Cyberbots/Vise

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GP-V4 Vise

Introduction

Vise serves as the grappler of the game, and comes with common Capcom grappler traits: Slow speed, and high health, the highest in the game in fact. While Vise does have trouble dealing with zoning due to his poor mobility, he is considered the second-best VA after Warlock, making him the strongest tournament legal VA.

Vise's goal is to catch the opponent in frame traps so he can reliably land Body Scrap, his character-defining command grab. Vise has excellent tools to assist him in landing Body Scraps, most notably his homing missiles that can lock down opponents allowing him to move in up close. While staying in the skies seems like to would be a good way to avoid command grabs from this slow VA with poor air mobility, Body Scrap can be done in the air as well as on the ground and sports fantastic range well beyond the reach of Reptos and Killer Bee's air throws. However, the input for Body Scrap (623+L/H) is fairly strict, and you must end in the 3 position for it to come out. To play Vise, you have to be comfortable mashing very clean 623 motions in any situation. this video sums up his strengths quite nicely.

VA-Specific Notes

  • Defense Modifier: x.88
  • Guts rating: TBD
  • Boost Type: Dash (quite slow)
  • Air Boost Count: 1

PROS:

  • Highest Defense Modifier in the game (.88x)
  • High damage potential from normals and specials.
  • Possesses a very damaging command grab (Body Scrap), which can be done both on the ground and in the air, and sets up his offense for more.
  • Strong, reliable okizeme setups with Dual-Seeking Missiles.

CONS:

  • One of the slowest VAs in the game. Immobile compared to the likes of Fordy and Killer Bee, and thus, can easily be zoned out.
  • One of the widest VAs in the game, making him susceptible to more crossup shenanigans than other VAs.
  • Losing his arm is devastatingly crippling to his gameplan.
  • Zoning game is weaker compared to most VAs.

Normal Moves

Standing

5L
5L
Vise5L.png
Guard Startup Active Recovery Frame Adv
- 6 3, 4 - -

Standard jab. This move has two hitboxes but only hits once: One appears for 3 frames slightly above and in front of Vise, and one that appears for 4 frames right in front of him. It *could* be an anti-air, but chances are moves will stuff you at this range. Chains into 5L or a special version of 5H which knocks down. 5LLH is a good chain for a quick knockdown. This move is special cancelable, but the only notable moves to cancel this into are E-Pressure (214+L/H)and Giga Ring (Guldin type Giga Crush, L+H). Minus on block, 5LL is even, and 5LLH is minus.


5H
5H
Vise5H.png
Guard Startup Active Recovery Frame Adv
- 9 2,8 - -

This move has two hitboxes: One that is slightly inside of Vise that appears for 2f, and one that sticks way more in front of Vise for 8f. The second hitbox has excellent priority, as it has full arm invulnerability. This move hits twice. This move is special cancelable, but only notable move to cancel this into are E-Pressure (214+L/H)and Giga Ring (L+H).


5LLH (Target Combo)
5LLH Can be executed with 5LH as well.
Guard Startup Active Recovery Frame Adv
- 6 - - -

Vise's target combo. This section will cover two moves: 5LL, and 5L5H. 5LL is a chain that can be done if you are close. There is not too much to say about this move, but this does chain into 5H. The chained version of 5H hits twice, and has two hitboxes: the first one lasts 12 frames and the second one lasts 13 frames. Chaining into 5H will knockdown on hit, which not only grants a good chunk of damage for Vise, but allows for okizeme setups as well. The target combo might seem nice for pressure, but is unfortunately Guard Cancel bait if used without caution. Neither chained 5L nor chained 5H are special cancelable.


Crouching

2L
2L
Vise2L.png
Guard Startup Active Recovery Frame Adv
- 6 - - -

Standard crouch jab. This move has excellent priority, his extended arm having no hurtbox in front while active, but his arm is vulnerable during recovery. This move is special cancelable, but the only notable moves to cancel this into are E-Pressure (214+L/H)and Giga Ring (L+H). Minus on hit and block but can be used at a range where it's difficult to punish. Serves as an option select for Body Scrap (623+L). Since Body Scrap has no whiff animation, if you would try to Body Scrap an unthrowable opponent this move will come out, since the end input is 3L. Hits low, so can be used for catching people trying to jump out, but Vise has better things to do to those players to punish them for it.


