KOF XIII: Vice
- kadosho
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I actually enjoy her new system design. It does feel a lot like her CVS2 setup. But she's still fast and aggressive as she was in the past.
Even her new Hidden DM has some nasty extra damage added.
Even her new Hidden DM has some nasty extra damage added.
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Re: KOF XIII: Vice
dunno why , i've tried out that KOF union 100% combo with vice...
BUT... it didn't take 100% , in fact it took 98 only ...
( i know it is still almost touch to death , but still...
i am not sure were they using the arcade ver. & apply the rules in console to do that combo , so due to the
dmg output of her move, so it doesn't do 100% ... )
anyway~ i have did a little bit testing for the damage output,
do the old HD ( A > D loop )& the new HD ( C > D loop ) , just by doing the same thing ,
u get around 15% extra damage.
so with 1 bar & full green bar , u can still do 65% dmg.
'D>6A > BC > D>6A' does 20x & ' DD> BC > DD' is 238 , so when u going to do HD combo ,
DD does give a minor boost on dmg .
once u get use to the timing a > follow up > air DM 's timing , it is actually pretty easy , the key point is knowing u need to do the cancel REALLY LATE.
with 2 bar but no green bar , vice can do 53x dmg by :
JC > D > 6A > A+C > small hop CD > B+D > D> 6A > C > follow up
which is pretty easy.
... i guess more to come soon ?
BUT... it didn't take 100% , in fact it took 98 only ...
( i know it is still almost touch to death , but still...
i am not sure were they using the arcade ver. & apply the rules in console to do that combo , so due to the
dmg output of her move, so it doesn't do 100% ... )
anyway~ i have did a little bit testing for the damage output,
do the old HD ( A > D loop )& the new HD ( C > D loop ) , just by doing the same thing ,
u get around 15% extra damage.
so with 1 bar & full green bar , u can still do 65% dmg.
'D>6A > BC > D>6A' does 20x & ' DD> BC > DD' is 238 , so when u going to do HD combo ,
DD does give a minor boost on dmg .
once u get use to the timing a > follow up > air DM 's timing , it is actually pretty easy , the key point is knowing u need to do the cancel REALLY LATE.
with 2 bar but no green bar , vice can do 53x dmg by :
JC > D > 6A > A+C > small hop CD > B+D > D> 6A > C > follow up
which is pretty easy.
... i guess more to come soon ?
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Re: KOF XIII: Vice
http://wiki.hardedge.org/index.php/Vice ... Konsole.29" onclick="window.open(this.href);return false;
the most optimal combos i found so far. enjoy.
the most optimal combos i found so far. enjoy.
- Dark_Chaotix
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Re: KOF XIII: Vice
That what I said but thought they might of played the console game but just reced it on arcade version to claim it. I had a feeling that they just guessed it but wasnt sure since damage to attacks were changed for console.*~cristina~* wrote:dunno why , i've tried out that KOF union 100% combo with vice...
BUT... it didn't take 100% , in fact it took 98 only ...
( i know it is still almost touch to death , but still...
i am not sure were they using the arcade ver. & apply the rules in console to do that combo , so due to the
dmg output of her move, so it doesn't do 100% ... )
- kadosho
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Re: KOF XIII: Vice
Vice's timing input is a lot faster: plus canceling, and adding another combo set mixed with a DM does a lot more damage.
Catch grab, toss, hold, and let them have it. I like
Catch grab, toss, hold, and let them have it. I like
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Re: KOF XIII: Vice
4-5 second kill reset combo with hd mode + 4 bar
(j. C,*) D x 2, HD active, D x 2, A+C, A, A+C
* = optional
or adding air C+D to B+D, D x 2, HD active, D x 2, A+C, A, A+C but eats whole 5 bars
http://www.youtube.com/watch?v=tNL-uDAJL2c" onclick="window.open(this.href);return false; from my channel showing this one starting with CD
(j. C,*) D x 2, HD active, D x 2, A+C, A, A+C
* = optional
or adding air C+D to B+D, D x 2, HD active, D x 2, A+C, A, A+C but eats whole 5 bars
http://www.youtube.com/watch?v=tNL-uDAJL2c" onclick="window.open(this.href);return false; from my channel showing this one starting with CD
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Re: KOF XIII: Vice
Just try it out ... they can jump out of the A+C ...
if u look at the combo counter , it did reset.
It isn't quite a proper combo tho... ~_~
but surely it will catch ppl , if they never seen it before / beware of it .
if u look at the combo counter , it did reset.
It isn't quite a proper combo tho... ~_~
but surely it will catch ppl , if they never seen it before / beware of it .
- kadosho
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Re: KOF XIII: Vice
I know I have learned a lot, even with her changed moveset. Her timing is actually fiercer than Mature's.
