5A
A
DamageGuardAttribute
22mid BODY

Backhanded needle slash.

5B
B
DamageGuardAttribute
44mid BODY

A slightly longer-ranged slash.

5C
C
DamageGuardAttribute
66mid BODY

Wide backhanded slash.
Charged version grants extra hitstun and damage.

2A
A
DamageGuardAttribute
20low FOOT

A crouching needle stab.
A little less range than 5A, but recovers 1F faster.

2B
B
DamageGuardAttribute
40low FOOT

A further crouching slash.

2C
C
DamageGuardAttribute
60low FOOT

A lunging needle sweep.
Briefly invincible to CHEST attacks.

j.A
A while airborne
DamageGuardAttribute
30high DIVE

Downwards needle slash.

j.B
B while airborne
DamageGuardAttribute
50high DIVE

Forward slash.
Has the most horizontal range of Vi's air normals by a little bit.

j.C
C while airborne
DamageGuardAttribute
70high DIVE

An upwards needle slash.
Covers a good area vertically, but not much horizontal range.

5AA
A after 5A
DamageGuardAttribute
33mid BODY

An inwards needle slash.
Baaaarely vacuums the opponent.

5AAA
A after 5AA
DamageGuardAttribute
37mid BODY

-

5BB
B after 5B
DamageGuardAttribute
48mid BODY

Slashes upwards with her other needle.
Launches nearly vertically.

5CC
C after 5C
DamageGuardAttribute
80mid BODY

Steps forward with a backhand stab.
The charged version's startup is significant, but is a GUARD-CRUSH.

3B
B
DamageGuardAttribute
56low BODY

A close-range sweep that leaves Vi at advantage on block.

3C
C
DamageGuardAttribute
58mid BODY

Vi kicks upwards while standing on her hands.
Little horizontal range, but OK vertical range.
Vi's only JUMP-CANCEL normal on block.
Upper body is DIVE-invulnerable.

j.2C
C while airborne
DamageGuardAttribute
64high DIVE

Spins upside down and slashes.
Has a wide range and hits on both sides, but kinda slow.

66B
B while dashing
DamageGuardAttribute
50mid BODY

A leaping knee forward.

66C
C while dashing
DamageGuardAttribute
70mid BODY

Wide horizontal slash (same animation as 5C).
Unlike 5C, this move hits twice and LAUNCHes.

Ground throw
A+D or A+D
DamageGuard
144grab

Grabs the opponent and kicks off of them.
Can't combo without resources.

Air throw
A+D or A+D while airborne
DamageGuard
120grab

Grabs the opponent and izuna drops them.
Vi's most damaging meterless air combo ender.
Saving your mid-air jump allows you to jump before landing and get a safe jump.
Landing a raw air throw results in a combo-able GROUNDBOUNCE.

Needle Toss
S
CostDamageGuardAttribute
SP340all DIVE

Vi flies a short distance before throwing up to three needles.
When you press S, Vi does a short dash in the direction you pressed, or directly upwards if you are holding no direction (or are grounded and holding ).
You can hold S to briefly hover for a short period of time and steer Vi slightly.
When you release S or throw all three needles, Vi will quickly drop to the ground. The angle of the needle can be changed with button strength. A is diagonally downwards, B is forwards, C is diagonally upwards. There is a small degree of angle tracking on each toss.
When in Active Flow, the move can be JUMP- and DASH-CANCELed immediately after a needle throw or during the falling animation.

Beemerang Toss
S
CostDamageGuardAttribute
SP351all CHEST

Vi tosses her Beemerang straight forwards.
Once it hits the opponent or a wall, the Beemerang will rebound back to the position it was thrown from.
In the air, Vi will flip forwards and toss the Beemerang diagonally downwards, similar to grounded S. When in Active Flow, the recovery of the air version is also JUMP-CANCELable.
Has high hitstun and a very low P2, making it an important part of optimized combos.

