Capcom vs SNK 2/Vice: Difference between revisions

From SuperCombo Wiki
 
(33 intermediate revisions by 6 users not shown)
Line 1: Line 1:
[[File:Vice-c2.jpg|right|alt text]]  
== Introduction ==
{{CvS2 Character Subnav|char=Vice|short=Vice}}
<div>
[[File:CVS2_Vice_Data.png|right|500px]]
== Story ==
'''Vice''' is a servent of Orochi and a member of the Hakkeshu. She's usually seen side by side with her partner, Mature, though Mature doesn't make any appearance in CvS2. As a servant of Orochi, Vice takes orders directly from the Four Heavenly Kings, most notably Goenitz. Neither Vice nor Mature really liked Goenitz at all, but were dedicated to serving Orochi. Goenitz orders her to watch over Rugal Bernstein, who he thinks will be a good candidate to host Orochi when they summon it. Vice and Mature obey, and become Rugal's secretaries and personal assistants. Rugal is defeated at the end of KOF 95' however, which meant Vice and Mature needed a new job. That was to be getting Iori Yagami into KOF 96' and watching over him, as his Yagami bloodline tied him directly to Orochi. Through their tournament journey, Vice and Mature befriend Iori to some extent, and in the end decide to betray Goenitz after his defeat. They tried instead to summon Orochi directly through Iori. However, Goenitz was bitter, and with his last words, activated Iori's Riot of the Blood state. Iori wasn't able to control the surge of Orochi power through him, and murdered Vice and Mature before being defeated by Kyo Kusanagi.


= Introduction =
Vice and Mature are dead, but Iori still sees them in his head as ghosts haunting him. They often make fun of him for his inability to kill Kyo Kusanagi like he wants to. When the King of Fighters XIII began, they were revealed to have resurrected into the mortal realm, and they don't seem to hold a grudge over being maimed to death, teaming with Iori once again.
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.  
== Gameplay ==
When you hear a character called a grappler, you tend to envision a big, hulking, slow man with huge damage grabs. Vice is quite the opposite, fitting more into the nimble grappler archetype like Laura in SFV or Makoto in SFIII:3S. Vice has simple combos that give great knockdown, and two command grabs that also give great knockdowns, allowing her to loop strike/throw mixups over and over again. Her buttons and neutral presence are fairly solid too, with a few strong roll cancels and a long-reaching special with her 41236K Deicide. When Vice gets in close, she's probably the scariest grappler in the game, with her two command grabs 41236P Nail Bomb and 632146P Gorefest. Nail Bomb is the better of these as it is faster, but Gorefest has more range and damage for situations where that is preferred. Roll Cancel Nail Bomb is a dominant tool as well, as it will beat any buttons, invuln through reversals, and obviously grab them if they block.  


=== Basic Stats ===
Her strike mixup is no joke either, with a simple confirm from her 2LK using her 214P Mayhem special. This gives a solid knockdown and allows her to loop her okizeme both from strikes and throws, something the other big body grapplers can't do. Where Vice struggles is in neutral. As with any grappler, shes very prone to being zoned out, and she struggles a lot to deal with the ridiculous buttons and neutral presence of the top tiers. Her damage output is fairly low as well, forcing her to properly run her mixups multiple times to win a round where others can do one or two big damage combos and win. Her need for close range forces her to take more risks, but if she gets in, Vice can be a terrifying rushdown/grappler with great mixup potential.


*Health at Ratio 2= 13600 (Below Average, Median Health is 14400)
=== Groove Selection ===
'''Best - C/N/A:''' C-Vice is likely her best pick by a small margin. Her supers are useful enough, especially her 6321463214K Negative Gain command grab super. Having access to rolls is important for Vice as well. Airblock helps her approach more safely, and Alpha Counters give her an escape tool on defense. N-Vice is arguably tied with or right behind C-Vice. N-Vice gets much better movement and a hop, which adds high/low to her mixups. Her hop HP is oppressive as well, and very hard to contest. Run on a grappler is powerful, and consistent level 1 access means she can do Negative Gain more, though the level 1 version is low damage. A-Vice sacrifices super usage for a lot more damage utilizing Custom Combo. Vice has plenty of situations to confirm a CC from, and obviously CC on it's own is a great utility. She maintains a lot of what makes C-Vice good too, outside of airblock. A-Vice is great if you want more damage from your mixups. Despite not being able to land super in most her customs, the tiger knee air legs does very good damage.


