The King of Fighters XIII/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 and cross up. She still retains her fundamental normals 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 ( + + ) so she can limit the opponent to a grounded approach. In addition her 'delayed 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.
- Jump CD is faster.
- Added a new target combo: cl.D > st.D. It is not cancelable unless in HD mode.
- Heavy Mayhem (qcb+C) has faster recovery. If you hit with the edge of it, you can do a heavy attack as a follow-up.
- EX Mayhem (qcb+AC) has faster startup.
- Heavy Deicide (hcf+D) can be comboed into heavy Mayhem (qcb+C).
- EX Deicide (hcf+BD) has faster recovery and is easier to follow up with normal attacks.
- Splash (including the follow-up version) (dp+P / qcb+P > qcf+P) can be Super-canceled into Overkill (db qcf uf u d+P) after it hits. Previously, it had to be canceled before the hit.
- Overkill (Air db qcf uf u d+P) can be Max-canceled.
- Overkill's command (Air db qcf uf u d+P) has been made easier. If the last input is in any downward direction it will register. Previously, the last direction had to be down.
- Damage adjustments:
- Dokken (canceled-into) (f+A) damage has been reduced from 70 to 45.
- Overkill (Air db qcf uf u d+P) damage has been reduced from 220 to 200.
- EX Mayhem (qcb+AC) damage has been reduced from 160 to 120.
- Standing Light Punch () - The standard anti-air against close hops in which Vice slaps in front of her. This works as her fastest anti-air against offensive hop pressure as Crouching Heavy Punch can be too slow at times and is punishable on whiff. Vice can convert a simple 'jab' anti-air into a combo if followed up with Deicide ( + + ).
- Standing Light Kick () - A mid-hitting side kick and traditionally Vice's longest-reaching standing normal, although the range isn't as extreme as in previous KOF games. This game, Vice can cancel this attack freely so it functions similar to her Crouching Light Kick, but with a higher hitbox at the cost of not hitting low. Chains from Crouching Light Kick which allows Vice to more easily buffer and combo into Gorefest ( + ) from Lights.
- Standing Heavy Punch () - A nice and strong forward punch. While it doesn't reach quite as with Vice's previous incarnations, now reaching slightly shorter than Crouching Light Kick, this poke is as great as ever. The hitbox will tag crouching opponents while also covering the hop space in front of Vice. As such it can be used as an anti-air at times when taking note of the incoming hitbox and the player's spacing. What's more, functions as a nice frametrap ender as the punch will tag opponents attempting to hop out anticipating a sweep or trying to establish an offense. Overall it's what is expected of a good 'far C' KOF poke with the usual big hitbox but somewhat slow startup and a punishable recovery on whiff.
- Close Heavy Punch (Close ) - Vice elbows the opponent near the torso. The cancelability window is shorter and the startup speed is slower compared to Close Heavy Kick, making this move more or less useless. Otherwise functions as a standard Close Heavy normal that cancels into command normals, specials, and DMs.
- Standing Heavy Kick () - 30° spinkick away from the screen and situational anti-air from the correct distance so that the tip of Vice's foot tags the opponent. Even from the ideal distance, this kick may trade with downward-angled jumping attacks such as Andy's Jumping Heavy Kick. If a trade occurs the player can still follow through with Deicide ( + + ) to anywhere juggle the opponent. Outside of anti-air or certain preventive anti-air setups this kick is generally a poor idea against grounded opponents as the startup and recovery is lengthy while the hitbox is easily crouched.
- Close Heavy Kick (Close ) - A big knee to the gut that causes Vice's upper hitbox to shift back slightly from the 'momentum' behind the hit. This is Vice's fastest close normal, making it useful for combos. The large hitbox catches opponents jumping out should a normal throw attempt fail, though the vertical reach isn't enough to anti-air opponents by running under an oncoming jump arc.
- Crouching Light Punch ( + ) - A quick slap similar to Standing Light Punch but done while crouching. This move is almost irrelevant because Vice can cancel her Crouching Light Kick which hits low and carries greater range.
- Crouching Light Kick ( + ) - Outstretched low kick and Vice's scariest grounded attack.
- Vice can chain three Crouching Light Kicks for an easy hitconfirm into a knockdown with Mayhem ( + ), which makes every Crouching Light Kick a potential knockdown if not blocked. By playing on this threat, Vice can easily set up tick throws with Gorefest ( + ), Splash ( + ), or Death Blow. The player could end a Crouching Light Kick series with a long poke such as Standing as a frametrap or stay on the offense by hopping in or running forward for more Crouching Light Kick pressure after the opponent blocks.