2H
2H
Vise2H.png
Guard Startup Active Recovery Frame Adv
- 4 2,2,2,2,12 - -

Sweep. This move is ridiculously fast, and faster than his lights. This move has several hitboxes, all which go slightly more forward for 2f increments before it reaches it apex, where it lasts for 12f. As with all sweeps, they knock down on hit. This move is special cancelable, and can be made safe with power charge. If you don't have a full meter, you should pretty much always power charge cancel this on hit or block.


Jumping

j.L
j.L
Visej5L.png
Guard Startup Active Recovery Frame Adv
- 3 16 Landing -

Special cancelable into Faithful Hounds (236+W). This move hits up to 3 times, and can be canceled from any of the hits. The multiple hits make it easy to confirm into a ground combo from. This is the preferred move to use as an option select for an air Body Scrap, as you would prefer to get this move than j.H. Makes for a very good overhead off a triangle jump in the air, and can be quite fast. One technique is to triangle jump and do Body Scrap (623+L), if the opponent was trying to jump out of your pressure, you will grab them, if they didn't jump, you will be coming down on them with a j.L which you can cancel into Dual Homing Missiles to have enough frame advantage do it again, or land and go for a ground tick throw/low. In fact it's possible for Vise to do an infinite on a few taller VAs by looping j.L and Homing Missiles, as you can see here, and here. These are impractical TAS combos that require you to boost cancel your landing frames and time your air Dual Homing Missiles so that you land to start recovering your weapon gauge before it is fully consumed, but they should give you an idea of the ways you can play with j.L. Here is a somewhat more practical variation. Even though Vise is a slower and lower mobility VA, his 8-way airdash gives him a really good overhead with j.L. An example of how to use it can been seen here.


j.H
j.H
Visej5H.png
Guard Startup Active Recovery Frame Adv
- 7 19 Landing -

This move knocks down on hit, and is special cancelable into Dual Homing Missile (236+W). The hitbox extends like a wall in front of Vise, so it can be used to destroy non-beam projectiles. Can also be used as an option select for Body Scrap if you find yourself in a situation where you would prefer this move to come out should your Body Scrap fail to connect.


j.2H
j.2H
Visej2H.png
Guard Startup Active Recovery Frame Adv
- 9f 20f -Landing -

This move hits up to 4 times, and hits OTG. Has a very, very tiny hitbox that lasts for 20f. If an opponent is knocked down close to you and fails to tech, you can hit them with j.2H into either OTH H throw, or OTG E-Pressure (214+L/H) which is very nice damage. If they are knocked down in the corner and manage to tech, you can still do the same set up but you can vary the timing on your j.2H to make it ambiguous how many times it will hit in the air, making it difficult to block correctly.


Dashing

66L
66L
Vise66L.png
Guard Startup Active Recovery Frame Adv
- 7 2,37 - -

This move has two hitboxes, one that appears slightly for 2f, and one that lasts for a very long time (37f?). This move hits 4 times. This move is both special and super cancelable on the first two hits, the best options being E-Pressure (214+L/H), Giga Ring (L+H), and G-Typhoon (236236+L/H) on hit, and on block power charge (L+H) if you don't have a full meter, or G-Typhoon (236236+L/H) if you do have a full one. On hit and block, canceling this into G-Typhoon makes for an excellent tick throw that requires a very difficult guard cancel to escape on block.


66H
66H
Vise66H.png
Guard Startup Active Recovery Frame Adv
- 13f - - -

Virtually the same as chained 5H in terms of hitbox data, but you can special cancel this move during either of the two hits. The second hit knocks down so if you special cancel it you won't get a combo, unless they fail to tech and you canceled into a move that can OTG, such as E-Pressure or Dual Homing Missiles. The best option on-hit is E-Pressure (214+L/H), however, if you were late with the special cancel and canceled the second hit, and they teched the knock down, you can be punished pretty heavily. When canceling the second hit you could set up Dual Seeking Missiles in anticipation of a ground tech, which will give you time to move in on the opponent after they wake up.


