Difference between revisions of "Vice (KoF '02 UM)"
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::*Yashiro Nanakase / Orochi Yashiro Nanakase
::*Yashiro Nanakase / Orochi Yashiro Nanakase
Revision as of 05:08, 7 August 2013
No pants suit yet.
At a glance:
|Death Blow||(throw) f./b. + C|
|Backlash||(throw) f./b. + D|
|Monstrosity||f. + A|
|Gore Fest||(throw) hcb f. + P|
|Decide||hcf + K|
|Blackened||(throw) hcf + P (*)|
|Mayhem||qcb + P (*)|
|Mithan's Robe||(after * move) qcf + P|
|Outrage||qcb + K|
|Ravenous||(air) qcb + K|
|Overkill||(air) (throw) db. qcf uf. u. d. + P|
|Withering Surface||(throw) qcf x2 + P|
|Negative Gain||(throw) hcb x2 + K|
|Max Desperation Moves|
|Withering Surface||(throw) qcf x2 + PP|
|Negative Gain||(throw) hcb x2 + KK|
|Cannibal Corpse||(counter) qcf hcb + PP|
Close Standing Normals
- Close B
- cl.B – A quick knee attack. Chains from Crouch B and is cancelable. Doesn't have that much use other than from pressuring from up close. There are better ways to tick and pressure that breaks alternate guard to set up for command throws so it feels like this move is mainly here to pressure those that just like hopping or jumping out all day.
- Close C
- cl.C – A fast Close C but lacks vertical ranges compared to uppercut-based Close C attacks. Still, it has a good enough vertical hit box to tag as far up as her elbow and head and it doesn't whiff on anyone crouching. It's not that bad of a move but overall Close D what Close C does and then some. The small plus is that the single hit of Close C does more damage than either separate hit of Close D if the opponent gets snagged by only one hit.
- Close D
- cl.D – This move hits twice and has a decent anti-air hit box. It's a pretty good move as a meaty and the two hits makes it easy to hit confirm into a number of moves for knockdown. It's a safe, strong move overall and can't really go wrong with it.
Far Standing Normals
- Far A
- Straight Jab. It's a pretty good anti-hop tools with a good number of active frames. Far A is a good move to just stick out there every now and then to check hops without much committal and is effective at what it does.
- Far B
- This is the button to push to create some space between Vice and the opponent. Vice sticks out that leg pretty far and pretty fast and it's hard to counter poke it. Vice can also kind of pressure with it while walking forward to limit the opponent's options and encourage the other player to jump or hop. Making the opponent want to jump or hop is pretty good since Vice's other buttons cover the air space extremely well. If the opponent still wants to try to do something grounded after a blocked Far B, following up with an occasional Decide (B Version) should stuff out "most" of their responses to Far B.
- Far C
- The punch. Comparably, it's like a shorter range Far B that covers the space directly above Far B. It's pretty chunky, faster than Far B, and a great button to smack the opponent during hops or interrupt most of their grounded options. Although a small issue, it recovers slightly slower than Far B and the frame disadvantage on block is significant enough that the player can't just keep pressing Far C all day without repercussion. Far C contacts most of the crouching cast on hit and block except for tiny crouching characters such as Bao, Choi, and Chin. To reiterate, Vice's ground-to-ground game is really dominant thanks to both Far B and Far C.
- Far D
- If Vice's Far C covers frontal hop space and Crouch C covers directly vertical air space, then Far D was made to cover the angle in between Far and Crouch C attacks. A good anti-air in general that supplements Vice's ground game.
- st.CD – Kind of like a slower, longer ranged Far C that does not whiff on any crouching characters. The slowness limits its general use but can be canceled on whiff or contact. Vice players often follow this up on block with Decide (B Version) or just leave it on its own. It could be used as a meaty at maximum spacing to pressure from optimal range, but Vice's wake up options are quite strong so using st.CD is a bit more rare.
- Crouch(ing) A
- cr.A – Small, crouching jab. It's a standard, crouching light punch that one could find in most fighting games. Low committal, doesn't hit low but is a pressure tool to a certain degree. It can be chained into from other light attacks but can't chain out. The biggest plus to use this move over Crouch B is that some characters can reversal super jump or hop out from certain ranges when Crouch B is used, but Crouch A in those cases would stop those characters.
