The King of Fighters XIII/Vice: Difference between revisions

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====Unique Attacks====
====Unique Attacks====
*'''Dokken - ([[File:f.gif]] + [[File:snka.gif]])''' - Vice leans forward and strikes with a bent arm that hits overhead. The startup mimicks Decide ([[File:hcf.gif]] + [[File:kick.gif]]) and doesn't look much like a typical overhead which is nice. Works as nice option to use once in a while to sneak in to supplement Vice's great lows, but only deals significant damage when canceled into either Hyperdrive Mode or when canceled into Negative Gain ([[File:hcb.gif]][[File:hcb.gif]] + [[File:kick.gif]]). Doesn't need to be used often, but can hurt significantly when it does.
*'''Dokken - ([[File:f.gif]] + [[File:snka.gif]])''' - Vice slowly leans forward and strikes with a bent arm that hits overhead. The startup mimicks Decide ([[File:hcf.gif]] + [[File:kick.gif]]) and doesn't look much like a typical overhead which is a plus. Works as nice option to use once in a while to sneak in to supplement Vice's great lows, but only deals significant damage when canceled into either Hyperdrive Mode or when canceled into Negative Gain ([[File:hcb.gif]][[File:hcb.gif]] + [[File:kick.gif]]). Doesn't need to be used often, but can hurt significantly when it does.


*'''Dokken (canceled-into) - ([[File:f.gif]] + [[File:snka.gif]])''' - Vice's main combo-filler and hitconfirm lengthener when canceled into from a Close Heavy normal; cancels into specials and DMs while losing the overhead property. Too slow to connect from Light attacks, though doing so could work as a frametrap. Followup options on block are somewhat limited due to losing the frame advantage initiative, making Crouching Light Kicks and Jumping Heavy Punch completely better options for offense.
*'''Dokken (canceled-into) - ([[File:f.gif]] + [[File:snka.gif]])''' - Vice's main combo-filler and hitconfirm lengthener when canceled into from a Close Heavy normal; cancels into specials and DMs while losing the overhead property. Too slow to connect from Light attacks, though doing so could work as a frametrap. Followup options on block are somewhat limited due to losing the frame advantage initiative, making Crouching Light Kicks and Jumping Heavy Punch completely better options for offense.

Revision as of 22:42, 5 August 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Vice

KOFXIII-Vice Face.png

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 Ex.png Decide (Hcf.gif + Snkb.gif + Snkd.gif) 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

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
kof.sp
70
cancel
Standing Heavy Kick
kof.sk
70
Close Heavy Kick
kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
80
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Dokken
f + kof.lp
70
high supercancel
Dokken (canceled-into)
f + kof.lp
70
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Death Blow
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Mayhem
qcb + p
kof.lp : 60
kof.sp : 80
ex : 160
Splash
Mayhem, then qcf + p
100
airthrow drivecancel
Splash
dp + p
100
throw supercancel
Deicide
hcf + k
0
ex : anywherejuggle
Gorefest
hcb f + p
p : 20×6+40
ex : 25×6+70
throw

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Negative Gain
hcb hcb + k
70×2+80
ex : 60×4+100
throw softknockdown maxcancel
Overkill
db qcf uf u d + p
220
airthrow softknockdown maxcancel
Awakening Blood
qcb hcf + kof.lp + kof.sp
450
softknockdown

Apprentice Combos

Strategy

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Dokken - (F.gif + Snka.gif) - Vice slowly leans forward and strikes with a bent arm that hits overhead. The startup mimicks Decide (Hcf.gif + Kick.gif) and doesn't look much like a typical overhead which is a plus. Works as nice option to use once in a while to sneak in to supplement Vice's great lows, but only deals significant damage when canceled into either Hyperdrive Mode or when canceled into Negative Gain (Hcb.gifHcb.gif + Kick.gif). Doesn't need to be used often, but can hurt significantly when it does.
  • Dokken (canceled-into) - (F.gif + Snka.gif) - Vice's main combo-filler and hitconfirm lengthener when canceled into from a Close Heavy normal; cancels into specials and DMs while losing the overhead property. Too slow to connect from Light attacks, though doing so could work as a frametrap. Followup options on block are somewhat limited due to losing the frame advantage initiative, making Crouching Light Kicks and Jumping Heavy Punch completely better options for offense.

Throw

  • Death Blow (Right.gif or Left.gif + Snkc.gif or Snkd.gif [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 (Hcb.gifF.gif + Punch.gif) 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 (Hcb.gifF.gif + Punch.gif) 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 Snkd.gif 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 Snkc.gif or Snkd.gif. 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.

Special Moves

  • Mayhem - (Qcb.gif + Punch.gif) - A shoulder tackle that primarily serves as Vice's 'Bread and Butter' combo ender. Her 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 Snkc.gif tackle starts up much slower while moving almost half-screen, making it work best when comboed into from (F.gif + Snka.gif) as it deals more damage. Both versions naturally cancel into Vice's Splash (Qcf.gif + 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 (Ex.png Decide (Qcf.gif + Kick.gif) to extend Vice's combos.
    • Ex.png Mayhem (Qcb.gif + Snka.gif + Snkc.gif) - Similar in startup and reach as the 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 (Qcf.gif + 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 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 (Qcb.gif + Punch.gif) and gain a large frame advantage if Vice blocks the projectile. Reading this, a Vice player could use Ex.png Mayhem (Qcb.gif + Snka.gif + 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, Ex.png Mayhem could be baited and then punished.
  • Splash Followup - (Qcf.gif + Punch.gif) - While identical in appearance to Vice's raw Splash (Dp.gif + Punch.gif), this version is only available as a followup after connecting with Splash (Qcf.gif + 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 - (Dp.gif + 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 (Qcb.gif + 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. The Crouching Light Kick series it too threatening to Alternate Guard due to it leading to a knockdown, meaning the opponent has to rely on pure reaction. 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 annoying grab to deal with.
    • The 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 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.
    • Ex.png Splash - (Dp.gif + Snka.gif + 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 - (Hcf.gif + 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 Snkb.gif version is fast enough to combo off of (F.gif + Snka.gif), and reaches just outside of Vice's Standing Blowback Attack. The 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 (Hcf.gif + Kick.gif) than Mayhem (Qcb.gif + 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.
    • Ex.png Decide - (Hcf.gif + Snkb.gif Snkd.gif) - Combines the reach of the Snkd.gif arm with the startup found in the 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 Ex.png Decide connects afterward. With enough meter, Vice can Drive Cancel and loop her combos for strong damage.
  • Gorefest - (Hcb.gifF.gif + 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.
  • Ex.png Gorefest - (Hcb.gifF.gif + Snka.gif + 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 Ex.png 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.

Advanced Strategy

Frame Data