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|align="center"| Grab | |align="center"| Grab | ||
|colspan="2"| [[image:Vice98_hcfP.png|center]] | |colspan="2"| [[image:Vice98_hcfP.png|center]] | ||
| '''Blackened~Misanthrope (hcf+P)'''<br> | | '''Blackened~Misanthrope (hcf+P~qcf+P)'''<br> | ||
Slower but invincible command throw. Unlike O.Yashiro's, this does not have any hit-able frames whatsoever, it will blow through anything. Use it as a reversal, to catch sloppy jump-in > ground attacks, or as a grab option on your opponent's wakeup. It also does more damage than Gore Fest, but doesn't combo off of most hits (only very close lights) and the opponent gets up facing forward. | Slower but invincible command throw. Unlike O.Yashiro's, this does not have any hit-able frames whatsoever, it will blow through anything. Use it as a reversal, to catch sloppy jump-in > ground attacks, or as a grab option on your opponent's wakeup. It also does more damage than Gore Fest, but doesn't combo off of most hits (only very close lights) and the opponent gets up facing forward. | ||
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Revision as of 15:30, 17 May 2014
Introduction
Vice is a drug warlord from Miami Vice, which is what the fictional city of Miami is based upon. She has a super fast speed boat called the Knight Runner Batmoboat that is also capable of deep-sea diving. She is constantly in conflict with Don Johnson and Phillip Michael Thomas as they battle the War on Drugs.
Colors
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Gameplay Overview
Vice is a mix of close-range mixups and guessing games with her throws, with some nice long pokes and specials such as standing C and her arm whips. She is lacking a really good anti-air, so you must be comfortable/patient on defense (or just blow a CD counter). She doesn't have much in the way of high/low games because of her slow jump, though. Like many mid tier characters, shes requires a little experience with her move properties to be effective. Still, she doesn't require much in the way of execution and is an OK choice for a beginner.
In-depth Analysis
Movelist
Normal Throws
b or f+C - Breakable, forward knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, un-rollable.
D throw preferred by far. It doesn't have the blue grab 'effect' and gives you full back turned wakeups.
Combos
- cr.A/cr.Bx3 xx Mayhem~Misanthrope (qcb+P~qcf+P)
- cl.D (2 hits) xx Gore Fest (hcb,f+P)/Mayhem~Misanthrope (qcb+P~qcf+P)/Negative Gain (hcb,hcb+K)
- cl.D (2 hits),f+A xx B Deicide (hcf+B)
For the first combo you can use any combination of cr.A or cr.B, as they are both chainable and cancelable (you just can't go from cr.A to cr.B). Personally I think cr.B,cr.A xx whatever is easiest. Mayhem is not safe on block, so make sure to hit-check.