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Mr. Sparkle
11-12-2004, 07:39 PM
Thread to discuss strategies and matchups for Vice... I'm going to basically dump a bunch of my own notes and observations and sort through all the old threads and things I've gleaned from Buk's log, etc.

It goes without saying that anyone who's reading this thread, please chime in and contribute.

Vice is a very underplayed and hard to play character, but she's fun. Hopefully we'll encourage more people to pick her up.

And hopefully with all the previous info and the new info that's coming, this thread can be stickied into a permanent strategy thread like the ones in the other forums.

Mr. Sparkle
11-13-2004, 02:15 AM
I'll start by posting some stuff I've got saved on my computer.
-------------------------------------------

After kick throw:

1. Fierce Shoulder Tackle (qcb+fierce) OR
2. Strong Shoulder Tackle (qcb+strong)

#1 catches safe falls. If opponent falls normally, Vice slides to point blank range.
#2 leaves Vice at the Maximum range for her kick super. Negative Gain will just barely catch the opponent (tested vs Ryu).

[edited]
OK, I take back a lot of the kick throw options and mixups that I posted up earlier. Both are very unsafe.

Mr. Sparkle
11-13-2004, 02:20 AM
(10/2003)
d.strong can go under high FBs
hcb+rh and her dash can do over low Fbs
shoulder charge seems to have mad priority once it actually gets going
she can dash over bodies when they're down
kick super it real good at any level
punch super is crap unless you can really anticipate something
j.short is crossup and hits lots of stuff
mash d.jab, fierce shoulder charge into long arm is braindead easy combo
d.jab, d.fierce, fierce shoulder charge is better combo
short-fwd-RH each make the long arm moves have different distance
s.strong does as much as her s.fierce

(08/07/04)
A basic rundown of her moves-

Shoulder Tackle- This is one of your few mobile whiff punishers, and your all-purpose combo ender.... The DP+K extension adds a little damage to this, but can't be done in the corner. Also, if this hits you opponent into the corner don't do DP+K because it will throw them behind you.

Sleeves (HCF+K)- these are great. As well as being one of the few things that Vice can do at Mid to far range, sleeves can help you get your opponent in the corner and help you get near the opponent (you've got plenty of time to rush towards your opponent after the move). Also can be used against fireballers, but, without RCing, that takes some serious timing.

Anti-air sleeves (DP+K)- Forget this move exists. The angle is horrible, the priority is pathetic, and you have to anticipate an opponent's jump to actually hit with this. Just stick to cr.HP, s.HK, or blade kicks as anti-airs.

...

QCF,QCF+P super- almost useless. The only time you should ever use this is if the opponent stupidly throws a fireball or whiffs something that you're too far away to normally punish. This super is honestly pretty pathetic, and you usually eat a jump-in combo for doing it. (the opponent can jump straight up to avoid it)

HCB, HCB+K super- Pretty good. Despite a lack of frams of invincibility, this is a nice super for just grabbing someone and dealing damage. The range on this thing is huge, too.

B&B combo- LP, close HP xx HP shoulder tackle with extension. 5 hits, good damage.

Also, never, ever, EVER use s.HP. It's stupidly slow, and s.MP does the same damage with about double the speed and almost as much range.

Mr. Sparkle
11-13-2004, 04:37 PM
Point blank range
For most opponents, Vice's primary goal is to be within point blank range.

Moves that set up point blank range
- Kick Throw, QCB+fierce (will catch safe falls)
- qcb+fierce after any connected qcb+fierce.
- Run, superjump after connected qcb+fierce xx dp+lk
- Kick throw, dash x2

- Vice can set up Point Blank Range after a kick throw in any groove. This is great for P/K groove, who can parry/jd and throw. Bad idea vs people like Zangief, who have throws and super throws that outrange vice's.

- c.lp and c.lk are good in tick throw games. 3-frame jab, +7 on block/hit. If you hit Fierce or Roundhouse too early while opponent is still in blockstun, you will get a totally safe close s.fp (+6/+6) or close s.rh (+2/+2).

Super Range

At this range, Vice can land her kick super.