Even her HDSM and NeoMax Super move.. o.o oh its so sweet once you pull it off... its just deadly
Even her HDSM and NeoMax Super move.. o.o oh its so sweet once you pull it off... its just deadly
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Re: KOF XIII: Vice
1012 dmg HD combo
http://www.youtube.com/watch?v=-g6XJQo-Ou8" onclick="window.open(this.href);return false;
http://www.youtube.com/watch?v=-g6XJQo-Ou8" onclick="window.open(this.href);return false;
- Dark_Chaotix
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Re: KOF XIII: Vice
He did say it was a reset and not a property combo...*~cristina~* wrote:Just try it out ... they can jump out of the A+C ...
if u look at the combo counter , it did reset.
It isn't quite a proper combo tho... ~_~
but surely it will catch ppl , if they never seen it before / beware of it .
- Sogetsu
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Re: KOF XIII: Vice
...wauhti wrote:1012 dmg HD combo
http://www.youtube.com/watch?v=-g6XJQo-Ou8" onclick="window.open(this.href);return false;
That is a 100% Combo... nice vid, thanks man
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Re: KOF XIII: Vice
Yatta~ \o/wauhti wrote:1012 dmg HD combo
http://www.youtube.com/watch?v=-g6XJQo-Ou8" onclick="window.open(this.href);return false;
- kadosho
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Re: KOF XIII: Vice
Seeing that in motion is an eye opener, plus the MAX Cancel kicks into overdrive you know its a takeout.
The new Max Cancel actually throws away chance of escape, so once its pulled off there is no way to defend it.
The new Max Cancel actually throws away chance of escape, so once its pulled off there is no way to defend it.
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Re: KOF XIII: Vice
Ok, some of u guys might know this , but i just want to post it, cos there is enough people didn't realise this .
stuff that i tested out . which was seems to be safe on BLOCK , but it turn out to be punishable .
Kim:
B, is able to punish by cr B > stand B > A / ...etc.
D is more punishable , u have enough f to do cr D , far stand C , A ... etc.
Iori :
A it is safe for any normal attack move, expect 1F command grab
C is a little bit more punishable , but i can't remember too well, think u can actually stuff a A > A to punish it
A+C can't be punish by command grab , so i guess it is +f on block , otherwise there is no way i can't grab him .
Ralf:
air A/C is punishable by D, but has to be quick .
so far that's what i can think of , but more to come , i guess...
stuff that i tested out . which was seems to be safe on BLOCK , but it turn out to be punishable .
Kim:
B, is able to punish by cr B > stand B > A / ...etc.
D is more punishable , u have enough f to do cr D , far stand C , A ... etc.
Iori :
A it is safe for any normal attack move, expect 1F command grab
C is a little bit more punishable , but i can't remember too well, think u can actually stuff a A > A to punish it
A+C can't be punish by command grab , so i guess it is +f on block , otherwise there is no way i can't grab him .
Ralf:
air A/C is punishable by D, but has to be quick .
so far that's what i can think of , but more to come , i guess...
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Re: KOF XIII: Vice
as i said , more to come.
was messing around in practice while i am waiting for online match ... which is forever.
kyo:
D, is actually not a block punish, u actually HAVE to do invincible move in between the 1st & 2nd hit , e.g. A+C / neo max / A+C ... etc.
BUT it all require bars to do it . So when u got no bars / wants to save the bars , u can just roll in between the kicks . it should stop u getting block strings .
B, u can actually punish it on block now, and close stand D actually have a quick start up as A&B, so u can actually do a proper combo after u block K ,
although timing might be a little bit tight, therefore u can buffer a special move , which will be command grab in this case to punish it .
Takuma :
16B can be punish by D as well , but got to be quick .
Kim :
air K also can be punish by D , but if it hits a high angle, u can do jump CD .
Robert :
16B , can be easily punish D
16D, same , but u could do more, u can actually dash in > close st D > combo
again , more to come.
was messing around in practice while i am waiting for online match ... which is forever.
kyo:
D, is actually not a block punish, u actually HAVE to do invincible move in between the 1st & 2nd hit , e.g. A+C / neo max / A+C ... etc.
BUT it all require bars to do it . So when u got no bars / wants to save the bars , u can just roll in between the kicks . it should stop u getting block strings .
B, u can actually punish it on block now, and close stand D actually have a quick start up as A&B, so u can actually do a proper combo after u block K ,
although timing might be a little bit tight, therefore u can buffer a special move , which will be command grab in this case to punish it .
Takuma :
16B can be punish by D as well , but got to be quick .
Kim :
air K also can be punish by D , but if it hits a high angle, u can do jump CD .
Robert :
16B , can be easily punish D
16D, same , but u could do more, u can actually dash in > close st D > combo
again , more to come.