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[[File:02UM Vice Profile.png|right|thumb]]
<section begin="image"/>[[File:02UM Vice Profile.png|right|thumb]]<section end="image"/>[[File:02UM Vice 0.gif|right|260px]]
==Movelist==
 
'''Throws'''
 
Death Blow - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
 
Backlash - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
 
'''Command Move'''
 
Monstrosity - [[image:fd.gif]] +  [[image:a.gif]]
 
'''Special Moves'''
 
Decide - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Gore Fest - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Mayhem - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
::Mithan's Robe - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Blackend - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
::Mithan's Robe - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Outrage - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Ravenous - in air, [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
'''Desperation Moves'''
 
Withering Surface - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Negative Gain - [[image:hcb.gif]][[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Overkill - [[image:db.gif]][[image:qcf.gif]][[image:uf.gif]][[image:up.gif]][[image:dn.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
'''Super Desperation Moves'''


==Movelist==
Withering Surface - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]
[[File:Kof02ummovelistvice.png]]
 
Negative Gain - [[image:hcb.gif]][[image:hcb.gif]] + [[image:b.gif]][[image:d.gif]]
 
'''Hidden Super Desperation Move'''
 
Cannibal Corpse - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]][[image:c.gif]]


{| border="1" align="center" style="font-size:90%"
{| border="1" align="center" style="font-size:90%"
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== Quick Starter Combo Reference ==
== Quick Starter Combo Reference ==
 
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''
|-
|-
| '''0 Bar'''
| '''0 Bar'''
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Very Close<br/>
Very Close<br/>
|
|
cr.Bx1~2, cr.A/cr.B, qcb+A > qcf+A = 21-26%<br/>
cr.Bx1~2, cr.A/cr.B, qcb+A > qcf+P = 22~26%<br/>


(jump-in), cl.D(2), hcb,f+P = 24%<br/>
(jump-in), cl.D(2), hcb,f+P = 24%<br/>
(jump-in), cl.D(2), qcb+C > qcf+C = 26%<br/>
(jump-in), cl.D(2), qcb+C > qcf+P = 26%<br/>


cl.D(2), f+A, hcf+B = 31% <br/>
cl.D(2), f+A, hcf+B = 31% <br/>
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|-
|-
|}
|}
== Gameplay Overview ==
{{StrengthsAndWeaknesses
| description =&nbsp;}}


==Normals==
==Normals==
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==Combos==
==Combos==
* j.X, st.D (2), hcb f+P = 31% DMG
You can add a jump-in to every combo unless specified otherwise. However, you may have to remove a cr.B when the combo starts with one.
- the jump-in isn't necessary because it only works when you use it late, or you can use her j.B as a meaty and go from their.
 
 
* cr.B, qcb+A qcf+A = 18% DMG
- Very simple stuff.
 
 
* cr.Bx1~2, cr.A, qcb+A qcf+A = 24-26% DMG
- One her main combos started from low attacks, the last cr.A is interchageable with another cr.B.
 
 
* cr.Bx2, hcbx2+BD = 51% DMG
- A very good combo if you're good at buffering during active normals.
 
 
* cr.B, qcb+B, (SC) hcbx2+BD = 58% DMG
- If you have the meter , you have to be fast with the super cancel because after the 4 hit she gets pushed back out of range then her DM will whiff.
 
 
* st. D (2), hcb f+P = 24% DMG
- One of the few moves that combo directly into Gore fest.
 
 
* st. D (2), f+A, hcf+B = 31% DMG
- One of her old BnB's, great combo.


===0 Stock===


* st. D (2), (BC) st. D (2), hcbx2+K = 40% DMG
''Anywhere''
- Another one her old combos, gets the job done.


&nbsp;★ '''cr.Bx1~2, cr.A/cr.B, qcb+A > qcf+P'''
: Meterless bnb with decent oki. If you do qcf+K right after qcb+A you can delay qcf+A to confirm the hit. While qcb+A isn't too unsafe it's still best to stop at cr.A/cr.B on block. cr.A is faster and has more range so is preferred to cr.B. '''22~26%'''.


* st. D (2), (BC) st. D (2), hcbx2+BD = 59% DMG
&nbsp;★ '''cl.D(2), <u>hcb,f+P</u> / (qcb+C>qcf+P)'''
- Possibly her best combo from OG 2002, use it well.
: Bnb better suited after a jump-in or as a punish since cl.D is easy to confirm but still fairly slow. hcb,f+P offers great carry and oki but for a bit less damage than qcb+C. '''24/26%'''.