- Crouching Light Kick is an exceptional tripguard meaty that leads to an easy knockdown against poor jumping normals or from a run-under anti-air situation.
- With full Hyperdrive Meter, a light hitconfirm series can be transfered into a full HD combo.
- Crouching Heavy Punch ( + ) - From a crouching position Vice performs an elbow at a 45° angle making for a strong anti-air similar to other crouching uppercuts. The hitbox on the elbow covers most of the vertical space in front of Vice but does not cover the space just above her head, and additionally certain strong air-to-ground approaches will stuff or trade Vice's Crouching Heavy Punch by spacing. An opponent successfully anti-aired can be comboed into a knockdown by canceling Crouching Heavy Punch into Deicide ( + ).
- By running under an opponent and using Crouching Heavy Punch, the player could easily anti-air the opponent with less risk of a trade.
- Freely cancelable like her Close normals, with the added option of canceling on whiff into a special.
- The horizontal reach of the elbow is enough to connect after the opponent blocks a light attack, making for a viable frametrap setup if done afterward. Another setup would be to do one Crouching Light Kick and wait (and block) and see if the opponent tries to hop while anticipating a tick throw. If the enemy jumps, Crouching Heavy Punch will connect and anti-air the opponent from this spacing.
- Crouching Heavy Kick ( + ) - A sweeping kick in which Vice turns her back to the screen in spinning arc. The range is barely longer than Crouching Light Kick, so the application of this move is more for frametrapping the opponent at the end of a blockstring in order to encourage the opponent respect the player's offense. Works as a tripguard meaty, but Crouching Light Kick is faster and can convert to more damage while starting up faster.
- Vice can cancel her Crouching Heavy Kick into specials on hit, block, or whiff.
- Blowback Attack ( + ) - Vice takes a step forward and strikes with a long-reaching punch similar to Standing Heavy Punch. Hefty startup like all Blowback Attacks and once active poses as a wall of active frames against grounded approaches. Poor against aerial approaches and easily hyper hopped due to the lack of vertical reach and long startup. The player could cancel the Blowback Attack on whiff from midscreen into Deicide ( + ) or Mayhem ( + ) but both specials have long startup times and really don't cover the vertical space which would fail to stop an air-to-ground approach.
- Jumping Light Punch (Air ) - 30° downward slap. Good air-to-ground approach with less hitstun that Jumping Heavy Punch which can cause less frame advantage on hit or block. The player could use this lesser advantage to better tick throw into one of Vice's grabs. While Jumping Heavy Punch is Vice's common air-to-ground normal, Jumping Light Punch has more active frames which allows the player to activate the attack much earlier in Vice's jump arc.
- Jumping Light Kick (Air ) - Straight forward kick, like Standing Light Kick but done in the air. This serves as Vice's crossup when spaced and performed deep, but if misspaced or mistimed the opponent could meaty Vice with a Crouching Light Kick so practice the setups and spacings. The hitbox is more horizontal than vertical, meaning it makes for a poor jump-in outside of crossup setups since it's easy to anti-air. The horizontal range can be used to air-to-air opponents approaching in front of Vice, and afterwards sets up for an anywhere juggle.
- Jumping Heavy Punch (Air ) - 45° downward punch and Vice's main air-to-ground normal for jumping in with. While not overtly powerful like Kula's Jumping Heavy Punch, Vice's is a great addition to her offensive game. The hitbox is primarily vertical, covering the area under and around her arm, and the startup and hitstun require Vice hit somewhat low to the ground to land a combo after landing.
- With this improved Jumping along with Vice's lower hop arc, she can more easily commit to a hop and get in on an opponent where traditionally Vice had difficulty overcoming projectiles or hopping over sweeps. The opponent has to worry about the overhead pressure from Jumping Heavy Punch, while taking into account the threat of an empty hop into Gorefest ( + ) and the possibility of Crouching low pressure after blocking the hop attack. In short she has an aggressive high, low, and throw mixup game.
- Jumping Heavy Kick (Air ) - Upward kick angled around 30° above Vice's body. Terrible for air-to-ground approaches and should be saved for air-to-air situations where the approaching opponent is above Vice.
