Difference between revisions of "The King of Fighters XIII/Vice"

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[[Image:Dokken.png]]
[[Image:Dokken.png]]


'''Dokken = f+A''' - Vice makes a fist then hits them over the head, good for string normals into special attacks, it's and overhead so it will hit crouching opponents
'''Dokken = f+A''' - Vice makes a fist then hits the opponent on the head, good for stringing normals into special attacks, it's also an overhead on it's own so it will hit crouching opponents, can considered a good candidate for okizeme's and if timed right it can be used to initiate HD mode, works best after a reverse knockdown as it leaves lesser room for error.


- Cancellable
- Cancel-able


- Hit Detection: Mid/High
- Hit Detection: Mid/High

Revision as of 17:37, 3 February 2011

File:Vice.png


Gameplay Overview

Vice is a character that heavily relies on close range combat and grappling. She can quickly pull the opponent towards her with Deicide and follow-up with her command grab Gore Fest or just a standard combo in general. She can punish opponents that are in the middle of a evasive roll or just crouching with her Splash move. From a physical attacking stand point she can use her Mayhem attack to quickly knock opponents to the ground and still follow-up with Splash, but from a grappling POV she can use her air DM Overkill or her ground DM Negative Gain. Her Neo Max Awakening Blood is great for catching opponents off guard because of it's speed, and her HD combos revolve around her using Mayhem and Deicide. Because of her demanding play-style she'll feel welcome with any player that is looking for a bit of a challenge.

Gameplay Notes

Pros

- A good variety of throws

- Damaging BnBs

- Good corner pressure/mix up

- Very useful EX attacks

Cons

- She has trouble getting close

- Needs meter for max potential

- Weak against projectiles

Normals

Standing

Far Normals 3.png

st. A - A quick punch attack, a relatively basic poke, stops jump-ins like usual

- Chain/Cancellable

- Hit Detection: High

- Damage: 25


st. B - Air kick attack, has good horizontal range

- Cancellable

- Hit Detection: High

- Damage: 30


st. C - Standing high punch, it has excellent range making it useful for punishing whiffed moves

- Hit Detection: High

- Damage: 80


st. D - High kick, nice range, goes pretty high making it a decent AA

- Hit Detection: High

- Damage: 70


Close Normals 3.png

cl. C - An elbow to the stomach, rather mediocre range

- Cancellable

- Hit Detection: High

- Damage: 70


cl. D - Knee attack, okay range but it still doesn't go too far

- Cancellable

- Hit Detection: High

- Damage: 70

Crouching

Crouch Normals 3.png

cr. A - It's the same as her st. A except she's crouching now

- Cancellable

- Hit Detection: High

- Damage: 25


cr. B - A quick crouching kick, a pretty good poke that's great for chaining lights into combos

- Chain/Cancellable

- Hit Detection: Low

- Damage: 30


cr. C - Looks the same as her close C except executed while crouching,

- Cancellable

- Hit Detection: High

- Damage: 70


cr. D - Crouching sweep kick, knocks standing opponents down when hit, also whiff cancel-able

- Whiff/Cancellable

- Hit Detection: Low

- Damage: 80


Jumping

Jump Normals 3.png

j. A - A quick punch attack, a relatively basic air poke

- Hit Detection: Mid

- Damage: 45(40)


j. B - Air kick attack, has good horizontal range

- Hit Detection: Mid

- Damage: 45(40)


j. C - A heavy air punch attack, a good air to air attack

- Hit Detection: Mid

- Damage: 72(70)


j. D - Air kick attack, has good horizontal range just like her jump B

- Hit Detection: Mid

- Damage: 70(68)


Blowback Attack

CD 3.png

CD - Vice moves her leg forward then she does a hard punch attack, excellent reach

- Whiff/Cancellable

- Hit Detection: High

- Damage: 75


JCD 3.png

j. CD - Heavy punch attack that looks jump C, does a good chunk of hitstun on guard

- Hit Detection: High

- Damage: 90(80)


GCCD 3.png

GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throw

Death Blow.png

Death Blow = b/f + C/D close - Vice grabs the opponent then cuts them across the face

- Can be broken

- Hit Detection: Close

- Damage: 100


Command Moves

Dokken.png

Dokken = f+A - Vice makes a fist then hits the opponent on the head, good for stringing normals into special attacks, it's also an overhead on it's own so it will hit crouching opponents, can considered a good candidate for okizeme's and if timed right it can be used to initiate HD mode, works best after a reverse knockdown as it leaves lesser room for error.

