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

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[[Image:Vice_98UM.png]]
{| style="margin-right:1em;" align="right"
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<section begin="image"/>[[File:kyo98umfevice.jpg]]<section end="image"/>
[[File:Notationkof.png|left]]
[[File:Kof98umfevicemovelist.png|left]]
<br clear=all>


==Introduction==


==Normals==
{{StrengthsAndWeaknesses
|ext=jpg
| description =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.}}


===Close===
'''Positive'''
* Easy low confirm to special (cr.B[x3], qcb+A, qcf+A)
* 1f command grab and slower invul command grab
* Super long pokes with good hitboxes and hurtboxes (st.B, st.C, st.CD, hcf+K)
* Good overhead option lets her mix up and win whole rounds without ever grabbing


* cl.A/B/C/D are cancellable
'''Negative'''
* Close C has relatively poor reach and pushes back afterward making it difficult to use in BnB's.
* No reversal against wakeup jumpins
* 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.
* Situational anti airs, no one move solution
* Very floaty jump hurts her pressure game
* All of her normals are negative on block, weakening her ability to do staggered re jump and re run offense


== Changes from Previous Versions ==


====Standing====
'''98 to 98UM'''
* 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.


Normals:


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


Specials:


===Jumping===
* qcb+K now has longer recovery, but you can cancel it at any time by pressing ABCD
* 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


* hcf+P now does less damage


===Blowback Attack===
* qcb+P now has longer startup invincibility
* 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


* 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
==Normal Moves==
'''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'''
* st.CD: Has good range, much like her st.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==
==Throws==
'''Death Blow''' = b/f + C
*Vice grabs the opponent then scratches them, simple stuff.
* Can be broken, regular knockdown


'''Death Blow:''' <code>b/f+C (close)</code>


'''Backlash''' = b/f + D
* Regular throw, techable. Vice grabs the opponent then scratches them, simple stuff.
* Vice grabs them then tosses them behind her, good for setting up meaty jump-ins.
 
* Can be broken, reverse knockdown
'''Backlash:''' <code>b/f+D (close)</code>
 
* Regular throw, techable. Vice grabs the opponent, then tosses them behind her. Switches sides. Good for setting up meaty jump-ins.


==Command Moves==
==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.


'''Monstrosity:''' <code>f+A</code>
* 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==
==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.
'''Gore Fest:''' <code>hcb,f+A/C (close)</code>
 
* 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
'''Deicide:''' <code>hcf+B/D</code>
* 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.
 
* 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 f+A, 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:''' <code>qcb+A/C</code>


'''Mayhem''' = qcb + A/C
* A very fast shoulder tackle.
* 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
* 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.
* 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.


: '''Mithan's Robe:''' <code>qcf+A/C (during qcb+P)</code>


'''Blackend''' = hcf + A/C close
:* Follow-up jumping grab for additional damage.
* 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
:* 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.
* Follow-up jumping grab for additional damage, input the command right before she throws them into the air.


'''Blackend:''' <code>hcf+A/C (close)</code>


'''Outrage''' = qcb + B/D
* Command grab with some invincible startup, making it a good reversal on a read or a nice way to bait opponents.
* 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.  


: '''Mithan's Robe:''' <code>qcf+A/C</code>


'''Ravenous''' = qcb + B/D in air
:* Same as the followup to qcb+P, 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.
* An air variant of Outrage, can be combo'd into from her j. A/C.


'''Outrage:''' <code>qcb+B/D</code>
* 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:''' <code>qcb+B/D (in air)</code>
* An air variant of qcb+K. Can be combo-ed into from cancelable air normals.


==Desperation Moves==
==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


'''Withering Surface:''' <code>qcfx2+A/C</code>


'''Negative Gain''' - hcb x 2 + B/D close
* Vice leaps forward to command grab the opponent and slams them into the ground repeatedly.
* 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


* A version goes halfscreen but the jump she does is high. It can be used to punish slow projectiles from midscreen.


'''Dying Fetus''' - qcf x 2 + B/D
* C version make her do a lower/faster jump and she goes about 90% of the screen.  
*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==
* Both the A and C versions do 3 hits, and she is completely invincible during the forward leap.
'''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


* MAX version follows the same trajectory as the C version, but does more hits and damage.


'''Negative Gain''' - hcb x 2 + BD close  
'''Negative Gain:''' <code>hcbx2+B/D (close)</code>
* 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


* Instant command grab. Vice grabs her opponent and does three frankensteiners in a row.


