(→Throw) |
|||
Line 112: | Line 112: | ||
====Special Moves==== | ====Special Moves==== | ||
*'''Mayhem - ([[File:qcb.gif]] + [[File:punch.gif]])''' - A shoulder tackle that primarily serves as Vice's 'Bread and Butter' combo ender. Her [[File:snka.gif]] version attack connects from any of Vice's Light Attacks. Additionally, it has the shortest range - reaching as far as her sweep - of all versions so it can be spaced to be safe on block against opponents without fast (usually meter-consuming) punishes. The [[File:snkc.gif]] tackle starts up much slower while moving almost half-screen, making it work best when comboed into from ([[File:f.gif]] + [[File:snka.gif]]) as it deals more damage. Both versions naturally cancel into Vice's Splash ([[File:qcf.gif]] + [[File:punch.gif]]) special on hit for a hard knockdown. | |||
**This is Vice's only special move that causes guard and chip damage. | |||
**Easily Drive-Cancelable into ([[File:ex.png]] Decide ([[File:qcf.gif]] + [[File:kick.gif]]) to extend Vice's combos. | |||
**'''[[File:ex.png]] Mayhem ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Similar in startup and reach as the [[File:snkc.gif]] tackle but adds invulnarability on Vice. An opponent hit by this shoulder will be launched higher than usual which allows for juggle followups, so canceling directly into Splash ([[File:qcf.gif]] + [[File:punch.gif]]) isn't recommended. | |||
**Can be used to anti-air an opponent, although the slow startup requires a full jump from the opponent to best work on reaction, as otherwise the player would have to 'feel out' a hop attempt. | |||
**A player can also use this on wakeup as a reversal, albeit a slow one. As such, it cannot punish as often as other 'Dragon Punch' type reversals in KOF XIII but it can catch opponents off guard due to the gap from startup to active frames. | |||
**The safest application of the invincibility is to move through oncoming special moves such as projectiles. Certain blockstrings and frametraps have gaps in which a player could input [[File:ex.png]] Mayhem to power through an oncoming attack and punish the attacking opponent. | |||
***As a basic example, Duo Lon can cancel his Standing Heavy Punch into Juon Shikon ([[File:qcb.gif]] + [[File:punch.gif]]) and gain a large frame advantage if Vice blocks the projectile. Reading this, a Vice player could use [[File:ex.png]] Mayhem ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] after blocking the Close Heavy Punch and power through the projectile. If the Duo Lon player is aware of the threat and does not cancel his normal, [[File:ex.png]] Mayhem could be baited and then punished. | |||
*'''Splash Followup - ([[File:qcf.gif]] + [[File:punch.gif]])''' - While identical in appearance to Vice's raw Splash ([[File:dp.gif]] + [[File:punch.gif]]), this version is only available as a followup after connecting with Splash ([[File:qcf.gif]] + [[File:punch.gif]]). Vice will jump forward and grab the opponent out of the air and take them to the ground for a hard knockdown. | |||
*'''Splash - ([[File:dp.gif]] + [[File:punch.gif]])''' - Vice hops forward in a fast arc, slamming any grab-able opponent to the ground when she touches the ground. An opponent hit will suffer a short but hard knockdown and Vice will be pushed back far. This flying grab is comparable to Orochi Yashiro's ([[File:qcb.gif]] + [[File:punch.gif]]) command grab from previous KOF games, but slightly faster and thus harder to react to. Although gimmicky as it is a highly punishable move if the opponent hops, there are some setups to bait and punish jump-out attempts. | |||
**The first setup, landing Splash, is easy enough if done from a tick throw by canceling the low-hitting Crouching Light Kick or just throwing it out against a grounded opponent. Once the opponent wises up and begins to anticipate Splash and wants to try to hop out, the Vice player can punish the jump with her Jumping Blowback Attack, running forward into Crouching Heavy Punch, or by super jumping/hyper hopping into her Overkill air DM. In conjunction with Vice's already scary offensive options, Splash can be an option sometimes. | |||
**The [[File:snka.gif]] version of Splash travels a short distance while traveling as high as her normal hop and is the preferred version to use to throw an opponent. The [[File:snkc.gif]] Splash travels much further while also moving much higher and slower which creates an easier window for the opponent to hop or anti-air Vice as she dives in. | |||
**'''[[File:ex.png]]Splash - ([[File:dp.