- Cancel-able

- Hit Detection: Mid/High

- Damage: 70

Special Moves

Deicide.png

Decide = hcf+K - Vice swipes her arm towards the ground really fast, when it contacts with the opponent she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo, weak version goes about 1/4 of the screen while the strong version goes 3/4's of the screen


(EX) = hcf+BD - Faster and more invincible start-up, it can also pull opponents forward that are still in hit-stun or a juggled state

- Hit Detection: High/EX: Mid/Low

- Damage: 0


Gore Fest.png

Gore Fest = hcb f+P - Vice grabs her opponent then rushes forward dragging them across the ground, then throws them into the air, instant start-up


(EX) = hcb f+AC - The range when she grabs is extended to about arm length

- Hit Detection: Close

- Damage: 20x6+40/25x6+70


Splash.png

Splash = dp+P - Vice leaps forward and if it connects she slams them to the ground, punishes crouching opponents and opponents that are in the middle of an evasive roll


(EX) = dp+AC - Faster start-up, instant overhead

- Hit Detection: Close/High

- Damage: 100/150


Mayhem.png

Mayhem = qcb+P - Vice does a charging shoulder tackle that knocks the opponent down on contact, the weak version goes a short distance and has good recovery, the strong version goes farther but has worse recovery making it unsafe if whiffed or guarded, can be drive/super canceled as soon as the shoulder connects


(EX) qcb+AC = - Faster more invincible start-up, also launches the opponent into the air for a possible follow-up

- Drive/Super Cancellable

- Hit Detection: Close/High

- Damage: 60/90/160


Splash follow up.png

Splash = qcf+P - The same Splash move except done after Mayhem, it also has it's own specific input, can be super canceled right before she slams the opponent to the ground

- Super Cancellable

- Hit Detection: Close/High

- Damage: 100/150

Desperation Moves

Negative Gain.png

Negative Gain = hcbx2+K - Vice somersaults backwards and grabs her opponent by the neck with her legs then proceed to do three back-flips slamming the opponent each time she lands on the ground.


(EX) hcbx2+BD - Much wider hitbox at start-up, does five slams instead of three, a huge red skull comes out on the last slam which is the Max Cancel point

- Max Cancellable

- Hit Detection: Close

- Damage: 70x2+80/60x4+100


Overkill.png

Overkill = db, tk, u, d+P in air - Vice laughs maniacally slamming the opponent to the ground, then falls on them making a huge red skull come out of the ground from under the opponent, it can be buffered with a tk input (qcf, uf) while you're still on the ground

- Max Cancellable

- Hit Detection: Close in air

- Damage: 220

Neomax

Awakening Blood.png

Awakening Blood = qcb hcf+AC - Vice undresses her top revealing an Orochi birthmark on her right shoulder, she then suddenly disappears while laughing causing a giant snake-like eye to appear then a bloody snake coil flies across the screen quickly running the opponent over, it always appears from behind Vice making it extremely useful to use while cornered, it can also be used to punish jump-in

- Hit Detection: High

- Damage: 450

Combos

(HD) - Activate Hyperdrive

(HDC) - Hyperdrive Cance

(DC) - Drive Cancel

(SC) - Super Cancel

(MC) - MAX Cancel

DMG - Damage


No Meter/No Drive

- cr. Bx3, qcb+P~qcf+P

- st. D, f+A, qcb+C~qcf+P


1 Meter/No Drive

- st. D, f+A, qcb+AC, qcb+A~qcf+P

- st. D, f+A, qcb+C~qcf+P, (SC) hcf uf u d+P

- qcb+A, hcf uf u d+P

- qcb+A, hcf uf+A (SC buffer) u d+P


2 Meters/No Drive

- st. D, f+A, qcb+AC, st. D, hcf+BD, st. D, f+A, qcb+C~qcf+P


2 Meters/50% Drive

- cr. b×2, qcb+AC, qcb+A qcf+P, (SC) hcf uf u d+P


3 Meters/No Drive

- qcb+AC, hcf+B, hcbx2+BD = 476 DMG


4 Meters/No Drive

- qcb+AC, hcf+BD, st. D, f+A, qcb+AC, qcb+A, hcf uf u d+P = 525 DMG


HD Combos

- JC, st. C, f+A, [HD] st. C, f+A, hcbx2+AC, [MC] qcb hcf+AC

- JD, st. D, f+A, qcb+AC, st. D, hcf+BD, st. D, f+A, [HD] st. D, f+A, qcb+C, (DC) hcf+D, [qcb+A, hcf+D]x4, qcb hcf+AC = 900+ DMG

- JD, st. D, f+A, [HD] st. D, f+A, qcb+C, (DC) hcf+D, [qcb+A, hcf+D]x3, hcbx2+BD, (MC) qcb hcf+AC = 900+ DMG

Tips

Miscellaneous

Character Sprite

File:Vice.gif


Colors

Colors 3.png


Other

Taunt 3.png

Taunt

Other Animations 3.png

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose

Links & References

Technical Reference

http://www.youtube.com/watch?v=vCabeLhO2_o#t=7m31s


Discussion Threads

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