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: <code>cl.D, 6A, 41236K</code>
: <code>cl.D, 6A, 41236K</code>
: Standing combo into hcf+K, switches sides.
: Standing combo into Deicide, switches sides.


: <code>cl.D, 6A, 214C > 236P</code>  
: <code>cl.D, 6A, 214C > 236P</code>


===With Meter===
===With Meter===
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: <code>2B, 2A, ABC, cl.D, 6321463214K</code>
: <code>2B, 2A, ABC, cl.D, 6321463214K</code>
: For cl.D to connect, you need to do a microwalk after the Quick MAX activation. Easy to hit-confirm thanks to cl.D being two hits.
: For cl.D to connect, you need to do a microwalk after the Quick MAX activation. Easy to hit-confirm thanks to cl.D being two hits.
''Low, Corner''
: <code>2B, 2B/2A, 214A, ABC, forward j.214B, 214A > 236P</code>
: Corner TK Ravenous confirm without Outrage loops - an easier combo if you can't do the infinite. 214A will only connect if Ravenous does 5 or more hits.
: <code>2B, 2B/2A, 214A, ABC, forward j.214B, 214B (1) ABCD, [214B (2) ABCD]xN, 214A > 236P</code>
: Low infinite confirm. You can only perform Outrage loops if Ravenous does 5 or more hits. Perform the loop until the opponent is dead, or until you want to stop with 214A > 236P.


''Quick Dodge''
''Quick Dodge''
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:* Similar to previous combo, you need a microwalk after quick max. Does more damage
:* Similar to previous combo, you need a microwalk after quick max. Does more damage
:* To make the dodge attack -> super cancel easier, after AB you can do 63214A/B/C/D for the dodge attack then do 63214K to cancel into the super.
:* To make the dodge attack -> super cancel easier, after AB you can do 63214A/B/C/D for the dodge attack then do 63214K to cancel into the super.
''Corner''
: <code>(j.X), cl.D, 214A, ABC, forward j.214B, 214A > 236P</code>
: Same as the no-loops low confirm, this time from a heavy starter. Follow the guidelines from the low confirm.
: <code>(j.X), cl.D, 214A, ABC, forward j.214B, 214B (1) ABCD, [214B (2) ABCD]xN, 214A > 236P</code>
: Same as the low confirm. Follow the guidelines from that low confirm.


== Vice's Infinite ==
== Vice's Infinite ==
One of Vice's main appeals in '98 UMFE is her infinite combo, involving 3 of her special moves: Mayhem (214P), Ravenous (j.214K) and Outrage (214K). Using Quick MAX and these three moves, Vice can infinitely juggle the opponent until they are dead. This is possibly the most difficult combo in the game, requiring you to use some extremely tricky techniques to stabilise it. As a reward for this execution, you get access to a touch of death combo when near the corner.
One of Vice's main appeals in '98 UMFE is her infinite combo, involving 3 of her special moves: Mayhem (214P), Ravenous (j.214K) and Outrage (214K). Using Quick MAX and these three moves, Vice can infinitely juggle the opponent until they are dead. This is possibly the most difficult combo in the game, requiring you to use some extremely tricky techniques to stabilise it. As a reward for this execution, you get access to a touch of death combo when near the corner. Due to the infinite's modularity, you can actually adapt it, so that it might not be a touch of death, but there's still damage, and hopefully remaining MAX Mode time so that you can make the most of what you have actually done.
 
The infinite begins by hitconfirming Mayhem (214P), preferably the A version, and performing a Quick MAX on the hit. Don't cancel into Misanthrope. After this, you need to perform a pseudo tiger knee using B Ravenous (j.214B), allowing Vice to perform a forward jump while doing the special. This is particularly difficult because Ravenous uses a 214 input, thus resulting in a traditional tiger knee being impossible. The input to get this is quite tricky to do, but can be summarised using notation - 214~95B. There is actually multiple inputs to get this result, however, 214~95B seems to be the most consistent. Be wary that you should probably start buffering around halfway through Mayhem's recovery so that you don't mess up.


The two main failures that come from this part are timing - either you get Outrage, which means you pressed B too early, or you get j.B, which means you pressed the button too late. Once you get consistent at the timing for a successful TK Ravenous, confirming the infinite from Quick MAX Mayhem should be a lot easier.
The infinite can be broken into three parts, or four if you don't have the execution for a ToD: Mayhem starter, TK Ravenous and Outrage loops, with the 4th optional part being the Mayhem ender. Breaking down the infinite like this makes it much easier to understand conceptually, as three or four separate blocks.


