Vice FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 26, 2002 Everything Version 1.1 January 27, 2002 Added Groove info etc. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Desperation Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This is an FAQ for Vice. She brings back feelings of the good ol'days of KoF '98. Too bad Mature didn't make it. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. =========== II. Profile =========== Full Name: Vice Age:31 (as of King of Fighters 1998) Birthday: November 28, 19?? Nationality: ? Height: 178 cm Weight: 59 kg Favorite Food: Plums Favorite Sport: Bench press. From: The King of Fighters 1996 ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF LP= Light Punch MP= Medium Punch HP= Hard Punch LK= Light Kick MK= Medium Kick HK= Hard Kick P= Any Punch K= Any Kick PP= Two Punches Simultaneously KK= Two Kicks Simultaneously PPP= All Three Punches KKK= All Three Kicks QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) Super Jump= Tap Down, then Up or any Up direction quickly to do a further, large jump. A trail will appear behind the opponent if done correctly. Dash= Tap Forward or Back twice quickly to move quickly in that direction. Throw= When near an opponent, press either Forward or Back and Hard Punch or Hard Kick to execute a throw attack. Throw Escape= When being grabbed for a throw, Press either Forward or Back and Hard Punch or Hard Kick to escape. Evasion= Press Light Punch and Light Kick simultaneously. Depending on the groove, the character will perform an action that will evade most moves for the duration of the action. Taunt= Press Select to do a special taunt. Grooves ******* C-Groove: --------- This mode is similar to the Alpha Series as well as Capcom Groove in the original game. The character has a gauge at the bottom of the screen, which is divided into three sections, shown by a larger area as the level increases. Attacking and performing moves will increase this gauge. Depending on the Level, Different levels of Super Combos can be performed: Level 1- Super Combo Command + LP or LK Level 2- Super Combo Command + MP or MK Level 3- Super Combo Command + HP or HK The higher the level, the more powerful it usually will be. The levels are cumulative, so doing a level 2 super on with a Level 3 gauge will leave the bar with 1 level left. Dash- Tap either Forward or Back Twice quickly to do a small dash in that directly. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Air Block- Press Back whilst in the air to block. Super moves cannot be air blocked. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. A-Groove: --------- This mode is similar to the Custom Combo Groove, the V-ism from Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo Gauge, which can be filled up by attacking. At 50% full, a Level 1 Super combo can be performed. When full, a Custom Combo can be performed. Level 1- Super Combo Command + Button Level 2- Custom Combo - HP and HK Simultaneously Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a rolling dodge which can pass through most Special and Super Attacks, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. P-Groove: --------- This Groove is the most similar to the Street Fighter 3 system. It includes the Parry Command as well as a single level Super gauge which fills up when attacking. Super Combo- Super Command +Button Note that there is only one level in P-Groove, and that it will be a Level 3 combo. Parry- The Instant the opponent makes contact with a hit, Tap forward for High Attacks, and Down for low attacks. The opponent will Parry the away the opponent, leaving them open for a counterattack. The timing window has been decreased significantly though, making it harder to perform. Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Small Jump- Tap Up, or any Up Directional to do a small jump. S-Groove: --------- This groove is similar to the Extra mode from the King of Fighters series, as well as the original SNK-Groove from the Original Capcom vs. SNK. The Super Gauge is filled by Charging, Pressing the HP and HK simultaneously. The Character will begin charging up their powers and their gauge will start increasing. Note that the character cannot move or perform any attacks whilst doing this. When the Bar is full, the character is slightly stronger as well as being able to do a Level 1 Super Combo. Note that the bar will start decreasing once it reaches the maximum and the opportunity to perform Super combos will end when the bar is empty. When the Character takes enough damage, the Vitality Gauge will begin flashing. At this point the Character can do unlimited Level 1 Super moves, and if the Super Gauge is also full, a Level 3, MAX Super Combo. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Dodge- Press LP and LK simultaneously to do a quick dodge animation. The character does not move, but has the same properties as the roll. Small Jump- Tap Up, or any Up Directional to do a small jump. N-Groove: --------- This Groove is similar to the Advance Mode from the King of Fighters. The character can perform Super combos when they have 'stock.' The super Gauge is filled by attacking. When full, the Super gauge will reset but a Counter will appear in the box next to it, indicating the character now as 'stock.' The Character can perform as many Level 1 super Combos as there are number of stock. The character can 'Power MAX' by pressing HP and HK together. It will cost a single stock unit, but the character will become more powerful. In addition, MAX level moves can be performed. Run- Tap Forward or Back Twice to run towards the enemy. Safe Fall- Press All Three Punch Buttons whilst landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Small Jump- Tap Up, or any Up Directional to do a small jump. K-Groove: --------- This groove is he most similar to that of Samurai Spirits (Showdown.) the gauge fills up as the character gets hit and receives damage or performing Just Defense. When the gauge fills up, the character will be in Rage MAX mode, which allows the character to perform MAX Super combos as well as dealing more damage. Note that the bar will start decreasing once it reaches the maximum and MAX mode will end when the bar is empty. Just Defense- Tap Back right before the enemy makes contact with their hit. If done successfully, the character will take no Guard damage as well as gain some vitality. The character will also recovery sooner and be able to counterattack. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Small Jump- Tap Up, or any Up Directional to do a small jump. ================= IV. General Moves ================= Standing- ********* Light Punch- A left hand claw to the chest. Comes out as fast as you can press the button. Can combo into other moves too, an serves as quite a good poke. Medium Punch- Right, hook like punch. Looks pretty normal and behaves that way too really. Make a good poke though since it is pretty fast. Up close it becomes a gut punch. Hard Punch- A hard hitting punch to the chest. Has a wind up but has good range. Limited in use due to the start up delay. Becomes elbow to the face up close. Can combo up close into virtually any move! Light Kick- Quick two part kick, kinda like a Bruce Lee kick. Aims first at lower calf, then hits back of thigh in a quick successive motion. Since it takes a while to perform, it isn't that good of a poke though. The second hit has slightly longer range than the first hit. Medium Kick- A kick from the back leg to the crotch of the opponent (!!) Moves kind of slowly, about the same speed as the LK. Makes for an average poke. Changes to knee to the midsection up close. Hard Kick- A roundhouse kick to the face. Looks pretty cool too. It hits high, so it can counter jumping in opponents. Horizontal range isn't as good, though. Becomes two hit axe kick up close. Jumping- ******** Light Punch- Sticks her hand outwards. Can hit as combo starter but weak air to air move. Medium Punch- Same as LP Hard Punch- A downwards forearm blow, like a sledgehammer move. Not a lot of range though. Light Kick- A kick aimed downwards. Hits grounded opponents without weird timing, but it is still weak. Medium Kick- A side kick aimed upwards. Good for emergency air to air counter. Has quite good range too. Hard to hit grounded opponents due to angle of attack. Hard Kick- A hard hitting version of the LK, where the angle of her leg is slight more horizontal. Good combo starter or general air attack. Crouching- ********** Light Punch- A very fast claw the crotch region (1). Moves as fast as you can jam the button. Cancelable into many moves. Standard crouch punch similar to many characters. Medium Punch- Swings right arm along ground, hitting the opponent's ankle. Has a surprisingly long range, but cannot cancel. Hard Punch- An upward uppercut. Good for last minute countering for jumping in opponents. Short horizontal range though, so it is limited in combos if hitting grounded opponents. Light Kick- Quick kick to the ankles. Moves as fast as you can jam the button, and can be cancelled. Cancelable into other moves though, making it a good poke. Medium Kick- A low kick from the back leg. Does not combo and has some delay. Quite good range though. Hard Kick- An extended Sweep. Fast enough to be a good poke, but has recovery time. It