Moves that set up super range
- Kick Throw, qcb+mp (barely)
- close s.lk (-2/-2)
- meaty d.short, s.short (-2/-2)

Footsies Range

To land her throw, Vice has to play footsies. Use s.mp, s.mk, d.rh, c.lp, c.lk, etc. Low jump helps a lot. So does RC, but RC is not necessary.

Moves that establish footsie distance
- Punch throw, immediate qcb+fierce followup
- Kick throw, immediate qcb+strong followup
- Kick throw, immediate qcb+jab followup
- Any Drag Throw + followup
- BNB + Arm whip, run

- Counter attack (modified shoulder) is useful. Follow up Counter attack with qcb+mp or qcb+fp to establish point blank range or footsie range.

- Regular Kick throw is her best normal throw. Sets up a ton of stuff. Lots of K throw opportunities in P and K off JDs and Parries.

- Punch Throw is OK... throws opponent all the way across the screen. Follow up with qcb+fp to re-establish footsies range if you throw them all the way across the screen. Throwing opponent into the corner, however, is a different story. Opponent can safe fall this throw with impunity, unless in corner.

- RC is very useful. RC shoulder through predictable pokes. Then either follow up with dp+k for free damage or qcb+fp to keep pressure and set up point blank range.

- With Vice, zone with sweeps, s.mk, s,mp.

Moves that reset the match
- Any super
- Any non-cornering Punch Throw without followup

Mr. Sparkle
11-13-2004, 09:05 PM
NOTE: Edited 04/28/05 to remove some obviously wrong shit and change some stuff.

Okay okay, I'm really bored and my friends are late coming over.

Vice's Playstyle

Previously, I talked about how I played a zoning-style Vice. However, as I've become more comfortable with RC'ing, etc, I've been playing a more aggressive style. Vice has a good wakeup game after a knockdown with RC grab/BnB/Super mixups, etc.

Roll Cancel with Vice

Roll cancelling Vice's command throws is hard. Hit roll earlier than you'd expect for the nailbomb. RC drag throw is hard too. I can't do either consistently. However, RC Shoulder Tackle is totally buff to blow through pokes.

Crossup games

j.lk is her crossup attack.
Vice has a pretty buff dash that crosses up with no problem.

- Dash Crossup after a Kick throw PBR mixup
- Roll crossup after a kick throw PBR mixup
- Crossup/Non crossup roll after a kick throw MKSR mixup. (Kinda sucky)
- Run, superjump after dp+lk

Adding a random roll to her blockstrings is generally a pretty bad idea. Vice has the shortest roll length in the game, but it still takes her 31 frames to complete her roll. And she's vulnerable for 4 or 5 frames at the end of it all. It's really easy to counter it with an easily timed throw or hard attack. Moral of the story: don't roll too much, if ever. And only counter-roll laggy pokes.

Vice's BnB Combos and stuff

1. c.fp xx qcb+fp, link dp+k

This is Vice's most damaging and most recognized combo, but it's hard to land randomly. Doesn't set up any good throw games, or whatever. So basically think of this as a punisher combo to use if the opportunity ever presents itself. If you land a low jump fierce or a j.rh, go into this.

On the ground, it's possible to link the c.fp off c.jab for a teeny bit more damage (200) but it's a one-frame link. Very hard under pressure.

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

Very useful all purpose combo. Iori-style combo, but timing is a little funkier. If c.lk is blocked, you can try to throw. Or tick throw off 2nd c.lp. Or, wait and try a counter hit c.jab.

Lots of mind games you can play in P or K groove, baiting parries/JDs. Just keep in mind that the longer you carry out the block/bait/wait game, the further out you will be pushed back into footsie range and you'll have to start all over again.

3. c.lk x3 xx qcb+fp, link dp

Just for the sake of completeness, use this if you think the c.lp in #2 will not connect. I find #2 a little bit smoother.

4. c.lk xx close s.lk

Basic Super setup, but can be beat by reversal dps/jump straight up.

5. c.lp, close s.fp xx HCF .....

This is a c.lp is +7 on hit or block, and close s.fp comes out in 4 frames. Close s.fp leaves you at +6 on hit or block, so you're safe if you miss this.