Once you have performed a successful TK Ravenous, the juggle is set up. Upon landing, as early as possible perform B Outrage. The first hit should make contact with the opponent, but also, this first hit needs to be cancelled by pressing ABCD. This is the 2nd difficult part. Once this is done, the infinite should be significantly easier than how it started.
The first part is definitely the easy part, and that's your starter - the Mayhem confirm. You need to be somewhat close to the corner (approximately a quarter of the stage away), and have an Extra meter ready. Simply hitconfirm Mayhem (214P) and Quick MAX the charge as soon as possible. The earlier you Quick MAX, the easier the next part becomes. This is also much easier to do with the light version, which can be confirmed from any light string, cl.C and the 2nd hit of cl.D when you are not in MAX Mode. Take note that this does work with a jump-in, as long as you don't use 6A as part of your string. If you've used 6A in your string, you will have to use the heavy version, which makes the next part considerably more difficult.


Now that the infinite has been set up, you need to loop single hits of Outrage using the cancel on ABCD. After three or four single hits, you need to perform an Outrage that cancels after a few hits, preferably three, to get the opponent higher. This becomes a repetition - loop a single hit three or four times, then do three or four hits on the next Outrage. Simply continue this until your opponent is dead.
Now onto the hardest part of the combo - TK Ravenous. This is difficult because you want to perform an instant Ravenous, which is input using 214, from a forward jump. Both the input itself and the timing of your B press are key here in order to pick up your opponent in the correct way, so that you can follow up with the rest of your combo. Firstly, buffer the 214 input just as Mayhem recovers, then full jump with 9, then release your inputs for 5, and press B. You have to figure out the timing, as pressing too early will give you Outrage on the ground and pressing too late will give you j.B. This is a 214~95B input - the timing is strict and most likely the hardest part. You need to get as much hits as possible to launch the opponent high enough. Two or three hits of Ravenous will not be enough at all - you need at least 5 or 6 hits from Ravenous, preferably more, in order to get a pickup.


As a stable way to kill the opponent, once their health is low enough, you can also end by performing a multi-hit Outrage as you would to end a normal repetition, but instead of doing another rep of Outrages, you can end with an A Mayhem. Make sure you buffer Misanthrope to ensure that the combo will kill.
Now that you have successfully started off the combo, this is where the optional part comes in. From any point in this combo now, you can route into Mayhem and Misanthrope after popping the opponent up to get an ender that either secures a kill, or gives you a hard knockdown. Simply do this inbetween a part and you will get that knockdown.


In notation, the infinite looks like this:
The final part is Outrage loops - cancelling Outrage after one, two or three hits. Due to timing, this is arguably just as difficult as TK Ravenous. Simply press Outrage as soon as possible (Button hold trick here works wonders) and cancel it with ABCD after one, two or three hits. Be wary that if you continually do one hit Outrages, the combo will drop eventually. The first of the Outrages should be one hit, but after that, aim to loop 2 or 3 hits on an Outrage to make sure your combo won't drop.


<code>(starter), 214A, ABC, j.214B, [214B (1) ABCD x3/4, 214B (3/4) ABCD]xN, 214A > 236P</code>
To conclude, this combo is very, very, very difficult. Make sure that if you aren't confident with the Outrage loops, you can easily go and end your combo with Mayhem and Misanthrope.


This combo requires a significant amount of practice, and it will likely take a long time before you even land your first infinite in training mode.
You will need a significant amount of practice. The '98 UMFE Discord server, and the channel #vice, are here to help.


== External Links ==
== External Links ==

Latest revision as of 17:48, 7 June 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Combos

General Notes:

  • In any metered combo, you can replace 6321463214K with 6321463214BD for more damage if you have the resources.

Meterless

Low

2B, 2B/2A, (2B/2A), 214A > 236P
2B, cl.B, 632146P

Mid/Jump-In

(j.X), cl.D, 632146P
cl.D, 6A, 41236K
Standing combo into Deicide, switches sides.
cl.D, 6A, 214C > 236P

With Meter

Low

2B, cl.B, 6321463214K
You can do this as 2B, 632146B, 63214K for an easier cancel.

Mid/Jump-In

(j.X), cl.D, 6321463214K

Quick Dodge

6A, AB, A/B/C/D, 41236B
6A, AB, A/B/C/D, 214C > 236P
Quick dodge combos from overhead.

With Quick MAX

Low

2B, 2A, ABC, cl.D, 6321463214K
For cl.D to connect, you need to do a microwalk after the Quick MAX activation. Easy to hit-confirm thanks to cl.D being two hits.

