Capcom vs SNK 2/Vice: Difference between revisions

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[[File:Vice-c2.jpg|right|alt text]]
== Introduction ==
 
{{CvS2 Character Subnav|char=Vice|short=Vice}}
= Introduction =
<div>
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 mixup option from low short to RC Nail Bomb.
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 mixup option from low short to RC Nail Bomb.


With two command grab specials and two command grab supers, Vice fits right into the "Nimble Mixup Grappler" archetype such as SF3's Makato, SF4's Abel, and SFV's Laura. Play her if you like a grab/combo mixup game but don't want to be big and slow like Raiden or Zangief.  
With two command grab specials and two command grab supers, Vice fits right into the "Nimble Mixup Grappler" archetype such as SF3's Makato, SF4's Abel, and SFV's Laura. Play her if you like a grab/combo mixup game but don't want to be big and slow like Raiden or Zangief.  


[[File:Vice_CvS2_colors.png]]
'''!!!THIS PAGE IS STILL WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!'''
 
=== Basic Stats ===


*Health at Ratio 2= 13600 (Below Average, Median Health is 14400)
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    =
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Stun Bar= 70 (Average)
=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    =
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Stun Duration Time= +/- 0f (Average)
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    =
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Guard Guage Recovery Rate: Normal
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    =
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Crouching height= 61 (Very Short)
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    =
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Dash: Length= 113 pixels, Duration= 17f, Height= 22.5 (Can corpse hop and hop ground fireballs)
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    =
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
  }}
}}


*Run Speed= 8.0 (Average)
=== Close Standing Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    =
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Roll: 84 Distance, 27f invincible, 4f Recovery. (Above average)
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    =
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Wakeup-Speed compared to Ryu= 0f (Average)
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    =
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Preferred Grooves ===
=== <span class="invisible-header">clLK</span> ===
Roll Canceling Vice's specials is critical to effective Vice play, so Vice should be played in C, A, or N.  
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    =
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


===='''C Groove-'''====
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Advantages-  
=== <span class="invisible-header">clHK</span> ===
*Dash- Vice has one of the best corpse hop dashes in the game
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*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.
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    =
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Delayed Get-up- Unpunishable method to mess with setup/safejumps.  
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    =
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Air Block-  
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    =
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Disadvantages-
=== <span class="invisible-header">2LK</span> ===
*No Run means no free crossup after Mayhem->De-cide Slayer
{{MoveData
*No Low Jump means you have to earn your way in via a RC Mayhem or well placed sweep.
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    =
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


===='''A Groove-'''====
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    =
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Advantages-
=== <span class="invisible-header">2HK</span> ===
*Dash- As in C
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    =
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
}}
}}


*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)
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    =
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage     = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Rolento/Dan OTG Grab customs!
=== <span class="invisible-header">j.MP</span> ===
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    =
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Disadvantages-
=== <span class="invisible-header">j.HP</span> ===
*That custom combo is freaking hard, man.  
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    =
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*More focus on the big damage custom means less use of level 1s for defense.
=== <span class="invisible-header">j.LK</span> ===
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    =
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage     = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


===='''N Groove-'''====
=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    =
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Advantages-
=== <span class="invisible-header">j.HK</span> ===
*Low jump- Low jump HP is dominant, and very useful get in tool.
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    =
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Run- While not as good at mixing up as her dash, still great to loop crossup mixups and run after RC Nailbomb
== Command Normals ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Command
| input    = Generic Input
| subtitle = Generic Name
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = -
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Counter Roll- The BEST defense against A groove, period.
== Throws ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Power Up- Without great supers, sometimes a powerup can be useful.
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    =
| caption  =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Disadvantages-
== Colors ==
*None


=== Preferred Team Position & Ratio ===
[[File:Vice_CvS2_colors.png]]
 
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==
 
<table style="width:700px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Spc</th>
  <th>Sup</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
  <th>H/L?</th>
  <th>Parry</th>
  <th>Notes</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Jab</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+8</td>
  <td>+8</td>
  <td>2</td>
  <td>4</td>
  <td>5</td>
  <td>300</td>
  <td>Mid</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>y</td>
  <td>y</td>
  <td>+7</td>
  <td>+7</td>
  <td>3</td>
  <td>4</td>
  <td>6</td>
  <td>200</td>
  <td>Mid</td>
  <td>H/L</td>
  <td>Whiffs every croucher but Gief, Sagat, Chang, Geese, Raiden</td>
 
