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

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{{MoveListRow | Splash | dp + P |  100  | throw supercancel}}
 
{{MoveListRow | Splash | dp + P |  100  | throw supercancel}}
 
{{MoveListRow | Deicide | hcf + K | 0 | ex : anywherejuggle}}
 
{{MoveListRow | Deicide | hcf + K | 0 | ex : anywherejuggle}}
{{MoveListRow | Gorefest | hcb f + P | p 1st till 6th hit: 20x6<br>7th hit: 40<br> ex 1st till 6th hit: 25x6<br>7th hit: 70 | instant throw}}
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{{MoveListRow | Gorefest | hcb f + P | p 1st till 6th hit: 20x6<br>7th hit: 40<br> ex 1st till 6th hit: 25x6<br>7th hit: 70 | throw}}
 
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Revision as of 10:00, 22 June 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Vice

KOFXIII-Vice Face.png

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 (HCF+BD) so she can limit the opponent to a grounded approach. In addition her 'delay 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.

Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
Lp.png
25
rapidfire
Standing Light Kick
Lk.png
30
Standing Heavy Punch
Hp.png
80
Nocancel.png
Close Heavy Punch
Hp.png
70
Standing Heavy Kick
Hk.png
70
Nocancel.png
Close Heavy Kick
Hk.png
70
Crouching Light Punch
D.png + Lp.png
25
Crouching Light Kick
D.png + Lk.png
30
Low.png rapidfire
Crouching Heavy Punch
D.png + Hp.png
70
Crouching Heavy Kick
D.png + Hk.png
80
Low.png Softknockdown.png
Blowback Attack
Hp.png + Hk.png
80
Softknockdown.png
Jumping Light Punch
air Lp.png
Jump: 45
Hop: 40
High.png Nocancel.png
Jumping Light Kick
air Lk.png
Jump: 45
Hop: 40
High.png Nocancel.png
Jumping Heavy Punch
air Hp.png
Jump: 72
Hop: 70
High.png Nocancel.png
Jumping Heavy Kick
air Hk.png
Jump: 70
Hop: 68
High.png Nocancel.png
Jumping Blowback Attack
air Hp.png + Hk.png
Jump: 90
Hop: 80
Softknockdown.png Nocancel.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Dokken
F.png + Lp.png
70
High.png Supercancel.png
Dokken (cancelled-into)
F.png + Lp.png
70

Throw

Name
Command
Damage
Special Properties (glossary)
Death Blow
F.png or B.png + Hp.png or Hk.png (while close)
100
Throw.png Softknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Mayhem
Qcb.png + P.png
Lp.png : 60
Hp.png : 80
Ex.png : 160
Splash
Mayhem, then Qcf.png + P.png
100
Airthrow.png Drivecancel.png
Splash
Dp.png + P.png
100
Throw.png Supercancel.png
Deicide
Hcf.png + K.png
0
Ex.png : Anywherejuggle.png
Gorefest
Hcb.png F.png + P.png
P.png 1st till 6th hit: 20x6
7th hit: 40
Ex.png 1st till 6th hit: 25x6
7th hit: 70
Throw.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Negative Gain
Hcb.png Hcb.png + K.png
220 Ex.png 340
Instant.png Throw.png Maxcancel.png Softknockdown.png
Overkill
Db.png Qcf.png Uf.png U.png D.png + P.png
220
Softknockdown.png Airthrow.png Maxcancel.png
Awakening Blood
Qcb.png Hcf.png + P.png P.png
450
Softknockdown.png

Apprentice Combos

Strategy

Tips and Tricks

Combos

0 Bar, 0% Drive

  • cr.B cr.B st.B/cr.B xx qcb+A qcf+A

Basic knockdown from low hitconfirm.

  • cl.D f+A xx qcb+C qcf+C

Alternatively cancel into gorefest (hcb,f+A) for a stronger knockdown.

  • hcf+B, hcb,f+A
  • hcf+D, qcb+A qcf+A

You can link any of Vice's instant command grabs after Decide, or link Mayhem off the D version.

  • cr.B cr.B hcb,f+A

Requires close proximity for the grab to connect, but sets up a stronger oki.

1 Bar, 0% Drive

  • cl.D f+A xx hcb,hcb+B
  • f+A xx hcb,hcb+B
  • Antiair, then hcf+BD, cl.D f.A xx ...

You'll have to make a judgement call if EX Decide will catch an opponent before they touch the ground from the height you hitreset them.

  • cl.D f.A xx qcb+BD, qcb+A qcf+A

0 Bar 50% Drive

  • ...qcb+A/C (DC) hcf+D, hcb,f+A

Use to end a longer combo into Gorefest and set up her oki.

1 Bar 50% Drive

  • ...qcb+A (DC) hcf+BD, cl.D f.A xx ender

HD Combos

  • cr.B cr.B cr.B/st.B (HD) cl.D f.A xx [qcb+A (DC) hcf+D]x6, (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 f.A xx [qcb+A (DC) hcf+D]x5 qcb+A (DC) hcf+BD, cl.D f.A xx...

EX Decide could potentially be looped 5 times here.

Basic Strategy

Neutral/Defense

  • 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.

Offense

  • As Vice you want to ideally land Gorefest (hcb,f+P) to start up her oki and ambiguous setups.
    • 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).

Advanced Strategy

Frame Data