Boss Vanilla Ice

***"Let's end this!"***

*-Boss Ice doing 214AA*

## ***Introduction***

*Boss Ice (ボスアイス, **Bosuaisu)*** Is an alternative version of Vanilla Ice meant to fight the player if he's a crusader or a villain trying to exterminate DIO.

On HFTF, he is extremely crippled and uses easy to dodge attacks, however, on the right hands he can be an absolute destroyer, with fast moves, and high
Template:BasicCharacter
damaging and easy to chain combos.

Nothing changes on Venture, however his AI becomes a lot more intelligent, and uses the S shape ball move and grab, still, very easy to avoid.

On the psx version however, the player fights against playable Vanilla Ice instead of Boss Ice.

### ***Pros and Cons***

* Very easy combos
* High damage, especially against Stand On opponents
* High stand gauge damage
* Better stand gauge than playable Vanilla Ice
* Insane meter build
* Very fast dashes

* No low moves other than 5C
* Only meh super is tandem
* Very punishable specials
* Some characters avoid all of BIce's Stand On normals altogether, limiting your ability to do almost anything
* S.Off normals all launch on hit and are techable and punishable

## Movelist

### Normals

Note : All of his stand off normals cause launch on hit.

#### *Stand Off*

5A

5B

5C

j.A

j.B

j.C

#### *Stand On*

NOTES:

-All of BIce's Stand On normals hit mid except for his aerials (which hit overhead, obviously).

-Because of the high hitbox, a lot of these normals can be easily ducked under or avoided altogether by some characters. A graph that shows which characters can be hit by BIce's Stand On Normals will be at the bottom once it is made.

s.5A

The dashing version of this normal has the same properties, but with momentum, making up for the poor hitbox and being a great, if not low damage, combo starter.

s.5B

The dashing variant is the same, but the momentum makes it more unpredictable and allows it to combo into way more. It can act as a great combo starter if d.s.5C is too slow and d.s.5A doesn't do enough damage.

s.5C

s.j.A

s.j.5B

s.j.C

#### *Command Normals*

s.6A

s.6B

s.6C

Grab (6/4C, close)

Guard Cancel (623X in blockstun)

### Special Moves

Note: All of these moves are VERY punishable, certainly on whiff and sometimes on hit. You should generally try to avoid using these, but there are some situations where they can work out for you, but they're still bad specials overall. What I'm saying is don't spam these in battle, or you're screwed.

Note 2: All Boss Ice specials are unblockable. Where he lands depends on which direction Boss Ice was in when he started the attack. If you do the attack from the left, Boss Ice lands on the right corner. If you do it from the right, he lands in the middle. All of Ice’s 214 and 421 specials are the same as their 236/623 counterparts but start from the opposite side of the screen.

Note 3: These are the two hitboxes for BIce's specials on the right. As of now, it's unknown which one is used, or if both is used for various patterns. Either way, they're there. The supers have their own hitbox, which is much bigger.

Roomba Funny - 236A

Cream and Bice go into void state and travels on the floor.

This can easily be jumped over/rolled through.

Dark Space Funny - 236B

Cream and BIce go into void state and fly across the screen at middle height.

Out of all of BIce's specials, this one's kind of likely to hit, but don't count on it; it can easily be crouched/rolled. However, if your opponent's in the air, when it starts to fly across, they're likely screwed.

Flying Funny - 236C

Cream and BIce go into void state and travel across the top of the screen.

This is only useful for trolling in mirror matches. Don't use it in any other context.

Corner Funny - 623 + A

Cream and BIce start from the top of the screen in the corner, then curve down to the floor. Less predictable, but still not of much use.

S shape funny - 623 + B

Cream and BIce go across the top of the screen then turn around at the end.

This is the only BIce special that isn't super easily avoidable along with 623C, but an opponent with fast reflexes will usually dodge it anyway. But if you want to use a special move, this is it. (but again, do not spam special moves).