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+7</td>
  <td>+7</td>
  <td>3</td>
  <td>4</td>
  <td>6</td>
  <td>200</td>
  <td>Mid</td>
  <td>H/L</td>
 
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>22</td>
  <td>-</td>
  <td>500</td>
  <td>High</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Strong</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>0</td>
  <td>0</td>
  <td>5</td>
  <td>10</td>
  <td>12</td>
  <td>700</td>
  <td>Mid</td>
  <td>H</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>n</td>
  <td>-1</td>
  <td>-1</td>
  <td>6</td>
  <td>5</td>
  <td>17</td>
  <td>1200</td>
  <td>Mid</td>
  <td>High</td>
  <td>Whiffs crouching Vega, Cammy, Morrigan, Yun, Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki, Maki, Iori, Athena</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>N</td>
  <td>Y</td>
  <td>-9</td>
  <td>-9</td>
  <td>5</td>
  <td>3</td>
  <td>26</td>
  <td>700</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>10</td>
  <td>-</td>
  <td>700</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+6</td>
  <td>+6</td>
  <td>4</td>
  <td>6</td>
  <td>14</td>
  <td>1000</td>
</tr>
<tr>
  <td>Far</td>
  <td>N</td>
  <td>N</td>
  <td>-10</td>
  <td>-10</td>
  <td>17</td>
  <td>11</td>
  <td>25</td>
  <td>1200</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y/n</td>
  <td>y</td>
  <td>-7</td>
  <td>-7</td>
  <td>4</td>
  <td>10</td>
  <td>21</td>
  <td>1100/700</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>6</td>
  <td>-</td>
  <td>1100</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Short</td>
  <td>Neutral</td>
  <td>y</td>
  <td>y</td>
  <td>-2</td>
  <td>-2</td>
  <td>3</td>
  <td>6,(5),6</td>
  <td>13</td>
  <td>300+200</td>
</tr>
 
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+2</td>
  <td>+2</td>
  <td>4</td>
  <td>6</td>
  <td>8</td>
  <td>200</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>22</td>
  <td>-</td>
  <td>400</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Forward</td>
  <td>Close</td>
  <td>Y</td>
  <td>Y</td>
  <td>-2</td>
  <td>-2</td>
  <td>3</td>
  <td>7</td>
  <td>17</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>y</td>
  <td>-2</td>
  <td>-2</td>
  <td>7</td>
  <td>9</td>
  <td>16</td>
  <td>700</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>y</td>
  <td>-3</td>
  <td>-3</td>
  <td>5</td>
  <td>8</td>
  <td>17</td>
  <td>800</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>5</td>
  <td>-</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Roundhouse</td>
  <td>Close</td>
  <td>n</td>
  <td>ynn</td>
  <td>+2</td>
  <td>+2</td>
  <td>7</td>
  <td>6(2)4</td>
  <td>18</td>
  <td>400+800</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>y</td>
  <td>-6</td>
  <td>-6</td>
  <td>6</td>
  <td>6</td>
  <td>24</td>
  <td>1100</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>y</td>
  <td>DWN</td>
  <td>-10</td>
  <td>6</td>
  <td>5</td>
  <td>29</td>
  <td>1000</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>6</td>
  <td>8</td>
  <td>-</td>
  <td>1100</td>
</tr>
<tr>
 
</table>
 
==Special Moves==
 
=== Nail Bomb ===
- HCF+P  aka 4123(6)+P
 
 
<table style="width:350px;border:1px solid silver" cellborder="1">
<tr>
  <th>Strength</th>
  <th>Hit</th>
  <th>Range</th>
  <th>Sta</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid green">Jab</td>
  <td>DWN</td>
  <td>52</td>
  <td>3</td>
  <td>22</td>
  <td>1800</td>
</tr>
<tr>
  <td style="border:1px solid navy">Strong</td>
  <td>DWN</td>
  <td>50</td>
  <td>3</td>
  <td>22</td>
  <td>1900</td>
</tr>
<tr>
  <td style="border:1px solid red">Fierce</td>
  <td>DWN</td>
  <td>48</td>
  <td>3</td>
  <td>22</td>
  <td>2000</td>
</tr>
</table>
 
 
 
