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Light Kick
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Strong Kick
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Heat Mode
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Light Punch
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Strong Punch
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Not Used
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Taunt
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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.
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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) :
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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 :
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This move is rather slow to pull out but has a good range and can beat some crouching attacks.
Guard Cancel Evasion :
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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 :
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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 :
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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).
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Death Blow :
or
+
(while close to opponent)
Nothing much to say about this throw.
Back Rush :
or
+
This throw inverses player sides.
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BlackEnd :
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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 :![]()
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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 :
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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 : ![]()
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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 : ![]()
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or
(in air)
This is simply the aerial version of Outrage. It has 2 versions, depending of her current Y velocity.
Mayhem :
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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 :
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or
(after Mayhem or BlackEnd)
A followup-only move. Vice will juggle falling opponent by crushing
him on ground.
Decide Slayer :
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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.
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Whithering Surface :
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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 ? :
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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 ! :
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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 :
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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.
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Whithering Surface : ![]()
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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 : ![]()
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(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.
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Whithering Atlas :
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(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 ...
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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 ...
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