?> Vi Guide — Combos, Neutral & Advanced Tech | TJPuma
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Character Guide · Beginner → Advanced

VI

rankBest Tips for Improvement
RushdownElectricsBeginner FriendlyHigh Ceiling

OVERVIEW

Vi is a rushdown brawler. She wants to be in your face, and almost everything in her kit is about closing distance and keeping you pinned once she gets there. She is genuinely beginner-friendly — her bread-and-butter combos are short and forgiving — but her ceiling comes from electrics, which take real practice.

If you like walking someone down, taking your turn and refusing to give it back, Vi is your character.

💡 Be honest about her weakness

Vi’s anti-air is bad. If you try to contest jump-ins with her you will lose that exchange repeatedly. Her answer to pressure is to get back in, not to sit and challenge from below.

NEUTRAL GAME

Vi’s neutral is about getting in without getting anti-aired on the way. Her lights are strong and fast — a 6-frame light is one of the best buttons she has.

Best Buttons

  • Light — 6 frames. Your fastest option, and the reason tick throws work.
  • Medium — your whiff-punish button. If they swing and come up short, this is what you press.
  • Down-forward light (sliding kick) — a good punish starter when you need to close a small gap.
  • Down-forward S2 — one hit of super armor. Your panic button when you would otherwise jump.

Getting In

  • Double dash goes through projectiles and through the character. It is how you beat zoners.
  • Air electric foot (down + heavy in the air) always travels forward — back, neutral or forward only change the distance. It crosses up and it electrifies. Use it to escape the corner and to approach behind an assist.
  • It is still a jump-in, so it can be anti-aired. Do not lead with it every round.
  • Approach behind a partner’s projectile rather than jumping in blindly.

ELECTRICS

An electric comes from Vi’s sway plus a light, medium or heavy. It can be charged halfway for the electrified effect, or fully for a stronger one.

⚡ Semi-charge everything

You only ever want the half charge — never the full one. Holding for the full charge makes you too slow for every route below, and it is the single most common reason beginners think the timing is broken.

  • The visual cue: release when smoke appears on Vi’s forearm and electricity gathers at her fist.
  • The better cue: release right as your opponent rises above Vi’s head. It is a position, not a rhythm, so it survives lag.
  • How to know you got it: the opponent is electrified and the combo counter shows a 2. Electrified but no combo means you were late; no electrify means you were early.
  • Electrics are for damage, not meter. Charged light, medium and heavy give roughly 6, 8 and 10 meter — a throw gives 30.

CORE COMBOS

Vi’s combos are intentionally simple at the bread-and-butter level. Get these landing under pressure before adding anything.

Starter Combos

Button Notation

L Light M Medium H Heavy S1 Special 1 S2 Special 2 T Tag
Bread and butter:LMHS1
Easiest opener:LLcommand dashgrab
Electric route (corner):S1LM holdH holdrepeat

Damage Reality

Measured in training mode from the same starter: the basic bread and butter does 339, basic plus one electric does 374, and the fully optimised electric route does 400.

That is 61 damage between the easiest combo in her kit and the one you would spend a week labbing — and dropping the hard one online costs you the entire combo plus your position. Take the middle option.

“I’m going for these crazy fancy electrics for what?” — TJPuma

Where possible, end in Limit Strike instead of super. You gain roughly 20% meter, a setup, and you are left plus — rather than spending your resource on damage that often was not the difference.

PRESSURE TOOLS

These are the strings that actually open people up once you are in.

  • Light, light, command dash, grab. The bread and butter. It works because that specific light-light ender leaves them positioned for the dash — heavy into dash does not.
  • The bait: light, medium, heavy, forward dash, light, medium. You end at minus 9 but the pushback puts you out of range, so they swing, whiff, and you punish with a crouching medium for more damage than the original string.
  • The sandwich: light, medium, heavy, call assist, double dash. Your partner stays live while you keep going, so they have two problems.
  • Corner mix: low into forward heavy for the overhead, then link to your ground hit and super.
  • Tick throws. Press one button, stop, walk up and grab. If they press instead, your 6-frame light beats them, so follow with a crouching medium either way.

🛡 Do not spam the double-dash loop

Crouching light into double dash looks oppressive but it is unsafe — it gets mashed on, grabbed, and interrupted the moment lag adds a gap. Treat it as a speed drill, not a gameplan.

TEAM COMPOSITION

Vi wants a partner who covers the thing she cannot do: control space while she closes it.

  • Jinx — the classic pairing. Jinx’s missile covers Vi’s approach, and Vi’s charged punch covers Jinx while she sets traps. Play them back and forth constantly rather than piloting one.
  • Braum — his shield gives Vi cover on the way in.
  • Darius — both want to be close, and their assists open for each other.

Whoever you pick: if your assist is not available, back up and wait for it rather than taking neutral without it.

VIDEO RESOURCES

Watch the concepts from this guide applied in real matches and practice sessions:

3 Simple Vi Mechanics — Gameplan

7 Pressure Tools — Opening People Up

Fix Your Electrics — 5 Drills

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