&nbsp;★ '''cl.D(2), f+A, hcf+B'''
: Better damage but limited in range, mostly used as a point-blank, no jump-in punish. Stop at f+A or hcf+B on block. You may want to use another combo if you have the opponent cornered as it'd throw them out of it without much oki for you to get. '''31%'''.


* j. C, st. D (2), qcb+C qcf+C = 34% DMG
''Corner''
- Simple Mayhem set-up, be sure to check if you hit them because you may whiff.


* st.CD([[The_King_of_Fighters_2002_UM/Offense#Counter_Hit|CH]]), qcb+D, qcb+C > qcf+P
: Damaging st.CD conversion, mostly after punishing a baited dp. '''45%'''.


* j. C, st. D (2), hcbx2+K = 44% DMG
- One of if not the simplest ways to combo into Negative Gain, use it if you don't have the BC activation down.


===1 Stock===


* j. C, st. D (2), hcbx2+BD = 61% DMG
''Anywhere''
- More power and damage than the previous combo.


* cr.B, cr.A/st.B, hcbx2+K
: Fairly tough to land and the damage isn't much better than easier meterless. Do it as cr.B, hcb, cr.A/st.B, hcb+K or incorporate cr.A/st.B in the first hcb. '''33%'''.


* f+A, (BC) st. D (2), hcbx2+K = 39% DMG
* cl.D(2), hcbx2+K
- Overhead combo starter, very good if you catch them.
: Easier and more damaging version of the previous combo. '''36%'''.




* f+A, (BC) st. D (1), qcb+B (1), hcbx2+K = 40% DMG
===2 Stocks===
- A quick variation of the previous combo, more damage.
Replace cl.D(2), BC by '''f+A, BC''' for an overhead starter on max routes.
''Anywhere''


* cr.B, qcb+B(1~2), (SC) hcbx2+K
: Decent super cancel conversion. qcb+B whiffs on characters crouching except Daimon, Seth, Maxima, Whip, Chang and Xiangfei. Do the SC as cr.B, hcb+B(1~2), (SC) hcb+K. '''37~40%'''.


* f+A, (BC) st. D (2), hcbx2+BD = 56% DMG
* cl.D(2), BC walk, cl.D(2), hcbx2+K
- Another strong overhead combo starter, a good chunk of damage.
: Basic and easy max route but the damage isn't worth the extra meter from the 1 bar version. '''40%'''.


* cl.D(2), BC run, cl.D(1), qcb+B(1~4), (SC) hcbx2+K
: Optimized version of the max route with decent damage. '''42~45%'''.


* st. D (2), (BC) st. D (1), qcb+B, hcbx2+K
* qcb+D(4~8), (SC) qcfx2+C
- Gets more damage from your BC combos.
: You'll have to cancel on the 4th hit against most crouching characters, don't go further unless you've checked beforehand, 8th hit if they are standing. Don't try to land this, focus on winning instead. '''41~45%'''.




* st. D (2), (BC) st. D (1), qcb+B, hcbx2+BD
===3 Stocks===
- More power more damage, you have the super cancel the qcb+B by the 2nd or 3rd hit.


''Anywhere''


* qcb+D (8), qcfx2+C = 42% DMG
* cr.B, cr.A/st.B, hcbx2+BD
- Works anywhere, if you catch a grounded opponent you have options to super cancel.
: Fairly tough to land and the damage isn't much better than easier meterless. Do it as cr.B, hcb, cr.A/st.B, hcb+K or incorporate cr.A/st.B in the first hcb. '''49%'''.


* cl.D(2), hcbx2+BD
: Easier and more damaging version of the previous combo. '''52%'''.


* qcb+D (8), qcfx2+AC = 75% DMG
* cl.D(2), BC walk, cl.D(2), hcbx2+BD
- Same as above except more damage and meter.
: Basic and easy max route but the damage isn't worth the extra meter from the 1 bar version. '''56%'''.


* cl.D(2), BC run, cl.D(1), qcb+B(1~4), (SC) hcbx2+BD
: Optimized version of the max route with decent damage. '''58~61%'''.


* CD (CH), qcb+D, hcf+B = 42% DMG
- A nice CH combo, outside corner only.


===4 Stocks===


* (Corner) CD (CH), qcb+D, qcb+C qcf+C = 45% DMG
''Anywhere''
-  Works pretty well if you catch them, corner only.