Low, Corner

2B, 2B/2A, 214A, ABC, forward j.214B, 214A > 236P
Corner TK Ravenous confirm without Outrage loops - an easier combo if you can't do the infinite. 214A will only connect if Ravenous does 5 or more hits.
2B, 2B/2A, 214A, ABC, forward j.214B, 214B (1) ABCD, [214B (2) ABCD]xN, 214A > 236P
Low infinite confirm. You can only perform Outrage loops if Ravenous does 5 or more hits. Perform the loop until the opponent is dead, or until you want to stop with 214A > 236P.

Quick Dodge

2B, 2A, ABC, cl.D(1), AB, A/B/C/D, 6321463214K
  • Similar to previous combo, you need a microwalk after quick max. Does more damage
  • To make the dodge attack -> super cancel easier, after AB you can do 63214A/B/C/D for the dodge attack then do 63214K to cancel into the super.

Corner

(j.X), cl.D, 214A, ABC, forward j.214B, 214A > 236P
Same as the no-loops low confirm, this time from a heavy starter. Follow the guidelines from the low confirm.
(j.X), cl.D, 214A, ABC, forward j.214B, 214B (1) ABCD, [214B (2) ABCD]xN, 214A > 236P
Same as the low confirm. Follow the guidelines from that low confirm.

Vice's Infinite

One of Vice's main appeals in '98 UMFE is her infinite combo, involving 3 of her special moves: Mayhem (214P), Ravenous (j.214K) and Outrage (214K). Using Quick MAX and these three moves, Vice can infinitely juggle the opponent until they are dead. This is possibly the most difficult combo in the game, requiring you to use some extremely tricky techniques to stabilise it. As a reward for this execution, you get access to a touch of death combo when near the corner. Due to the infinite's modularity, you can actually adapt it, so that it might not be a touch of death, but there's still damage, and hopefully remaining MAX Mode time so that you can make the most of what you have actually done.

The infinite can be broken into three parts, or four if you don't have the execution for a ToD: Mayhem starter, TK Ravenous and Outrage loops, with the 4th optional part being the Mayhem ender. Breaking down the infinite like this makes it much easier to understand conceptually, as three or four separate blocks.

The first part is definitely the easy part, and that's your starter - the Mayhem confirm. You need to be somewhat close to the corner (approximately a quarter of the stage away), and have an Extra meter ready. Simply hitconfirm Mayhem (214P) and Quick MAX the charge as soon as possible. The earlier you Quick MAX, the easier the next part becomes. This is also much easier to do with the light version, which can be confirmed from any light string, cl.C and the 2nd hit of cl.D when you are not in MAX Mode. Take note that this does work with a jump-in, as long as you don't use 6A as part of your string. If you've used 6A in your string, you will have to use the heavy version, which makes the next part considerably more difficult.

Now onto the hardest part of the combo - TK Ravenous. This is difficult because you want to perform an instant Ravenous, which is input using 214, from a forward jump. Both the input itself and the timing of your B press are key here in order to pick up your opponent in the correct way, so that you can follow up with the rest of your combo. Firstly, buffer the 214 input just as Mayhem recovers, then full jump with 9, then release your inputs for 5, and press B. You have to figure out the timing, as pressing too early will give you Outrage on the ground and pressing too late will give you j.B. This is a 214~95B input - the timing is strict and most likely the hardest part. You need to get as much hits as possible to launch the opponent high enough. Two or three hits of Ravenous will not be enough at all - you need at least 5 or 6 hits from Ravenous, preferably more, in order to get a pickup.

Now that you have successfully started off the combo, this is where the optional part comes in. From any point in this combo now, you can route into Mayhem and Misanthrope after popping the opponent up to get an ender that either secures a kill, or gives you a hard knockdown. Simply do this inbetween a part and you will get that knockdown.

The final part is Outrage loops - cancelling Outrage after one, two or three hits. Due to timing, this is arguably just as difficult as TK Ravenous. Simply press Outrage as soon as possible (Button hold trick here works wonders) and cancel it with ABCD after one, two or three hits. Be wary that if you continually do one hit Outrages, the combo will drop eventually. The first of the Outrages should be one hit, but after that, aim to loop 2 or 3 hits on an Outrage to make sure your combo won't drop.

To conclude, this combo is very, very, very difficult. Make sure that if you aren't confident with the Outrage loops, you can easily go and end your combo with Mayhem and Misanthrope.

You will need a significant amount of practice. The '98 UMFE Discord server, and the channel #vice, are here to help.

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro