Capcom vs SNK 2/Vice

From SuperCombo Wiki

Introduction

Vice is a rush down character with a strong mixup game that loops back into itself, constantly putting the opponent on their heels. She lacks big damage, however, and struggles against characters with dominating/threatening neutral like Cammy. She is best comparable to Iori, just switch the dominant option from low short to Nail Bomb.

Preferred Grooves

Roll Canceling is critical to effective Vice play, so Vice can be played in C, A, or N.

C Groove- Advantages- +Dash- Vice has one of the best corpse hop dashes in the game +Cheap Level 1s- While Vice doesn't really use meter often, when she does it is her level 1 negative gain or a counter attack (alpha counter) that can lead to mixups. Both of these options are cheapest in C-Groove. +Delayed Get-up- Unpunishable method to mess with setup/safejumps. + Air Block-

Disadvantages- -No Run means no free crossup after Mayhem->De-cide Slayer -No Low Jump means you have to earn your way in via a RC Mayhem or well placed sweep.

A Groove- Advantages- +Dash- As in C +BIG DAMAGE Instead of leaving damage on the table when Mayhem'ing someone into the corner, Vice gets a free activate into buckoo damage (7000-10000) +Rolento/Dan OTG Grab customs!

Disadvantages- - That custom combo is freaking hard, man. - More focus on the big damage custom means less use of level 1s for defense.

N Groove- Advantages- + Low jump- Low jump HP is dominant, and very useful get in tool. + Run- While not as good at mixing up as her dash, still great to loop crossup mixups and run after RC Nailbomb + Counter Roll- The BEST defense against A groove, period. + Power Up- Without great supers, sometimes a powerup can be useful.

Disadvantages- -None


Preferred Team Position & Ratio Due to her lack of super usage and rush down style, Vice is often the lead off batter and a ratio 1. A case could be made for the middle position if you use her in A-Groove, but most A-Groove teams will have a character who can custom midscreen for just as much damage. New school thought is that matchups always outweigh battery/user/anchor theory, so if you want to move Vice away from a short/skinny problem character like Cammy to a better MU like Todo or something, by all means.

Move List

[[File:]]==Normal Moves==

Name State Spc Sup Hit Blk Sta Act Rec Dmg H/L? Parry
Jab Close y y +8 +8 2 4 5 300
Far y y +7 +7 3 4 6 200
Crouch y y +7 +7 3 4 6 200
Jump - - - - 4 22 - 500
Strong Close y y 0 0 5 10 12 700
Far n n -1 -1 6 5 17 1200
Crouch N Y -9 -9 5 3 26 700
Jump - - - - 4 10 - 700
Fierce Close y y +6 +6 4 6 14 1000
Far N N -10 -10 17 11 25 1200
Crouch y/n y -7 -7 4 10 21 1100/700
Jump - - - - 5 6 - 1100
Short Neutral y y -2 -2 3 6,(5),6 13 300+200
Crouch y y +2 +2 4 6 8 200
Jump - - - - 4 22 - 400
Forward Close Y Y -2 -2 3 7 17 800
Far n y -2 -2 7 9 16 700
Crouch n y -3 -3 5 8 17 800
Jump - - - - 5 5 - 800
Roundhouse Close n ynn +2 +2 7 6(2)4 18 400+800
Far n y -6 -6 6 6 24 1100
Crouch n y DWN -10 6 5 29 1000
Jump - - - - 6 8 - 1100

Special Moves

Nail Bomb

- HCF+P aka 41236+P


Gore Fest

- HCB,F+P aka 632146+P


Mayhem

- QCB+P aka 214+P


De-Cide

- HCF+K aka 41236+K


De-Cide Slayer

- DP+K aka 623+K


Outrage

- QCB+K aka 214+K (air ok)

Supers

  • Negative Gain (hcb, hcb + K)

Extremely useful to Vice's mix-up game. It has a little more range than the average grab, so it's great for tick grabbing. If she whiffs, she does a quick backflip, leaving her relatively safe (unless there's a wall behind her, meaning her backflip won't cover any ground).

  • Withering Force (qcf, qcf + P)

Its only practical use is as a lvl3 super versus long range fireballs. The lvl3 version covers about 85% of the screen! It whiffs if you and your opponent are on or close to opposite ends of the stage. She leaps pretty high as well, so you might cross-up your opponent (and, unfortunately, whiff) if you're too close or if the opponent is crouching.

The Basics

Bread and Butter Combos

1. c.lk x3 xx qcb+hp xx dp+hk.

This is going to be the combo you get most often, good damage off of low hitting shorts.

2. c.lk, c.lp, c.fp xx qcb+hp xx dp+hk.

Can be done on most characters, point blank, and does really good damage after a cross-up.

Openings

Super Combos

Custom Combos

Advanced Strategy

Mix-up: Run close to fallen opponent, tick with (c.lk,c.lk) / (c.lk,c.lp) / s.mk / s.mp / c.mk / c.mp, and do Negative Gain (HCBx2 + K). If the opponent starts jumping after your ticks, try doing c.lk,c.lp,*small_pause*,c.hp, hcf+lk. It's safer to leave out the first c.lk, because c.hp might whiff if you don't get close enough to your opponent.

Discussion