*Stun Bar= 70 (Average)
'''Useful - K/P:''' It's hard to consider these Grooves, as roll cancels are so important for Vice. However, they do have upsides. K-Vice gets access to Rage and Just Defend, making her offense a lot scarier. Rage damage buff is great, and she gets to threaten a level 3 Negative Gain for scary damage. Just Defend will usually score her a punish thanks to Mayhem as well. P-Vice similarly gets great reward from a parry, and can start her vortex from one easily. Lack of any supers hurts, but since the only super Vice really cares about is Negative Gain, it's not the biggest loss. With both of these Grooves, mastering JD/Parry is key, as without roll Vice is left a lot weaker.


*Stun Duration Time= +/- 0f (Average)
'''Worst - S:''' S-Vice has basically nothing going on until she's in Desperation. Until then, she rarely has a super, doesn't have roll, and has to charge to actively gain meter, which gives up possible aggressive space. In Desperation, she gets to use level 1 Negative Gain a lot for mixups. This sounds great, but level 1 Negative Gain just isn't that damaging. Plus, it sends her fullscreen, ending her turn. S-Vice has basically nothing going good for her.


*Guard Guage Recovery Rate: Normal


*Crouching height= 61 (Very Short)
{{StrengthsAndWeaknesses
|intro=
---------------------------
'''Vice''' is a nimble grappler with a scary strike/throw game that loops into itself. She has great mixup potential, especially in hop Grooves, and can put the opponents in a blender until the round ends. She just has to struggle through neutral first. Vice is best in '''C-Groove, N-Groove, and A-Groove'''.


*Dash: Length= 113 pixels, Duration= 17f, Height= 22.5  (Can corpse hop and hop ground fireballs)
'''Difficulty''': Pretty Hard<br>'''Tier''': C+
|pros=
* '''Looping Mixup:''' Her Mayhem special ends in a great knockdown, and so do both of her command grabs. This allows Vice to run a strike/throw mixup from every knockdown, and blend her opponents to death
* '''Solid Buttons:''' Vice has plenty of good buttons, like 5MP, 2LK, 5HP, 2HP, 2HK, 5HK, and j.HP
* '''RC Nail Bomb:'''  A great RC grab with low recovery allowing you to anti air neutral jump and makes her 50/50 extremely solid
* '''RC Mayhem:''' RC Mayhem is an incredibly good anti fireball and anti air special which leads to her best knockdown.
* '''Level one Negative Gain:'''  Her lvl 1 grab super is non jumpable, making it a good wake up super and will make your opponent think about jumping with any level meter.
* '''Custom Combo:''' Vice has great synergy with Custom Combo as a whole, allowing her to confirm into it from almost anything, and giving her much higher damage overall
|cons=
* '''Zoned Out:''' Vice struggles hard against the dominant neutral monsters in CvS2, like Sagat, Cammy, Chun-Li, etc. She has to play patiently and wait for an opening. While Vice has some good buttons, she gets no real damage from them, none of her far buttons can be canceled into a special.
* '''Roll Reliant:''' Without RC Nail Bomb, Vice becomes much less scary, limiting her to Grooves with roll or having to rely on super which makes her less scary until lvl 3 and ending any pressure on whiff.
* '''Low Damage:''' She doesn't have a super to end combos with, and her meterless damage is just average, meaning Vice has to land multiple repeated mixups to add up damage
}}


*Run Speed= 8.0 (Average)
=== Players to Watch ===
{| class="wikitable"
|-
! Name !! Country !! Groove !! Accounts !! Notes
|-
| Chari || Japan || C-Groove || N/A || Uses Vice's unorthodox RC game very well. Uses a very odd team but makes it work. <br> [https://www.youtube.com/watch?v=rv0rqkb-kMo&t=77s&ab_channel=darbish Sample Match]
|-
| P-Rugal || Japan || P-Groove || Twitter: @oyasuminecalli || The only Vice user in Japan right now. Extremely effective with her parry punishes and gets the job done. <br> [https://youtu.be/obM2I8MAL74 Sample Match]
|-
|}


*Roll: 84 Distance, 27f invincible, 4f Recovery. (Above average)
<br><br>


*Wakeup-Speed compared to Ryu= 0f (Average)
'''!!!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!!!'''