- Crouch(ing) B
- cr.B – Crouching kick. This attack has good speed, in regards to start up and recovery, for the range it reaches. It chains into itself and is cancelable, thus making this a really strong tool for breaking alternate guards and opening up more tick throw opportunities.
- Crouch(ing) C
- cr.C – The Tower of Vice. It's a great anti-air that covers directly above Vice. The only limitation of this move is the slight start up it has in conjunction with its hurt and hit boxes. In certain cases, this move may lose out to jump-in attacks if the said attacks are already in their active frames. Crouch C is still a great, reactionary anti-air but must be used during the earliest opportunity to prevent inconsistencies. If Crouch C doesn't work, Vice can space differently with her hop air-to-airs or position differently with her other grounded normal moves.
- Crouch(ing) D
- cr.D – Sweep. It's a standard sweep and is pretty fast for the range it covers in comparison to the rest of the cast. Like some other sweeps it's cancelable on whiff, block, or hit. Sometimes on block, players continue to string her sweep with a Decide (B Version) afterwards to keep up the pressure but doesn't have too much application with its ability to cancel.
- Jump(ing) A
- j.A – An air-to-air with some downward hit box to hit most crouching characters. An all around jumping attack that doesn't excel at anything. Used occasionally from closer range and could be stuck out a bit earlier due to its slightly lingering active frames. In this situation it can preemptively cover any other hop-ins or jump-outs while still landing on the grounded opponents with an overhead attack, of course if timed and delayed properly. Surprisingly this move is cancelable into Ravenous. On counter hit Jump A, Ravenous combos from Jump A and leaves the opponent in a juggle state afterwards. This is a bit more important in the corner for juggle combos.
- Jump(ing) B
- j.B – Angle-wise, this is Vice's best jump-in attack. Vice's jump is a bit floaty and her Jump B doesn't induce a lot of hit stun so it has to be used deeper within the jump or hop for Vice to continue a combo upon landing. Due to the overhead properties and little hit stun and block stun it produces, Jump B is excellent for safe jump, tick throw set ups. Once Vice encourages the opponent to alternate guard from the safe jump Jump B set up, Vice can easily break the alternate guarding with Crouch B chains. Altogether, all of Vice's tools in conjunction with each other lead into a nuanced and strong tick throw and anti-anti-tick throw games. Other players also simply combo Jump B into Close D since the latter is much faster on the start up than Crouch B. This move is also a very good instant overhead that works on the entire cast.
- Jump(ing) C
- j.C – A paltry air-to-air and air-to-ground move. Doesn't get to see much action since Jump D covers about the same horizontal range but has a better, deeper hit box for attacking directly below. It is also cancelable like Jump A and does combo into Ravenous from counter hit. So for air-to-air, counter hit fishing purposes (and one should really fish for this much), it functions as a more damaging Jump A with more limited spacing purposes.
- Jump(ing) D
- j.D – Vice's third best jump-in attack as it has to be delayed a bit later compared to Jump A and Jump B to make contact with a crouching character. It has better horizontal range as an air-to-ground attack compared to Jump A and Jump B, but Vice is so floaty as a character that she shouldn't really be jumping and doing hop pressure like other characters can. In the other situations she does need to jump, Jump B or Jump CD function better as air-to-ground and air-to-air respectively.
- Jump(ing) Blowback
- j.CD – One of the fastest Jump CDs in the game and one of the best air-to-airs in the KOF series overall due to its speed and hit box. Vice may have a floaty jump and hop to make her not want to approach in the air, but her Jump CD is one of few reasons she should take to the air in response to a jump or a hop. If Vice's great grounded anti-airs can't deal with certain jump-ins or approaches, her Jump CD should contest those tools well air-to-air without an issue. This move is strictly an air-to-air and lacks a good vertical hit box and is very susceptible to trip anti-air attacks and combos.
- Death Blow - (throw) f./b. + C
- A standard forward throw that the opponent can recovery roll from.
- Backlash - (throw) f./b. + D
- A good backwards throw that causes hard knockdown and causes back turn on the opponent's wake up.
- Monstrosity – f. + A
- An overhead. It's pretty quick and does alright damage. It's a good way to finish rounds when the opponent is only thinking about lows and tick throws. Sweep can whiff cancel into Monstrosity and that could serve as a semi-obvious trick on the opponent's wake up. Like other overhead, command normals in the game, Vice can Max mode activation cancel it and run up and combo into Close D.