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, DP+P for Followup
 
 
<table style="width:350px;border:1px solid silver" cellborder="1">
<tr>
  <th>Strength</th>
  <th>Hit</th>
  <th>Range</th>
  <th>Sta</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid green">Jab</td>
  <td>DWN</td>
  <td>52</td>
  <td>6</td>
  <td>24</td>
  <td>1000+(1000)</td>
</tr>
<tr>
  <td style="border:1px solid navy">Strong</td>
  <td>DWN</td>
  <td>50</td>
  <td>6</td>
  <td>24</td>
  <td>1100+(1000)</td>
</tr>
<tr>
  <td style="border:1px solid red">Fierce</td>
  <td>DWN</td>
  <td>48</td>
  <td>6</td>
  <td>24</td>
  <td>1200+(1000)</td>
</tr>
</table>
 
Vice's 2nd command grab. She drags her opponent to the corner and tosses them in the air. The follow up here is optional, but she chases them into the air and slams them back down. You keep the corner advantage, but get less okizeme options as a result.
 
The range is the same as Nailbomb but there is a little more damage and the startup is a fair amount longer. However, there is one major downside to this move:
 
YOU CANNOT ROLL CANCEL THIS MOVE, IT IS FUNCTIONALLY IMPOSSIBLE. At any point during the motion, one or more mistake moves will come out instead.
 
So there are only two real uses for this move:
1) Corner Carry
2) A Groove setup. You can activate instead of the followup and custom.
 
=== Mayhem ===
- QCB+P aka 214+P
 
 
 
<table style="width:350px;border:1px solid silver" cellborder="1">
<tr>
  <th>Strength</th>
  <th>Hit</th>
  <th>Block</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid green">Jab</td>
  <td>DWN</td>
  <td>-9</td>
  <td>9</td>
  <td>19</td>
  <td>26</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid navy">Strong</td>
  <td>DWN</td>
  <td>-9</td>
  <td>7</td>
  <td>22</td>
  <td>28</td>
  <td>900</td>
</tr>
<tr>
  <td style="border:1px solid red">Fierce</td>
  <td>DWN</td>
  <td>-9</td>
  <td>6</td>
  <td>26</td>
  <td>29</td>
  <td>1000</td>
</tr>
</table>
 
Vice's advancing shoulder rush. Can be followed up with De-Cide Slayer (DP+K) on hit. Her go to move in combos.
 
One of the best RC pokes in the game, on par with RC Blanka Ball and RC Psycho Crusher, without the charge requirement or ability to be airblocked. Fierce is the most useful, as it travels the fastest and furthest and also starts up the fastest, allowing for the most invincible hitting frames when roll canceled.
 
At -9, this move can be spaced so that it's fairly safe, but that usually requires using the Jab or Strong versions of the move.
 
Use this move to blow through obvious pokes, charge through fireballs, anti air, chase tech rolls (MP or HP), and obviously finish your combos.
 
Following up with De-Cide Slayer adds 800 damage and will side switch, after which Vice can run and superjump for a crossup or do another shoulder charge to close the gap.
 
The De-Cide Slayer follow up does not work in the corner, however. Not doing the followup will give you more time to setup wakeup games or a safe jump.
 
=== 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
 
<table style="width:450px;border:1px solid silver">
<tr>
  <th>Level</th>
  <th>Hit</th>
  <th>Range</th>
  <th>StaB</th>
  <th>StaA</th>
  <th>Rec</th>
  <th>Dmg</th>
  <th>Notes</th>
</tr>
<tr>
  <td style="border:1px solid green">1</td>
  <td>DWN</td>
  <td>76</td>
  <td>5</td>
  <td>1</td>
  <td>52</td>
  <td>2600</td>
  <td>Frames 1-9 invincible</td>
</tr>
<tr>
  <td style="border:1px solid navy">2</td>
  <td>DWN</td>
  <td>76</td>
  <td>5</td>
  <td>1</td>
  <td>52</td>
  <td>3800</td>
  <td>Frames 1-15 invincible</td>
</tr>
<tr>
  <td style="border:1px solid red">3</td>
  <td>DWN</td>
  <td>76</td>
  <td>5</td>
  <td>1</td>
  <td>52</td>
  <td>5500</td>
  <td>Frames 1-23 invincible</td> 
</tr>
</table>
 
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
 
 
 
