Capcom Vs. SNK Vice Strategy guide by Yu Lew Hmm... I'm used to Writing a character FAQ for King... but this is my first FAQ on a new character so bear with me.... hehe Contents: =================================================================== 0.0 Preface 1.0 Introduction 1.1 About the Author 1.2 How to Use this Guide 1.3 Where to Get More Information 1.4 Character Background 1.5 Revisions 2.0 The Moves 2.1 Normal moves 2.2 Special Moves 2.2 Desperation Moves 2.3 Normal Moves 2.4 Combinations 2.5 Taunts 3.0 General Strategy 3.1 Overview and Example 3.2 Ranges and Zoning 3.3 Mind Games 4.0 Acknowledgments 4.1 Credits 4.2 Version History 4.3 Copyright Information 1.0: Introduction (do I really need one?....hehe) =================================================================== 1.1: About the Author ------------------------------------------------------------------------- There's been many changes about the author of this FAQ (ME GODDAMMIT...hehe) relationship problems and stuff.... but there's always been time for Capcom vs. SNK for me I'm a Macross fan too.... those 2 are usually my way of just having fun and avoiding frustration. 1.2: How to Use this Guide (if you like reading read on and hear me babble about my personals..hehe) ------------------------------------------------------------------------- Well, since I've been criticized for my king guides before (and praised for it) I'm happy to do this update of course I'll be using the names of Vice's moves with the motion so you can get used to it. 1.3: Where to Get More Information ------------------------------------------------------------------------- www.gamefaqs.com www.highervoltage.net they'll give you enough information for any beginner to play this game 1.4: Character Background ------------------------------------------------------------------------- NAME: Vice FIGHTING STYLE: No style in particular... just power based grabs and attacks (although in this game it's hardly called "powered") NATIONALITY: BIRTHDAY: November 28, 1970 AGE: 30 HEIGHT: 178cm WEIGHT: 59kg 3-SIZE: B-90 W-58 H-88 BLOODTYPE: A (Orochi) HOBBIES: Collecting American Comics FAVORITE FOOD: Plums FAVORITE SPORT: Bench Pressing MOST VALUABLE POSSESSION: The Signed Comic book of Dan Brereton THING SHE HATES THE MOST: Saishu Kusanagi (Kyo Kusanagi's Father) A woman with cursed blood, She was the secratary of Rugal Berenstein (for people unfamilar with the story of King of Fighters, Rugal was the Boss of King of Fighters 94,95 and 99) She only watched over him because of Goneitz (the boss of 96). The orochi blood in her probrably is the cause of her dangerous appeal. Vice and her partner Mature were supposedly killed By Iori when his Orochi Blood awakened within him (Orochi was the Main boss of 97). 1.5: Revisions ------------------------------------------------------------------------- none yet 2.0: The Moves =================================================================== (Note: The following assume Vice is facing right. Mirror the motion if facing left.) 2.1: Normal Moves ------------------------------------------------------------------------- 1.Standing Light punch a quick jab good for standing pokes or combos 2.Standing Light kick it's better than the jab cause of the range, but it comes out slower than the punch can't be comboed 3.Standing Hard Punch not as long as the range of her standing Light kick... but it comes out fairly fast 4.Standing Hard Kick a good roundhouse kick. perfect for oncoming jumpers. 5.Close Light punch quick punch...(comboable) 6.Close Light kick quick low shin kick (uncomboable) 7.Close Hard Punch upper elbow to the face (comboable, except her moves don't have that much reach besides the EX version) 8.Close Hard Kick 2 hit roundhouse (uncomboable) 9.Crouching Light punch quick low jab (comboable) good for poking 10.Crouching Light kick quick low short kicks (comboable) Great for poking and combos 11.Crouching Hard Punch an upwards punch (anti air) perfect for oncoming jumpers. really good for people who try to crossup. 12.Crouching Hard Kick a low roundhouse kick. good damage. good range. 