Weapons

5W
5W
Vise5W.png
pew pew
Guard Startup Active Recovery Frame Adv
- 11 - - -

Shoots two missiles that slightly home in on your opponent. Can hit OTG. Can be canceled after the missiles have been released, allowing you to power charge cancel for faster recovery, or execute a special move. Consumes half of your weapon bar.


2W
2W
Guard Startup Active Recovery Frame Adv
- - - - -

Virtually the same as 5W, but has a slightly lower profile and trajectory. Can hit OTG. Can be canceled after the missiles have been released, allowing you to power charge cancel for faster recovery, or execute a special move. Consumes half of your weapon bar.


236+W
Dual Homing Missiles
236+W
Vise236W.png
Version Guard Startup Active Recovery Frame Adv
W - - - - -

Affectionately known as "Faithful Hounds" because of this video. In addition to being a cute nickname, this is a very apt decription of these missiles. These are your hunting dogs that seek out your opponent and hold him in place for you to crush. Vise shoots 4 missiles that all track better than his regular 5W, but this consumes all of his weapon gauge. You can stop your weapon gauge from being fully consumed by shooting them in the air just before landing. Landing will stop the weapon gauge from draining and you will start to recover your weapon gauge sooner. This move can be comboed from anything that is special cancelable, and great for hit confirms, pressure. Can hit OTG. Despite being a special move, these missiles do no chip damage, and function the same as Vise's regular weapon attack missiles.


Grabs

Hold
Hold
Close 4/6L
Guard Startup Active Recovery Frame Adv
- 1 - - -

Standard hold throw. Mash the stick for more damage. Nice for getting out of faulty pressure, and does lead into knockdown. Range is 55.


Throw
Throw
Close 4/6H
Guard Startup Active Recovery Frame Adv
- 1 - - -

Standard toss. As with all tosses, you can use them to OTG, but only once per knockdown. As this requires a strict forward motion, you can't option select this with Body Scrap. Range is 55.


Arm Ripper
Arm Ripper
632+A
Guard Startup Active Recovery Frame Adv
- 1 - - -

Universal Arm Ripper move all bots share. Range is 55.


623*
Body Scrap
623+L/H Your actual Bread and Butter
Version Guard Startup Active Recovery Frame Adv
L - 1 - - -KD

Vise's command grab. His pride and glory. The range is insane, and can be done in both the ground and the air. The range for the ground version is 120, and in the air it's 144. Here you can see the Body Scrap hitbox on display. On connection, this will do a significant amount of damage, but only put them in a soft knockdown state. However, you can follow up this move with many different options. You'll be doing this a lot. This command grab has no whiff animation, if you try to Body Scrap an unthrowable opponent, you will get a normal corresponding to the button you pressed. There are no differences between versions, so use whichever button you think will serve you better should it not come out. Cyberbots being an older game, the inputs are fairly strict. In order to execute this move, you must end your input on 3 cleanly. Rolling up to 6 and then pressing a button will just give you Capture Device on the ground, and that will lead to you being heavily punished more often than not. Because this move is so fast, it works excellently as a guard cancel, but this is very difficult to execute correctly in a real match. Here is an example of it being used as a guard cancel. Note that you buffer the 623, then guard cancel with 7B, and then press L/H. There is a technique to doing very fast dashing Body Scraps by inputting 6523, then pressing boost to cancel the dash into L or H. You can see an example of this here.


Special Moves

Specials

236+A
Capture Device
236*
Vise236.png
Version Guard Startup Active Recovery Frame Adv
L - 4 - - -

This move has no hurtbox on the extending arm as it comes out, but Vise's arm has a large hurtbox on it as it version recovers. Has a hitbox only at the front on the claw. This is a hitgrab and not a proper grab, and thus, can be blocked. This move has a follow up, E-Typhoon (214+). If you do not use E-Typhoon, Vise slams the enemy VA into the ground twice, and throws the opponent in front of him. If you combo into this, like with other hit grabs, the move will hit but, but won't capture; instead, doing a very small amount of damage and leaving your opponent at massive frame advantage allowing them to punish easily. After the normal slamming followup, you can combo into your standard OTG options should your opponent fail a tech, as they fall directly in front of Vise. Unlike Tarantula's visually similar special move, this move cannot be done in the air, and cannot be boosted. These don't get a lot of use as Vise is generally better off going for a Body Scrap, or a dash in Body Scrap in situations where the opponent is far.