- Jumping Blowback Attack (Air + ) - A straight, slightly downward-angled punch and overall wall of a hitbox for air-to-air situations. With enough time to become active the Blowback Attack should overpower most aerial attacks with it's huge horizontal control. Keep in mind that certain spacings may call for Jumping Heavy Kick against opponents above Vice, or simply a grounded anti-air.
- Risky as an air-to-ground considering the attack is not an overhead and the opponent can crouch and meaty the player's whiff. Use Jumping Heavy Punch to beat tripguard anti-air attempts.
- Easy to hitconfirm into Deicide ( + + ) on hit. The opponent is popped up higher on hit as with all Jumping Blowback Attacks, and if Deicide ( + + ) is used as soon as Vice touches down, it should connect. It's possible to land a second Jumping Blowback Attack should the first be a counterhit, and then continue with Deicide.
- Dokken - ( + ) - Vice slowly leans forward and strikes with a long-ranged bent arm that hits overhead. The startup animation mimicks Decide ( + ) and doesn't look much like a typical overhead which is a plus. Works as nice option to use once in a while to sneak in to supplement Vice's great grounded lows, but only deals significant damage when canceled into either Hyperdrive Mode or when canceled into Negative Gain ( + ). Doesn't need to be used often, but can hurt significantly when it hits.
- Dokken (canceled-into) - ( + ) - Vice's main combo-filler and hitconfirm lengthener when canceled into from a Close Heavy normal; cancels into specials and DMs while losing the overhead property. Too slow to connect from Light attacks, though canceling a Light attack series into Dokken works as a nice occasional frametrap, especially considering the long range of the command normal.
- Target Combo ( > ) - A throwback to Vice's old Close Heavy Kick which used to hit twice. Vice can't cancel her target combo into anything but HD mode, so it's not too useful on its own. The damage makes it more optimized in HD combos than cl.D f+A and it's an alright choice to confirm into HD mode, but aside from ending a blockstring with this move Vice could do something to keep her in closer or end a blockstring with Decide ( + ) which leads into a throw if it hits.
- Death Blow ( or + or [while close]) - Vice emits a victorious Ojousama laugh and then tosses the opponent to the ground. This causes a soft knockdown and pushes the opponent 2/3 of the screen away, making meaty setups afterward difficult. If the opponent is thrown into the corner the player has enough frame advantage to safe or empty hop the opponent and get a scary mixup. Death Blow can be used certain safe Option Selects:
- Instead of trying to land Gorefest ( + ) the player could empty hop or tick throw into Death Blow instead to be safer, especially against a cornered opponent as Vice has more options off the throw against a cornered enemy. Normal throws cannot whiff in KOF, unlike Gorefest ( + ) and the knockdown from either grab sets up a favorable mixup with only slight damage variations. If the opponent were to Alternate Guard from Death Blow then Vice's safe Standing Heavy Punch would be blocked by the opponent, while a jump out attempt would be anti-aired by her close normal.
- Hold back to block and press late against an opponent hopping in. If timed correctly, the player should block any jumping attack or throw the opponent if the hop was empty. If the Vice player is cornered as the throw is performed, the opponent will be tossed into the corner which will greatly reverse her offensive momentum. Remember though; this wont work against instant command grabs performed from an empty hop so keep that in mind.
- After meatying an opponent with a hop-in or safejump, hold forward and press or . If the opponent tries to roll away from Vice, the roll should automatically get thrown and further discourage any roll attempts against future okizeme setups.
- Mayhem - ( + ) - A shoulder tackle that primarily serves as Vice's 'Bread and Butter' combo ender. Her version attack connects from any of Vice's Light Attacks. Additionally, it has the shortest range - reaching as far as her sweep - of all versions so it can be spaced to be safe on block against opponents without fast (usually meter-consuming) punishes. The tackle starts up much slower while moving almost half-screen, making it work best when comboed into from ( + ) as it deals more damage. Both versions naturally cancel into Splash ( + ) on hit for a hard knockdown.
- This is Vice's only special move that causes guard and chip damage.
- Easily Drive-Cancelable into () Deicide ( + ) to extend Vice's combos.
- Mayhem ( + + ) - Similar in startup and reach to the tackle but grants invulnerability to Vice. An opponent hit by this shoulder will be launched higher than usual which allows for juggle followups, so canceling directly into Splash ( + ) isn't recommended.
- Can be used to anti-air an opponent, although the slow startup makes it harder to work on reaction, as otherwise the player would have to 'feel out' a hop attempt.