- If hits, press K to combo into ground sleeve
- If blocked, do nothing. You'll be pushed away and you'll be (relatively) safe.

Mr. Sparkle
11-14-2004, 03:14 AM
OK, this is really lame. I can't concentrate on the work I need to do until I get this vice stuff out of my system.

- Air blade kicks are (sort of) safe. They give you +1/+1 on hit or block.

Notes - Pokes
- s.mk is Vice's longest ranged poke (except for s.fp, which is pretty much useless). Safe if it connects or is blocked.

- s.mp is good: leaves you at -1/-1 frame (dis)advantage on hit or block. s.mp hits any crouchers Ryu-sized or bigger. That means it whiffs on crouching Cammy, Vega, Morrigan, Yun, Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki, Maki, Iori, Athena. (Data taken from Buktooth's Systems FAQ)

- "crossup lk, c.lk, c.lpx2, s.mp, s.mk is the best block string. if the character is short substitute the s.mp for an extra c.lp. When u do this block string u will usually get a counter hit when u do the s.mk since after doing the s.mp people usually think u r done and try to retaliate." -- Caliagent #3

In other words, do a c.lp x3, s.mk instead of the s.mp. It won't do as much guard damage, but can counter hits (yay for 840 damage :( well, we'll take what we can get) This is because c.lp gives +7/+7 frame advantage, and s.mk comes out in 7 frames. Still, it's very tight timing, and someone like the Cammy the bitch goddess can just mash on Fierce and hope to get a counter-hit herself. Or someone like Chun with a 2-frame jab can mash that. So use with caution.

Personally, if I was playing vs a small character and somehow managed to get in range to be able to get that block string off, I'd stop in the middle and attempt a different mixup off the c.jab. Throw/close s.fp mixup or something like that. See above.

Or, vs small characters: use c.lk xx c.lp xx s.lk. s.lk gives you enough time see whether it connects or not. If it does, combo into shoulder rush or ground sleeve. If it doesn't, it's total parry/jd bait. You may also recognize this as a super setup. In N or C groove, throwing out a lvl 1 or 2 is worth the shot. In all grooves, if you dont have meter, blocking or back dashing out of an unfavorable position is always a good option.

- s.mp links off crouching jab. c.jab gives +7/+7, st.mp comes out in 5. 2-frame link. And safe on hit or block. Possible Super setup? Can someone test this? (PS2 out of commission here...)

- ducking mk is a fairly safe low poke with OK priority. It has about the same range as st.mp, comes out faster, has more active hitting frames, and is still fairly safe from max range since it gives -3 on hit or block. From start to finish, 30 frames.

Need to test: Ducking mk has 8 super cancellable frames. Can you whiff-cancel into kick grab super?

Mr. Sparkle
11-14-2004, 12:55 PM
Updated some stuff, typos and such.

Uh, it goes without saying that anyone who has found any mistakes or has any criticisms of what's been posted so far, please chime in.

caliagent#3
11-14-2004, 06:13 PM
yo sparkle what up. i remember you from the old vice thread. just some random notes:

- when you say c.lp, s.mp are you talking about far or close s.mp? both can cancel to super but only one can cancel to special. I went to training mode and tested it as a tick to super. i wasn't sure which super you were talking about so i tested both. As expected the punch super can be reversaled through fairly easily, and the kick super won't reach.

-here's a good tick setup for kick super. kick or punch throw into the corner, dash in, meaty lk blade kicks (try to get only 2 hits), hcbx2+k.

-other good ticks into super: close c.mk/c.mpxxxsuper

-like you said, rc hcf+p grab is too good :clap:

Mr. Sparkle
11-14-2004, 09:33 PM
yo sparkle what up. i remember you from the old vice thread. just some random notes:

- when you say c.lp, s.mp are you talking about far or close s.mp? both can cancel to super but only one can cancel to special. I went to training mode and tested it as a tick to super. i wasn't sure which super you were talking about so i tested both. As expected the punch super can be reversaled through fairly easily, and the kick super won't reach.

