Vice Guide KOFXIV

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Vice

TEAM YAGAMI

General

Summary:

Best Position: Mid Anchor

Best Tools:

Bio:

Misc: 

Credits: additional notes from dmmbrage!

Normals

LP “Light Punch”

  • Crouch :
  • Stand :
  • Far :
  • Hop :
  • Jump : same

Notes


 

LK “Light Kick”

  • Crouch :
  • Stand :
  • Far :
  • Hop :
  • Jump : same

Notes


 

HP “Heavy Punch”

  • Crouch :
  • Stand :
  • Far :
  • Hop :
  • Jump : same

Notes


 

HK “Heavy Kick”

  • Crouch :
  • Stand :
  • Far :
  • Hop :
  • Jump : same

Notes


 

HPHK “CD Blowback”

  • Stand:
  • Air:

Notes


NORMAL THROWS

(Close) b / f + HP “Death Blow

(Close) b / f  + HK “Backlash”

 

Command Normals

→ LP “Monstrosity

  • Overhead

 

Specials

hcf K “Deicide” (EX)

  • Hit based grab
  • EX version hits opponent in air even when falling
  • Opponents can barely respond if you touch them with the tip.
  • HK has longer reach
  • Now has a limiter to prevent “over” use. Can’t loop, even with the anywhere hit EX version.
  • You can input after jump D and it will only come out on hit.

HCBfwdP “Gorefest” (EX)

  • Grab
  • EX can be combo into obscure in the middle, or overkill at end.

DP P “Splash” (EX)


1. QCB P “Mayhem” (EX)

  • For combo, if you use HK from 6A tip, you can reduce recovery to -4.

2. qcf P “Splash Derivation

  • It hits the opponent who guarded and jumped by mistake.
  • You can add damage with super cancel overkill.

 

Supers & Climax

 

HCB x2 KK “Negative Gain” [Max]

  • Grab
  • bigger hurtbox than Gorefest.
  • You can use it when you want to get damage from Deicide.
  • You can also connect to Obscura, but since you throw away the last stage, damage efficiency is bad.

 

db-uf up- dwn + P “Overkill

  • Air grab
  • Since it is an unconditional hit, you can use it after dropping the jump with sticky standing A.
  • Lv1 version has a short recovery time after hit.

hcfx2 PP “Obscura

  • Air grab
  • Can be comboed
  • There is invincibility at the start
  • The range to grab is wide so it can be used for anti-air.

Best Combos

Optimal x bars 

Pole Position

  • H
  • damage

 

Mid position

  • damage

 

Anchor

Strategy

 

Guides

Make sure to read both guides for this nefarious character:

Videos

Punish Nak


 


 

Tech

This video covers the properties of her moves plus some combos with adjustments in case some properties get patched out:

 

 

Notes from dmmbrage

If you try to link cr A → fwd A there is a gap of 3F –
However, there is no move that can interrupt safely!
cr B -> cr C – fwd A also has a gap of 3F but a combo is possible.

 

Frame Data

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