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* cr.B: Standard low combo starter. Chainable and cancelable on hit, block, and whiff.
* cr.B: Standard low combo starter. Chainable and cancelable on hit, block, and whiff.


cr.C: Moderately good anti-air if used early enough. Cancelable on hit, block, and whiff. Can also be kara-canceled.
* cr.C: Moderately good anti-air if used early enough. Cancelable on hit, block, and whiff. Can also be kara-canceled.


* cr.D: Sweeps the opponent. Cancelable on hit, block, and whiff. Can also be kara-canceled.
* cr.D: Sweeps the opponent. Cancelable on hit, block, and whiff. Can also be kara-canceled.


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


'''Blowback Attack'''
* j.A: Jump-in. Cancelable.
 
* j.B: Good meaty and instant overhead.
 
* j.C: Jump-in, very active. Cancelable.
 
* j.D: Air-to-air.
 
'''CD Normals'''
* Stand CD has good range much like her stand C except it comes out slower, whiff cancel-able/cancel-able
* 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
* Jump CD comes out fast making it a good air-to-air when used early

Revision as of 08:08, 10 January 2022


Introduction

Vice is a intended to be primarily a grappler, with added solid hit confirms and poking tools. Ironically, she can stand her ground and play neutral very well, but struggles to get in and apply pressure to make full use of her command grabs.

Positive

  • Easy low confirm to special (cr.B[x3], qcb+A, qcf+A)
  • 1f command grab and slower invul command grab
  • Super long pokes (st.B, st.C, st.CD, hcf+K)

Negative

  • No reversal against wakeup jumpins
  • Situational anti airs, no one move solution
  • Very floaty jump hurts her pressure game

Changes from Previous Versions

98 to 98UM

Normals:

  • Hitbox on second hit of cl.D has been buffed, it now hits tiny crouchers and Chris's guarding stance

Specials:

  • qcb+K now has longer recovery, but you can cancel it at any time by pressing ABCD
  • hcf+P now does less damage
  • qcb+P now has longer startup invincibility
  • qcb+C now has 2 frames less startup and 2 frames more recovery

Supers:

  • Added qcfx2+K, an anti-air grab DM

98UM to 98UMFE

Normals:

  • j.C's active frames have been lengthened from 4 to 8
  • j.D's active frames have been lengthened from 5 to 8

Supers:

  • qcfx2+K now has invincibility until just after the throw hitbox appears

Normals

Close

  • cl.A: Same as st.A.
  • cl.B: Chainable and cancelable.
  • cl.C: Has relatively poor reach and lots of pushback, making it difficult to use in BnBs. Cancelable.
  • cl.D: Two-hitting normal, making it very easy to hit-confirm into anything by itself. Can also be used as a makeshift anti-air. Cancelable on the second hit only.

Standing

  • st.A: Good speed and reach. Nice anti-air against hops. Chainable and cancelable.
  • st.B: Longer-range poke.
  • st.C: Another long-ranged poke. Preferred over st.B because of its better hitstun, startup, and damage.
  • st.D: Can used as an anti-air poke, but it's a little slow.

Crouching

  • cr.A: Chainable and cancelable on hit, block, and whiff.
  • cr.B: Standard low combo starter. Chainable and cancelable on hit, block, and whiff.
  • cr.C: Moderately good anti-air if used early enough. Cancelable on hit, block, and whiff. Can also be kara-canceled.
  • cr.D: Sweeps the opponent. Cancelable on hit, block, and whiff. Can also be kara-canceled.

Jumping

  • j.A: Jump-in. Cancelable.
  • j.B: Good meaty and instant overhead.
  • j.C: Jump-in, very active. Cancelable.
  • j.D: Air-to-air.

CD Normals

  • 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 Moves

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 10 hits but it's also not as safe as the weak version because of the hop. Both versions can be canceled after the first hit by pressing ABCD.


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.
  • Invincible Start-up
  • Grab DM


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, it can also be used in a variety of ways with quick max/evade.
  • Grab DM
  • Quick MAX/EVADE OK


Dying Fetus: qcf x 2 + B/D

  • Anti-Air Withering Surface, it works very well as a reversal but only on opponents that won't see it coming. In most cases jumping in on Vice usually isn't an issue but because she has this DM now she is can be a major threat and is more likely to keep her opponents grounded and close which allows for more chances to catch them with Blackend or even Gore Fest upo reversal, it's also more likely to keep them out of your face as soon because of the amount of options available.
  • Anti-Air
  • Grab DM

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.
  • Invinble Start-up
  • Grab DM


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
  • Grab DM
  • Quick MAX/EVADE OK


Dying Fetus: qcf x 2 + B/D

  • Anti-Air Withering Surface, it works very well as a reversal but only on opponents that won't see it coming. In most cases jumping in on Vice usually isn't an issue but because she has this DM now she is can be a major threat and is more likely to keep her opponents grounded and close which allows for more chances to catch them with Blackend or even Gore Fest upo reversal, it's also more likely to keep them out of your face as soon because of the amount of options available, SDM does significantly more damage.
  • Anti-Air
  • Grab DM

ADV/EX Strats

Combos

Meterless

Low

cr.B×3, qcb+P > qcf+P:
cr.B, cl.B, hcb,f+P:

Anywhere

(j.X), cl.D, hcb,f+P:
cl.D, hcb,f+P:
  • Standing combo variant of previous combo, cl.D is easy to hit confirm off of
cl.D, f+A, hcf+K:
  • Standing combo into hcf+K, switches sides.
cl.D, f+A, qcb+C > qcf+P:

Quick Dodge

f+A, AB, A/B/C/D, hcf+B:
f+A, AB, A/B/C/D, qcb+C > qcf+P:
  • Quick dodge combos from overhead

With Meter

  • You can replace hcbx2+K with hcbx2+BD for more damage if you have 3 stocks in Advanced Mode.

Low

cr.B, cl.B, hcbx2+K:
  • You can do this as cr.B, hcb,f+B, hcb+K for an easier cancel

Anywhere

(j.X), cl.D, hcbx2+K:
cl.D, hcbx2+K:
  • Standing combo variant of previous combo, cl.D is easy to hit confirm off of

With Quick Max

Low

cr.B, cr.A, ABC, cl.D, hcbx2+K:
  • 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.

Quick Dodge

cr.B, cr.A, ABC, cl.D(1), AB, A/B/C/D, hcbx2+K:
  • Similar to previous combo, you need a microwalk after quick max. Does more damage
  • To make the dodge attack -> hcbx2+K cancel easier, after AB you can do hcb+A/B/C/D for the dodge attack then do hcb+K to cancel into the super.

Color Chart

  • A: Black/Red
  • AB: Black/White (Mature Color)
  • B: Green/Light Green
  • BC: Wine Red/Pink
  • C: Red/White
  • CD: Brown/Pale Green
  • D: Black/Orange
  • AD: Pale Blue/Blue

Strategy & Tips

Videos

King of Fighters 98 UM FE: Vice Guide by Mash It Out

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