I should have said, c.lp, far s.mp (whiff) into kick super, b/c what I was thinking re: "possible super setup?" was on small crouching characters.

The idea (or rather, question) behind this is, can you cancel a super off a whiffed normal or does it have to connect first? (and again, I wish I could test this right now).

If you can, then c.lp (+7), link far st.mp (whiff) xx kick super will work on small chars, and they won't be able to block it. And at max super range, whiff d.mk xx kick super can be totally buff, but something tells me you can't do that.

-other good ticks into super: close c.mk/c.mpxxxsuper

Actually, scratch that then. You don't even need to link the far st.mp. You can just c.lp, link d.mk, tick into super. It's a 2-frame link into d.mk that leaves you at (-3/-3). By the time the super flash comes out, you can grab 'em. However, can be foiled by jab mashers

I'm not so hot about ticking c.mp (-9/-9) into super since I've been jabbed/short/d.rh/d.fierce'd too many times for my enjoyment. IIRC, c.mk is about the same range and reaches a tad bit further (I think), but is a lot safer.

here's a good tick setup for kick super. kick or punch throw into the corner, dash in, meaty lk blade kicks (try to get only 2 hits), hcbx2+k.

Heh. I'll have to try that. Tricky.

-like you said, rc hcf+p grab is too good :clap:
Strongly agree.

Mr. Sparkle
11-14-2004, 09:41 PM
A-Groove Guard Crush CC

Something I just thought of... Vice's GC CC is repeated blocked Fierce Shoulder tackles...

Once you've forced your opponent into the corner, can you finish off your CC with d.mk xx Kick Super or s.lk xx kick super?

If so, that would rock.

kcxj
11-15-2004, 08:16 AM
Wow, somebody loves Vice. :bgrin:

What's the frame data on Vice's low short? Is it a three frame attack like the low jab? Either way, the only tip I want to add to this thread is to never be afraid to walk forward and do some low shorts on the opponent as he gets up. Don't time it perfectly meaty, but give the opponent a frame or two to stick something out first. Yes, even when they have level 3 super or CC. Not against an impatient button masher of course, but against decent competition, they get knocked down with Vice over their body and think to themselves, "Oh, Vice can't possibly try to attack me since I can wake up super..." They'll try a throw instead. Well, when timed correctly, Vice low shorts into shoulder counters people who try to throw cleanly (especially on wakeup because of that six frame throw advantage thing). The best part is not only will a timed short counter hit all non-invincible wakeups, it'll get them if they jump away scared of your RC grab too.

What's the frame advantage on a low short? I bet you could do some good follow-ups off just a single low short on the waking opponent if the data is like a shoto's.

Best setup normals:
-d.LK (parry low)
-meaty close s.MP (parry high)

Is a whiffed RC grab safe? It would be good if Vice could do the Morrigan thing of RC grab as the other guy gets up, recover in time to dp/shoulder if the guy jumped. If they tried to throw because they thought you were going to RC grab, low short eats them up that's all I know.

I don't like Vice that much because she walks slow and sticks out the whip move all day as her main ground game, but I definately respect her wakeup mixups. It can be downright hard to get up off the ground after a good Vice player knocks you down.

(low shorts into combo does more damage than RC grab btw, so I laugh at people who are proud that they didn't even get RC grabbed once after they've played against Vice/Honda/etc... :rofl: )

Hail And Kill
11-15-2004, 07:07 PM
I'm starting to play N-Vice. What can i do against players that love to wake up shoryukens? BTW, i cant RC for my life =/

Legendary Gokou
11-17-2004, 12:13 AM
If you KNOW they'll do a wake up shoryuken, just roll. Then nail them as they descend. You can also fake a meaty and block. Its not really groove specific.

Mr. Sparkle
11-17-2004, 01:29 AM
Erm, and to add to that, I hope for your own sake that you're not jumping in on a DP character in order to get in with N-Vice. If you like doing that, at least try K or P.

kcxj: Well, I wouldn't say I LOVE Vice.... but rather very intrigued. I started playing her off and on semi-seriously 2 years ago after Buktooth said she was upper-mid tier back when he was doing his Japan Log. Me: :confused: I couldn't figure out why, so I had to know. Now, too much free time and lots of frame data later... uh, and many many quarters lost at the arcade... yeah.