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Vice crouches down to the ground for a fraction of a second, and then hops nearly full screen while staying much lower before landing and grabbing any standing opponent. The low arc makes this Splash catch opponents at almost any range and after the initial crouching startup Vice moves much faster than normal. Vice is completely invincible from startup to through crouching, but becomes vulnerable as she leaps forward. | |||
*'''Decide - ([[File:hcf.gif]] + [[File:kick.gif]])''' - Vice's Yamazaki-esque arm whip that pulls in any opponent not blocking, comparable to a certain yellow ninja's favorite signature move. Her [[File:snkb.gif]] version is fast enough to combo off of ([[File:f.gif]] + [[File:snka.gif]]), and reaches just outside of Vice's Standing Blowback Attack. The [[File:snkd.gif]] whip is slower, reaches much further, works in different frametrap applications and leads to more frame advantage on hit. Both versions are generally safe on block, but an opponent can easily hop on Vice if she whiffs and no damage will be dealt to the opponent on trade. | |||
**It's safer to cancel attacks into Decide ([[File:hcf.gif]] + [[File:kick.gif]]) than Mayhem ([[File:qcb.gif]] + [[File:punch.gif]]) against a blocking opponent and leads to a knockdown on hit, making for a good tool by canceling normals into Decide to snag opponents. | |||
**The player can throw out Decide as a poke to catch an opponent running in or starting up a move, but the vertical range is nonexistant and the recovery allows for easy aerial approaches if used too predictably. | |||
**An opponent blocking this move will take no guard or chip damage, and even on hit it will deal zero damage while prorating the combo by one hit. | |||
**'''[[File:ex.png]]Decide - ([[File:hcf.gif]] + [[File:snkb.gif]] [[File:snkd.gif]])''' - Combines the reach of the [[File:snkd.gif]] arm with the startup found in the [[File:snkb.gif]] version. | |||
**An opponent caught by Vice is pulled in while Vice has enough frame advantage to link a Close Heavy Punch into a full combo. | |||
**Most importantly, this move carries an anywhere juggle property meaning that it will connect against an opponent regardless of their jugglable state. An opponent can be scooped in after being hit into a reset which under normal circumstances ends a combo. As such Vice can turn most anti-airs and air-to-airs into combos if [[File:ex.png]]Decide connects afterward. With enough meter, Vice can Drive Cancel and loop her combos for strong damage. | |||
*'''Gorefest - ([[File:hcb.gif]][[File:f.gif]] + [[File:punch.gif]])''' - Tanoshii ne? Vice's instant command grab that combos from her Heavy attacks as well as Light attacks when close. Vice runs the opponent's face through the dirt and tosses them airborne, giving Vice a huge frame advantage and numerous oki setups. Vice's combos should ideally be ended with Gorefest to set up for the strongest oki whenever possible, unless a more damaging option would kill the opponent. | |||
**On top of overhead pressuring with Jumping Heavy Attack, the player always has the option of performing an empty hop and inputting Gorefest immediately to catch the opponent trying to block. | |||
**From either a Jumping Heavy Punch or Crouching Light Kick, Vice has the option of tick throwing the opponent as soon the blockstun from Vice's normal ends. From a string of Crouching Light Kicks, the opponent will be wary of Alternate Guarding to avoid being caught by Vice's cancelable low series which gives Vice enough time to run forward into Gorefest against defensive opponents. Should the opponent try to hop out and punish the whiffed grab, the Vice player could anticipate the jump and meet it with an anti-air or normal throw option select. | |||
**Works as a reversal option due to the instant startup, but requires close proximity to a grounded opponent and carries the risk of a big punish if baited or hopped. | |||
*'''[[File:ex.png]]Gorefest - ([[File:hcb.gif]][[File:f.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Works in every instance that the normal Gorefest will connect, only with an increased grab range that can connect after three Light attacks even. Deals slightly more damage and leads to the same oki as the meterless variant, so the [[File:ex.png]] version is all about the extra range. | |||
====Desperation Moves==== | ====Desperation Moves==== |
Revision as of 22:04, 5 August 2011


Vice
In a nutshell
Vice is traditionally a grappler who excels in her grounded game with far-reaching normals to make up for her poor aerial control from her jumping normals. This time around Vice's hop arc is lower to the ground and her jumping normals have been switched up, giving her a valid jump-in and cross up. She still retains her fundamental normals but the range has been slightly shortened on some of these moves. However, Vice can turn almost any antiair into a full combo with her Decide (
+
+
) so she can limit the opponent to a grounded approach. In addition her 'delayed grab' from previous games is removed which takes away from her grappler oki, but to make amends for it she now gains an ambiguous roll opportunities, crossup setups, her standby meaty cr.B pressure, and an airthrow DM.
