As I just decided to get back in the game and take it siriously, and Vice being the first fighting game character I picked up, I am left with alot of questions.
First off - Groove Selection. My grooves of prefrence tend to be C, A, and N. (Go Canada!), but I’ve been having some issues with each:
C-Groove: Alot of other characters can take advantage of being able to cancel into some crazy resets, second-supers, or some other trick out their backside with Lvl2 supers. But with Vice being restricted to really only one Super, Negative Gain, I havent found much I can do with it at all save for the invulnerable frames of most level 3s What am I missing?. I do like the dash, which helps land alot of her grapples, and the Roll has been a great boon for alot of mind-games (A little too much for me, actually, I think I am using it too much as a crutch). But asside from that, and air-guard, their isnt much I can find that really helps my gameplay here.
A-Groove: My biggest issue comes down to that Vice doesnt have a super she can land at the end of a custom combo (Save for Dan and Rolento), which becomes frustraiting as I am finding it a hinderance. On the plus side, it’s pretty much guarenteed damage if you can land Gorefest. Again, the dash and roll are there. Seems to be the groove of choice for alot of people, but is it that helpful to Vice who more less does ticks of damage by high hit counts in CC?
N-Groove: I hear alot of people rant about this groove, and right now I am getting the hang of it. More so, the idea of light-jumps. Fact is, coming from SF3:3S I am too use to the idea of overheads, which to my knowledge doesnt exist in Vice’s move-set, so it has come to help me with mix-ups. Not much I can combo when doing so, but it does make for more interesting guess games. Without Dash though, I am forced to run, which feels alot slower and harder to apply. At best, I run two-steps to strike again to TRY for some guard-crushing, but more often than not I am eating a fireball or SRK. Their is also the issue of ‘pop-up’. As I understand it, N-Groove alows you to go into it’s lvl3 at any time and gain invulnerability frames, plus the ones preformed by the Super (Feel free to correct me if I am wrong). How is this preformed so sleekly on the videos? Also, is the Counter-attack option usefull, or is it more just a waste of stock?
Is their other grooves where she is more effective? And why?
To my understanding, Vice is primarily a speedy grappler. Having three command grapples (One being Negative Gain), I am curious as to any applications that can be placed. Thus far, Nail Bomb seems to be more for damage, scaring block-happy opponents, and Gorefest is for placing a person into a corner. Does it range farther than this, or is that about all their is to these two non-super command grapples?
Outrage and Ravefest, aside from Guard-crushery, are their any other applications? I imagine Ravefest can control the air well if you can get the initial jump, but alot of my opponents try to keep me grounded (And I’ve tried to keep out of the habbit of jumping frequently).
Are their any ‘tricks’ to pulling out Negative Gain? Double-half-circles have been a pain for me, as Negative Gain only comes out 7/10 times I try it.
And lastly, Footsies. How does Vice fair using this game, and is their anything in particular that gives her an edge when doing so?
Thanks for any replys head of time (And any smacks upside the head I am about to recieve).