Capcom vs SNK 2/Vice
- 1 Introduction
- 2 Move List
- 3 The Basics
- 4 Advanced Strategy
- 5 Discussion
Vice is a rush down character with a strong mixup game that loops back into itself, constantly putting the opponent on their heels. She lacks big damage, however, and struggles against characters with dominating/threatening neutral like Cammy. She is best comparable to Iori, just switch the dominant option from low short to Nail Bomb.
Roll Canceling is critical to effective Vice play, so Vice should be played in C, A, or N.
Advantages- +Dash- Vice has one of the best corpse hop dashes in the game
+Cheap Level 1s- While Vice doesn't really use meter often, when she does it is her level 1 negative gain or a counter attack (alpha counter) that can lead to mixups. Both of these options are cheapest in C-Groove.
+Delayed Get-up- Unpunishable method to mess with setup/safejumps.
+ Air Block-
Disadvantages- -No Run means no free crossup after Mayhem->De-cide Slayer -No Low Jump means you have to earn your way in via a RC Mayhem or well placed sweep.
Advantages- +Dash- As in C
+BIG DAMAGE Instead of leaving damage on the table when Mayhem'ing someone into the corner, Vice gets a free activate into buckoo damage (7000-10000)
+Rolento/Dan OTG Grab customs!
Disadvantages- - That custom combo is freaking hard, man.
- More focus on the big damage custom means less use of level 1s for defense.
Advantages- + Low jump- Low jump HP is dominant, and very useful get in tool.
+ Run- While not as good at mixing up as her dash, still great to loop crossup mixups and run after RC Nailbomb
+ Counter Roll- The BEST defense against A groove, period.
+ Power Up- Without great supers, sometimes a powerup can be useful.
Preferred Team Position & Ratio
Due to her lack of super usage and rush down style, Vice is often the lead off batter and a ratio 1. A case could be made for the middle position if you use her in A-Groove, but most A-Groove teams will have a character who can custom midscreen for just as much damage.
New school thought is that matchups always outweigh battery/user/anchor theory, so if you want to move Vice away from a short/skinny problem character like Cammy to a better MU like Todo or something, by all means.
- HCF+P aka 41236+P
- HCB,F+P aka 632146+P
- QCB+P aka 214+P
- HCF+K aka 41236+K
- DP+K aka 623+K
- QCB+K aka 214+K (air ok)
- Negative Gain (hcb, hcb + K)
A decent tool to Vice's mix-up game. It has much more range than RC Nail bomb or throw, it will connect after a blocked close MP/MK or her 2 hit Stand Short. However, she has no mixup potential afterwards, so has to earn her way back in.
A better use is as a reversal, as it is fully invincible until she grabs and cannot be jumped after the flash. This also makes it a good counter to roll-cancels on your wakeup. Bonus is that if she whiffs, she does a quick backflip, leaving her relatively safe unless she's cornered..
- Withering Force (qcf, qcf + P)
Its only practical use is as a lvl3 super versus long range fireballs, which is never going to happen. The level 3 version does do the most damage of anything she can do, so it could be used against a dizzy opponent.
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. C. Jab can be subbed at any time, it seems to have marginally more range.
2. c.lk, c.lp, c.fp xx qcb+hp xx dp+hk.
Can only be done on fatter characters, point blank (like Sagat, Blanka, Guile, Todo). Does really great damage and stun.
3. Deep Short Jump J.FP xx QCB+HP xx DP+ HK
Special moves cancel the landing recovery of short jumps, allowing this to combo. Be careful, the Jump FP has to pretty deep, and it's hitbox is so good it can hit high pretty often.
4. Instant overhead Jump LK xx Ravenous
(only works on super tall characters like Sagat, Raiden, Chang, and Rugal.)
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.