Beemerang Somertoss
S
CostDamageGuardAttribute
SP351all DIVE

Vi flips forwards into the air and tosses her Beemerang diagonally downwards.
If the Beemerang hits the floor, it will stay there. Otherwise, it will rebound to the position it was originally thrown from.
In the air, Vi will flip backwards instead ( S flips forwards).
Normally, only the ground version is JUMP-CANCELable.
When in Active Flow, the recovery of the air version is also JUMP-CANCELable.
The ground version of Beemerang Somertoss can be done without the Beemerang in hand, in which case Vi will flip into the air without throwing anything.
While empty-handed, Vi can automatically catch a falling Beemerang, which will cause her to throw it as usual when she reaches the apex of her flip.

Beemerang Catch (automatic)
near Beemerang

When on the ground, the Beemerang can be picked up by simply crouching near it.
This has no special animation, but can only be done when crouching from a neutral state. In the air, you can catch the Beemerang by simply touching it while not performing an attack.
This will cancel your current animation, so if you catch it near the start of an airdash, you will start falling immediately.
The air version has an animation that is immediately cancelable.

Beemerang Catch (manual)
S near Beemerang

Picking up the Beemerang manually has different properties.
The catch range is greater than the automatic version, and falling Beemerangs can be caught before they hit the ground.
The manual catch is even faster than Vi's A normals.
Mid-air catches maintain momentum from your last animation.
In Active Flow, Skills can be canceled into a manual catch, increasing the possibilities for blockstrings and combos.

236A
A
CostGuardAttribute
SP2low FOOT

Vi slashes at the opponent's feet with both needles while doing a cool flip.
Decently fast startup, but not safe on block.
Fatal Counter on counterhit.

Needle Pincer
B
CostDamageGuardAttribute
SP130mid BODY

Vi stabs once with a needle, with multiple followups available.
The first stab is safe but minus on block. It's a good point for a pressure reset, especially if you hit near the end of the attack.
You can perform up to two followup attacks.
Press B for a second advancing stab. It's less safe on block, but has greater reward on counterhit.
Press B again for a straight stab with both needles. It's fast, but knocks the opponent far away. WALLBOUNCEs in the corner for combos.
Pressing A performs 214A, but it starts up a little faster. If you get a counterhit from the first or second hit, you can combo into this followup.
Pressing A performs 236A. If done in the air, you have to land before the slash comes out. Performing a Needle Pincer low in the air gives you a high/low mixup between these two followups.
Pressing B performs Dandelion with no special properties and exits Needle Pincer.

214A
A
CostDamageGuardAttribute
SP371high DIVE

Vi hops forwards and slashes downwards with both needles. Has faster startup when doing the aerial version.
The ground version can always link into A normals on grounded opponents, but the aerial version requires a counterhit.
The aerial version can be guarded while airborne.

Dandelion
B
CostDamageGuardAttribute
SP5104mid BODY

Vi slashes while retreating. Being in the corner allows you to land this move multiple times in one combo, which is a very damaging route.

Hurricane Toss
C with Beemerang
CostDamageGuardAttribute
EX100180all BODY

Vi throws her Beemerang in front of her, spinning it fast enough to create a small hurricane.
The Beemerang doesn't fall back down for a few seconds.
Knocks the opponent high into the air, and you can always pick up a combo afterwards.
Also useful in block pressure, since it leaves you at advantage in the air for a high/low mixup.
Recovers SP5 on hit.

ADBP, Engage!
C upon Beemerang hit
CostDamageGuardAttribute
EX10070all BODY

Vi makes the Beemerang perform an extra spin attack.
The spin bounces the Beemerang up, then it falls down for a second hit.
Usually, if the opponent gets hit by the first hit, the second hit occurs at the apex of the Beemerang's bounce arc rather than having time to fall.
After the falling hit connects, the Beemerang bounces back much further than it was originally thrown.

Poison Pincer
C
CostDamageGuardAttribute
EX100210mid BODY

Vi rapidly stabs with needles before ending with a final hit that POISONs the opponent.
The last hit doesn't occur if the previous hits are blocked or whiff.
Recovers SP3 on hit.

Myriad Needles
C while airborne
CostDamageGuardAttribute
EX100175mid BODY

Vi tosses several needles diagonally downwards while rising slightly.
Can link air throw afterwards, even at high scaling.
Recovers SP3 on hit.

Blue Stinger
S
CostDamageGuardAttribute
EX200300mid BODY

Vi stings the opponent with her stinger. Inflicts NUMB if it hits.
Restands airborne opponents.
Recovers SP8 on hit.