Vice is basically Vega at Dhalsim speed with Kyo's mixups and Yuri's damage, the unholy byproduct of a gangbang gone horribly, horribly wrong.

What's the frame advantage on a low short? I bet you could do some good follow-ups off just a single low short on the waking opponent if the data is like a shoto's.

Vice's low short is +2 on hit or block, nowhere as good as a shoto's (+5/+5). But the fact that her short has 3 frames less of hitstun than a shoto's means that you can throw your opponent sooner than Ryu...

too late, can't think. godfather III was on tonight.

Mr. Sparkle
11-17-2004, 02:44 AM
Hmm... I just thought of something. Given the frame data, a non-meaty, blocked c.short can be a possible command throw setup, so long as you've conditioned your opponent block.

There's the 6-frame anti-throw rule where you can't throw someone coming out of blockstun or hitstun for 6 frames. (Tangent: this explains why Vice's Kick Super grabs on frame 7: it basically ensures it will always connect, provided the opponent's not jumping or out of range.)

Nailbomb comes out in 3, Dragthrow, like nailbomb, comes out in 6 and grabs on 7.

kcxj
11-17-2004, 12:22 PM
I'm starting to play N-Vice. What can i do against players that love to wake up shoryukens? BTW, i cant RC for my life =/
Why RC? Do what you would do with any other character when you know the other guy loves doing wake-ups. Try faking them by standing over their body, whiffing an attack, dashing back at the last moment to make their srk whiff, then sweeping them in their recovery. You get the knockdown and the same situation to play itself out again.

If you're going to block an srk, go for run up d.HP xx shoulder afterwards. It looks to me that the d.HP has the exact same range as Vice's d.LK and d.LP. They're all her farthest reaching cancelable normal attacks.

I say Vice is more Iori than anybody else. She all about momentum and point blank range mixups. She even has that dumb Iori low jump MP move that Buktooth likes so much. Jumping jab/short --> Iori's jumping jab. From the looks of it, the only real difference is she can't combo into super.

edit: Oh, she has that abusable roll too.

d.LK as the other guy gets up...
-wait one frame, d.LP, d.LP xx shoulder
-RC grab

There you go. Perfect 50/50 guess. Even better than Todo's same mixup since Vice's crouching jabs are safe and hit confirmable while Todo needs to guess with the unsafe sweep if he wants the knockdown.

---------

RC shoulder is perfect anti-air btw (can't be airblocked), so start doing that too.

Mr. Sparkle
11-17-2004, 01:38 PM
kcxj: I agree with you re: her playing something like Iori, but why do you say her roll is abusable?

I don't think her roll is as abusable as Iori - at least, the way that I use Vice, I rarely roll. (must be something about also playing K-Vice.)

Iori's roll is so fast and so long, with something like 2 vulnerability frames at the end of it. You can use it to cross up everyone pretty much. In contrast, Vice's roll is almost as fast as Iori's but since it travels about 65% of the distance of Iori's, it seems really slow to me.

I play N-Iori too, but since I'm so used to his roll, then chances are I haven't gotten used to switching between the two and I'm just not using her roll properly.

Hail And Kill
11-18-2004, 06:53 PM
okay will do. i guess i should keep a distance because he also likes to do wake up throws..

popoblo
04-05-2005, 10:45 AM
when i played otaku's K-vice against my fuck around P-groove team, he would do close standing short on wakeup against me. i'd down parry the first hit, and he'd cancel it into the nail bomb grab. so vice can keep her momentum going against P-groove if they decide to get parry happy up close after a knockdown.

peace

kcxj
04-22-2005, 05:06 PM
when i played otaku's K-vice against my fuck around P-groove team, he would do close standing short on wakeup against me. i'd down parry the first hit, and he'd cancel it into the nail bomb grab.
Yo, that's a great tip actually. People totally forget that even though the parry animation let's people block, it's still 100% vulnerable to throws. I'm going to start doing this. Iori can do it with his s.LP as well.

Mr. Sparkle
04-29-2005, 10:57 AM
Adding stuff from Buk's "Ask Me Something Thread". I also changed some obviously wrong stuff in post #5, and I'm not so certain of some of the stuff I posted in post #4 re: Punch and Kick Throw followups being safe.

Buk on Vice vs Sagat, Vega, Honda (04/13/05)

against sagat do lots and lots of standing strongs. it will beat out most of sagat's problem pokes. low jump fierce works well too (timed a bit early to take advantage of sagat's height), and is practically a guaranteed way into mix up range.

vega is pretty tough. sleeves keep him either crouching or jumping; not walking back and forth. rc shoulder his jumps, walk/run at him if he crouches. low jump fierce is also good against vega if you can get into range.

against honda all the standard anti-honda stuff applies. vice can punish headbutts with counter roll into whatever, and can also super grab his assorted rc moves in a lot of situations.

Mr. Sparkle
05-02-2005, 06:40 PM
when i played otaku's K-vice against my fuck around P-groove team, he would do close standing short on wakeup against me. i'd down parry the first hit, and he'd cancel it into the nail bomb grab. so vice can keep her momentum going against P-groove if they decide to get parry happy up close after a knockdown.

peace

Hey Popo, do you know whether this trick would work against K-groovers who wakeup JD? I.e., is their blockstun shortened sufficiently to allow vice to throw?

Mr. Sparkle
05-03-2005, 05:53 PM
Here's some more Vice stuff that I've been using in K and P since I don't have any dirty RC grab tricks. In K and P, Vice's Throw mixup/Counterhit jab is still pretty buff even without the threat of RC Nailbomb.

1. c.lk (+2/+2) or c.jab (+7/+7)
1.1. hit confirm c.jab xx c.lk xx Shoulder Ram Beatdown.
1.2. NailBomb (hcf+p)
1.3. Tap f+fierce or b+fierce

The first 2 options off this tree (1.1 and 1.2) are the same as kcxj's RC Nailbomb/BNB mixup he talked about earlier, except without the invincible Nailbomb to deal with Reversal SRKs, Cannon Spikes, etc.

In a rolling groove, the RC nailbomb is key to catch reversal SRKs, etc. If you're not in a rolling groove, you're out of luck.

Luckily, this is where option 1.3 comes in.

At the range you do one close up low short or low jab, you will get either a close standing fierce or a punch throw, depending on whether the game will allow you to throw or not.

It just so happens that Close standing fierce comes out in 4-frames. If you start off the option tree with a c.lk, there's a 2-frame gap that most jab mashers can't even deal with (Your own timing has to be tight, though). You can even get a counterhit fierce in your favor. The only vulnerability in this pattern comes from reversal SRKs/Supers within that 2-frame gap I just spoke of. I'm pretty sure you'll even catch RC'ed moves if the other guy's trying to reversal his way out of there that way.

If you start the option tree off a c.lp, you can eliminate the danger of reversal SRKs and turn it into a complete guessing game for the other player.

By varying the timing, you can get either:

a) a Punch throw (teched or landed)
b) a Counterhit Close Fierce vs. jabbers and jumpers for ~1150 dmg (why they'd try to jump out of it I have no idea)
c) a totally safe 2-hit linked combo that pushes you away to about midscreen and leaves you +6 on hit or block. (Option C never happens off a crouching short, for obvious reasons)
d) a totally safe 2-hit block string if you mistimed your f+fp

It goes without saying that in P and K groove, you have a big advantage off of tech throws off (a).

It also goes without saying that if you have the reaction time and see the damn thing hit, you can extend (b) and (c) into the Shoulder Ram Beatdown combo. The nice thing about this is that the fierce option select (1.3) seems to work on both large and small characters, since the close fierce hits most, if not all of the small chars (haven't tested it on everyone yet).

You'll recognize that in P-groove, tapping fwd+fierce is an option select parry. While it's hard for Vice to follow up effectively in a dash groove, the punch throw does throw the opponent into the corner, so that's a plus.