- Gore Fest
- (throw) hcb f. + P
- Vice's command throw that is faster and has more range than Blackened. The main purpose of this move is to catch the opponents during the neutral game due to the range and punishing particular attacks on block due to range and speed. Overall, it does less damage than Blackened followed up with Mithan's Robe so this should be used mainly for footsies and punishes. Gore Fest also corner carries pretty well and sets up for ambiguous roll set ups. The move is also a hard knockdown and could set up for safe hop set ups but Blackened with Mithan's Robe does the same thing as well for more damage.
- hcf + K
- Vice's signature whip sleeve that generally beats most grounded options if spaced well. The B Version is the preferred one to use due to the quick start up speed and recovery and can be use occasionally during the neutral game. The D Version has better range at the expense of speed, and it is rarely used because of its lack of quickness. This move combos from Close C, Close D, and canceled into Monstrosity and is a good way to put the opponent into the corner if Vice is cornered herself. This move also causes hard knockdown.
- (throw) hcf + P (*)
- Vice's other command throw that has a large amount of start up invulnerability and can plow through most other attacks. It's a better attack to use on the opponent's wake up than Gore Fest due to the leniency of having the initial inputs starting with b. and db. to block whatever reversal attacks, of having large amount of invulnerability to evade attacks, and still have the speed to catch opponents off guard even if slightly slower than Gore Fest. This command throw causes hard knockdown on its own, but it doesn't have much to offer as the damage from the Mithan's Robe follow up out weighs the hard knockdown, back turn set up that Vice can't avail much from since she doesn't have a cross up. This command throw is the main throw to go for tick throws other than Close C/D normal throw option select set ups.
- qcb + P
- Vice's main knockdown special move from hit confirms. There is no reason not to do the Mithan's Robe follow up for this attack since it's free damage along with a hard knockdown set up. Just knocking down with Mayhem is only a soft knockdown that the opponent could tech roll. Vice might as well get the hard knockdown for mix up opportunities. The A Version combos from both light and heavy normals while the C Version only combos from heavy normals. The difference in damage between the two versions is about 2-3% of the total health bar so it's okay to auto-pilot and just only use the A Version. Both versions are unsafe on block and have a weird tendency to work as a pseudo-reversal because of its speed although it doesn't have invulnerability. The A Version is also quick enough to combo from air-to-air Ravenous juggles in the corner and still follow up with Mithan's Robe.
- For whatever silly reason, the hit box interaction with about half of the cast's Guard Cancel Blow Black loses to Vice's Mayhem (C Version.) Mayhem is still largely unsafe on block and canceling into it certainly means a huge punish for the opponent; but still, this is a valid option to end rounds if the opponent forgets the match up and that this option exists for Vice. This move doesn't work against 28 characters and works against 30 characters, totaling to the entire playable cast of 58 characters. The following is the list of characters and teams that Mayhem does work against Guard Cancel Blow Back:
- Benimaru Nikaido
- Goro Daimon
- Fatal Fury Team
- Art of Fighting Team
- Sie Kensou / Ura Sie Kensou
- Leona Heidern
- Ralf Jones
- Yashiro Nanakase / Orochi Yashiro Nanakase
- NESTS Team
- Kim Kaphwan
- '97 Special Team
- Mithan's Robe
- (after * move) qcf + P
- The hard knockdown follow up of Blackened and Mayhem. No reason not to do this move as Vice should always get an ambiguous roll set up or a safe hop set up, which is preferred. After Mayhem on block, Vice can gimmick-ly follow up with Mithan's Robe although it won't really catch anyone and is still insanely punishable.
- qcb + K
- Vice's lightning legs. It works okay in the neutral game for stopping oncoming pokes and hops, both versions are a bit slow to work by reaction in pinch situations. For whatever reason, both versions are super cancelable and only combo into Vice's command throw Desperation Moves. The B Version is a stationary attack; while the Vice takes a small hop forward before slicing up with D Version. It's easier to super cancel from the D Version since she moves forward and gets in more hits for a larger cancel window. Other than for chip finish, this move doesn't have that much practical application.
