Difference between revisions of "The King of Fighters '98 UMFE/Vice"

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(Reformatted Vice's combo section)
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Low
Low


: <code>cr.B×3, qcb+P~qcf+P</code>:
: <code>cr.B×3, qcb+P > qcf+P</code>:
:* Simple low confirm combo. dp+C does slightly more damage but hcb+D has better corner carry.
:* Simple low confirm combo. dp+C does slightly more damage but hcb+D has better corner carry.


Line 177: Line 177:


: <code>f+A, AB, A/B/C/D, hcf+B</code>:  
: <code>f+A, AB, A/B/C/D, hcf+B</code>:  
: <code>f+A, AB, A/B/C/D, qcb+C > qcf+P</code>:


===With Meter===
===With Meter===

Revision as of 02:50, 19 October 2021

Kyo98umfevice.jpg

Notationkof.png
Kof98umfevicemovelist.png


Introduction

Vice is a command grab character with added solid hit confirms and poking tools. She can stand her ground 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 buffed. it now hits tiny crouchers and Chris's guarding stance

Specials:

  • qcb+K has longer recovery but you can stop it by pressing ABCD
  • hcf+P less damage
  • qcb+P has longer startup invincibility
  • qcb+C has 2 frames less startup and 2 frames more recovery

Supers:

  • added qcfx2+K, anti air grab super, no invincibility so will get beat by jumping normals

98UM to 98UMFE

Normals:

  • j.Cs active frames lengthened from 4 to 8
  • j.Ds active frames lengthened from 5 to 8

Supers:

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

Normals

Close

  • cl.A/B/C/D are cancellable
  • 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 cancellable
  • Stand B/C are good pokes, stand C is preferred over stand B because of the hitstun/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 cancellable/whiff cancellable
  • 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 cancellable before the sweep

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

  • 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:
  • Simple low confirm combo. dp+C does slightly more damage but hcb+D has better corner carry.

Anywhere

(j.X), cl.D, hcb,f+P:
  • You can also do this easily as a standing combo without the jump-in: cl.D is easy to hit confirm off of
cl.D, f+A, hcf+K:
  • Standing combo into hcf+K, switches sides.

Quick Dodge

f+A, AB, A/B/C/D, hcf+B:
f+A, AB, A/B/C/D, qcb+C > qcf+P:

With Meter

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

Anywhere

(j.X), cl.D, hcbx2+K:
  • You can also do this easily as a standing combo without the jump-in: 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+P/K for the dodge attack then do hcb+K to complete the super motion.

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 StrategyFrame 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