Wormy funny - 623 + C

Cream and BI- blah blah blah you already know it, they go in a curvy, slow, pattern. Because of the slow speed, it can be easily predicted, but you're safe as long as you're on the screen anyways, so this could be used to lame ~5-10 seconds off of the timer.

### Supers

Note : All his supers are shit

Tandem attack : 214 + S

BIce's tandem attack is usually his most useful tool, but depending on the matchup, it can be incredibly useful or completely useless. You can input attacks during the flash, and you can extend it for a little while by holding S. In general, you'll use this for whiff punishing and i-frames because of your lack of proper tandem confirms. If your tandem hits, then get behind the opponent and push them toward Cream, but do not attack. Due to his Stand Off normals' launching properties, it will likely drop the tandem or knock the opponent down. When the tandem ends, use a 5C to knock down the opponent.

Here are some tandem patterns to use:

[5A 5B 5C xN]: Standard tandem reps. This deals unusually high damage for a tandem because s.5B does 2 damage in tandem and s.5C does 3.

[6C xN]: Basically guaranteed to push your opponent to the corner. Useful for setting up pressure.

Let's end this! : 214 + AA

BIce disappears then strikes in 3 huge balls on the middle of the screen before returning. The problem is, this only hits midscreen. Your opponent can just go into the corner and avoid the whole thing.

I will kill you! : 236 + AA

BIce goes in a spiral-like motion across the floor. Ridiculously slow and easy to avoid, making it arguably even worse than 214AA, somehow.

## Combos

### Basic Combos

s.5A, s.5B, s.5C: Your essential chain combo. This does good damage and builds a lot of meter, and it's the foundation of BIce's combos. Confirm into this as much as you can.

#### Starters for s.5A s.5B s.5C

s.d.5C, s.5A, s.5B, s.5C: The second-most optimal combo starter, with the exception of the 6B loop.

s.d.5B, s.5A, s.5B, s.5C: A both fast and damaging combo starter, good all-rounder of a starter.

s.d.6C, s.5A, s.5B, s.5C: A slow starter, if you manage to hit s.6C on accident.

s.d.5A, s.5A, s.5B, s.5C: Your fastest starter, but lowest damage, starter. However, the speed alone makes it quite useful for getting a confirm of a poke.

s.6B, s.5A, s.5A, s.6B...: BIce's easier infinite. Does high damage and is easy to execute.

#### Other

(Corner only) 5C xx 214S [s.5A x 6] j.C: BIce's only tandem confirm outside of stand crashes, and even then its capability is limited. Don't do anything other than 6 s.5As for the tandem, or else it will most likely drop. Useful for when you trap the opponent in a corner. Does not work on the kaks.

j.C, 5C: A jump in combo for Stand Off. Quite hard to land.

### Advanced Combos

[d.s.6B xN], s.5A, s.5B, s.5C: However many 6Bs you want into your chain combo (3 for tournament legal maximum). This is arguably the most optimal combo in BIce's arsenal, but is also the hardest to pull off. Only do this if you can string 6Bs together with confidence. Until then, stick to easier combo routes, but if you want to truly master BIce, this is the key.

s.j.C, d.s.5B, s.5A, s.5B s.5C: BIce's stand on jump-in combo. Difficult and not that useful, but it's there and does decent damage.

### Stand Crash Combos

d.s.5C, s.5A, s.5B, s.5C, !sc (6C, s.5A, s.5B, s.5C) or 214S [ABC xN] end with 5A/5C

The optimal Standcrash combo. Note that after the standcrash, you can either tandem or do another rep. Does amazing damage.

## General Strategy

### Overview

BIce is arguably the most stable debug character in the game, and even then he's quite broken in a lot of ways. A lot of his issues simply come from his quirks from being an unfinished character, and lacking proper tools. However, he's not totally crippled, at least in some matchups. His movement, deceptively good pokes, and his insane meter gain is enough to get by in a some of his matchups, but it takes a patient player to play BIce properly. Keep in mind he is also almost hopeless against some characters. I consider his 1:9 matchups to be the ones where he has barely any opportunities to get in and defeat the opponent due to his disadvantages against that character, so just avoid 1:9 matchups. The 2:8 ones and above are possible, but don't think for a second that it'll be easy.

