Vice (CvS2)

From Shoryuken Wiki!
Revision as of 22:42, 12 April 2018 by RenegadeVA (Talk | contribs)

Jump to: navigation, search

Introduction

Move List

[[File:]]==Normal Moves==

Name State Spc Sup Hit Blk Sta Act Rec Dmg H/L? Parry
Jab Close y y +8 +8 2 4 5 300
Far y y +7 +7 3 4 6 200
Crouch y y +7 +7 3 4 6 200
Jump - - - - 4 22 - 500
Strong Close y y 0 0 5 10 12 700
Far n n -1 -1 6 5 17 1200
Crouch N Y -9 -9 5 3 26 700
Jump - - - - 4 10 - 700
Fierce Close y y +6 +6 4 6 14 1000
Far N N -10 -10 17 11 25 1200
Crouch y/n y -7 -7 4 10 21 1100/700
Jump - - - - 5 6 - 1100
Short Neutral y y -2 -2 3 6,(5),6 13 300+200
Crouch y y +2 +2 4 6 8 200
Jump - - - - 4 22 - 400
Forward Close Y Y -2 -2 3 7 17 800
Far n y -2 -2 7 9 16 700
Crouch n y -3 -3 5 8 17 800
Jump - - - - 5 5 - 800
Roundhouse Close n ynn +2 +2 7 6(2)4 18 400+800
Far n y -6 -6 6 6 24 1100
Crouch n y DWN -10 6 5 29 1000
Jump - - - - 6 8 - 1100

Special Moves

Nail Bomb

- HCF+P aka 41236+P


Gore Fest

- HCB,F+P aka 632146+P


Mayhem

- QCB+P aka 214+P


De-Cide

- HCF+K aka 41236+K


De-Cide Slayer

- DP+K aka 623+K


Outrage

- QCB+K aka 214+K (air ok)

Supers

  • Negative Gain (hcb, hcb + K)

Extremely useful to Vice's mix-up game. It has a little more range than the average grab, so it's great for tick grabbing. If she whiffs, she does a quick backflip, leaving her relatively safe (unless there's a wall behind her, meaning her backflip won't cover any ground).

  • Withering Force (qcf, qcf + P)

Its only practical use is as a lvl3 super versus long range fireballs. The lvl3 version covers about 85% of the screen! It whiffs if you and your opponent are on or close to opposite ends of the stage. She leaps pretty high as well, so you might cross-up your opponent (and, unfortunately, whiff) if you're too close or if the opponent is crouching.

The Basics

Bread and Butter Combos

1. c.lk x3 xx qcb+hp xx dp+hk.

This is going to be the combo you get most often, good damage off of low hitting shorts.

2. c.lk, c.lp, c.fp xx qcb+hp xx dp+hk.

Can be done on most characters, point blank, and does really good damage after a cross-up.

Openings

Super Combos

Custom Combos

Advanced Strategy

Mix-up: Run close to fallen opponent, tick with (c.lk,c.lk) / (c.lk,c.lp) / s.mk / s.mp / c.mk / c.mp, and do Negative Gain (HCBx2 + K). If the opponent starts jumping after your ticks, try doing c.lk,c.lp,*small_pause*,c.hp, hcf+lk. It's safer to leave out the first c.lk, because c.hp might whiff if you don't get close enough to your opponent.

Discussion