More stuff from my computer before dinner
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.
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.