Capcom vs SNK 2/Vice

From SuperCombo Wiki

Introduction

CVS2 Vice Data.png

Story

Vice is a servent of Orochi and a member of the Hakkeshu. She's usually seen side by side with her partner, Mature, though Mature doesn't make any appearance in CvS2. As a servant of Orochi, Vice takes orders directly from the Four Heavenly Kings, most notably Goenitz. Neither Vice nor Mature really liked Goenitz at all, but were dedicated to serving Orochi. Goenitz orders her to watch over Rugal Bernstein, who he thinks will be a good candidate to host Orochi when they summon it. Vice and Mature obey, and become Rugal's secretaries and personal assistants. Rugal is defeated at the end of KOF 95' however, which meant Vice and Mature needed a new job. That was to be getting Iori Yagami into KOF 96' and watching over him, as his Yagami bloodline tied him directly to Orochi. Through their tournament journey, Vice and Mature befriend Iori to some extent, and in the end decide to betray Goenitz after his defeat. They tried instead to summon Orochi directly through Iori. However, Goenitz was bitter, and with his last words, activated Iori's Riot of the Blood state. Iori wasn't able to control the surge of Orochi power through him, and murdered Vice and Mature before being defeated by Kyo Kusanagi.

Vice and Mature are dead, but Iori still sees them in his head as ghosts haunting him. They often make fun of him for his inability to kill Kyo Kusanagi like he wants to. When the King of Fighters XIII began, they were revealed to have resurrected into the mortal realm, and they don't seem to hold a grudge over being maimed to death, teaming with Iori once again.

Gameplay

When you hear a character called a grappler, you tend to envision a big, hulking, slow man with huge damage grabs. Vice is quite the opposite, fitting more into the nimble grappler archetype like Laura in SFV or Makoto in SFIII:3S. Vice has simple combos that give great knockdown, and two command grabs that also give great knockdowns, allowing her to loop strike/throw mixups over and over again. Her buttons and neutral presence are fairly solid too, with a few strong roll cancels and a long-reaching special with her 41236K Deicide. When Vice gets in close, she's probably the scariest grappler in the game, with her two command grabs 41236P Nail Bomb and 632146P Gorefest. Nail Bomb is the better of these as it is faster, but Gorefest has more range and damage for situations where that is preferred. Roll Cancel Nail Bomb is a dominant tool as well, as it will beat any buttons, invuln through reversals, and obviously grab them if they block.

Her strike mixup is no joke either, with a simple confirm from her 2LK using her 214P Mayhem special. This gives a solid knockdown and allows her to loop her okizeme both from strikes and throws, something the other big body grapplers can't do. Where Vice struggles is in neutral. As with any grappler, shes very prone to being zoned out, and she struggles a lot to deal with the ridiculous buttons and neutral presence of the top tiers. Her damage output is fairly low as well, forcing her to properly run her mixups multiple times to win a round where others can do one or two big damage combos and win. Her need for close range forces her to take more risks, but if she gets in, Vice can be a terrifying rushdown/grappler with great mixup potential.

Groove Selection

Best - C/N/A: C-Vice is likely her best pick by a small margin. Her supers are useful enough, especially her 6321463214K Negative Gain command grab super. Having access to rolls is important for Vice as well. Airblock helps her approach more safely, and Alpha Counters give her an escape tool on defense. N-Vice is arguably tied with or right behind C-Vice. N-Vice gets much better movement and a hop, which adds high/low to her mixups. Her hop HP is oppressive as well, and very hard to contest. Run on a grappler is powerful, and consistent level 1 access means she can do Negative Gain more, though the level 1 version is low damage. A-Vice sacrifices super usage for a lot more damage utilizing Custom Combo. Vice has plenty of situations to confirm a CC from, and obviously CC on it's own is a great utility. She maintains a lot of what makes C-Vice good too, outside of airblock. A-Vice is great if you want more damage from your mixups. Despite not being able to land super in most her customs, the tiger knee air legs does very good damage.

Useful - K/P: It's hard to consider these Grooves, as roll cancels are so important for Vice. However, they do have upsides. K-Vice gets access to Rage and Just Defend, making her offense a lot scarier. Rage damage buff is great, and she gets to threaten a level 3 Negative Gain for scary damage. Just Defend will usually score her a punish thanks to Mayhem as well. P-Vice similarly gets great reward from a parry, and can start her vortex from one easily. Lack of any supers hurts, but since the only super Vice really cares about is Negative Gain, it's not the biggest loss. With both of these Grooves, mastering JD/Parry is key, as without roll Vice is left a lot weaker.

Worst - S: S-Vice has basically nothing going on until she's in Desperation. Until then, she rarely has a super, doesn't have roll, and has to charge to actively gain meter, which gives up possible aggressive space. In Desperation, she gets to use level 1 Negative Gain a lot for mixups. This sounds great, but level 1 Negative Gain just isn't that damaging. Plus, it sends her fullscreen, ending her turn. S-Vice has basically nothing going good for her.



Vice is a nimble grappler with a scary strike/throw game that loops into itself. She has great mixup potential, especially in hop Grooves, and can put the opponents in a blender until the round ends. She just has to struggle through neutral first. Vice is best in C-Groove, N-Groove, and A-Groove.