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
kof.sp : 80
ex : 160
- Splash
ex : 25×6+70
Desperation Moves
ex : 60×4+100
Apprentice Combos
Strategy
Normal Moves
Unique Attacks
Throw
- Death Blow (
or
+
or
[while close]) - Vice emits a victorious Ojousama laugh and then tosses the opponent to the ground. This causes a soft knockdown and pushes the opponent 2/3 of the screen away, making meaty setups afterward difficult. If the opponent is thrown into the corner the player has enough frame advantage to safe or empty hop the opponent and get a scary mixup. Death Blow can be used certain safe Option Selects:
- Instead of trying to land Gorefest (
+
) the player could empty hop or tick throw into Death Blow instead to be safer, especially against a cornered opponent as Vice has more options off the throw against a cornered enemy. Normal throws cannot whiff in KOF, unlike Gorefest (
+
) and the knockdown from either grab sets up a favorable mixup with only slight damage variations. If the opponent were to Alternate Guard from Death Blow then Vice's safe Standing Heavy Punch would be blocked by the opponent, while a jump out attempt would be anti-aired by her close normal.
- Hold back to block and press
late against an opponent hopping in. If timed correctly, the player should block any jumping attack or throw the opponent if the hop was empty. If the Vice player is cornered as the throw is performed, the opponent will be tossed into the corner which will greatly reverse her offensive momentum. Remember though; this wont work against instant command grabs performed from an empty hop so keep that in mind.
- After meatying an opponent with a hop-in or safejump, hold forward and press
or
. If the opponent tries to roll away from Vice, the roll should automatically get thrown and further discourage any roll attempts against future okizeme setups.
- Instead of trying to land Gorefest (
Special Moves
- Mayhem - (
+
) - A shoulder tackle that primarily serves as Vice's 'Bread and Butter' combo ender. Her
version attack connects from any of Vice's Light Attacks. Additionally, it has the shortest range - reaching as far as her sweep - of all versions so it can be spaced to be safe on block against opponents without fast (usually meter-consuming) punishes. The
tackle starts up much slower while moving almost half-screen, making it work best when comboed into from (
+
) as it deals more damage. Both versions naturally cancel into Vice's Splash (
+
) special on hit for a hard knockdown.
- This is Vice's only special move that causes guard and chip damage.
- Easily Drive-Cancelable into (
Decide (
+
) to extend Vice's combos.
Mayhem (
+
+
) - Similar in startup and reach as the
tackle but adds invulnarability on Vice. An opponent hit by this shoulder will be launched higher than usual which allows for juggle followups, so canceling directly into Splash (
+
) isn't recommended.
- Can be used to anti-air an opponent, although the slow startup requires a full jump from the opponent to best work on reaction, as otherwise the player would have to 'feel out' a hop attempt.
- A player can also use this on wakeup as a reversal, albeit a slow one. As such, it cannot punish as often as other 'Dragon Punch' type reversals in KOF XIII but it can catch opponents off guard due to the gap from startup to active frames.
- The safest application of the invincibility is to move through oncoming special moves such as projectiles. Certain blockstrings and frametraps have gaps in which a player could input
Mayhem to power through an oncoming attack and punish the attacking opponent.
- As a basic example, Duo Lon can cancel his Standing Heavy Punch into Juon Shikon (
+
) and gain a large frame advantage if Vice blocks the projectile. Reading this, a Vice player could use
Mayhem (
+
+
after blocking the Close Heavy Punch and power through the projectile. If the Duo Lon player is aware of the threat and does not cancel his normal,
Mayhem could be baited and then punished.
- As a basic example, Duo Lon can cancel his Standing Heavy Punch into Juon Shikon (
- Splash Followup - (
+
) - While identical in appearance to Vice's raw Splash (
+
), this version is only available as a followup after connecting with Splash (
+
). Vice will jump forward and grab the opponent out of the air and take them to the ground for a hard knockdown.
- Splash - (
+
) - Vice hops forward in a fast arc, slamming any grab-able opponent to the ground when she touches the ground. An opponent hit will suffer a short but hard knockdown and Vice will be pushed back far. This flying grab is comparable to Orochi Yashiro's (
+
) command grab from previous KOF games, but slightly faster and thus harder to react to. Although gimmicky as it is a highly punishable move if the opponent hops, there are some setups to bait and punish jump-out attempts.
