Line 426: | Line 426: | ||
* during the throw, she will move backwards quite a bit before knocking the opponent away. She and her opponent will bounce in the opposite sides that they initially were before the throw - so, if Vice was on the left and opponent was on the right, after the throw, Vice will bounce off to the right and opponent to the left | * during the throw, she will move backwards quite a bit before knocking the opponent away. She and her opponent will bounce in the opposite sides that they initially were before the throw - so, if Vice was on the left and opponent was on the right, after the throw, Vice will bounce off to the right and opponent to the left | ||
* hard knockdown | * hard knockdown | ||
| | |- | ||
== | |colspan="8" align="center"| '''SDMs''' | ||
|- | |||
! qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | |||
|align="center"| | |||
|align="center"| | |||
| | |||
|align="center"| Grab | |||
|colspan="2" | [[image:Vice02_SDM1.png|center]] | |||
| '''Withering Surface - qcfx2+AC | |||
* same as the qcfx2+C version but does much more damage (over 50%) | * same as the qcfx2+C version but does much more damage (over 50%) | ||
|- | |||
! hcbx2+[[image:snkb.gif]]+[[image:snkd.gif]] | |||
2. Negative Gain - hcbx2+ | |align="center"| | ||
|align="center"| | |||
| | |||
|align="center"| Grab | |||
|colspan="2" | [[image:Vice02_SDM2.png|center]] | |||
| '''Negative Gain - hcbx2+BD''' | |||
* same as the normal DM version but does a lot more damage | * same as the normal DM version but does a lot more damage | ||
|} | |||
=== HSDMs === | === HSDMs === | ||
Revision as of 17:13, 27 September 2013
General Info
Crouch height: Low
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
HSDMs
1. Overkill - db qcf uf u d+AC(air)
- Vice performs an instant throw in the air and slams the opponent to the ground
- it is easier to perform most of the move's motion on the ground. Input back to up, making her jump into the air, then d+AC while in the air
- hard knockdown
Notes
- cancellable normals are close A, crouch A, far A, close B, crouch B, close C, crouch C, close D(2), crouch D, jump A, jump C
- CD is cancellable into specials and DMs
- D throw is a backturned hard knockdown
Combos
Anywhere
1. Close D(2), f+A, hcf+B - 35%
Vice's most damaging B&B that doesn't use any meter. The close D must land very close to the opponent for this combo to work, otherwise the f+A will whiff. Because of this, it is nearly impossible to get this combo to land properly after a jump attack, though still possible if your jump attack lands early enough or a crossup jump B was used. If Vice is in the corner when she lands this combo, it will throw the opponent into the corner with their back turned, which is a huge advantage for her.
2. [Jump attack] Close D(2), qcb+C, qcf+P - 28%
Use this combo when your close D hits such that the f+A after it would be out of range to connect. Overall does less damage than the above and does not back turn the opponent or give Vice as much time to set anything up after.
3. Crouch B/Close D(2)/Crouch C, hcb f+P - 20-27%
Comboing into hcb f+P does less damage than the above combos but gives Vice a lot of time to setup her next mixup. The crouch B version isn't really hit confirmable but if blocked, hcb f+P recovers quick and keeps Vice in range of a close D. This is explained in the strategy section.
4. Jump attack/Crouch B, Crouch B, Crouch A, qcb+A, qcf+A - 29%
This is easily Vice's most useful combo off of low weak attacks.
5. [Jump attack] Close D(2), hcbx2+K - 40%
This combo does just a little bit more damage than her B&B(combo 1) and uses up one stock, but has the advantage of being able to hit from further out, including after a jump attack.
6. f+A, BC, run up close D(2), hcbx2+K/BD - 45%/65%
A very easy and damaging combo off of her overhead. This combo will prove to be very useful in matches, especially when mixed up with her damaging
7. [Jump attack] Close D(2), BC, run up close D(2), hcbx2+BD - 65%
This is Vice's most damaging practical combo. It is easy to hit confirm her close D and can be comboed after a jumping attack without having issues with spacing (a longer run is necessary).
8. qcb+A(CH), qcb+A, qcf+P - 25%
This is a useful anti-air combo that can be used against jumpins that aren't directly above Vice when coming down. The initial qcb+A won't always counterhit depending on what the opponent did but if it does, you can followup with another.