The King of Fighters XIII/Vice: Difference between revisions

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{{Nutshell|
{{Nutshell|
Fill this in with a general overview of the character.
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 with j.C while j.B can cross up. She still retains her fundamental normal 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 Decide (HCF+BD) so she can limit the opponent to a grounded approach. In addition her 'delay 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 ==
== Video Walkthrough ==

Revision as of 10:16, 19 June 2011

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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 with j.C while j.B can cross up. She still retains her fundamental normal 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 Decide (HCF+BD) so she can limit the opponent to a grounded approach. In addition her 'delay 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
lp
25
rapidfire
Standing Light Kick
lk
30
Standing Heavy Punch
hp
80
nocancel
Close Heavy Punch
hp
70
Standing Heavy Kick
hk
70
nocancel
Close Heavy Kick
hk
70
Crouching Light Punch
d + lp
25
Crouching Light Kick
d + lk
30
low rapidfire
Crouching Heavy Punch
d + hp
70
Crouching Heavy Kick
d + hk
80
low softknockdown
Blowback Attack
hp + hk
80
softknockdown
Jumping Light Punch
air lp
Jump: 45
Hop: 40
high nocancel
Jumping Light Kick
air lk
Jump: 45
Hop: 40
high nocancel
Jumping Heavy Punch
air hp
Jump: 72
Hop: 70
high nocancel
Jumping Heavy Kick
air hk
Jump: 70
Hop: 68
high nocancel
Jumping Blowback Attack
air hp + hk
Jump: 90
Hop: 80
softknockdown nocancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Dokken
f + lp
70
high supercancel
Dokken (cancelled-into)
f + lp
70

Throw

Name
Command
Damage
Special Properties (glossary)
Death Blow
f or b + hp or hk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Mayhem
qcb + P
lp : 60
hp : 80
ex : 160
Mithan's Robe
Mayhem, then qcf + P
100
airthrow
Mithan's Robe
dp + P
100
throw
Deicide
hcf + K
0
ex : anywherejuggle
Gorefest
hcb f + P
p 1st till 6th hit: 20x6
7th hit: 40
ex 1st till 6th hit: 25x6
7th hit: 70
instant throw

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Negative Gain
hcb hcb + k
220 ex 340
instant throw maxcancel softknockdown
Overkill
db qcf uf u d + P
220
softknockdown airthrow maxcancel
Awakening Blood
qcb hcf + p p
450
softknockdown

Apprentice Combos

Strategy

Tips and Tricks

Combos

0 Bar, 0% Drive

  • 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 Decide, 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, 0% Drive

  • 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

0 Bar 50% Drive

  • ...qcb+A/C (DC) hcf+D, hcb,f+A

Use to end a longer combo into Gorefest and set up her oki.

1 Bar 50% Drive

  • ...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

Advanced Strategy

Frame Data