Difference between revisions of "Vice 02"

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(Movelist)
(General Info)
 
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==General Info==
 
==General Info==
 
Crouch height: Low<br>
 
Crouch height: Low<br>
 +
Jump: 5/37/1<br>
 +
Hop: 5/28/1<br>
 +
Dash: 3/10~∞/3<br>
 +
Backdash: 3/18/3<br>
 +
Wakeup: 26 frames<br>
 +
Recovery roll: 24 frames<br>
 
{|
 
{|
 
! Stand
 
! Stand
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==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]==
 
==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]==
 
{|border="1"
 
{|border="1"
!
+
!width="9%"|
 
! Frames
 
! Frames
 
! Advantage
 
! Advantage
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|-
 
|-
 
! qcb+[[image:snkb.gif]]
 
! qcb+[[image:snkb.gif]]
|align="center"|  
+
|align="center"| 10/1(1)1(3)1(1)1(3)1(1)1(3)1(1)1/17
|align="center"|  
+
|align="center"| -4/-14
|align="center"|  
+
|align="center"| Fo
 
|align="center"| HL
 
|align="center"| HL
 
|valign="bottom" style="border-right:0px;"| [[image:Vice02_qcbB1.png|center]]
 
|valign="bottom" style="border-right:0px;"| [[image:Vice02_qcbB1.png|center]]
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|-
 
|-
 
! qcb+[[image:snkd.gif]]
 
! qcb+[[image:snkd.gif]]
|align="center"|  
+
|align="center"| 26/1(1)1(3)1(1)1(3)1(1)1(3)1(1)1/21
|align="center"|  
+
|align="center"| -7/-17
|align="center"|  
+
|align="center"| Fo
 
|align="center"| HL
 
|align="center"| HL
 
|valign="bottom" style="border-right:0px;"| [[image:Vice02_qcbD1.png|center]]
 
|valign="bottom" style="border-right:0px;"| [[image:Vice02_qcbD1.png|center]]
 
|valign="bottom" style="border-left:0px;"| [[image:Vice02_qcbD2.png|center]]
 
|valign="bottom" style="border-left:0px;"| [[image:Vice02_qcbD2.png|center]]
|}
+
|-
=== Special Moves ===
+
! <br>j.qcb+[[image:snkb.gif]]<br><br>
 
+
|align="center"| 12/1(1)1(3)1(1)1(3)1(1)1/Till land+17
2. Ravenous - qcb+K(air)
+
|align="center"| -/-
 +
|align="center"| Fi
 +
|align="center"| HL
 +
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Vice02_jqcbB1.png|center]]
 +
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Vice02_jqcbB2.png|center]]
 +
|rowspan="2"| '''Ravenous - qcb+K(air)'''
 
* Vice performs a series of blade kicks similar to her ground qcb+K, but in the air
 
* Vice performs a series of blade kicks similar to her ground qcb+K, but in the air
 
* the opponent can be juggled after this move, depending on what height they get hit by it relative to the height she is off the ground. It is possible to perform an infinite in the corner by repeating this move, though it's not easy
 
* the opponent can be juggled after this move, depending on what height they get hit by it relative to the height she is off the ground. It is possible to perform an infinite in the corner by repeating this move, though it's not easy
 
* free cancellable into
 
* free cancellable into
 
* this move has a good hitbox and continues to do hits until Vice hits the ground. Though it has some startup, it is a good preemptive jump attack
 
* this move has a good hitbox and continues to do hits until Vice hits the ground. Though it has some startup, it is a good preemptive jump attack
 
+
|-
 
+
! j.qcb+[[image:snkd.gif]]
 
+
|align="center"| 13/1(1)1(3)1(1)1(3)1(1)1(3)1(1)1(3)1(1)1/Till land+19
3. Decide - hcf+K
+
|align="center"| -/-
 +
|align="center"| Fi
 +
|align="center"| HL
 +
|-
 +
! <br>hcf+[[image:snkb.gif]]<br><br>
 +
|align="center"| 15/1+2/25
 +
|align="center"| KD/-8
 +
|align="center"| Fi
 +
|align="center"| HL
 +
|valign="bottom" style="border-right:0px;"| [[image:Vice02_hcfB1.png|center]]
 +
|valign="bottom" style="border-left:0px;"| [[image:Vice02_hcfB2.png|center]]
 +
|rowspan="2"| '''Deicide - hcf+K'''
 
* Vice swings her arm, causing a shadow to extend outwards. If it connects, the opponent is thrown to the opposite side
 
* Vice swings her arm, causing a shadow to extend outwards. If it connects, the opponent is thrown to the opposite side
 
* hcf+B travels shorter (about half screen length) and comes out faster than hcf+D. Not possible to combo into hcf+D
 
* hcf+B travels shorter (about half screen length) and comes out faster than hcf+D. Not possible to combo into hcf+D
 
* hard knockdown and opponent will get up with their back turned
 
* hard knockdown and opponent will get up with their back turned
 
* free cancellable into
 
* free cancellable into
 +
* Move cancels the active period immediately into the recovery on block.
 
* this move has good range and recovery (if you use hcf+B and not hcf+D), as well as good meter buildup on whiff and good advantages if it hits (hard knockdown, back turned opponent and lots of time to setup a mixup)
 
* this move has good range and recovery (if you use hcf+B and not hcf+D), as well as good meter buildup on whiff and good advantages if it hits (hard knockdown, back turned opponent and lots of time to setup a mixup)
 
+