=== Preferred Grooves ===
== Normal Moves ==
Roll Canceling Vice's specials is critical to effective Vice play, so Vice should be played in C, A, or N.  
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    = CVS2 Vice 5LP.png
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 4
  | recovery    = 6
  | total      = 13
  | advHit      = +7
  | advBlock    = +7
  | invul      = None
  | description = Placeholder
}}
}}


===='''C Groove-'''====
=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    = CVS2 Vice 5MP.png
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = 17
  | total      = 29
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = A great poke that can be comboed into from lights. Unfortunately it gets no real damage as it can not be canceled into anything meaningful despite having good hitbox.
}}
}}


Advantages-  
=== <span class="invisible-header">5HP</span> ===
*Dash- Vice has one of the best corpse hop dashes in the game
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    = CVS2 Vice 5HP.png
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 17
  | active      = 11
  | recovery    = 25
  | total      = 53
  | advHit      = -10
  | advBlock    = -10
  | invul      = None
  | description = A far reaching heavy attack that has huge start up. Not a great normal to use due to massive start up and mediocre hit box. Mostly used during a grounded custom combo.
}}
}}


*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.  
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    = CVS2 Vice 5LK.png
| caption  = First Hitbox
| image2    = CVS2 Vice 5LK2.png
| caption2  = Second Hitbox
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = 3/5
  | cancel      = SU/SP (Both Hits)
  | guard      = Mid
  | parry      = High
  | startup    = 3/5
  | active      = 5/6
  | recovery    = 5/13
  | total      = 32
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = A quick 2 hit kick that can be canceled into specials, but negative, same as close version. No reason to really do this move at all since c.lk and c.lp is much better for confirms. Sets up good range to do grab super.
}}
}}


*Delayed Get-up- Unpunishable method to mess with setup/safejumps.  
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    = CVS2 Vice 5MK.png
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 7
  | active      = 8
  | recovery    = 16
  | total      = 31
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = A decent straight kick poke, while not as good as s.mp it has better range.
}}
}}


*Air Block-  
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    = CVS2 Vice 5HK.png
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = 24
  | total      = 36
  | advHit      = -6
  | advBlock    = -6
  | invul      = None
  | description = A very good angled anti air and decent poke vs taller characters.
}}
}}


Disadvantages-
=== Close Standing Normals ===
*No Run means no free crossup after Mayhem->De-cide Slayer
=== <span class="invisible-header">clLP</span> ===
*No Low Jump means you have to earn your way in via a RC Mayhem or well placed sweep.
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    = CVS2 Vice cl5LP.png
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 4
  | recovery    = 5
  | total      = 11
  | advHit      = +8
  | advBlock    = +8
  | invul      = None
  | description = Placeholder
}}
}}


===='''A Groove-'''====
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    = CVS2 Vice cl5MP.png
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 10
  | recovery    = 12
  | total      = 27
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = A very solid meaty that allows you to combo on hit and grab super on block or even mix up with a sweep on an opponent holding up. Your mileage on this move is dependant on your timing as it is 0 on normal block (which still sets up super).
}}
}}


Advantages-
=== <span class="invisible-header">clHP</span> ===
*Dash- As in C
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    = CVS2 Vice cl5HP.png
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 6
  | recovery    = 14
  | total      = 24
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = A decent attack stat wise, crouchable by some. As a meaty it does not give much other than a sweep and pushes you too far for super. Can be used after a close lp on block to set up counter hit, which will combo to sweep. In A groove that will lead to CC (counter hit or meaty s.fp, activate, sweep xx s.rh xx shoulder)
}}
}}


*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)
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    = CVS2 Vice cl5LK.png
| caption  = First Hitbox
| image2    = CVS2 Vice cl5LK2.png
| caption2  = Second Hitbox
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage     = 300/200
  | stun        = 2/3
  | cancel      = SP/SU (Both Hits)
  | guard      = Mid
  | parry      = High
  | startup    = 3/5
  | active      = 6/6
  | recovery    = 5/13
  | total      = 38
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = A quick 2 hit kick that can be canceled into specials, but negative, same as the far version. Leaves her at perfect range for tick super. No reason to really do this move at all since c.lk and c.lp is much better for confirms and tick throw mix ups.
}}
}}