H - 4 - - -

The same as above, but this comes out at a 45 degree angle. There is no hurtbox on Vise's arm as this version recovers, but the hurtbox around his body gets much larger. Will only hit taller standing opponents up close on the ground, but you should avoid doing this as it will function as if you comboed into it, i.e. not capturing and leaving you at massive frame disadvantage.

L+H - 4 - - -

The same as the other two, but this comes out at a 90 degree angle. Recovery hurtbox works similarly to the H version. Will not hit any grounded VA.


41236+A
Charge Capture Device
41236+L/H/L+H
Vise236.png
Version Guard Startup Active Recovery Frame Adv
L - 13 - - -

Basically the same as Capture Device, except that Vise moves forward while performing this move. Slightly slower in startup, but can help close the gap if Capture Device happens to be a little too far.


214+A (after Capture Device)
E-Typhoon
214+L/H (after Capture Device)
Version Guard Startup Active Recovery Frame Adv
L - - - - -

A followup to Capture Device. Does a nice chunk of damage, but leaves the opponent far away, so it is more difficult to follow up afterwards. There are no differences between versions.


214+A
E-Pressure
214*
Vise214.png
Version Guard Startup Active Recovery Frame Adv
L - - - - -

The L version, on connection, will run the opponent over once, and keep going straight on the other side. Despite being the light version, this one goes faster than the H version. Hits OTG for good damage. Active in 1 frame, so this move is often used as a guard cancel. Body Scrap is a much stronger guard cancel with lower risk, but it is much easier to execute this move as a guard cancel.

H - - - - -

The H version will run over the opponent twice for more damage, backing up after the first pass. Start up is the same as a the L version, so can be used as a guard cancel just as well.

LH - - - - -


28+H
Vertical Gears
28+H
Version Guard Startup Active Recovery Frame Adv
H - - - - -

Despite the motion, this is not a charge move, you just have to tap 2. A bunch of small gears shoot out from Vise, but only hits once, won't juggle. These have no hurtboxes. While this move is blockable, it can be a decent anti air if you dash under the opponent, and hitting them while backturned in the air, which of course means they can't block. You must press H on the same frame as 8 or you will just get a jump.


Super

236236+A
G-Typhoon
236236+L/H
ViseSuper.png
Guard Startup Active Recovery Frame Adv
- - - - -

Cool command grab, does a lot of damage and has very long range (144). Can be "comboed" but just as an inescapable tick throw and not an actual combo.There are some nice setups for it, including from dashing L. You gain a bit of meter after doing this for some reason. (Esoteric reason, maybe?)


Combos

Vise doesn't need to rely on large combos to do a lot of damage, and often enough one Body Scrap into a couple more tick set ups will earn you a round. However, he does have some stuff that he can do on hit. Most notably is j.Lx236W in the air. This will give you enough frames on hit to do just about anything to your opponent. Standard 5LLH ground chain works, or 5Lx214L/H.
Vise has a lot of options for OTG follow ups to his knockdowns. In the corner j.2H is a great OTG option as if the opponent techs the knockdown, you are stillin maintaining pressure, and you can vary the timing for a mixup. After a successful OTG j.2H, you can either H throw or E-Pressure. H-throw and E-Pressure are both good OTG options if you are a little shorter on time to OTG. When shooting missiles after an opponent to lock them down as they wake up, you will often tag OTG if they fail to tech in time.

Extra Resources

Hitboxes courtesy of Totu_Q

Cyberbots
General FAQHUDControlsMechanics
Characters BlodiaCycloneFordyGaitsGuldinHelionJackalKiller BeeLightningReptosRiotSuper 8SwordsmanTarantulaViseWarlock