- The first setup, landing Splash, is easy enough if done from a tick throw by canceling the low-hitting Crouching Light Kick or just throwing it out against a grounded opponent. Once the opponent wises up and begins to anticipate Splash and wants to try to hop out, the Vice player can punish the jump with her Jumping Blowback Attack, running forward into Crouching Heavy Punch, or by super jumping/hyper hopping into her Overkill air DM. In conjunction with Vice's already scary offensive options, Splash can be an option sometimes.
- The
version of Splash travels a short distance while traveling as high as her normal hop and is the preferred version to use to throw an opponent. The
Splash travels much further while also moving much higher and slower which creates an easier window for the opponent to hop or anti-air Vice as she dives in.
Splash - (
+
+
) - Vice crouches down to the ground for a fraction of a second, and then hops nearly full screen while staying much lower before landing and grabbing any standing opponent. The low arc makes this Splash catch opponents at almost any range and after the initial crouching startup Vice moves much faster than normal. Vice is completely invincible from startup to through crouching, but becomes vulnerable as she leaps forward.
- Decide - (
+
) - Vice's Yamazaki-esque arm whip that pulls in any opponent not blocking, comparable to a certain yellow ninja's favorite signature move. Her
version is fast enough to combo off of (
+
), and reaches just outside of Vice's Standing Blowback Attack. The
whip is slower, reaches much further, works in different frametrap applications and leads to more frame advantage on hit. Both versions are generally safe on block, but an opponent can easily hop on Vice if she whiffs and no damage will be dealt to the opponent on trade.
- It's safer to cancel attacks into Decide (
+
) than Mayhem (
+
) against a blocking opponent and leads to a knockdown on hit, making for a good tool by canceling normals into Decide to snag opponents.
- The player can throw out Decide as a poke to catch an opponent running in or starting up a move, but the vertical range is nonexistant and the recovery allows for easy aerial approaches if used too predictably.
- An opponent blocking this move will take no guard or chip damage, and even on hit it will deal zero damage while prorating the combo by one hit.
Decide - (
+
) - Combines the reach of the
arm with the startup found in the
version.
- An opponent caught by Vice is pulled in while Vice has enough frame advantage to link a Close Heavy Punch into a full combo.
- Most importantly, this move carries an anywhere juggle property meaning that it will connect against an opponent regardless of their jugglable state. An opponent can be scooped in after being hit into a reset which under normal circumstances ends a combo. As such Vice can turn most anti-airs and air-to-airs into combos if
Decide connects afterward. With enough meter, Vice can Drive Cancel and loop her combos for strong damage.
- It's safer to cancel attacks into Decide (
- Gorefest - (
+
) - Tanoshii ne? Vice's instant command grab that combos from her Heavy attacks as well as Light attacks when close. Vice runs the opponent's face through the dirt and tosses them airborne, giving Vice a huge frame advantage and numerous oki setups. Vice's combos should ideally be ended with Gorefest to set up for the strongest oki whenever possible, unless a more damaging option would kill the opponent.
- On top of overhead pressuring with Jumping Heavy Attack, the player always has the option of performing an empty hop and inputting Gorefest immediately to catch the opponent trying to block.
- From either a Jumping Heavy Punch or Crouching Light Kick, Vice has the option of tick throwing the opponent as soon the blockstun from Vice's normal ends. From a string of Crouching Light Kicks, the opponent will be wary of Alternate Guarding to avoid being caught by Vice's cancelable low series which gives Vice enough time to run forward into Gorefest against defensive opponents. Should the opponent try to hop out and punish the whiffed grab, the Vice player could anticipate the jump and meet it with an anti-air or normal throw option select.
- Works as a reversal option due to the instant startup, but requires close proximity to a grounded opponent and carries the risk of a big punish if baited or hopped.
Gorefest - (
+
+
) - Works in every instance that the normal Gorefest will connect, only with an increased grab range that can connect after three Light attacks even. Deals slightly more damage and leads to the same oki as the meterless variant, so the
version is all about the extra range.
Desperation Moves
Tips and Tricks
Combos
0% Drive
0 Bar
- cr.B cr.B st.B/cr.B xx qcb+A qcf+A
- Basic knockdown from low hitconfirm.
- cl.D f+A xx qcb+C qcf+C
- Alternatively cancel into Gorefest (hcb,f+A) for a stronger knockdown.
- hcf+B, hcb,f+A
- hcf+D, qcb+A qcf+A
- You can link any of Vice's instant command grabs after Deicide, or link Mayhem off the D version.