'''Dying Fetus''' - qcf x 2 + B/D
* Combos from just about all of her normals.
*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


* Vice's main combo DM.
* MAX version does five frankensteiners and more damage.
'''Dying Fetus:''' <code>qcfx2+B/D </code>
* Anti-air version of qcfx2+P 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.


==ADV/EX Strats==
==ADV/EX Strats==




==Combos==
== Combos ==
 
'''General Notes:'''
 
* In any metered combo, you can replace hcbx2+K with hcbx2+BD for more damage if you have the resources.
 
===Meterless===
 
''Low''
 
: <code>cr.B×N, qcb+A > qcf+P</code>
 
: <code>cr.B, cl.B, hcb,f+P</code>
 
''Mid/Jump-In''
 
: <code>(j.X), cl.D, hcb,f+P</code>
 
: <code>cl.D, f+A, hcf+K</code>
: Standing combo into hcf+K, switches sides.
 
: <code>cl.D, f+A, qcb+C > qcf+P</code>
 
===With Meter===
 
''Low''
 
: <code>cr.B, cl.B, hcbx2+K</code>
: You can do this as cr.B, hcb,f+B, hcb+K for an easier cancel.
 
''Mid/Jump-In''
 
: <code>(j.X), cl.D, hcbx2+K</code>
 
''Quick Dodge''
 
: <code>f+A, AB, A/B/C/D, hcf+B</code>
 
: <code>f+A, AB, A/B/C/D, qcb+C > qcf+P</code>
: Quick dodge combos from overhead.
 
===With Quick MAX===
 
''Low''


*(late) j.D, cl.D, hcb f+P
: <code>cr.B, cr.A, ABC, cl.D, hcbx2+K</code>
*cr.B×3, qcb+P~qcf+P
: 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.
*cl.D, f+A, hcf+K
*j.D, cl.D, hcbx2+K


'''Quick MAX'''
''Quick Dodge''
*cr.B, cr.A, [QUICK MAX] cl.D, hcbx2+K


'''Quick Evade Combos'''
: <code>cr.B, cr.A, ABC, cl.D(1), AB, A/B/C/D, hcbx2+K</code>
*f+A, [Quick EVADE Attack], hcf+B
*cr.B, cr.A, [Quick MAX] cl.D, [Quick EVADE Attack], 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==
==Color Chart==
Line 151: Line 283:


== Videos ==
== Videos ==
{{#ev:youtube|2i2EtvKni10|||'''King of Fighters 98 UM FE: Vice Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|0qMe67X5N4E|||'''Infinite Vice combo''' |frame}}


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

Latest revision as of 13:55, 17 October 2022

Kyo98umfevice.jpg

Notationkof.png
Kof98umfevicemovelist.png


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 with good hitboxes and hurtboxes (st.B, st.C, st.CD, hcf+K)
  • Good overhead option lets her mix up and win whole rounds without ever grabbing

Negative

  • No reversal against wakeup jumpins
  • Situational anti airs, no one move solution
  • Very floaty jump hurts her pressure game
  • All of her normals are negative on block, weakening her ability to do staggered re jump and re run offense

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

Normal Moves

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

  • st.CD: Has good range, much like her st.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: b/f+C (close)

  • Regular throw, techable. Vice grabs the opponent then scratches them, simple stuff.

Backlash: b/f+D (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: f+A

  • 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: hcb,f+A/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 f+A, 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: qcb+A/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.
Mithan's Robe: qcf+A/C (during qcb+P)
  • 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: hcf+A/C (close)

  • Command grab with some invincible startup, making it a good reversal on a read or a nice way to bait opponents.
Mithan's Robe: qcf+A/C
  • Same as the followup to qcb+P, 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: qcb+B/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: qcb+B/D (in air)

  • An air variant of qcb+K. Can be combo-ed into from cancelable air normals.

Desperation Moves

Withering Surface: qcfx2+A/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: hcbx2+B/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: qcfx2+B/D

  • Anti-air version of qcfx2+P 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.

ADV/EX Strats

Combos

General Notes:

  • In any metered combo, you can replace hcbx2+K with hcbx2+BD for more damage if you have the resources.

Meterless

Low

cr.B×N, qcb+A > qcf+P
cr.B, cl.B, hcb,f+P

Mid/Jump-In

(j.X), cl.D, hcb,f+P
cl.D, f+A, hcf+K
Standing combo into hcf+K, switches sides.
cl.D, f+A, qcb+C > qcf+P

With Meter

Low

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

Mid/Jump-In

(j.X), cl.D, hcbx2+K

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 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
Infinite Vice combo

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