of low hitting shorts. C. Jab can be subbed at any time, it seems to have marginally more range.
2. c.lk, c.lp, c.fp xx qcb+hp xx dp+hk.
Can only be done on fatter characters, point blank (like Sagat, Blanka, Guile, Todo). Does really great damage and stun.
3. Deep Short Jump J.FP xx QCB+HP xx DP+ HK
Special moves cancel the landing recovery of short jumps, allowing this to combo. Be careful, the Jump FP has to pretty deep, and it's hitbox is so good it can hit high pretty often.
4. Instant overhead Jump LK xx Ravenous
(only works on super tall characters like Sagat, Raiden, Chang, and Rugal.)
5. C.LK, C.LP, C.LP, C.HK
Very hard link (1f), but very useful combo as Vice gets a lot of good setups off of sweep.
Super Combos
Custom Combos
Advanced Strategy
1) Roll Cancel Nail Bomb (412 LP+LK~3+FP) or C.LKx3 XX Mayhem.
This can be done on their wakeup or after 1 C.Jab/J.LK (remove one from the confirm)
This will grab blockers and RC moves, and many invincible moves will whiff.
In order to counter this, your opponent has to jump or throw.
Luckily, both of these options lose to meaty low short. There's your mixup.
If you go for RC Nail bomb, you can still punish your opponents jump via C.HP, Close HK in the corner, or RC HP Mayhem Mid Screen.
2) Negative Gain Ticks: Run close to fallen opponent, tick with (c.lk,c.lk) / (c.lk,c.lp) / s.mk / s.mp / c.mk / c.mp, and do Negative Gain (HCBx2 + K). If the opponent starts jumping after your ticks, try doing c.lk,c.lp,*small_pause*,c.hp, hcf+lk. It's safer to leave out the first c.lk, because c.hp might whiff if you don't get close enough to your opponent.