Difficulty: Pretty Hard
Tier: C+
Pros Cons
  • Looping Mixup: Her Mayhem special ends in a great knockdown, and so do both of her command grabs. This allows Vice to run a strike/throw mixup from every knockdown, and blend her opponents to death
  • Solid Buttons: Vice has plenty of good buttons, like 5MP, 2LK, 5HP, 2HP, 2HK, 5HK, and j.HP
  • RC Nail Bomb: A great RC grab with low recovery allowing you to anti air neutral jump and makes her 50/50 extremely solid
  • RC Mayhem: RC Mayhem is an incredibly good anti fireball and anti air special which leads to her best knockdown.
  • Level one Negative Gain: Her lvl 1 grab super is non jumpable, making it a good wake up super and will make your opponent think about jumping with any level meter.
  • Custom Combo: Vice has great synergy with Custom Combo as a whole, allowing her to confirm into it from almost anything, and giving her much higher damage overall
  • Zoned Out: Vice struggles hard against the dominant neutral monsters in CvS2, like Sagat, Cammy, Chun-Li, etc. She has to play patiently and wait for an opening. While Vice has some good buttons, she gets no real damage from them, none of her far buttons can be canceled into a special.
  • Roll Reliant: Without RC Nail Bomb, Vice becomes much less scary, limiting her to Grooves with roll or having to rely on super which makes her less scary until lvl 3 and ending any pressure on whiff.
  • Low Damage: She doesn't have a super to end combos with, and her meterless damage is just average, meaning Vice has to land multiple repeated mixups to add up damage



Players to Watch

Name Country Groove Accounts Notes
Chari Japan C-Groove N/A Uses Vice's unorthodox RC game very well. Uses a very odd team but makes it work.
Sample Match
P-Rugal Japan P-Groove Twitter: @oyasuminecalli The only Vice user in Japan right now. Extremely effective with her parry punishes and gets the job done.
Sample Match



!!!THIS PAGE IS STILL WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Vice 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 RF/SP/SU Mid High 3 4 6 13 +7 +7 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Vice 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1200 12 SU Mid High 6 6 17 29 -1 -1 None

A great poke that can be comboed into from lights. Unfortunately it gets no real damage as it can not be canceled into anything meaningful despite having good hitbox.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Vice 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1200 12 None Mid High 17 11 25 53 -10 -10 None

A far reaching heavy attack that has huge start up. Not a great normal to use due to massive start up and mediocre hit box. Mostly used during a grounded custom combo.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Vice 5LK.png
First Hitbox
CVS2 Vice 5LK2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - 3/5 SU/SP (Both Hits) Mid High 3/5 5/6 5/13 32 -2 -2 None

A quick 2 hit kick that can be canceled into specials, but negative, same as close version. No reason to really do this move at all since c.lk and c.lp is much better for confirms.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Vice 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 700 7 SU Mid High 7 8 16 31 -2 -2 None

A decent straight kick poke, while not as good as s.mp it has better range.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Vice 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1100 11 SU Mid High 6 6 24 36 -6 -6 None

A very good angled anti air and decent poke vs taller characters.

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
CVS2 Vice cl5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 300 3 RF/SP/SU Mid High 2 4 5 11 +8 +8 None

Placeholder

clMP

Close Strong
cl.MP
CVS2 Vice cl5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 700 7 SP/SU Mid High 5 10 12 27 0 0 None

A very solid meaty that allows you to combo on hit and grab super on block or even mix up with a sweep on an opponent holding up. Your mileage on this move is dependant on your timing as it is 0 on normal block (which still sets up super).

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Vice cl5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1000 10 SP/SU Mid High 4 6 14 24 +6 +6 None

A decent attack stat wise, crouchable by some. As a meaty it does not give much other than a sweep and pushes you too far for super. Can be used after a close lp on block to set up counter hit, which will combo to sweep. In A groove that will lead to CC (counter hit or meaty s.fp, activate, sweep xx s.rh xx shoulder)

clLK

Close Short
Close Light Kick
cl.LK
CVS2 Vice cl5LK.png
First Hitbox
CVS2 Vice cl5LK2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300/200 2/3 SP/SU (Both Hits) Mid High 3/5 6/6 5/13 38 -2 -2 None

A quick 2 hit kick that can be canceled into specials, but negative, same as the far version. Leaves her at perfect range for tick super. No reason to really do this move at all since c.lk and c.lp is much better for confirms and tick throw mix ups.

clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 Vice cl5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 800 8 SP/SU Mid High 3 7 17 27 -2 -2 None

A worse meaty that close s.mp, but still works to tick into super.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 Vice cl5HK.png
First Hitbox
CVS2 Vice cl5HK2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 400/800 4/8 SU (First Hit) High/Low High/Low 7/2 6/4 18 37 +2 +2 None

A solid anti cross up move. On the ground it is fairly useless as the first hit whiffs many, 2nd hit is only +2 with full heavy pushback leading to no combos on hit or counter hit.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid High 3 4 6 13 7 7 None

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Combos and Tick set ups

Bread and Butter:

c.lk, c.lk, c.lk xx


Gunter's AGroove Vice CC Collection

Colors

Vice CvS2 colors.png


CvS2 Wiki Navigation

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