13.Jumping Light punch a jumping punch with the hand at an angle 14.Jumping Light kick really good kick with a low angle (45 degrees downward) can be comboed into her Ravenous (light version) 15.Jumping Hard Punch Jumping Straight punch... pretty standard 16.Jumping Hard Kick Decent Straight kick... will trade with Dragonpunches sometimes 17. F+HP (Fierce grab) takes both hands and Ripps the opponent 18. F+HK (Roundhouse Grab) Tosses opponent underhand 2.2: Special Moves ------------------------------------------------------------------------- Different Character's each has their own special moves. That's what makes each one unique. The joystick motions and the button combinations each make up a special move is shown here Normal Mode: 1.Nail Bomb O- / | \ -O + Any Punch (up close to opponent) O O O Description: Power Bomb with skull Purpose: Grabbing a opponent and doing damage Notes: this is one of the most simpliest moves with Vice. it's much easier than her Gore fest (which is in my opinion a better move) 2.Gore Fest -O \ | / O- -0 + (any punch) (close to opponent) O O O Description: Drags the opponent on the floor then tosses them Purpose: Grabbing a opponent and doing damage Notes: It's a much harder... but in my own opinion... much more better move that Vice has. I will explain why later 3.Decide O- / | \ -O + Any Kick O O O Description: Swings her arm and tosses an opponent Purpose: Zoning Fireball opponents. when you start grabbing alot with Vice, People tend to stay away and fireball your @$$. so when they try, toss them with this (it doesn't hit close range though) Notes: Very quick, but don't use it too often because people will tend to turtle more. it's the best at the beginning of the round when they think they can't do anything to ya 4. Outrage | / O- + Any Kick O O Description: Multi Kick (Kinda like Chun Li's) her Hard Kick version makes her Hop Foward Purpose: Tick Damage. it's comboable but at really close range (aka after a crossup). But kinda does nothing for ya. anyone can see the hard kick coming a mile away. so just use it to annoy people. Notes: don't use this besides for tick damage. the only good thing about this is that there is no recovery time on it. so after the tick damage you're home free 5.Ravenous | / O- + Any Kick (in air) O O Description: An air version of the Outrage. Purpose: pretty good amount of uses. it's good tick damage, and then it works just as well against some attacks (her legs help against blanka's roll... etc). and since there's almost NO recovery time at all. you can try abusing this move all you want in air Notes: light kick version is comboable from a jumping light kick, try using the light kick then going into this. 6.Tranquility -O | \ + A/C O O Description: Hops into an Airborne opponent and Frankensteiners the poor fool Purpose: Pesky Jumpers? attack with this. also a great follow up after the Hard punch version of Gore fest. (and people will oogle at ya afterwards) Notes: it's better if you don't use this too much except for after the Gorefest. but if you can antcipate a jump, go for it. *EX Mode: 1.Nail Bomb *See above 2.Mayhem -O \ | / O- + (any punch) O O O Description: Shoulder Tackle. Good reach. Purpose: Punishment Notes: One of Ex Vice's most nicest moves (and why alot of people say this one is better) 3.Decide *See above 4.Outrage *See above 5.Ravenous *See above 6.Decide+Slayer -O | \ + A/C O O Description: just like her Decide, but at a 45 degree angle Purpose: great Anti air. and a great followup to her Mayhem Notes: Snuff missed dragonpunches, etc. very nice move for EX vice 2.2: Desperation Moves (both Regular and EX) ------------------------------------------------------------------------- 1.*Negative Gain -O \ | / O- -O \ | / O- + any Kick or both Kicks (for level 3) O O O O O O Description: a couple of frankensteiners to a huge frankensteiner Purpose: Grabbing a opponent and doing damage Notes: the biggest wake up move she has. you can use this to show any turtle or unsuspecting person the mistake they made. 2.*Whithering Surface | \ -O | \ -O + Any Punch or both punches (for Level 3) O O O O Description: Hops towards opponent and powerbombs him/her Purpose: Jumping over Fireballs, catching unsuspecting people...etc. Notes: it's a great Wake up move for Vice. in the case of people who do the Fireball/Dragonpunch tactic that has been the star of capcom games. it's nice to just see them hit pavement. 2.3: Effective Normal Moves ------------------------------------------------------------------------- Crotching Hard punch a good attack that attacks upward. 