[KOF XIII] Vice

For me, I don’t think KOF is too much of a match up game by characters. Match ups are mainly by specific tools and I’d say back in older games, Vice’s problem was people with projectiles and I still think it is to a certain degree. She has a better hop and jump arc that aren’t floaty so she isn’t as susceptible to AAs going over an opponent but I still feel she’ll be zoned out pretty effectively. So I’d say just work around projectiles and work on patience. There is no secret to get around projectiles for free so just work your ground game and slowly make your way in then play in an area where your spacing (normals and specials) come out faster than the start up of your opponent’s projectiles. So yeah, play Street Fighter within the context of KOF and KOF subsystems. Sometimes just walking forward and blocking or neutral jumping/hopping works out well. Sometimes rolls are just too risky and certain projectile characters set you up to force you to roll because they’ll get a guaranteed punish. One other tip, but it uses a meter, is to guard roll a projectile at the right spacing to mess up their timing and spacing to get an advantage. It doesn’t work too well far screen because you could just guard roll back into blocking another projectile. Also, just because you guard roll doesn’t mean they can’t react to it or anticipate it. The opponent could easily just pay attention to what you’re doing and just wait for that guard roll then try to meaty your recovery and you’re back in a not so dandy position.

At least now ex shoulder tackle is projectile invincible. And setups her normal game since its a free juggle state just like all the other ones and you can easily link an arm whip after with no drive cancel. Also don’t forget that any anti-air as long as they are in range afterwards is a free ex whip… In general Vice with Ex meter is annoying and does tons of damage.

Anyone have any good videos of this chick?

http://pastebin.com/UyUAcsjL

My simple Vice combo guide. I want to know if you guys can find anything more efficient/simple. I know higher damage exists on my 3/4/5 bar combos if you do qcb+C after hcf+D during HD, but that’s pretty strict timing I wouldn’t bother with at a tournament.

it´s not that strict, just do qcb+C in the recovery of hcb+D (i mean when vice´s animation is recovering) , also doubletapping helps :slight_smile:

i think it´s not that strict window :slight_smile:

lol I like how you call the followup to tackle “sex”.

Here’s my main combo with Vice, it uses one drive and one bar minimum and can go up to 3 bars depending on how you end it:

close D, F+A, QCB + C xx QCB + AC, HCF + B, [HCB, F + P or HCB x 2 + K or HCB x 2 + KK]

(It goes from 388 damage for the command grab ender to 575 damage for the EX super grab version.)

or

d+B, d+A, QCB + A xx QCB + AC, HCF + B, [HCB, F + P or HCB x 2 + K or HCB x 2 + KK]

(From 316 damage for the command grab ender to 489 damage for the EX super grab version.)

The only tricky part is hitting the grabs after the sleeve, and for that just do the motion during the sleeve animation. Personally I like ending with the command grab more than the sex since Vice recovers much earlier than the opponent, so that sets up crossups/wakeup tricks.

It helps, but holding the button helps more. For special/super inputs, holding the button will repeat the input for a couple of frames. It seems like this repetition window is bigger than it used to be (9 frames for specials, 24 for supers)

Check out my article on DC.com: http://dreamcancel.com/2011/10/09/the-king-of-details-3-buffering-tricks-and-motion-shortcuts/

oh didn´t know, i used it on 2k2um for buffering k´s faggot combo on the corner!
thanks :smiley:

I’ve found some better combos than what I’ve posted (actually it’s a mod of one of the mission mode combos):

close D, F+A, QCB + C xx QCB+PP, jumping C+D, HCF + KK, D, F+A, (Tackle, Command Grab, Command Grab Super)

Yeah you can add a Deicide right before the ending grab, but Deicide adds a hit and hurts damage scaling. Does at least 500 damage regardless of the ender for 1 drive and 2 bars minimum.

Hell you can even do this:

Close D, F+A, QCB + PP, hop C+D, HCF+KK, D, F+A, HD Activate into whatevs.

You can even add another loop of EX Tackle, hop C+D, HCF+KK meter permitting.

Jeez, I really had to dig for this thread. Anyways, can someone please tell me how to setup Vice’s crossup j.b, roll mixups and safehops off of gorefest? Really bad and new to kof in general so anything will help really.

Safe jump setups In the corner after command throw:

-whiff close C, hop C
-whiff crouch B, neutral jump C (or A)
-backdash, hop forward C

Crossup B after cmd throw midscreen:
-slight pause, walk forward, normal jump B

Roll setup after cmd throw midscreen:
-slight pause, walk forward roll. If you walk forward just a step or so, it looks like it crosses up but it doesn’'t. Walk forward a bit more before the roll and it actually will crossup.

Thanks man, at least someone answered after 3 months. My boner for KOF has lessened considerably though. I’ll try to add it to my game but tbh, with school and volunteering and shit like that, I don’t think i’ll have the time.