General Info
Crouch height: Low
Jump: 5/37/1
Hop: 5/28/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 26 frames
Recovery roll: 24 frames
Stand | Crouch | Jump | Grab | Run |
---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Movelist
Short Movelist
- f + A (Overhead if not cancelled into.)
- hcf + P (Throw.)
- qcf + P (Only on hit.)
- qcb + P
- qcf + P (Only on hit/block.)
- hcb f + P (Throw. 0 frame startup.)
- hcf + K
- qcb + K
- air qcb + K
- DM qcf qcf + P (Throw.)
- DM hcb hcb + K (Throw. 0 frame startup.)
- SDM qcf qcf + AC (Throw.)
- SDM hcb hcb + BD (Throw. 0 frame startup.)
- HSDM air db qcf uf u d + AC (Air throw. 0 frame startup.)
Notes
Cancellable moves
- Close: A, B, C, D (2)
- Far: A
- Crouch: A, B, C, D
- Jump: A, C
- CD is cancellable into specials and DMs
- f + A is cancellable only when you cancel into it.
Super cancellable moves
(none)
Free cancellable into moves
- air qcb + K
- hcf + K
- qcb + P
Free cancellable out-of moves
- f + A
- qcb + K
- qcb + P
Moves with Invincibility
- qcb + P (Upper: startup (last part).)
- hcf + P (Full: startup)
- DM qcf qcf + P (Full: startup (1st part).)
- SDM qcf qcf + AC (Full: startup (1st part). Above Feet: startup (last part, just after full invincibility ends).)
- HSDM air db qcf uf u d + AC (Full: recovery (1st part).)
Moves with autoguard
(none)
Other Notes
- D throw is a backturned hard knockdown
Combos
Basic Combos
- cl.D (2) / cr.C >
- (S)DM hcb hcb + K/BD [40.2%/54.3%] {1 stock/Max Mode + 1 stock}
- f + A > hcf + B (Very close) [36.6%]
- qcb + C > qcf + P [28.3%]
- hcb f + P [29.4%]
- hcf + B [27.7%]
- cr.B > hcf + P > qcf + P [26.3%]
- cr.B x 2 >
- (S)DM hcb hcb + K/BD {1 stock/Max Mode + 1 stock}
- hcb f + P {20%}
- cr.B, cr.B, cr.A > qcb + A > qcf + P {29%}
- Counterhit: qcb + A, qcb + A > qcf + P {25%}
- f + A >> BC, DM hcb hcb + K {2 stocks}
Buffer as: f + A >> hcb hcb + BC
Max Mode
- cl.D (2) >> BC, run, cl.D (2) > SDM hcb hcb + BD {65%} {3 stocks}
- f + A >> BC, run, cl.D (2) > (S)DM hcb hcb + K/BD {45%/65%} {2/3 stocks}
Combos Notes
- Very close: cl.D (2) > f + A > hcf + B
Vice's most damaging B&B that doesn't use any meter. The close D must land very close to the opponent for this combo to work, otherwise the f + A will whiff. Because of this, it is nearly impossible to get this combo to land properly after a jump attack, though still possible if your jump attack lands early enough or a crossup jump B was used. If Vice is in the corner when she lands this combo, it will throw the opponent into the corner with their back turned, which is a huge advantage for her.
- cl.D (2) > qcb + C > qcf + P
Use this combo when your cl.D hits such that the f + A after it would be out of range to connect. Overall does less damage than the above and does not back turn the opponent or give Vice as much time to set anything up after.
- (cr.B x 2) / cl.D (2) > hcb f + P
Comboing into hcb f + P does less damage than the above combos but gives Vice a lot of time to setup her next mixup. The cr.B version isn't really hit confirmable but if blocked, hcb f + P recovers quick and keeps Vice in range of a close D. This is explained in the strategy section.
- cr.B, cr.B, cr.A > qcb + A > qcf + P
This is easily Vice's most useful combo off of low weak attacks.
- cl.D (2) > DM hcb hcb + K
This combo does just a little bit more damage than her B&B (first combo) and uses up one stock, but has the advantage of being able to hit from further out, including after a jump attack.
- f + A >> BC, run, cl.D (2) > (S)DM hcb hcb + K/BD
A very easy and damaging combo off of her overhead. This combo will prove to be very useful in matches, especially when mixed up with her damaging
- cl.D (2) >> BC, run, cl.D (2) > SDM hcb hcb + BD
This is Vice's most damaging practical combo. It is easy to hit confirm her close D and can be comboed after a jumping attack without having issues with spacing (a longer run is necessary).
- Counterhit: qcb + A, qcb + A > qcf + P
This is a useful anti-air combo that can be used against jumpins that aren't directly above Vice when coming down. The initial qcb + A won't always counterhit depending on what the opponent did but if it does, you can followup with another.