The King of Fighters '98/Vice

From SuperCombo Wiki
< The King of Fighters '98
Revision as of 16:42, 10 January 2008 by Dandy J (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Introduction

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.

Combos

cr.A/cr.Bx3 xx Mayhem~Misanthrope (qcb+P~qcf+P)

cl.D (2 hits) xx Gore Fest (hcb,f+P)/Mayhem~Misanthrope (qcb+P~qcf+P)/Negative Gain (hcb,hcb+K)

cl.D (2 hits),f+A xx 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 xx whatever is easiest. Mayhem is not safe on block, so make sure to hit-check.

In-depth Analysis

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.

Normal Moves

Standing A - Fast, good anti-air vs short hop. Cancelable, too

Standing B - First hit is cancelable. It's a little slow, though. You're better off using standing C.

Standing C - Fantastic long-range mid poke. Kind of like Athena's standing C but with way more range.

Standing D - Not a bad early anti-air for the 45 degree angle.

Standing CD - Kind of a slower, shorter range, but cancelable standing C. Nice to cancel into Deicide (hcf+K) from range.

Close B - Good cancelable move to combo from a jump-in. Since her jump is slow, hitting an earlier jump-in can he hard, and close B is faster than close C/D, so it's a good alternative.

Close C - Fast, cancelable. Good, but not really any reason to use over close D.

Close D - Main hard hit combo tool. Faster than close C and cancelable on the 2nd hit, so hit-confirming and comboing is easy.

Crouching A - Fast, cancelable, nice hitbox.

Crouching B - Good range and cancelable unlike most cr.Bs.

Crouching C - Anti-air poke, though it can get beat by a lot of stuff if you don't time it right. Mostly because the part before her arm extends doesn't hit high at all, so you have to do it early. The first part is also cancelable and pretty fast, at least.

Crouching D - Nice cancelable sweep. Whiff cancel into hcf+K or hcb,f+P for safety and meter (buffer b,d/b+D,qcf+K or f,d/f,d,d/b+D,b,f+P).

Jumping B - Best in-close jump-in. Vice should not be in the air for pressuring much due to her slow jump, but this is the move to use as a meaty jump-in, etc.

Jumping C - Cancelable into Ravenous (qcb+K in air), but otherwise lacking.

Jumping D - OK air-to-air.

Jumping CD - Super fast air CD, on par in speed with Lucky's. Great air-to-air from a super jump.

Command Normal

f+A - Moderately fast overhead when done alone. Faster, comboable, and non-overhead when chained. Standard stuff, really.

Special Moves