KOF XIII Hyper Guide - Vice
"KOF XIII Technical Reference" chapter 8 ~Yagami Team~
KOF XIII IORI TEAM COMBO MOVIE
Vice is back from the dead for this edition of KOF with no fewer than 4 command grabs. She is also one of few characters gifted with an 'anywhere juggle' move, hers being the only one which enables full combos from simple anti-airs and other knockdowns.
Changes from arcade to console:
KOFXIII Character Changes part 3
- (shown in video) Strong version of Mayhem (qcb+C) has less recovery. If you hit with the edge of it you can do a strong attack as a followup.
- (shown in video) Added a new target combo D > D. It is not cancelable.
- Jump CD is faster.
- (shown in video) EX Mayhem (qcb+AC) has faster startup.
- (shown in video) Strong version of Deicide (hcf+D) can be comboed into the Strong version of Mayhem (qcb+C).
- EX Deicide (hcf+BD) has less recovery, and it is easier to follow up with normal attacks.
- (shown in video) Splash (including the followup version) (dp+P / qcb+P > qcf+P) can be super canceled into Overkill (db qcf uf u d+P) AFTER it hits.
- (shown in video) Overkill (air db qcf uf u d+P) can be MAX Canceled.
- Overkill’s command (air db qcf uf u d +P) has been made easier. If the last input is in any downward direction it will register.
- Damage adjustments:
- Her f+A (canceled into) does 45 damage (down from 70)
- Her Overkill (air db qcf uf u d+P) does 200 damage (down from 220)
- Her EX Mayhem (qcb+AC) does 120 damage (down from 160)
#SFxT @ EFNet - It's better than SRK
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOL- Mayhem (DC) to EX Mayhem now will connect :D.
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0 · Off Topic Insightful Disagree Agree Like LOLTutorial by Cristina during the 23rd ON Show about Vice. Saw it and thought it'd be important to post here.
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0 · Off Topic Insightful Disagree Agree Like LOLAlso, I've not heard of this show - I'll need to catch up on it. :)
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 · Off Topic Insightful Disagree Agree Like LOLvaginaawesome penis- Spam
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0 · Off Topic Insightful Disagree Agree Like LOL"Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
"I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
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0 · Off Topic Insightful Disagree Agree Like LOLHCF, UF, U, UB, B, DB, Dwn work then?
"Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
"I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLYea that works, and just practice it. You"ll get it down smoothly after awhile. The timing is easier/ less stricter then her 2k2 version IMO, were you need to be precise with ever notation.
And you can just be lazy on the down input since
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0 · Off Topic Insightful Disagree Agree Like LOL"Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
"I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
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0 · Off Topic Insightful Disagree Agree Like LOLI pretty much just tiger knee with a down thrown on on the end for overkill, hell, you could just do a full 360 in the air starting from up/back and end with the down motion and it would still work.
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0 · Off Topic Insightful Disagree Agree Like LOLFor trial 3 buffer the 2x QCB motion into it... so it looks like this.
It makes it so its a nice smoother motion and so you dont have to go balls to the wall fast. It feels weird buffering that 3rd lk into the QCB motion at first but you will get use to it... then the secon QCB+LkHk is a piece of cake.
Twitter: NissanZaxima18
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0 · Off Topic Insightful Disagree Agree Like LOLTwitter: NissanZaxima18
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0 · Off Topic Insightful Disagree Agree Like LOLSo before going in unless the opponent is simply trash, you have to play a strong neutral game with her hcf+K and all of her anti-air and air-to-air options. Once you score the appropriate knockdown, then you could go nuts. Landing a j.CD pretty much scores Vice her offensive game since it's pretty easy to land as an air-to-air with the correct set up and the soft knockdown allows vice to run in on time to get close even if the opponent can tech roll.
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0 · Off Topic Insightful Disagree Agree Like LOLAwesome! Thanks so much that is very helpful.
I was wondering if you could inform me what are some of Vice's worst matchups? First thing I like doing when I learn a character is dissecting the bad matchups. So what are some of them I should look out for?
Twitter: NissanZaxima18
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0 · Off Topic Insightful Disagree Agree Like LOLMy 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.
twitter: @juicebox_fgc
"How about I just pick a **ggot character and do some **ggot shit." - Warahk
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0 · Off Topic Insightful Disagree Agree Like LOLi think it´s not that strict window :)
MCCthulhu >> all
KOFXIII: Ash/King/Vice
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0 · Off Topic Insightful Disagree Agree Like LOLlol 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.
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0 · Off Topic Insightful Disagree Agree Like LOLIt 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/
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0 · Off Topic Insightful Disagree Agree Like LOLthanks :D
MCCthulhu >> all
KOFXIII: Ash/King/Vice
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0 · Off Topic Insightful Disagree Agree Like LOLclose 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.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOL-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.
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