* cr.B, qcb+B(1~2), (SC) hcbx2+BD
: Bad damage for how much meter is spent. qcb+B whiffs on characters crouching except Daimon, Seth, Maxima, Whip, Chang and Xiangfei. Do the SC as cr.B, hcb+B(1~2), (SC) hcb+BD. '''53~56%'''.


* (CH) qcb+C, qcb+A~qcf+A
* qcb+D(4~8), (SC) qcfx2+AC
- Her old counter hit combo from 2002, gets stuff done.
: You'll have to cancel on the 4th hit against most crouching characters, don't go further unless you've checked beforehand, 8th hit if they are standing. Don't try to land this, focus on winning instead. '''63~67%'''.





Latest revision as of 05:40, 12 June 2024

Movelist

Throws

Death Blow - close, / +

Backlash - close, / +

Command Move

Monstrosity - +

Special Moves

Decide - + /

Gore Fest - + /

Mayhem - + /

Mithan's Robe - + /

Blackend - + /

Mithan's Robe - + /

Outrage - + /

Ravenous - in air, + /

Desperation Moves

Withering Surface - + /

Negative Gain - + /

Overkill - + /

Super Desperation Moves

Withering Surface - +

Negative Gain - +

Hidden Super Desperation Move

Cannibal Corpse - +

Quick Starter Combo Reference

Notation

0 Bar

Low

Anywhere


Very Close

cr.Bx1~2, cr.A/cr.B, qcb+A > qcf+P = 22~26%

(jump-in), cl.D(2), hcb,f+P = 24%
(jump-in), cl.D(2), qcb+C > qcf+P = 26%

cl.D(2), f+A, hcf+B = 31%

1 Bar

Anywhere

(jump-in), cl.D(2), hcbx2+K = 36%

3 Bar

Anywhere

(jump-in), cl.D(2), hcbx2+BD = 52%

Gameplay Overview

 

Normals

Close

  • cl.A/B/C/D are cancel-able
  • Close C has relatively poor reach and pushes back afterward making it difficult to use in BnB's.
  • Close D does two hits making it very easy to hit-confirm into command moves or special attacks or even DM's, can even be used as a make-shift anti-air.


Standing

  • Stand A is cancel-able/whiff cancel-able
  • Stand B/C are good pokes, stand C is preferred over stand B because of the hit-stun/start-up/ and damage.
  • Stand D can used as an anti-air poke but it's a little slow.


Crouching

  • cr. A/B/C/D are whiff/cancel-able
  • cr. A/B are chain-able
  • cr. B can only be blocked low
  • cr. C is a moderately good anti-air if used early enough, it can be canceled but only before her arm extends into the air
  • cr. D sweeps the opponent, whiff cancel-able before the sweep


Jumping

  • j. A/C are cancel-able
  • j. B is a very good meaty attack
  • j. C/D have good hit-stun and can start help start ground combos but you have to use them really late


Blowback Attack

  • Stand CD has good range much like her stand C except it comes out slower, whiff cancel-able/cancel-able
  • Jump CD comes out fast making it a good air-to-air when used early

Throws

Death Blow = b/f + C

  • Vice grabs the opponent then scratches them, simple stuff.
  • Can be broken, regular knockdown

Backlash = b/f + D

  • Vice grabs them then tosses them behind her, good for setting up meaty jump-ins.
  • Can be broken, reverse knockdown


Command Move

Monstrosity = f + A

  • Vice makes a fist then hits them over the head, good for string normals into special attacks, overhead when used alone so it will hit crouching opponents regardless of blocking, hard knockdown when done to opponents in the air.

Special Moves

Gore Fest = hcb f + A/C close

  • Vice grabs her opponent then rushes forward dragging them across the ground, then throws them into the air, command grab properties, reverse knockdown.


Deicide = hcf + B/D

  • Vice does a quick swipe attack with her hand throwing the opponent to the other side of the screen, the weak version can combo from strong attacks and her command normal, the strong version range is a little further but comes out a lot slower, it can grab jumping opponents but only when they are close to the ground, causes a reverse knockdown.


Mayhem = qcb + A/C

  • A shoulder tackle, combos from just about everything except her command normal, the weak version is a lot safer on block than the strong version because of its recovery.

Mithan's Robe = qcf + A/C

  • Follow-up jumping grab for additional damage, input the command as soon as the the shoulder hits but only if the shoulder hits otherwise she'll jump into the air completely missing the opponent along with some really nasty recovery.


Blackend = hcf + A/C close

  • Command grab, invincible at start-up making it a good reversal against un-expecting opponents, reverse knockdown when used without the follow-up Mithan's Robe.

