Movelist of Vice



Light Kick
Strong Kick
Heat Mode
Light Punch
Strong Punch
Not Used
Taunt
  
 



Heat Mode ?

Official SNK Playmore explanation : By pushing the Heat Button when not making attacks or being hit, the player character flashes red and Heat Mode activates. The character's attack strength rises substantially, but life energy, conversely, decreases gradually. Using this when opponents are defenseless or off guard has a devastating effect.

Super Cancel Mode
Not implemented yet. And I don't think I'll ever implement it.




The descriptions for each move are based on my personal experience of KOF. I think this can also apply to M.U.G.E.N (even if some things can't be reproduced since those are mind games based on command guessing/buffering ...) If you need more informations on how to use Vice, combos, strategies & other KOF-related mind games, I would recommend you to check out the FAQs like on GameFaqs for example.

Emergency Evasion (Roll) :

This is the classic roll used since KOF'96 with KOF'98 standards. Note that you are vulnerable to any throw while rolling so don't perform it too much, especially against grapplers.

Knockdown Attack :
This move is rather slow to pull out but has a good range and can beat some crouching attacks.

Guard Cancel Evasion : while guarding (requires 1 power stock)
Very useful if you know your opponent will perform a combo you know about which last hit has a slow recovery time (roll before opponent executes last hit[s] of his combo). Another function of this move is to avoid block damage, like while guarding K9999's SDM for example.

Guard Cancel Attack : while guarding (requires 1 power stock)
This is a useful tool when you want to get your opponent fly away, in order to escape from a combo, from block damage / guard crush or from being cornered. Use with caution though : if opponent lands a late air hit and if you perform the Guard Cancel Attack, you will miss opponent 95 % of the time (because p2 will have enough time to block the G.C.A).

Guard Cancel Attack Evasion : during any basic move
This is a feature introduced in KOF 2002 in order to punish people who rely too much on the Guard Cancel Attack.
Indeed, perform the Guard Cancel Attack Evasion during any basic move if you think your opponent will try to G.C.A you. In the case of a success, you will get up while opponent is still in his G.C.A motion, and here you go for a damaging punishment (let's say close standing strong Kick, Monstrosity, Decide).





Death Blow : or +
(while close to opponent)
Nothing much to say about this throw.


Back Rush :
or + (while close to opponent)
This throw inverses player sides.
 




BlackEnd : or
(close to opponent)
Vice will grab opponent, slam him on ground, then send him in air. You can follow up with Mithan's Robe. This throw that has very good priority and pulls off quite fast. Can be used while running, after a small jump, after Guard Cancel Attack / Guard Cancel Attack Evasion ... you gotta be clever.

Gorefest :
or (close to opponent)
Another Vice throw. This throw will make opponent clean the floor with his body :P. An alternative to the BlackEnd throw. Gorefest can be linked from fierce basic attacks which is not the case for BlackEnd.

Decide : or
A mid/long range throw. If Vice hits opponent, she will send him on the other side of the screen. A version is faster while B version is slower but has increased range. This is a very good throw to use when opponent is at mid-range and you want to confuse him. From a distance, you can use standing light kick, wait a bit then perform Decide, for example. There are many other little pokes like that, find them out. But be careful as opponent can roll into this throw and that Vice is also vulnerable to air attacks.

Outrage :   or
A multiple hit kick move.A version is fast and beats most basic attacks, even some air ones, B one makes Vice step forward before performing the move. Can be comboed after a crouching light punch/kick for example.

Ravenous :   or (in air)
This is simply the aerial version of Outrage. It has 2 versions, depending of her current Y velocity.

Mayhem : or
A quick shoulder dash that makes opponent fly in air. The X version is comboable with most basic moves but has less range than the Y one, the best use would be after crouching light ones. You can followup with Mithan's Robe.

Mithan's Robe :
or (after Mayhem or BlackEnd)
A followup-only move. Vice will juggle falling opponent by crushing him on ground.

Decide Slayer : or  
Same as the regular Decide, but Vice will try to grab jumping or falling opponents. Can be used instead of the Mithan's Robe.



 




Whithering Surface :
or
This DM makes Vice jump towards opponent for a grab attempt. If Vice succeeded, she will slam opponent twice on ground then jump for a final slam with a specific effect. Note that X version has different jump velocities, use the right version depending of the context. Also note that Vice can avoid all projectiles with that move (in KOF she could do it only on few ticks, I decided to give full projectile invincibility to give this DM some interest).

 Negative Surface - For Real ? :  
This is a fake Whithering Surface DM. Instead of jumping, she will do ... absolutely nothing. This fake only needs 500 power, i.e half a power stock.

 Negative Surface - For Real ! :  
Starts like the fake version, jumps like the real Whithering Surface DM ... but instead of grabbing on ground, she will unleash some of the Orochi power in that grey column you know about. This DM requires one entire power stock. No need to say that you have now awesome mind games coming with those new additions >;D


Negative Gain :
or (close to opponent)
A direct throw DM. Vice will grab opponent with her legs, like Clark's Frankensteiner, then here we go for 3 crush loops. A somewhat impressive DM, but the SDM version is even better.




Whithering Surface :
Same as the DM version except that this time the velocity is unique. Note that I kept the projectile invincibility added to the DM version for the SDM one. Whithering Surface SDM makes Vice crushing 3 times on ground, then she jumps with him for a fourth crush, and finally sends him in air for a tuned-up version of Mithan's Robe.

Negative Gain : (close to opponent)
A direct throw SDM. Vice will grab opponent with her legs, like Clark's Frankensteiner, then here we go for 5 fast crush loops. You really feel good when you land that SDM on someone >:P.




Whithering Atlas : (in air, close to opponent)
An air throw. You need to be really close to opponent to get this working. Vice will throw opponent on ground then land a powerful knee attack on him. This HSDM deals good amount of damage.

 
ures V-Slasher SDM, Umanori Galactica Phantom HSDM & more ...




Vice has some interesting but short combos. That's pretty normal since she is a grappler-style character, who relies a lot on her throws. Here are some combos, but you can find more by yourself, by checking out FAQs, the CMD file, the AI, the comments of this page ....

- close standing strong kick (2 hits) -> Gorefest
- crouching light kick (up to twice) -> crouching light punch -> Mayhem (X version) -> Mithan's Robe
- close standing strong kick (2 hits) -> Monstrosity (forward + X) -> Decide

More combos featured ...