You'll mostly be playing rushdown with his movement and strong buttons, mainly d.s.5B, s.5A, d.5C, and j.5C. Your main way of getting in is to whiff punish with tandem and throw off your opponent by moving around. Try and do the s.5A, s.5B, s.5C chain as much as you can, as you can confirm into it from almost anything. Because of your extreme meter gain, you can throw out tandems, so whiff punish every chance you get, but be careful: the huge hurtbox of Cream can make your tandem easily punishable if missed.

Every confirm you get leads into decent damage, but it'll still take quite a few to kill your opponent. Using BIce's movement, you can try and trick the enemy into doing something unsafe so you can get in, but a defensive opponent will be particularly difficult to open up, especially if they have really safe pokes.

BIce can do a little tech chasing, due to his grab and 5C launching the enemy rather high. Using j.C and 5C are essentially what you have to chase the opponent down. This is a decent way to pressure the enemy and do a little damage, but can be difficult to maintain.

### Movement

BIce's mobility is quite weird but extremely strong when utilized correctly. His fast mobility can throw an enemy off guard and in many cases are the only thing you'll be able to go on due to most of BIce's other tools being situational or just bad.

Dash (66/44): BIce has a VERY fast and quite cancelable dash. it can be canceled by pressing 66/44 in the opposite direction you're already going or simply by pressing 2 (BIce can't crouch but he can cancel a dash this way) to stop in your tracks. His dash also gives a ton of momentum on his moves, allowing you to surprise an opponent with a quick 5C. BIce's Stand On dash is even FASTER and still as useful.

Roll (AA in Stand Off): BIce has an extremely fast roll, similar to Death 13 (but he can actually be grabbed). It's arguably the second best roll in this game for this reason. In many cases BIce can just dodge with his dash but in a tight spot with Stand Off, his roll is almost always safe to use and can be used to surprise the opponent.

### Okizeme

BIce's Okizeme is really, really poor and honestly quite useless, but he has this basic mixup, at least:

j.C and 5C: Basically BIce's strongest meaties. Despite their slow speed, they're fairly unreactable and you can have your opponent guess. If either one hits, it'll launch the opponent and you may be able to start a tech chase. It's not very rewarding, but it's the best you have. If you're in the corner, you can combo into a tandem to do a little extra damage.

## Matchup Chart (Very incomplete)

This is the current BIce MU chart made by me. Keep in mind that it's VERY unfinished, because I've yet to actually fight most of these characters properly and therefore, I consider this a "theoretical" matchup guide; what I think the matchup's odds are and how BIce would deal with it. Expect this to change a lot.

Format is [BIce:Opponent]

9:1 Grey Fly PSX

8:2

7:3

6:4 Jacket DIO

5:5 BIce, Death 13

4:6 N'Doul, Black Polnareff, Mariah

3:7 Rubber Soul, DIO, Shadow DIO, Chaka, Midler, Hol Horse, Oldseph, Youngseph

2:8 Petshop, Jotaro, Avdol, Polnareff, Vanilla Ice, Hoingo, Khan, New Kakyoin, Kakyoin

1:9 Grey Fly HFTF, Alessi, Kakyoin, Devo, Iggy

## Miscellaneous

-Turning off your Stand with BIce is annoying, as there's an animation where you can't move that takes quite a while. At least turning on your Stand is instant.

-In Stand On, pressing 7/8/9 and taunting on the same frame causes Cream and its hurtbox to move, but not BIce's. BIce stays in place then eventually glides to where Cream is. You can also "seperate" them with a dash by pressing 4 or 6, then pressing 4/6 and taunt on the same frame. If you attack, then BIce will automatically teleport to Cream's location. This is an interesting glitch, if not tricky to execute. There's no practical use for it, but it's fun to do, at least.

-BIce's Stand On taunt is the only taunt in the game that can be canceled into anything (walking, crouching, any attack, even into another taunt).