Mithan's Robe = qcf + A/C

  • Follow-up jumping grab for additional damage, input the command right before she throws them into the air.


Outrage = qcb + B/D

  • Vice does a barrage of kicks really fast making them as sharp as blades, weak version combos from weak attacks and does 4 hits but also pushes her hitbox back after about the 3rd hit, strong version makes her hop forward then do the attack for 8 hits but it's also not as safe as the weak version because of the hop, both version are super cancel-able on any hit.


Ravenous = qcb + B/D in air

  • An air variant of Outrage, can be combo'd into from her j. A/C.


Desperation Moves

Withering Surface - qcf x 2 + A/C

  • Vice leaps across the screen in an arc-like fashion to grab the opponent and slams them 3 times, weak version goes half-screen but the jump she does is high, it can be used to punish laggy projectiles from mid-screen, the strong version make her do a lower/faster jump and she goes about 90% of the screen, both version do 3 hits and she is completely invincible during the jumps arc, it doesn't have many other uses outside of Super Canceling (strong version suggested) it from her qcb + K


Negative Gain - hcb x 2 + B/D close

  • Instant command grab, Vice grabs her opponent and does a frankensteiner 3 times, combos from just about all her normals, st. D is the easiest way to combo into it


Overkill - db qcf uf u d + A/C close in air

  • Air Instant command grab, throws the opponent to the ground then falls on them making a red skull come out, does 1 hit, the tiger knee motion can help buffer this move on the ground to help punish short hops, can also be used as a reversal to punish slow jump-ins but requires strict timing


Super Desperation Moves

Withering Surface - qcf x 2 + AC

  • It's executed the same way as the strong version except it does 6 hits instead of 3, does a good chunk of more damage than the regular version


Negative Gain - hcb x 2 + BD close

  • Instant command grab, works the same way as the regular versions except she does 5 frankensteiners instead of 3


Hidden Super Desperation Move

Cannibal Corpse - qcf hcb + AC

  • Counter attack, she walks forward in her KOF 98 animation for about 3 seconds and if she's hit she does her Backlash throw then she runs toward them, then the screen fades to black while she rips them apart, if she is not hit she'll sit their for an extra 2 seconds to punished, it counters low/mid/high/CD attacks and even DM's, she is vulnerable to throws and projectiles while this move is active


Combos

You can add a jump-in to every combo unless specified otherwise. However, you may have to remove a cr.B when the combo starts with one.

0 Stock

Anywhere

 ★ cr.Bx1~2, cr.A/cr.B, qcb+A > qcf+P

Meterless bnb with decent oki. If you do qcf+K right after qcb+A you can delay qcf+A to confirm the hit. While qcb+A isn't too unsafe it's still best to stop at cr.A/cr.B on block. cr.A is faster and has more range so is preferred to cr.B. 22~26%.

 ★ cl.D(2), hcb,f+P / (qcb+C>qcf+P)

Bnb better suited after a jump-in or as a punish since cl.D is easy to confirm but still fairly slow. hcb,f+P offers great carry and oki but for a bit less damage than qcb+C. 24/26%.

 ★ cl.D(2), f+A, hcf+B

Better damage but limited in range, mostly used as a point-blank, no jump-in punish. Stop at f+A or hcf+B on block. You may want to use another combo if you have the opponent cornered as it'd throw them out of it without much oki for you to get. 31%.

Corner

  • st.CD(CH), qcb+D, qcb+C > qcf+P
Damaging st.CD conversion, mostly after punishing a baited dp. 45%.


1 Stock

Anywhere

  • cr.B, cr.A/st.B, hcbx2+K
Fairly tough to land and the damage isn't much better than easier meterless. Do it as cr.B, hcb, cr.A/st.B, hcb+K or incorporate cr.A/st.B in the first hcb. 33%.
  • cl.D(2), hcbx2+K
Easier and more damaging version of the previous combo. 36%.


2 Stocks

Replace cl.D(2), BC by f+A, BC for an overhead starter on max routes.

Anywhere

  • cr.B, qcb+B(1~2), (SC) hcbx2+K
Decent super cancel conversion. qcb+B whiffs on characters crouching except Daimon, Seth, Maxima, Whip, Chang and Xiangfei. Do the SC as cr.B, hcb+B(1~2), (SC) hcb+K. 37~40%.
  • cl.D(2), BC walk, cl.D(2), hcbx2+K
Basic and easy max route but the damage isn't worth the extra meter from the 1 bar version. 40%.
  • cl.D(2), BC run, cl.D(1), qcb+B(1~4), (SC) hcbx2+K
Optimized version of the max route with decent damage. 42~45%.
  • qcb+D(4~8), (SC) qcfx2+C
You'll have to cancel on the 4th hit against most crouching characters, don't go further unless you've checked beforehand, 8th hit if they are standing. Don't try to land this, focus on winning instead. 41~45%.


