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==Combos== | ==Combos== | ||
*cr.A/cr. | * (cr.A / cr.B) x 3 > Mayhem~Misanthrope (qcb + A > qcf + P) | ||
*cl.D (2 hits) | * cl.D (2 hits) > Gore Fest (hcb f + P)/Mayhem~Misanthrope (qcb + C > qcf + P)/Negative Gain (hcb hcb + K) | ||
*cl.D (2 hits) | * cl.D (2 hits) > f+A > B Deicide (hcf + B) | ||
For the first combo you can use any combination of cr.A or cr.B, as they are both chainable and cancelable (you just can't go from cr.A to cr.B). Personally I think cr.B,cr.A | * cl.B / cr.B > hcf + P > qcf + P | ||
* (cr.A / cr.B) x 2 > hcb f + P / hcb hcb + K | |||
For the first combo you can use any combination of cr.A or cr.B, as they are both chainable and cancelable (you just can't go from cr.A to cr.B). Personally I think cr.B, cr.A > whatever is easiest. Mayhem is not safe on block, so make sure to hit-check. | |||
{{Template:The King of Fighters '98: The Slugfest}} | {{Template:The King of Fighters '98: The Slugfest}} | ||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] |
Revision as of 17:02, 28 October 2018
Introduction
Vice is a drug warlord from Miami Vice, which is what the fictional city of Miami is based upon. She has a super fast speed boat called the Knight Runner Batmoboat that is also capable of deep-sea diving. She is constantly in conflict with Don Johnson and Phillip Michael Thomas as they battle the War on Drugs.
Colors
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Gameplay Overview
Vice is a mix of close-range mixups and guessing games with her throws, with some nice long pokes and specials such as standing C and her arm whips. She is lacking a really good anti-air, so you must be comfortable/patient on defense (or just blow a CD counter). She doesn't have much in the way of high/low games because of her slow jump, though. Like many mid tier characters, shes requires a little experience with her move properties to be effective. Still, she doesn't require much in the way of execution and is an OK choice for a beginner.
In-depth Analysis
Movelist
Normal Throws
b or f+C - Breakable, forward knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, un-rollable.
D throw preferred by far. It doesn't have the blue grab 'effect' and gives you full back turned wakeups.
Combos
- (cr.A / cr.B) x 3 > Mayhem~Misanthrope (qcb + A > qcf + P)
- cl.D (2 hits) > Gore Fest (hcb f + P)/Mayhem~Misanthrope (qcb + C > qcf + P)/Negative Gain (hcb hcb + K)
- cl.D (2 hits) > f+A > B Deicide (hcf + B)
- cl.B / cr.B > hcf + P > qcf + P
- (cr.A / cr.B) x 2 > hcb f + P / hcb hcb + K
For the first combo you can use any combination of cr.A or cr.B, as they are both chainable and cancelable (you just can't go from cr.A to cr.B). Personally I think cr.B, cr.A > whatever is easiest. Mayhem is not safe on block, so make sure to hit-check.