- (air) qcb + K
- The air version of Outrage. There is little to no notable difference between either version of this move so just use the button most comfortable to do this move with. Other than the aforementioned air-to-air counter hit set up to get this move to combo, this move is largely used as an air-to-air against players that love to super jump. Other than setting up for perfect meaties during corner-based wake up games to punish reversal super jumps, Ravenous perfectly eats up reversal super jumps and juggles the opponent high enough so that Vice can combo a Mayhem (A Version) as soon as she lands and finishes with Mithan's Robe. On block, this move is somewhat safe although she has a bit of landing recovery that prevents her from abusing this move left and right. This move can be also be done during a back dash. If activated at the earliest timing from a back dash, Ravenous turns into one of Vice's best run away options by greatly extending her back dash distance while covering it with lightning legs for air-to-air control.
- (air) (throw) db. qcf uf. u. d. + P
- An air-to-air command throw Desperation Move. Like the name suggests, the motion for this attack is overkill. The easiest way to do this move is to treat it like Fei Long's "Chicken Wing" or Cammy's "Hooligan Combination" and do the db. qcf uf. u. on the ground. As soon as Vice goes airborne, then just press d. + P and the move will activate. The risk, the reward, and the difficulty of the this move doesn't warrant much use as an air-to-air command throw (not like there is air blocking in '02um unlike '98.) If anything, this move is used for pure style and to make the other person feel bad, thus Overkill.
- Withering Surface
- (throw) qcf x2 + P
- Vice's anti-projectile Desperation Move. This move has projectile invincibility on both versions. The A Version is almost useless since the large arc of her jump is no longer useful since she naturally has projectile invincibility and just makes her following command throw just slower to come out. The C Version is the preferred one to use since it doesn't really jump over any character and goes straight where she needs to be to throw. The closer the range and the earlier activation in reaction to the fireball guarantees this move's success. From further ranges and if used on reaction, the natural start up will still be too long to catch the opponent as the other player can simply jump or hop out even as the character recovers from a projectile. So even using this move against projectiles may even land a hefty combo against Vice if used improperly. Overall, most Vice players tend to avoid this attack and use fundamentals to work her way in and stay in through wake up games and throw game.
- Negative Gain
- (throw) hcb x2 + K
- A standard, instant command throw Desperation Move that has about the same range as Gore Fest. Pretty much this move is a more damaging Gore Fest that toss the opponent behind Vice from a flurry of stomps.
Max Desperation Moves
- Withering Surface
- (throw) qcf x2 + P
- Vice's anti-projectile Desperation Move. This is more or less a more damaging C Version of Withering Surface with the same limitations as DM Withering Surface.
- Negative Gain
- (throw) hcb x2 + K
- A standard, instant command throw Max Desperation Move that has about the same range as Gore Fest. Pretty much this move is a more damaging of the DM Version of Negative Gain.
- Cannibal Corpse
- (counter) qcf hcb + PP
- Vice walks forward, the opponent hits her, and then she eats them. This is a counter move that will only active if the opponent hits Vice with a striking attack. Once Vice stops walking forward, she hunches forwards and taunts the opponent. During this latter animation, she is completely vulnerable and in a counter hit state. What's weird about this move is that Iori's Yaotome (any version) doesn't really connect with it and both Iori's and Vice's attacks miss each other completely. Iori's overhead, striking Desperation Move, Oritsume Kushi, also cleanly wins out against this counter Max 2 for whatever reason. Other than those known oddities, projectiles and moves with projectile properties simply win out cleanly against Cannibal Corpse. This move, when canceled into, is a great attack for baiting and punishing Guard Cancel Blow Backs. Of course when whiffed for this purpose, Cannibal Corpse is still greatly punishable.
- cr.B x3 xx qcb+A > qcf+P
- Basic combo from low hits. If started from Jump B, then omit one Crouch B.
- cl.D xx f.A xx hcf+B
- Another basic combo.
- cl.D xx hcbx2+K/hcbf.+P/qcb+C > qcf+P
- Yet another basic combo without sending the opponent behind Vice.
- [corner] [air-to-air] (air) qcb+K > qcb+A > qcf+P
- Punishing bad reversal, super jumps and getting hard knockdown for it.
- f.A > BC > run up cl.D xx hcbx2+KK
- One way of making the overhead and burning 3 stocks somewhat worth it.
Stop thinking you can roll cancel Mayhem or that j.B is a cross up.
Play SFII against projectiles.
|General||Main Page | Subsystems | Cancel System | Practical Tricks & Glitches | Notation | General Character Info | 2002 | '98: Ultimate Match|
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