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{{Nutshell| | {{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. }} | |||
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== Video Walkthrough == | == Video Walkthrough == |
Revision as of 10:16, 19 June 2011


Vice
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
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
hp : 80
ex : 160
- Mithan's Robe
7th hit: 40
ex 1st till 6th hit: 25x6
7th hit: 70
Desperation Moves
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.