|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
2/3/9
|
0/-2
|
C
|
HL
|
|
Identical to far A
|
|
2/3/11
|
-2/-4
|
C
|
HL
|
|
Good cancelable move to combo from a jump-in. Since her jump is slow, hitting an earlier jump-in can he hard, and close B is faster than close C/D, so it's a good alternative.
|
|
6/4/21
|
-5/-7
|
C
|
HL
|
|
Fast, cancelable. Good, but not really any reason to use over close D.
|
|
4/3(9)6/14
|
0/-2
|
-/C
|
HL/HL
|
|
|
Main hard hit combo tool. Faster than close C and cancelable on the 2nd hit, so hit-confirming and comboing is easy.
|
Standing Far
|
|
2/3/9
|
0/-2
|
C
|
HL
|
|
Fast, good anti-air vs short hop. Cancelable, too
|
|
3/2(4)3/11
|
-2/-4
|
C/-
|
HL/HL
|
|
|
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.
|
|
9/4/17
|
-1/-3
|
-
|
HL
|
|
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.
|
|
9/4/20
|
-4/-6
|
-
|
HL
|
|
Not a bad early anti-air for the 45-degree angle.
|
+
|
17/5/27
|
KD/-10
|
S
|
HL
|
|
Kind of a slower, shorter range, but cancelable Standing C. Nice to cancel into Deicide (hcf + K) from range.
|
Crouching
|
|
3/3/9
|
0/-2
|
C
|
HL
|
|
Fast, cancelable, nice hitbox.
|
|
5/3/8
|
+1/-1
|
C
|
L
|
|
Good range and cancelable unlike most cr.Bs.
|
|
4/2+4/26
|
-12/-14
|
C (1st part)
|
HL
|
|
|
Anti-air poke, though it can get beat by a lot of stuff if you don't time it right. Mostly because the part before her arm extends doesn't hit high at all, so you have to do it early. The first part is also cancelable and pretty fast, at least.
|
|
8/5/25
|
KD/-12
|
C
|
L
|
|
Nice cancelable sweep. Whiff cancel into hcf + K or hcb f + P for safety and meter (buffer b db + D qcf + K or f df d db + D b f + P).
|
Jump
|
|
6/10
|
-/-
|
S
|
H
|
|
|
|
4/9
|
-/-
|
-
|
H
|
|
Best in-close jump-in. Vice should not be in the air for pressuring much due to her slow jump, but this is the move to use as a meaty jump-in, etc.
|
|
7/4
|
-/-
|
S
|
H
|
|
Cancellable into Ravenous (air qcb + K), but otherwise lacking.
|
|
6/5
|
-/-
|
-
|
H
|
|
OK air-to-air.
|
+
|
8/5
|
KD/-
|
S
|
HL
|
|
Super fast air CD, on par in speed with Lucky's. Great air-to-air from a super jump.
|
Command Normals
|
f +
|
14/5/21
|
-6/-8
|
-
|
H
|
|
Moderately fast overhead when done alone. Faster, comboable, and non-overhead when chained. Standard stuff, really.
|
f + (cancel)
|
14/5/21
|
-6/-8
|
S
|
HL
|
Special Moves
|
qcb +
|
8/4/27
|
|
|
HL
|
|
Mayhem~Misanthrope (qcb + P > qcf + P)
Combos from lights, but not safe on block so be sure to hit-confirm. The followup has to be immediately as the shoulder hits.
|
qcb +
|
13/4/29
|
|
|
HL
|
> qcf +
|
13/13/37
|
|
|
HL
|
|
qcb +
|
10/6*3+1*3/17
|
|
|
HL
|
|
|
Outrage/Ravenous (qcb + K / air qcb + K)
B version on the ground stays in place, while the D version jumps forward before the kicks. Air versions are the same either way. Ground version isn't that useful, but the air version is good for jumping up/back and stalling or forward when you want to chip for the kill. Jumping C can cancel into it as well, but I'd recommend just doing the move stright out from a jump.
|
qcb +
|
26/6*3+1*3/20
|
|
|
HL
|
|
|
air qcb +
|
9/-/15
|
|
|
HL
|
|
|
air qcb +
|
9/-/18
|
|
|
HL
|
hcf +
|
15/3/25
|
|
|
HL
|
|
Decide (hcf + K)
Her entire arm is invincible. B version combos from hard hits, and D is slower. This is a great poking tool from range, but just be aware of jumps. Good move to make them fall into after an anti-air st.A or something. Another good tactic is to use the D version as a delayed cancel as a anti-mash block string in case they try something. For example, you can close D. If it hits, combo into Gore Fest (hcb f + P). If it gets blocked, mixup doing nothing/sticking out a cr.A after or canceling into hcf + D. If they try to stick out anything after blocking the close D, they get grabbed. Leaves the opponent in an un-rollable back turned state on wakeup. You can enter in MAX mode before the opponent lands and you'll still get the damage bonus.
|
hcf +
|
21/3/30
|
|
|
HL
|
hcb f +
|
0/1/29
|
|
|
Grab
|
|
Gore Fest (hcb f + P)
Instant command throw. Leaves the opponent in an un-rollable back turned state on wakeup, and it is her best choice for wakeup pressure since you stay close to them.
|
hcf +
|
6/1/25
|
|
|
Grab
|
|
Blackened~Misanthrope (hcf + P > qcf + P)
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 +
|
13/13/37
|
|
|
HL
|
|
DMs
|
hcb hcb +
|
0/1/41
|
|
|
Grab
|
|
Negative Gain (hcb hcb + K)
Instant super throw. Use as max damage combo, off an empty short hop, etc. You know how these things work. MAX version does more damage.
|
hcb hcb + (SDM)
|
0/1/41
|
|
|
Grab
|
qcf qcf +
|
1+18+11+2/32
|
|
|
Grab
|
|
Withering Surface (qcf qcf + P)
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.
|
qcf qcf +
|
1+12+9+2/34
|
|
|
Grab
|
qcf qcf + (SDM)
|
1+15+6+2/38
|
|
|
Grab
|