2.4: Combinations ------------------------------------------------------------------------- Regular Vice doesn't have many combinations besides her jumping b+Ravenous she can jab into any grab move though EX vice. Jump Hard Kick, Standing Hard Punch, Mayhem (HCB+P), Decide-Slayer (DP+K) (doesn't work in corner though) (you can mix up the initial Jumping hard kick, and the Standing Hard punch to anything else) 2.5: Taunts ------------------------------------------------------------------------- Press the start button to taunt the opponent. Taunt: Gets on all 4's and moans 3.0: General Strategy =================================================================== How to play Vice Effectively 3.1: Overview and Example ------------------------------------------------------------------------- Vice is a pretty hard character to play. in the fact that she's a grappler. grappler's in capcom games tend to be really hard to combo with since most hits knock the grappler away from their opponent (henceforth causing the grab to miss). You must learn to be brave and keep attacking, or else you will be in trouble. 3.2: Ranges and Zoning ------------------------------------------------------------------------- Decide is Vice's main Zoning tactic if you can't get close to someone (A.K.A. Ryu, Ken, Iori, Guile) Decide gives you the advantage of being really quick. and can catch opponents jumping at the beginning of the jump. but she is at her best up close. when she can do the most damage. 3.3: Mind Games ------------------------------------------------------------------------- Ahhh mind games...The only way to play a Grappler when you play against Dragon punching opponents. one of the best is to keep attacking then when your opponent is on the ground. get close and block (causing them to dragonpunch). then punish them with anything you want. keep doing this until they stop dragonpunching you. then when you're up close. just do her Negative Gain DM (HCBx2 + any kick). this works against alot of people. the trick is to get in close to your opponent. that's when you're most effective. always mix up what you do. if you attack constantly against someone... let them jump back then use Decide (HCF+K) on them. 4.0: Closing Acknowledgments =================================================================== 4.1: Credits ------------------------------------------------------------------------- This guide would not have been possible without the following: - The King of Fighters Mailing List: kof@dhp.com Without it I wouldn't be playing any fighting game as well as I do now - Howling Mad Henry Moritarty (a.k.a. Madman) awesome guy. inspiration to Finish this FAQ - Andrew Seyoon Park, aka EX Andy: asp@uclink2.berkeley.edu the idea and moves for this guide. (thanks for the taunt translation and reminding me some of the other combos that King has, see Matt Hall/Moonrun) http://www.geocities.com/TimesSquare/Alley/4810/ - Greg A. Kasavin:shrike@slip.net the idea for this guide. (Your Yashiro Guide inspired me for this guide, Thanks!!!) http://www.slip.net/~shrike - Tony Wedd: miku@camtech.net.au Grammer, Text info. (BTW: please cut down on my capitalization on things this was all done on Notepad, so I had no help with grammer) (a special thanks to you for putting your time in to fully check on my Guide) - Matt Hall @ m00nrun: kensou@aol.com moonrun@pacific.net.sg Combos!!!!!!!! http://home.pacific.net.sg/~moonrun/index.html - Neo Geo Freak Magazine Official special moves, some combos. - SNK Corporation For their characters. and the most awesome game, King of Fighters. - Capcom Corporation for allowing this match to happen THANKS FOR EVERYONE WHO HAS READ THIS GUIDE!! If you took your time to read this guide, you have showed me that I am not a fool for writing a guide no one would read. Please send your criticism to me so I know if you liked it or not. THANKS 4.2: Copyright Information ------------------------------------------------------------------------- This guide is intended for entertainment purposes only. Reproduction in whole or in part in any form or in any medium without express permission of the author is prohibited. (ahhh %#%$# it!!! if you want to make a copy of this go ahead!!!! you took your time to read it, so please do!!) Thanks for reading and enjoy the game. Yu Lew Isamud@mail.idt.net ------------------------------------------------------------------------- Guide v1.0 Copyright 2000 Yu Lew All rights reserved. The King of Fighters, Vice, Neo-Geo, Neo-Freak etc. are all trademarks of SNK Corporation, Copyright 2000 Capcom, Capcom vs. SNK , Ryu, Ken etc. are all trademarks of Capcom corporation, Copyright 2000