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|valign="bottom" style="border-right:0px;"| [[image:Vice98_stB1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Vice98_stB1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Vice98_stB2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Vice98_stB2.png|center]] | ||
| First hit is cancelable. It's a bit slow but it's one of Vice's main footsie tools from mid range to poke with. | | First hit is cancelable. It's a bit slow but it's one of Vice's main footsie tools from mid range to poke with. Buffer with 214A to catch extended hurtboxes. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Vice98_stC.png|center]] | |colspan="2" | [[image:Vice98_stC.png|center]] | ||
| Fantastic long-range mid poke. Kind of like a more damaging version of Standing A but has more recovery in return for better damage output. Could hit most of the cast on crouch, whiffing on those with the smaller crouching | | Fantastic long-range mid poke. Kind of like a more damaging version of Standing A but has more recovery in return for better damage output. Could hit most of the cast on crouch, whiffing on those with the smaller crouching hurtboxes such as Iori. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
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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 > qcf + P)'''<br> | |rowspan="2"| '''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. | Slower but invincible command throw. Backwards facing knockdown without the followup, forwards facing with. 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. With the followup it does 9 more damage than Gore Fest (1 damage less without), but it doesn't combo off of most hits (only very close lights) and the opponent gets up facing forward. It is possible to whiff the followup with a delayed cancel, so don't delay it. | ||
|- | |||
! > qcf + [[image:punch.gif]] | |||
|align="center"| 13/13/37 | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="2"| [[image:Vice98_qcbPqcfP.png|center]] | |||
|- | |- | ||
|colspan="8" align="center"| '''DMs''' | |colspan="8" align="center"| '''DMs''' | ||
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|rowspan="3" colspan="2"| [[image:Vice98_qcfx2P.png|center]] | |rowspan="3" colspan="2"| [[image:Vice98_qcfx2P.png|center]] | ||
|rowspan="3"| '''Withering Surface (qcf qcf + P)'''<br> | |rowspan="3"| '''Withering Surface (qcf qcf + P)'''<br> | ||
A version goes about 2 character spaces, C version goes almost full screen. This is | A version goes about 2 character spaces, C version goes almost full screen. This is obviously to jump over/through fireballs. Both version completely jump over ground fireballs, but they both have full invincibility on startup, so you can also use them against fast mid/high height fireballs as long as you perform it late (so the fireball is close to you). The MAX version always goes far and fast, and is completely invincible. | ||
|- | |- | ||
! <br>qcf qcf + [[image:snkc.gif]]<br><br> | ! <br>qcf qcf + [[image:snkc.gif]]<br><br> |
Latest revision as of 13:15, 20 September 2023
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.
Fastest Attacks
- 0F: C throw; D throw; hcb f + P; (S)DM hcb hcb + K
- 1F: -
- 2F: cl.A; cl.B; st.A
- 3F: st.B; cr.A
- 4F: cl.D; cr.C
- 5F: cr.B
- 6F: cl.C; hcf + P
- 7F: -
- 8F: cr.D; qcb + A
- 9F: st.C; st.D
- 10F: qcb + B
Combos
- Best jump-ins:
- j.B
- j.D (Out of j.B range.)
- cl.D (2 hits) / cr.C >
- (S)DM Negative Gain (hcb hcb + K)
- f + A > B Deicide (hcf + B) (Point blank.)
- Gore Fest (hcb f + P)
- C Mayhem > Misanthrope (qcb + C > qcf + P)
- B Deicide (hcf + B)
- Out Of close range: cr.C > hcf + B
- (cr.A / cr.B) x 3 >
- A Mayhem > Misanthrope (qcb + A > qcf + P)
- (cr.A / cr.B) x 2 >
- (S)DM Negative Gain (hcb hcb + K)
- Gore Fest (hcb f + P)
- A Mayhem > Misanthrope (qcb + A > qcf + P)
- cl.B / cr.B / cr.A >
- (S)DM Negative Gain (hcb hcb + K)
- Blackened > Misanthrope (hcf + P > qcf + P) (Point blank.)
- Gore Fest (hcb f + P)
- A Mayhem > Misanthrope (qcb + A > qcf + P)
- Simple buffers:
None
For the third and fourth combos 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 > whatever is easiest (and cr.A has more range than cr.B). The last weak attack may be replaced by st.B (1 hit) / cl.B / st.A / cl.A.
Mayhem (qcb + P) is not safe on block, so make sure to hit-check.
Strategy Corner
- MAX: cl.D >
+ P
deals less damage (~ 3/4 cl.C) than
- cl.D > DM
+ K
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.