- A player can also use this on wakeup as a reversal, albeit a slow and safe-jumpable one. As such, it cannot punish looser meaties often as other 'Dragon Punch' type reversals in KOF XIII but it can catch opponents off guard due to the gap from startup to active frames.
- The safest application of the invincibility is to move through oncoming special moves such as projectiles. Certain blockstrings and frametraps have gaps in which a player could input Mayhem to power through an oncoming attack and punish the attacking opponent.
- As a basic example, Duo Lon can cancel his Standing Heavy Punch into Juon Shikon ( + ) and gain a large frame advantage if Vice blocks the projectile. Reading this, a Vice player could use Mayhem ( + + ) after blocking the Close Heavy Punch and power through the projectile. If the Duo Lon player is aware of the threat and does not cancel his normal, Mayhem could be baited and then punished.
- Splash Followup - ( + ) - While identical in appearance to Vice's raw Splash ( + ), this version is only available as a followup after connecting with Splash ( + ). Vice will jump forward and grab the opponent out of the air and take them to the ground for a hard knockdown.
- Splash - ( + ) - Vice hops forward in a fast arc, slamming any grabbable opponent when she touches the ground. An opponent hit will suffer a short hard knockdown and Vice will be pushed back far. This flying grab is comparable to Orochi Yashiro's command grab from previous KOF games but is slightly faster and thus harder to react to, but also easier to anti-air. Rather gimmicky as it is a highly punishable move if the opponent hops or attacks.
- The version of Splash travels a short distance while traveling as high as her normal hop and is the preferred version to use to throw an opponent. The Splash travels much further while also moving much higher and slower which creates an easier window for the opponent to hop or anti-air Vice as she dives in.
- Splash - ( + + ) - Vice crouches down to the ground for a fraction of a second, and then hops halfway across the screen while staying much lower before landing and grabbing any standing opponent. The low arc makes this Splash catch opponents faster and after the initial crouching startup Vice moves at a blazing speed. Vice is completely invincible from startup to through crouching, but becomes vulnerable as she leaps forward.
- Deicide - ( + ) - Vice's Yamazaki-esque arm whip that pulls in any opponent not blocking, comparable to a certain yellow ninja's favorite signature move. Her version is fast enough to combo off of ( + ), and reaches just outside of Vice's Standing Blowback Attack. The whip is slower, reaches much further, works in different frametrap applications and leads to more frame advantage on hit. Both versions are generally safe on block, but an opponent can jump over her arm or try to beat it with a Jumping Blowback Attack. Either version allows Vice to link Gorefest ( + ) or Negative Gain ( + ), but after the whip, Vice can also link Mayhem ( + ).
- It's safer to cancel attacks into Deicide ( + ) than Mayhem ( + ) against a blocking opponent and leads to a knockdown on hit, making for a good tool by canceling normals into Deicide to snag opponents.
- The player can throw out Deicide as a poke to catch an opponent running in or starting up a move and unlike on other games it now anti-airs hops very well.
- An opponent blocking this move will take no guard or chip damage, and even on hit it will deal zero damage while prorating the combo by one hit.
- If this move trades, Vice takes damage but deals none of her own. However, if it trades against an airborne opponent she could follow up with EX Decide for a combo.
- Deicide - ( + ) - Vice's anywhere juggle. Combines the reach of the arm with the startup found in the version.
- An opponent caught by Vice is pulled in while Vice has enough frame advantage to link a Close Heavy Kick into a full combo.
- Most importantly, this move carries an anywhere juggle property meaning that it will connect against an opponent regardless of their jugglable state. An opponent can be scooped in after being hit into a reset which normally ends a combo. As such Vice can turn most anti-airs and air-to-airs into combos if Decide connects afterward.
- Gorefest - ( + ) - Vice's instant command grab that combos from her Heavy attacks as well as Light attacks when close. Vice runs the opponent's face through the dirt and tosses them airborne, giving Vice a huge frame advantage and numerous oki setups. Vice's combos should ideally be ended with Gorefest to set up for the strongest oki whenever possible, unless a more damaging option would kill the opponent.
- On top of overhead pressuring with hops, the player always has the option of performing an empty hop and inputting Gorefest immediately to catch the opponent trying to block.