- cr.B cr.B hcb,f+A
- Requires close proximity for the grab to connect, but sets up a stronger oki.
1 Bar
- cl.D f+A xx hcb,hcb+B
- f+A xx hcb,hcb+B
- Antiair, then hcf+BD, cl.D f.A xx ...
- You'll have to make a judgement call if EX Decide will catch an opponent before they touch the ground from the height you hitreset them.
- cl.D f.A xx qcb+BD, qcb+A qcf+A
50% Drive
0 Bar
- ...qcb+A/C (DC) hcf+D, hcb,f+A
- Use to end a longer combo into Gorefest and set up her oki.
1 Bar
- ...qcb+A (DC) hcf+BD, cl.D f.A xx ender
HD Combos
- cr.B cr.B cr.B/st.B (HD) cl.D f.A xx [qcb+A (DC) hcf+D]x6, (hcf+D ender)
Adjust the finish according to your meter or wanted damage. With enough bars, you can continue the combo after the HD gauge is empty by using her EX Decide:
- ... (HD) cl.D f.A xx [qcb+A (DC) hcf+D]x5 qcb+A (DC) hcf+BD, cl.D f.A xx...
EX Decide could potentially be looped 5 times here.
Basic Strategy
Offense
- Vice's command throw, Gorefest (hcb,f+P), sets up for various oki and ambiguous setups.
- Vice's jump arc has been lowered to a more standard KOF arc, meaning that now she can apply hopping pressure with her j.C for opponents vertically below her (similar to Iori's j.C), which opens up room for a high/low mixup between j.C and her long cr.B, as well as having the threat of empty hop into Gorefest.
- j.B can now crossup an opponent, but you should use this cautiously since it can be meatied by a low attack if used by a poor angle due to its horizontal hitbox. Also if used too early against a standing opponent, they may recover before you land, giving them time to punish you with a close C or D. Experiment to find setups to keep the opponent crouching while getting a feel for when it will cross up.
- Vice's cr.B is a staple of her offense. The poke has long range, chains into itself, and is cancelable meaning the opponent will really want to block strings of cr.B. As such, you can mixup between running forward and using more cr.Bs to make them respect you and block, or run forward into Gorefest to punish them for blocking. This situation alone makes it difficult for the opponent to escape as a poorly timed jump can be caught by a cr.B, and if they start alternate guarding delaying your cr.Bs can catch them as they're blocking high.
- If the opponent tries to sweep you as you run forward into a low/throw mixup, the option of hopping in on them is now a legitimate threat from her j.C. Alternatively, you could read a sweep or jumpout attempt and frametrap into a far C, cr.D, st.B, or Decide (hcf+K).
- Overall, Vice is not primarily a grounded, grappling character anymore and can conduct high and low mix-ups as well as jump-in/empty hop command throw mix ups. In comparison to a character such as Goro, Vice lacks a delay grab that has abundant active frames as she did previous games; but she is supplemented with some new tools to compensate and expand her game.
- Do shit
Neutral/Defense
- Vice's main goal when not on the offensive is to keep the enemy at bay with pokes which limits their grounded attempts of approach, and then be ready to antiair which can set up for her offense by a run-under or hop, score a knockdown combo from an anywhere juggle, or simply reestablish space.
- Her sweep doesn't hit as high as it would appear to, but nonetheless it will still trip opponents who jump in with horizontal attacks. Her cr.B can also work in this situation, leading into a combo from a poor angled aerial normal from the opponent.
- Her defense is significantly more scary if she's sitting on meter. st.A, far C, cr.C, far D, st.B, j.D, j.B - all of her fundamental antiairs and air-to-airs can net you an anywhere juggle into EX Decide (hcf+BD) into a full combo. Even her traditionally 'weak' cr.C can still net the juggle, and if a trade occurs it's still possible for it to be greatly in your favor.
- With the air being a risky option, she can focus on zoning with far C and st.B which have long reach and also control the hop space in front of her well. If the opponent switches to using a low move (cr.B or cr.D), you can attempt to outmatch them with the range on Vice's own cr.B or cr.D, or read their low and hop over it with her lower hop arc and mount an offense.
- Decide (hcf+B/D) is a great option for catching opponents running in or closing the distance on the ground, but it can be jumped if read, and while safe on block there is a significant gap if you attempt to zone solely with this move. It's also her safest move to cancel into as a frametrap, so buffering it into her sweep at times can catch opponents or cover space if whiffed.