<table style="width:450px;border:1px solid silver">
<tr>
  <th>Level</th>
  <th>Hit</th>
  <th>Range</th>
  <th>StaB</th>
  <th>StaA</th>
  <th>Rec</th>
  <th>Dmg</th>
  <th>Notes</th>
</tr>
<tr>
  <td style="border:1px solid green">1</td>
  <td>DWN</td>
  <td>52</td>
  <td>5</td>
  <td>27</td>
  <td>20</td>
  <td>2900</td>
  <td>Frames 1-9 invincible</td>
</tr>
<tr>
  <td style="border:1px solid navy">2</td>
  <td>DWN</td>
  <td>52</td>
  <td>5</td>
  <td>27</td>
  <td>20</td>
  <td>4300</td>
  <td>Frames 1-16 invincible</td>
</tr>
<tr>
  <td style="border:1px solid red">3</td>
  <td>DWN</td>
  <td>52</td>
  <td>5</td>
  <td>27</td>
  <td>20</td>
  <td>5800</td>
  <td>Frames 1-23 invincible</td> 
</tr>
</table>
 
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.
 
*6. C.LP, Cl.HP xx LK De-Cide
 
Alternate combo route ideal for setting up frame traps.
 
==Custom Combos==
 
<youtube>JrtaSm2ARvU</youtube>
<youtube>oKEb9Hzm008</youtube>
 
= 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.
 
*3) 2P Cross-up Glitch
If you land Vice's De-Cide and De-Cide Slayer on an opponent and they end up in the corner, Vice will be able to cross them up with a jump, short jump, or dash.
 
== Tutorial Videos ==
 
<youtube>tFSBi_nzH6E</youtube>
 
<youtube>CD8lNp8U1Po</youtube>
 
<youtube>xbxPWifg13I</youtube>
 
== Match Videos ==
 
= Matchups =
 
== Sagat ==
Buktooth's N-Vice Rating: 4-6
 
''"against sagat do lots and lots of standing strongs. it will beat out most of sagat’s problem pokes. low jump fierce works well too (timed a bit early to take advantage of sagat’s height), and is practically a guaranteed way into mix up range."'' -Buktooth
 
== Blanka ==
Buktooth's N-Vice Rating: 6-4
 
-RC grab his meaty wake-up electricity (which really takes away easy-mode blanka for lots of players)
 
-shoulder blocked blanka balls, RC shoulder jumps ins (or just use low fierce or standing RH depending on range)
 
-low jump fierce when in range
 
-lots of standing strongs? i think the ground game would be tough, but the range where blanka would low RH sweep would be her low jump fierce range.
-Popoblo
 
== Bison (Dictator) ==
Buktooth's N-Vice Rating: 6-4
"lots of standing strongs
 
punish a blocked PC hard with shoulder to whip to mixup oki
 
punish the devil’s reverse with RC shoulder (and headstomp after you block the initial hit IF they don’t fly away with the glitch)
 
low fierce/standing RH/RC shoulder his jump-ins"
 
Popoblo
 
== Cammy ==
Buktooth's N-Vice Rating:3-7
 
== Sakura ==
Buktooth's N-Vice Rating: 5-5
 
== Vega (Claw)==
 
Buktooth's N-Vice Rating: 6-4
 
 
 
"''vega is pretty tough. sleeves keep him either crouching or jumping; not walking back and forth. rc shoulder his jumps, walk/run at him if he crouches. low jump fierce is also good against vega if you can get into range.''"- Buktooth
 
 
== Guile ==
Buktooth's N-Vice Rating: 5-5
 
== Chun-Li ==
 
Buktooth's N-Vice Rating: 3-7
 
== Honda ==
''
"against honda all the standard anti-honda stuff applies. vice can punish headbutts with counter roll into whatever, and can also super grab his assorted rc moves in a lot of situations."'' -Buktooth


= Discussion =


{{Navbox-CvS2}}  
{{Navbox-CvS2}}  
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Vice]]

Revision as of 03:45, 7 July 2022

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 mixup option from low short to RC Nail Bomb.

With two command grab specials and two command grab supers, Vice fits right into the "Nimble Mixup Grappler" archetype such as SF3's Makato, SF4's Abel, and SFV's Laura. Play her if you like a grab/combo mixup game but don't want to be big and slow like Raiden or Zangief.

!!!THIS PAGE IS STILL WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Vice CvS2 colors.png


CvS2 Wiki Navigation

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Boss Characters
Shin Akuma
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