- From either a Jumping Heavy Punch or Crouching Light Kick, Vice has the option of throwing the opponent after the blockstun ends. From a string of Crouching Light Kicks, the opponent will be wary of Alternate Guarding to avoid being caught by Vice's cancelable low series which gives Vice enough time to run forward into Gorefest against defensive opponents. Should the opponent try to hop out and punish the whiffed grab, the Vice player could anticipate the jump and meet it with an anti-air or normal throw option select.
- Works as a reversal option due to the instant startup, but requires close proximity to a grounded opponent and carries the risk of a big punish if baited or hopped.
- Gorefest - ( + + ) - Similar to the normal Gorefest, only with an increased grab range that can even connect after three light attacks. Deals slightly more damage and leads to similar oki as the meterless variant, so the version is all about the extra range.
- The spacing afterward on hit is different from the normal version since Vice stays closer to the opponent, meaning all her setups take extra adjusting to work from her EX grab.
- Negative Gain - ( + ) - An instant grab DM with the same range as Gorefest ( + ). A grabbed opponent is slammed three times into the ground and then thrown far behind Vice which leads to no further Okizeme setups. Negative Gain doesn't deal much more damage than Gorefest inside a combo and Vice loses the offensive afterward. The most efficient use would be to land the grab from an empty hop or off of an overhead Dokken ( + ).
- Negative Gain - ( + + ) - A more damaging version of Negative Gain with more backflips. The damage increase makes up more for the lack of okizeme followup than the normal DM. Works great off of Dokken ( + ) or inside a combo, but carries a heavy meter and damage risk if done as a reversal or off an empty hop.
- Overkill ( + ) - Vice's air grab DM that on a successful grab slams the opponent to the ground with an explosion, with the following oki spacing similar to that after Splash.
- The input naturally favors a forward jump or hop in order to meet the opponent in the air.
- The horizontal reach of the grab is good, but if the opponent is too far above or below Vice the grab will whiff completely.
- Awakening Blood ( + + ) - Pulling back her shirt, Vice shows off her Orochi mark before a large red tendril comes from the side of the screen and wheels forward on the ground. Works superbly as a fast fullscreen punish, even able to tag jumps and hops.
- The tentacle will always come from behind Vice's current location.
Tips and Tricks
- hcf+K can now really control the short hop space. It takes some space and time to set up properly, but once in that range the opponent will be wary about hopping in on Vice which usually gives her a rough time when trying to anti-air. If the opponent is baited into jumping, meet them in the air with a j.CD or j.B and follow up with hcf+BD if possible.
- cr.D xx hcb+BD is a really strong tripguard anti-air, though it can't really be hitconfirmed in the traditional sense. It really excels at countering long-reaching j.CD attacks that would usually demolish her st.C or st.D or cr.C anti-air attempts. The opponent will typically come in with an early j.CD to beat anti-air attempts, but doing so further exposes them to an anti-air sweep.
- cr.B cr.B st.B/cr.B xx qcb+A > qcf+P - (200, 15)
- Basic knockdown from low hitconfirm.
- cr.B cr.B xx hcb f+A - (175, 6)
- Requires close proximity for the grab to connect, but sets up a stronger oki.
- cl.D f+A xx qcb+C > qcf+P - (263, 23)
- Basic punish that scores a hard knockdown and can be Drive/Super Canceled with enough meter.
- cl.D f+A xx hcb f+P - (229, 13)
- Confirms into a lengthy knockdown with midscreen cross up and ambiguous roll setups, or a meaty of any sort. Less damaging than the above combo.
- cl.D f+A xx hcf+B, hcb f+P - (221, 13)
- Does a bit less damage, but builds more meter.
- hcf+K, hcb f+P - (125)
- Follow up a successful qcf+K poke with her command grab to actually get damage off her arm whip.
- hcf+D, qcb+C > qcf+P - (157, 10)
- The heavier version of Decide links into either version of Mayhem.
- f+A xx hcb hcb+K - (278, 6)
- (anti-air), hcf+BD, cl.D f+A xx ...
- You'll have to make a judgement call if EX Deicide will catch an opponent before they touch the ground from the height you hitreset them.
- cl.D f+A xx qcb+AC, qcb+A > qcf+P - (411, 20)
- cl.D f+A xx hcf+BD, cl.D f+A xx qcb+C > qcf+P - (388, 38)
- hcf+K, hcb hcb+K - (208)
- qcb+AC, run forward cl.D xx hcf+BD, cl.D ...
- Follow-up from Vice's invincible EX Mayhem.
- ...qcb+A/C (DC) hcf+D, hcb f+A
- Use to end a longer combo into Gorefest and set up her oki.
