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The King of Fighters '98 UMFE/Vice
Notation
Throws
Command Normals
Special Moves
Desperation Moves
Introduction
Vice is a grappler/poking hybrid, with a special trick under her sleeve. Her moveset consists of a mix of very strong pokes and grappling tools. Combined with some very good hitconfirms, this allows Vice to play a solid fundamental game while also having the mixup options a grappler has. This incredibly strong neutral is marred by Vice having weaker pressure, with none of her grounded buttons offering any sort of frame advantage, alongside an incredibly floaty jump. Vice has to make the most of her pressure sequences, making sure she lands a strike or throw to keep the opponent trapped.
Vice's special trick under her sleeve is particularly unusual for a grappler character, especially in a game with relatively average damage like '98 UMFE. This is her infinite - a corner-only juggle combo that is incredibly difficult to pull off, requiring special execution tricks and MAX Mode to even begin. This allows her to steal rounds with some incredible damage, especially with her amazing corner carry. This gives Vice a resemblance gameplay wise to Raoh of Hokuto no Ken, having relatively mediocre tools in exchange for the ability to completely steal rounds off of the correct opening. Due to the difficulty of this infinite, it can be argued that Vice has the most difficult traditional execution of any character in the game, at the exchange of having an infinite combo.
Gameplay Overview
Vice is a hybrid between a poking character and a grappler, focusing on bringing her opponents to the corner to unleash her potent strike/throw mixups, or her devastating high execution infinite combo. | |
Pros | Cons |
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System Mechanics
Run VS Step
- This is completely personal preference - Vice does not do any better with step or run.
- Run allows her to move more freely during pressure, whereas Step allows you to move in neutral faster.
Roll VS Dodge
- This is also personal preference - Dodge has its natural advantages, but roll can work just as well.
- There is some dodge cancel combos you can do, but these are very meter-hungry.
Advanced VS Extra
- Use Extra. Extra allows Vice to confirm into her infinite without a counter-hit, which is such a massive advantage that it completely removes any reason to use Advanced.
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:
- 214K now has longer recovery, but you can cancel it at any time by pressing ABCD
- 41236P now does less damage
- 214P now has longer startup invincibility
- 214C now has 2 frames less startup and 2 frames more recovery
Supers:
- Added 236236K, 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:
- 236236K now has invincibility until just after the throw hitbox appears
Normal Moves
Close
- cl.A: Same as f.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
- f.A: Good speed and reach. Nice anti-air against hops. Chainable and cancelable.
- f.B: Longer-range poke.
- f.C: Another long-ranged poke. Preferred over f.B because of its better hitstun, startup, and damage.
- f.D: Can used as an anti-air poke, but it's a little slow.
Crouching
- 2A: Chainable and cancelable on hit, block, and whiff.
- 2B: Standard low combo starter. Chainable and cancelable on hit, block, and whiff.
- 2C: Moderately good anti-air if used early enough. Cancelable on hit, block, and whiff. Can also be kara-canceled.
- 2D: 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
- 5CD: Has good range, much like her f.C, except it comes out slower. Cancelable on hit, block, and whiff.
- j.CD: Comes out fast, making it a good air-to-air when used early.
Throws
Death Blow: 4/6C (close)
- Regular throw, techable. Vice grabs the opponent then scratches them, simple stuff.
Backlash: 4/6D (close)
- Regular throw, techable. Vice grabs the opponent, then tosses them behind her. Switches sides. Good for setting up meaty jump-ins.
Command Moves
Monstrosity: 6A
- Vice hits the opponent over the head. Overhead when used raw, cancelable mid when canceled into. Good for combos and blockstrings.
- However, when late-canceled into, it acts like the raw version, allowing you to surprise the opponent with an overhead in pressure.
- Hard knockdown when done to opponents in the air.
Special Moves
Gore Fest: 632146A/C (close)
- Vice grabs her opponent then rushes forward, dragging them across the ground before throwing them into the air.
- Fast command grab with lots of damage and corner carry.
Deicide: hcf+B/D
- Vice does a quick swipe attack with her hand, throwing the opponent to the other side of the screen. Switches sides.
- B version can combo from strong attacks and 6A, the D version has more range but is too slow to combo.
- Can grab jumping opponents, but only when they are close to the ground.
Mayhem: 214A/C
- A very fast shoulder tackle.
- A version combos from just about everything except her command normal, making it good for conversions from lights. It's also safer on block. The C version does more damage and goes further.
- Misanthrope:
236A/C (during 214P)
- 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 and opening herself up to a huge punish.
Blackend: 41236A/C (close)
- Command grab with some invincible startup, making it a good reversal on a read or a nice way to bait opponents.
- Misanthrope:
236A/C
- Same as the followup to 214P, except obviously you can't whiff this one on block and you also need to input it slightly before the opponent is thrown into the air.
Outrage: 214B/D
- Vice does a fast barrage of razor-sharp kicks.
- B version combos from lights and does 4 hits, but also pushes her hitbox back after about the 3rd hit.
- D version makes her hop forward, then do the attack for 10 hits, but it's also not as fast or safe as the weak version because of the hop.
- Both versions can be canceled after the first hit by pressing ABCD.
Ravenous: j.214B/D
- An air variant of 214K. Can be combo-ed into from cancelable air normals.
Desperation Moves
Withering Surface: 236236A/C
- Vice leaps forward to command grab the opponent and slams them into the ground repeatedly.
- A version goes halfscreen but the jump she does is high. It can be used to punish slow projectiles from midscreen.
- C version make her do a lower/faster jump and she goes about 90% of the screen.
- Both the A and C versions do 3 hits, and she is completely invincible during the forward leap.
- MAX version follows the same trajectory as the C version, but does more hits and damage.
Negative Gain: 6321463214B/D (close)
- Instant command grab. Vice grabs her opponent and does three frankensteiners in a row.
- Combos from just about all of her normals.
- Vice's main combo DM.
- MAX version does five frankensteiners and more damage.
Dying Fetus: 236236B/D
- Anti-air version of 236236P that only hits airborne opponents.
- In most cases, jumping in on Vice usually isn't an issue, but because she has this DM she 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 her grounded options and command grabs.
- MAX version does more hits and damage.
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 hcf+K, 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.
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.
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