If you're trying to do the same thing with Vice's kick throw, be warned that close s.rh whiffs on small characters, and if your spacing is off slightly, you'll get far s.rh and totally screw yourself over. Be advised that close s.rh comes out in 7 frames, too. It does, however, push you away the same distance as a close s.fierce, and leaves you at +0/+0 on hit or block.

The bad news about this option select is that it's a one-shot deal. If you've been blocked, then you'll be pushed out of range for any other followups, other than ground sleeve.

So, the main point of all this is to say if you ever land an up-close c.lp, going for the punch throw is pretty safe.


(Interestingly, if you immediately cancel a blocked/hit close standing fierce into nailbomb, it leaves Vice just in striking distance of her far s.mp. A little bit later, and you'll end up too far, even for her s.mk. You'll know which range is which by watching whether Vice scoots backwards during her whiff animation or not.

As to its actual utility... well... you can HCF and hit K for ground sleeve if you see the fierce hit. Voila, you have at least another 1000 damage. If you see a block, don't hit K.

But the better thing to do is, when going for the punch throw option select, is to tap F+Fierce and immediately input half-circle back (HCB). Tap punch again if you see the fierce hit and continue into the Shoulder Ram Beatdown.)

For what it's worth, I've been using this little pattern off running jabs in N and K. And I've also been using this pattern in P-groove, after a sweep or kick throw , then dashing up close and using a down parry option select c.jab/c.short to start things off.

It goes without saying that if you see the first jab or short hit, just go straight into the beatdown combo.

Hope this helps guys.

By the way, I know now after testing and playing vs ppl, that some of the stuff I wrote before is junk. I'll strike out the stuff that doesn't really work.

kcxj
05-03-2005, 06:04 PM
No need to put my name in bold. I only pick Vice about one in every hundred games I play anyway. Just 'CH d.LK/RC grab mixup' will do. Thanks.

If you're lazy and don't want to hit confirm btw, I find d.HP xx LK whip works pretty well as a counter hit mixup to grab as well.

At point blank range, Vice's d.HP hits really, really fast at four frame startup. So things like meaty close s.MP or some low shorts/jabs, and then when you guess that the opponent will want to mash, d.HP xx LK whip.

popoblo
05-19-2005, 01:55 PM
RC lk blade kicks are nice. just negative edge them like ken's funky kick. play around w/ it and see how you like it.

vice is fun!

ph!Lop!a
06-02-2005, 12:14 AM
a few questions about Vice:

-What position should i put her in? Im use her as a battery, but how well could she do in 2nd/3rd position?

-dash vs Run vice, which is better?

-Vices best groove? i use her in C/A

-If you go for her Kick super (in C) is it worth it to use a full lvl 3 or just tick lvl 1's as often as you can?

..yeah

popoblo
06-02-2005, 06:19 AM
a few questions about Vice:

-What position should i put her in? Im use her as a battery, but how well could she do in 2nd/3rd position?

-dash vs Run vice, which is better?

-Vices best groove? i use her in C/A

-If you go for her Kick super (in C) is it worth it to use a full lvl 3 or just tick lvl 1's as often as you can?

..yeah

-battery hands down. her B&B is like 6 hits which builds good meter, and her offensive nature builds meter well also. since none of her grab setups are guaranteed, vice w/ meter is good, but not super scary like some other better user characters are.

-run vice hands down. you can run for a super jump crossup w/ lk after her B&B combo to keep the pressure going. she also has a very good running jab game. get a counter hit low jab, you can easily link a low rh for the knockdown IF you're far away enough that you can't just do her B&B.

-N-groove vice is the best. look in the old N-groove thread, i posted some stuff in there about her positive attributes in N.

-i'd say tick level 1's. blowing an entire level 3 in C-groove hurts you big time overall because you have to build it up again. and people will be looking to jump away when you have a level 3 up close, so use stuff like standing strong (or something else) after tick setups to knock them out of the air.

Mr. Sparkle

no, that won't work against K-groove. just defending and parrying don't have the same properties when it comes to being thrown afterwards. the grab will whiff against K-groovers.

PEACE, N-GROOVE IS THE FUTURE.

vkuwabara
08-02-2005, 06:02 AM
very nice thread

how's her CC? i cant do that tk qcb+kick at all