3 Stocks

Anywhere

  • cr.B, cr.A/st.B, hcbx2+BD
Fairly tough to land and the damage isn't much better than easier meterless. Do it as cr.B, hcb, cr.A/st.B, hcb+K or incorporate cr.A/st.B in the first hcb. 49%.
  • cl.D(2), hcbx2+BD
Easier and more damaging version of the previous combo. 52%.
  • cl.D(2), BC walk, cl.D(2), hcbx2+BD
Basic and easy max route but the damage isn't worth the extra meter from the 1 bar version. 56%.
  • cl.D(2), BC run, cl.D(1), qcb+B(1~4), (SC) hcbx2+BD
Optimized version of the max route with decent damage. 58~61%.


4 Stocks

Anywhere

  • cr.B, qcb+B(1~2), (SC) hcbx2+BD
Bad damage for how much meter is spent. qcb+B whiffs on characters crouching except Daimon, Seth, Maxima, Whip, Chang and Xiangfei. Do the SC as cr.B, hcb+B(1~2), (SC) hcb+BD. 53~56%.
  • qcb+D(4~8), (SC) qcfx2+AC
You'll have to cancel on the 4th hit against most crouching characters, don't go further unless you've checked beforehand, 8th hit if they are standing. Don't try to land this, focus on winning instead. 63~67%.


Notes

Changes from OG2k2

  • Far C is faster
  • Outrage is super cancel-able now, Negative Gain can connect to both versions, while Strong/MAX Withering Surface connect to the strong Outrage only
  • Her old HDSM "Overkill" has been demoted to a DM
  • She has a new counter HDSM called "Cannibal Corpse"

Wake-up frames

Wake-up frames after Backlash (b/f+D throw)

(-6F) - Ralf

(-4F) - Athena

(+0F) - Kyo series (Kyo, 1, 2, KUSANAGI), Nameless, Whip, Kula, Shingo, Yamazaki, Mai

(+1F) - Yuri, Angel, Billy, Kasumi

(+2F) - Iori, Clark, Chris, Foxy, B. Mary, Hinako

(+3F) - Joe, Ryo, Robert

(+4F) - Ramon, 、Lin

(+5F) - Yashiro, Takuma

(+6F) - Mature, Vice, Kensou, Vanessa, May Lee, King

(+7F) - Seth, Shermie, Choi

(+8F) - K´, Andy, Terry 

(+10F) - Chin

(+11F) - Bao, Xiangfei

(+12F) - Daimon

(+13F) - Benimaru, Leona

(+14F) - Heidern

(+15F) - Chang

(+16F) - Kim

(+17F) - Maxima

(+28F) - Jhun


Wake-up frames after weak Deicide

(-14F) - Ralf

(-13F) - Yuri

(-11F) - Athena

(-10F) - Whip 

(-8F) - Yamazaki, Kula

(-6F) - Mature, Joe, Robert, Angel, B. Mary, Kasumi

(-5F) - Ryo, Foxy, Kim, Takuma, Hinako, Mai

(-3F) - Yashiro, K' 

(-2F) - Daimon, Vaness, Clark, Lin, May Lee 

(-1F) - Vice, Terry, Kensou

(+0F) - Kyo series (Kyo, 1, 2, KUSANAGI), Nameless, Seth, Chang, Choi, Shingo, King

(+1F) - Leona

(+2F) - Iori

(+3F) - Shermie, Chris, Heidern, Chin

(+4F) - Andy, Bao, Xiangfei

(+5F) - Billy

(+6F) - Benimaru, Ramon, Jhun

(+10F) - Maxima


Wake-up frames after MAX Withering Surface

(-11F) - Athena

(-6F) - Joe, Robert

(-5F) - Mature, Mai 

(-3F) - K´, Takuma 

(-1F) - Terry, Kensou

(+0F) - Kyo series (Kyo, 1, 2, KUSANAGI), Nameless, King 

(+2F) - Iori

(+3F) - Heidern

(+4F) - Bao

(+5F) - Shermie 


Videos

2k2um Vice Vs Combos by Dark Chaotix
Vice 2002UM tutorial video
阿澤.Aze (Vice Best Rounds)
Vice Master Class

External Links

Check Vice's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

Navigation

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