*Rolento/Dan OTG Grab customs!
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    = CVS2 Vice cl5MK.png
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 7
  | recovery    = 17
  | total      = 27
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = A worse meaty that close s.mp, but still works to tick into super.
}}
}}


Disadvantages-
=== <span class="invisible-header">clHK</span> ===
*That custom combo is freaking hard, man.  
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    = CVS2 Vice cl5HK.png
| caption  = First Hitbox
| image2    = CVS2 Vice cl5HK2.png
| caption2  = Second Hitbox
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 400/800
  | stun        = 4/8
  | cancel      = SU (First Hit)
  | guard      = High/Low
  | parry      = High/Low
  | startup    = 7/2
  | active      = 6/4
  | recovery    = 18
  | total      = 37
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = A solid anti cross up move. On the ground it is fairly useless as the first hit whiffs many, 2nd hit is only +2 with full heavy pushback leading to no combos on hit or counter hit.
}}
}}


*More focus on the big damage custom means less use of level 1s for defense.  
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = [[File:C.lp for vice.jpg|thumb]]
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 4
  | recovery    = 6
  | total      = 13
  | advHit      = 7
  | advBlock    = 7
  | invul      = None
  | description = Placeholder
}}
}}


===='''N Groove-'''====
=== <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
}}
}}


Advantages-
=== <span class="invisible-header">2HP</span> ===
*Low jump- Low jump HP is dominant, and very useful get in tool.
{{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
}}
}}


*Run- While not as good at mixing up as her dash, still great to loop crossup mixups and run after RC Nailbomb
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| 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
}}
}}


*Counter Roll- The BEST defense against A groove, period.
=== <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
}}
}}


*Power Up- Without great supers, sometimes a powerup can be useful.  
=== <span class="invisible-header">2HK</span> ===
{{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 =
}}
}}


Disadvantages-
=== Jumping Normals ===
*None
=== <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
}}
}}


=== Preferred Team Position & Ratio ===
=== <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
}}
}}


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.
=== <span class="invisible-header">j.HP</span> ===
{{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
}}
}}


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.
=== <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
}}
}}


= Move List =
=== <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
}}
}}


==Normal Moves==
=== <span class="invisible-header">j.HK</span> ===
{{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
}}
}}


<table style="width:700px;border:1px solid silver" cellborder="1">
== Command Normals ==
<tr>
=== <span class="invisible-header">X</span> ===
  <th>Name</th>
{{MoveData
  <th>State</th>
| name    = Generic Command
  <th>Spc</th>
| input    = Generic Input
  <th>Sup</th>
| subtitle = Generic Name
  <th>Hit</th>
| image    =
  <th>Blk</th>
| caption  =
  <th>Sta</th>
| linkname = X
  <th>Act</th>
| data  =
  <th>Rec</th>
{{AttackData-CvS2
  <th>Dmg</th>
   | version    = -
   <th>H/L?</th>
   | subtitle    =
   <th>Parry</th>
   | damage      = -
   <th>Notes</th>
   | stun        = -
</tr>
   | cancel      = -
<tr>
   | guard      = -
   <td style="border:1px solid navy" rowspan=4>Jab</td>
   | parry      = -
   <td>Close</td>
   | startup    = -
   <td>y</td>
   | active      = -
   <td>y</td>
   | recovery    = -
   <td>+8</td>
   | total      = -
   <td>+8</td>
   | advHit      = -
   <td>2</td>
   | advBlock    = -
   <td>4</td>
   | invul      = -
   <td>5</td>
   | description = Placeholder
   <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>
== Throws ==
<tr>
=== <span class="invisible-header">X</span> ===
  <td>Crouch</td>
{{MoveData
  <td>y</td>
| name    = Generic Throw Name
  <td>y</td>
| input    = Near Opponent, 4/6HP
  <td>+7</td>
| subtitle = Punch Throw
  <td>+7</td>
| image    =
  <td>3</td>
| caption  =
  <td>4</td>
| linkname = Punch Throw Name
  <td>6</td>
| data  =
  <td>200</td>
{{AttackData-CvS2
  <td>Mid</td>
   | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  <td>H/L</td>
   | subtitle    =
 
   | damage      = -
</tr>
   | stun        = -
<tr>
   | cancel      = -
  <td>Jump</td>
   | guard      = -
  <td>-</td>
   | parry      = -
  <td>-</td>
   | startup    = -
  <td>-</td>
   | active      = -
  <td>-</td>
   | recovery    = -
  <td>4</td>
   | total      = -
  <td>22</td>
   | advHit      = -
  <td>-</td>
   | advBlock    = -
  <td>500</td>
   | invul      = -
  <td>High</td>
   | description = Placeholder
  <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>
=== <span class="invisible-header">X</span> ===
  <td>Crouch</td>
{{MoveData
  <td>y</td>
| name    = Generic Throw Name
  <td>y</td>
| input    = Near Opponent, 4/6HK
  <td>+2</td>
| subtitle = Kick Throw
  <td>+2</td>
| image    =
  <td>4</td>
| caption  =
  <td>6</td>
| linkname = Kick Throw Name
  <td>8</td>
| data  =
  <td>200</td>
{{AttackData-CvS2
</tr>
   | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
<tr>
   | subtitle    =
  <td>Jump</td>
   | damage      = -
  <td>-</td>
   | stun        = -
  <td>-</td>
   | cancel      = -
  <td>-</td>
   | guard      = -
  <td>-</td>
   | parry      = -
  <td>4</td>
   | startup    = -
  <td>22</td>
   | active      = -
  <td>-</td>
   | recovery    = -
   <td>400</td>
   | total      = -
</tr>
   | advHit      = -
<tr>
   | advBlock    = -
  <td style="border:1px solid red" rowspan=4>Forward</td>
   | invul      = -
  <td>Close</td>
   | description = Placeholder
  <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==
== Combos and Tick set ups ==


=== Nail Bomb ===
Bread and Butter:
- HCF+P  aka 4123(6)+P


c.lk, c.lk, c.lk xx qcb+hp shoulder tackle, hk whip


<table style="width:350px;border:1px solid silver" cellborder="1">
c.lp, c.fp xx qcb+hp shoulder tackle, hk whip
<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>


Vs fatties


c.lk, c.lp, c.fp xx qcb+hp, hk whipp


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.
[https://docs.google.com/presentation/d/1c2yUIOUsrB2FNO2Wh_YH6XgeRYBs5vtKNA9Rlbax94E/edit#slide=id.g74222b65db_0_0 Gunter's AGroove Vice CC Collection]


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.
== Colors ==


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.
[[File:Vice_CvS2_colors.png]]
 
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>
 
= 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}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Vice]]

Latest revision as of 19:38, 1 May 2024

Introduction

CVS2 Vice Data.png

Story

Vice is a servent of Orochi and a member of the Hakkeshu. She's usually seen side by side with her partner, Mature, though Mature doesn't make any appearance in CvS2. As a servant of Orochi, Vice takes orders directly from the Four Heavenly Kings, most notably Goenitz. Neither Vice nor Mature really liked Goenitz at all, but were dedicated to serving Orochi. Goenitz orders her to watch over Rugal Bernstein, who he thinks will be a good candidate to host Orochi when they summon it. Vice and Mature obey, and become Rugal's secretaries and personal assistants. Rugal is defeated at the end of KOF 95' however, which meant Vice and Mature needed a new job. That was to be getting Iori Yagami into KOF 96' and watching over him, as his Yagami bloodline tied him directly to Orochi. Through their tournament journey, Vice and Mature befriend Iori to some extent, and in the end decide to betray Goenitz after his defeat. They tried instead to summon Orochi directly through Iori. However, Goenitz was bitter, and with his last words, activated Iori's Riot of the Blood state. Iori wasn't able to control the surge of Orochi power through him, and murdered Vice and Mature before being defeated by Kyo Kusanagi.

Vice and Mature are dead, but Iori still sees them in his head as ghosts haunting him. They often make fun of him for his inability to kill Kyo Kusanagi like he wants to. When the King of Fighters XIII began, they were revealed to have resurrected into the mortal realm, and they don't seem to hold a grudge over being maimed to death, teaming with Iori once again.

Gameplay

When you hear a character called a grappler, you tend to envision a big, hulking, slow man with huge damage grabs. Vice is quite the opposite, fitting more into the nimble grappler archetype like Laura in SFV or Makoto in SFIII:3S. Vice has simple combos that give great knockdown, and two command grabs that also give great knockdowns, allowing her to loop strike/throw mixups over and over again. Her buttons and neutral presence are fairly solid too, with a few strong roll cancels and a long-reaching special with her 41236K Deicide. When Vice gets in close, she's probably the scariest grappler in the game, with her two command grabs 41236P Nail Bomb and 632146P Gorefest. Nail Bomb is the better of these as it is faster, but Gorefest has more range and damage for situations where that is preferred. Roll Cancel Nail Bomb is a dominant tool as well, as it will beat any buttons, invuln through reversals, and obviously grab them if they block.

Her strike mixup is no joke either, with a simple confirm from her 2LK using her 214P Mayhem special. This gives a solid knockdown and allows her to loop her okizeme both from strikes and throws, something the other big body grapplers can't do. Where Vice struggles is in neutral. As with any grappler, shes very prone to being zoned out, and she struggles a lot to deal with the ridiculous buttons and neutral presence of the top tiers. Her damage output is fairly low as well, forcing her to properly run her mixups multiple times to win a round where others can do one or two big damage combos and win. Her need for close range forces her to take more risks, but if she gets in, Vice can be a terrifying rushdown/grappler with great mixup potential.

Groove Selection

Best - C/N/A: C-Vice is likely her best pick by a small margin. Her supers are useful enough, especially her 6321463214K Negative Gain command grab super. Having access to rolls is important for Vice as well. Airblock helps her approach more safely, and Alpha Counters give her an escape tool on defense. N-Vice is arguably tied with or right behind C-Vice. N-Vice gets much better movement and a hop, which adds high/low to her mixups. Her hop HP is oppressive as well, and very hard to contest. Run on a grappler is powerful, and consistent level 1 access means she can do Negative Gain more, though the level 1 version is low damage. A-Vice sacrifices super usage for a lot more damage utilizing Custom Combo. Vice has plenty of situations to confirm a CC from, and obviously CC on it's own is a great utility. She maintains a lot of what makes C-Vice good too, outside of airblock. A-Vice is great if you want more damage from your mixups. Despite not being able to land super in most her customs, the tiger knee air legs does very good damage.

Useful - K/P: It's hard to consider these Grooves, as roll cancels are so important for Vice. However, they do have upsides. K-Vice gets access to Rage and Just Defend, making her offense a lot scarier. Rage damage buff is great, and she gets to threaten a level 3 Negative Gain for scary damage. Just Defend will usually score her a punish thanks to Mayhem as well. P-Vice similarly gets great reward from a parry, and can start her vortex from one easily. Lack of any supers hurts, but since the only super Vice really cares about is Negative Gain, it's not the biggest loss. With both of these Grooves, mastering JD/Parry is key, as without roll Vice is left a lot weaker.

Worst - S: S-Vice has basically nothing going on until she's in Desperation. Until then, she rarely has a super, doesn't have roll, and has to charge to actively gain meter, which gives up possible aggressive space. In Desperation, she gets to use level 1 Negative Gain a lot for mixups. This sounds great, but level 1 Negative Gain just isn't that damaging. Plus, it sends her fullscreen, ending her turn. S-Vice has basically nothing going good for her.



Vice is a nimble grappler with a scary strike/throw game that loops into itself. She has great mixup potential, especially in hop Grooves, and can put the opponents in a blender until the round ends. She just has to struggle through neutral first. Vice is best in C-Groove, N-Groove, and A-Groove.

Difficulty: Pretty Hard
Tier: C+
Pros Cons
  • Looping Mixup: Her Mayhem special ends in a great knockdown, and so do both of her command grabs. This allows Vice to run a strike/throw mixup from every knockdown, and blend her opponents to death
  • Solid Buttons: Vice has plenty of good buttons, like 5MP, 2LK, 5HP, 2HP, 2HK, 5HK, and j.HP
  • RC Nail Bomb: A great RC grab with low recovery allowing you to anti air neutral jump and makes her 50/50 extremely solid
  • RC Mayhem: RC Mayhem is an incredibly good anti fireball and anti air special which leads to her best knockdown.
  • Level one Negative Gain: Her lvl 1 grab super is non jumpable, making it a good wake up super and will make your opponent think about jumping with any level meter.
  • Custom Combo: Vice has great synergy with Custom Combo as a whole, allowing her to confirm into it from almost anything, and giving her much higher damage overall
  • Zoned Out: Vice struggles hard against the dominant neutral monsters in CvS2, like Sagat, Cammy, Chun-Li, etc. She has to play patiently and wait for an opening. While Vice has some good buttons, she gets no real damage from them, none of her far buttons can be canceled into a special.
  • Roll Reliant: Without RC Nail Bomb, Vice becomes much less scary, limiting her to Grooves with roll or having to rely on super which makes her less scary until lvl 3 and ending any pressure on whiff.
  • Low Damage: She doesn't have a super to end combos with, and her meterless damage is just average, meaning Vice has to land multiple repeated mixups to add up damage



Players to Watch

Name Country Groove Accounts Notes
Chari Japan C-Groove N/A Uses Vice's unorthodox RC game very well. Uses a very odd team but makes it work.
Sample Match
P-Rugal Japan P-Groove Twitter: @oyasuminecalli The only Vice user in Japan right now. Extremely effective with her parry punishes and gets the job done.
Sample Match



!!!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
CVS2 Vice 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 RF/SP/SU Mid High 3 4 6 13 +7 +7 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Vice 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1200 12 SU Mid High 6 6 17 29 -1 -1 None

A great poke that can be comboed into from lights. Unfortunately it gets no real damage as it can not be canceled into anything meaningful despite having good hitbox.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Vice 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1200 12 None Mid High 17 11 25 53 -10 -10 None

A far reaching heavy attack that has huge start up. Not a great normal to use due to massive start up and mediocre hit box. Mostly used during a grounded custom combo.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Vice 5LK.png
First Hitbox
CVS2 Vice 5LK2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - 3/5 SU/SP (Both Hits) Mid High 3/5 5/6 5/13 32 -2 -2 None

A quick 2 hit kick that can be canceled into specials, but negative, same as close version. No reason to really do this move at all since c.lk and c.lp is much better for confirms. Sets up good range to do grab super.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Vice 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 700 7 SU Mid High 7 8 16 31 -2 -2 None

A decent straight kick poke, while not as good as s.mp it has better range.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Vice 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1100 11 SU Mid High 6 6 24 36 -6 -6 None

A very good angled anti air and decent poke vs taller characters.

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
CVS2 Vice cl5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 300 3 RF/SP/SU Mid High 2 4 5 11 +8 +8 None

Placeholder

clMP

Close Strong
cl.MP
CVS2 Vice cl5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 700 7 SP/SU Mid High 5 10 12 27 0 0 None

A very solid meaty that allows you to combo on hit and grab super on block or even mix up with a sweep on an opponent holding up. Your mileage on this move is dependant on your timing as it is 0 on normal block (which still sets up super).

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Vice cl5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1000 10 SP/SU Mid High 4 6 14 24 +6 +6 None

A decent attack stat wise, crouchable by some. As a meaty it does not give much other than a sweep and pushes you too far for super. Can be used after a close lp on block to set up counter hit, which will combo to sweep. In A groove that will lead to CC (counter hit or meaty s.fp, activate, sweep xx s.rh xx shoulder)

clLK

Close Short
Close Light Kick
cl.LK
CVS2 Vice cl5LK.png
First Hitbox
CVS2 Vice cl5LK2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300/200 2/3 SP/SU (Both Hits) Mid High 3/5 6/6 5/13 38 -2 -2 None

A quick 2 hit kick that can be canceled into specials, but negative, same as the far version. Leaves her at perfect range for tick super. No reason to really do this move at all since c.lk and c.lp is much better for confirms and tick throw mix ups.

clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 Vice cl5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 800 8 SP/SU Mid High 3 7 17 27 -2 -2 None

A worse meaty that close s.mp, but still works to tick into super.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 Vice cl5HK.png
First Hitbox
CVS2 Vice cl5HK2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 400/800 4/8 SU (First Hit) High/Low High/Low 7/2 6/4 18 37 +2 +2 None

A solid anti cross up move. On the ground it is fairly useless as the first hit whiffs many, 2nd hit is only +2 with full heavy pushback leading to no combos on hit or counter hit.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
[[File:
C.lp for vice.jpg
|175x250px|center|class=move-image]]
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid High 3 4 6 13 7 7 None

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

Combos and Tick set ups

Bread and Butter:

c.lk, c.lk, c.lk xx qcb+hp shoulder tackle, hk whip

c.lp, c.fp xx qcb+hp shoulder tackle, hk whip

Vs fatties

c.lk, c.lp, c.fp xx qcb+hp, hk whipp


Gunter's AGroove Vice CC Collection

Colors

Vice CvS2 colors.png


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori