KOF XIII: Vice

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Re: KOF XIII: Vice

Post by Dark_Chaotix » Sat Dec 03, 2011 03:42

Vice Trials with hand visuals.



Added to the first post of thread.

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Re: KOF XIII: Vice

Post by Dark_Chaotix » Mon Dec 19, 2011 15:48

Added movelist vid and console changes to first post

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Re: KOF XIII: Vice

Post by Yuki Yagami » Thu Dec 22, 2011 15:07


Vice Maniac Combos.

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Re: KOF XIII: Vice

Post by Dark_Chaotix » Tue Jan 10, 2012 10:30

I made a volume 2 for vice cmv



The second combo is practical for VS situations and fairly easy to do.

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Re: KOF XIII: Vice

Post by kadosho » Tue Jan 10, 2012 17:15

I find Vice's moves to be so devilishly rewarding, even though it takes a few tries to nail the setup. But once you see it pulverize your opponent, it is a beautiful moment. So happy to see Vice, and Mature back in action. ^_^ (plus excellent combo vids!)

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Re: KOF XIII: Vice

Post by *~cristina~* » Wed Jan 11, 2012 17:11

finally find out how to punish andy zaneken (A).

zaneken on it own is -8f or slightly more

it can be punish by:

stand B ( only when it is close )
far stand D
cr D
neomax

B is the easiest, but if opp does standard block sting , cr b, b , D, zaneken. then B will just whiff.

both D's is 8f, it will give the highest reward if u land it , but the timing is almost like just frame.
( stand D give u HD combo chance, cr D can do EX hcf k )

neomax is easier , but it is a waste for all the bar.



also, kuuhadan > breaking can be punish by command grab . as it is -f + stay really close to u .

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Re: KOF XIII: Vice

Post by Dark_Chaotix » Thu Jan 12, 2012 11:53

Ah nice work Christina!

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Re: KOF XIII: Vice

Post by *~cristina~* » Tue Feb 28, 2012 15:43

against duo lon note:

.6a can be dodge by cr b , but I dun think anyone could react it on time,
but at least he can't use it to poke u , when u are kinda close.

. Qcf a/c , 2nd , 3rd hit all can be punish:
1st hit -8 , 2nd -11 , 3rd I forgot the exact number.

After 1st hit block , even duo lon delay 2nd hit , u will still stuck in block stun
So means u can press bottom to punish the 1st hit & if duo lon do the 2nd hit,
u would still be safe by the block stun.

3rd hit is kinda tricky, if he tries to teleport, hcf d will get him everytime.
expect he does the ex teleport .

.6b would whiff , while u dashing in , so he could use that to poke, but he wouldn't able to use that to stop u get in.
u can do command throw to punish it , if u are close enough.

that's all I can think of now, still need more match up exp...

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Re: KOF XIII: Vice

Post by *~cristina~* » Mon Apr 16, 2012 12:49

I will soon help out the dream cancel xiii's wiki.
but I will put my progress in here 1st.

Only thing is they already did the frame data ... etc.

seem like what I can do is the match up thing...

so If anyone can chip in some ideas would be helpful~ =)

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Re: KOF XIII: Vice

Post by Toxic Avanger » Tue Dec 18, 2012 17:50



Nothing too exciting. It's easy to tell that most combos are featured on "what happens in real life", so there are no 100% hard to come by EX Decide x9 double stun combos.

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Re: KOF XIII: Vice

Post by Dark_Chaotix » Wed Mar 20, 2013 11:08

New stuff with Vice on Chin and Athena.


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Re: KOF XIII: Vice

Post by Toxic Avanger » Tue Sep 24, 2013 06:16

So, I was asked to use Vice by one of my pals since he wanted to prepare against her for tournament play; in the end, after for about 2 days of fighting the result was that my skill with Vice is much higher than the character I replaced her for, and my win accuracy against him (who is better than me) sky rocketed to more even grounds.

One thing I noticed before, is that she can effectively use a throw reset thanks to her Decide being special. Normally, when you are going for a "tick / catch throw", you have to wait for about 9 frames of forced throw invencibility that the system grants to the defender and thus is possible to be hit out of it unless you use a slow throw with a big invincibility window (throw that Vice lacks in this game); however since Decide is special, there is no 9 frame throw invincibility added, and you can do SF type of "perfect tick throws" on the enemy that are virtually unescapable if done correctly.

This means than rather than finishing a combo with a 32 damage Gore Fest, you end it with a 133 one at no added cost. Or instead we have a 90 vs 220 damage comparison from Negative Gain. An EX Negative gain resetted after an HD combo does over 90% life damage in total, and if your input is perfect is virtually unescapable AND people fall for it the first time all the time :lol:

An actual good thing about this, is that eventually the opponent will try to start back dashing or using moves to interrupt; that's when the beauty of the trick comes to play, against a back dash using C Mayhem -> Jab is rather easy against most charas if you use kinda it early, and against special moves using your EX mayhem can be pretty big if you have 2 gauges (roughly 400 dmg in total), but since those 2 options are risky, even blocking or rolling can help a lot as well. Normal attacks are actually "kinda bad" since it wlll usually lose out to moves that could potentially dodge throws already.

Obviously, the trick works the best the less you use it, but in a casual stage training enemy reactions is always fun. Personally, I believe that is when you have 1 or 0 gauges that it feels the most important, after all that's when the damage increase becomes the more significative.

Lastly, the HD combo I'm using is :
.D , .D [HD] .D , .D , [ QCB .C -> hcf .D ] x 4 , [ QCB .A -> hcf .D ] x2 & finisher.
It uses completely the HD bar, so to do the NeoMax you need to omit the last Decide, it does like 5 points more damage than doing C Mayhem -> D Decide like a zombie, but the timming is much more strict than the usual option (the most important part is how quickly the 4 Ds are given an how fast the A Mayhem are inputted, it also is rather tough to get it from cr Bs).
Oh, since the combo add more hits to the combo counter, it is actually stronger to end it with a Gore Fest rather than a Mayhem. That's what I like the most about it, plus it does build gauge.

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Re: KOF XIII: Vice

Post by Dark_Chaotix » Thu Sep 26, 2013 14:09

You able to record this setup at all?

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Re: KOF XIII: Vice

Post by Toxic Avanger » Fri Sep 27, 2013 06:05

Dark_Chaotix wrote:You able to record this setup at all?
I have no stuff to capture video, and from the guys that trust me enough as to let me borrow a camera, the only one I see often lives 2 cities away, and he has to borrow a camera himself in order to loan it to me, so it's kinda like, not going to happen.

Oh, and I also have no skills to edit video. I'm stuck in the vhs Era :lol:

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Re: KOF XIII: Vice

Post by ihate_00 » Fri Sep 27, 2013 09:33

Toxic Avanger wrote:
Dark_Chaotix wrote:You able to record this setup at all?
I have no stuff to capture video, and from the guys that trust me enough as to let me borrow a camera, the only one I see often lives 2 cities away, and he has to borrow a camera himself in order to loan it to me, so it's kinda like, not going to happen.

Oh, and I also have no skills to edit video. I'm stuck in the vhs Era :lol:
.....you can use Fraps if you have the pc version & a decent enough pc, I use it for my videos.....quite easy to use.....if you want any help regarding that just pm me.....

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