- ...qcb+A (DC) hcf+BD, cl.D f+A xx (ender)
- cr.B cr.B cr.B/st.B (HD) cl.D > D xx [qcb+C (HDC) hcf+D] x 6, (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 > D xx [qcb+C (HDC) hcf+D] x 5, qcb+C (HDC) hcf+BD, cl.D f+A xx...
EX Decide could potentially be looped 6 times here.
- ... (HD) cl.D > D xx [qcb+C (HDC) hcf+D] x n, qcb+C > qcf+P (HD) db qcf uf u d+P (MC) qcb hcf+AC
- Vice's command throw, Gorefest (hcb,f+P), sets up for various oki and ambiguous setups.
- To cross an opponent up midscreen, walk forward a step and then jump forward and do a late j.B.
- To get an ambiguous roll from midscreen, move forward just slightly then wait and roll forward. Depending on the timing, Vice will land on one side or the other.
- Against a cornered opponent, the player could still roll forward to create the illusion of a crossup but Vice will never land in the corner after recovering from the roll. Instead it serves as a trick and if timed correctly the Vice player should still have the frame advantage and time to meaty, though the opponent may not know this and may attempt to press a button which would be counterhit.
- From any location, simply wait and time a deep meaty j.C to create a safejump. A player could also do an empty safejump into a low or command grab.
- Vice's jump arc has been lowered to a more standard KOF arc, meaning that now she can apply hopping pressure with her j.C for opponents vertically below her (similar to Iori's j.C), which opens up room for a high/low mixup between j.C and her long cr.B, as well as having the threat of empty hop into Gorefest.
- j.B can now crossup an opponent, but you should use this cautiously since it can be meatied by a low attack if used by a poor angle due to its horizontal hitbox. Also if used too early against a standing opponent, they may recover before you land, giving them time to punish you with a close C or D. Experiment to find setups to keep the opponent crouching while getting a feel for when it will cross up.
- Vice's cr.B is a staple of her offense. The poke has long range, chains into itself, and is cancelable meaning the opponent will really want to block strings of cr.B. As such, you can mixup between running forward and using more cr.Bs to make them respect you and block, or run forward into Gorefest to punish them for blocking. This situation alone makes it difficult for the opponent to escape as a poorly timed jump can be caught by a cr.B, and if they start alternate guarding delaying your cr.Bs can catch them as they're blocking high.
- If the opponent tries to sweep you as you run forward into a low/throw mixup, the option of hopping in on them is now a legitimate threat from her j.C. Alternatively, you could read a sweep or jumpout attempt and frametrap into a far C, cr.D, st.B, or Decide (hcf+K).
- Overall, Vice is not primarily a grounded, grappling character anymore and can conduct high and low mix-ups as well as jump-in/empty hop command throw mix ups. In comparison to a character such as Goro, Vice lacks a delay grab that has abundant active frames as she did previous games; but she is supplemented with some new tools to compensate and expand her game.
- Go crazy
- Vice's main goal when not on the offensive is to keep the enemy at bay with pokes which limits their grounded attempts of approach, and then be ready to antiair which can set up for her offense by a run-under or hop, score a knockdown combo from an anywhere juggle, or simply reestablish space.
- Her sweep doesn't hit as high as it would appear to, but nonetheless it will still trip opponents who jump in with horizontal attacks. Her cr.B can also work in this situation, leading into a combo from a poor angled aerial normal from the opponent.
- Her defense is significantly more scary if she's sitting on meter. st.A, far C, cr.C, far D, st.B, j.D, j.B - all of her fundamental antiairs and air-to-airs can net you an anywhere juggle into EX Decide (hcf+BD) into a full combo. Even her traditionally 'weak' cr.C can still net the juggle, and if a trade occurs it's still possible for it to be greatly in your favor.
- With the air being a risky option, she can focus on zoning with far C and st.B which have long reach and also control the hop space in front of her well. If the opponent switches to using a low move (cr.B or cr.D), you can attempt to outmatch them with the range on Vice's own cr.B or cr.D, or read their low and hop over it with her lower hop arc and mount an offense.
- Decide (hcf+B/D) is a great option for catching opponents running in or closing the distance on the ground, but it can be jumped if read, and while safe on block there is a significant gap if you attempt to zone solely with this move. It's also her safest move to cancel into as a frametrap, so buffering it into her sweep at times can catch opponents or cover space if whiffed.