is slightly off the ground, and moves pretty fast. Good for countering and even hitting jumping in opponents. ================ V. Special Moves ================ Vice is a grappler, meaning her moves are done when the opponent is right next to her. Command Moves: -------------- -nil Throws: ------- Tear (B or F+HP) Vice grabs the opponent by the head and whips her arms downwards, ripping her enemies face apart. One Armed Throw (B or F+HK) Vice holds the enemy and throws them like a rag doll with one arm. Special Moves: -------------- Grapples: --------- Nail Bomb - (HCF+P) Vice grabs the enemy and powerbombs them into the ground. A pillar of energy in the shape of a skull explodes from the impact site. Button used makes no different in the move, and if missed, she will go in a missed grab animation. It has high priority and can beat almost anything the opponent throws at you from close range, including throws or any normal attacks. It actually has variable range, where it can increase to grab vulnerable opponents, such as jumping in or starting an attack. This move cannot be blocked. A very powerful move, it can really scare the opponent, Try not to miss though since you will go into a 'missed' stance for a sec. Gorefest - (HCB, F+P) Vice grabs the opponent and drags them along the ground into the corner. She does an underarm hurl when she reaches the corner, tossing the opponent into the air with just one arm. Same properties as the Nail Bomb, including the miss animation. Similar to Rugal's Gigantic screamer, she will drag the opponent to the Opposite corner, meaning the side the opponent is on. As such it is useful for getting out of corners and trapping them instead. It can be followed up with"Tranquility." Tranquility - after Gorefest, (DPM+P) After hurling the opponent into the air, Vice can follow this up by leaping into the air after the opponent and does a Frankensteiner in mid-air, slamming them into the ground. This move is similar to Mithens Robe from KoF, where she does the Frankensteiner in place of the flying powerbomb. The move is inputted when Vice starts to wind her arm for the throw, near the end of the move. It is quite easy to time with practice. Mayhem - (QCB+P) Vice slides forward which a shoulder charge. It is Extremely fast, and will knock opponent into the air. Button used determines distance traveled, where LP goes slightly less than half screen, MP goes slightly More than half screen, and HP goes 3/4 of the screen. Great surprise move and counter, guaranteed to catch many people off guard. The recovery is bad is blocked though. It can beat out a lot of moves as well. It can be followed up with the De-Cide slayer. De-cide Slayer - (DPM+K) -Can be done after Mayhem Vice whips her arm out into the air like a whip. If the end of the arm catches the opponent is slammed down into the ground. Button used makes no difference on the move. Works as an Anti-air as well as Follow up to Mayhem. It covers a large angle, so it catches virtually all air borne opponents jumping towards Vice. It slams the opponent to the other side of the screen. The timing for the De-Cide slayer follow up is not a strict and narrow as the Tranquility follow up. However it has a tendency to miss if done in the corner though. Has good recovery time, but the main weakness is from the length of time it takes the move to complete. De-Cide - (HCB+K) Vice whips her arm out towards the enemy. It looks like her arm has elongated into whip. Upon connection, it will snare the enemy and fling them across to the other side of the screen. The move has approximately half screen range and button used makes no different on the move itself. Be warned that only the edge can register the hit. Getting hit by the "middle" bits of her arm. In other words it wont hit close opponents up to a character distance away! It can grab projectile throwers though. Other Special Moves: -------------------- Outrage - (QCB+K) Vice does a series of rapid kicks, similar to Chun-Li's. They appear as blade like waves, similar to Alucard's Crissaegrim from Castlevania X. LK does two hits, MK does Four. HK makes Vice leap forward a step first. Generally stick to the LP version since there is a delay in which you could get hit by a projectile while performing the move. Good as a makeshift shield for Vice, but can be beat out by stronger moves. Rave Fest - (Air, QCB+K) Vice Jumps into the air and does the Outrage attack. It lasts shorter though but lasts the entire duration of the jump. This is an excellent move. The HK version doe a large number of hits and lasts a long time. This move is probably the Queen of air, beating out Iori and even Ryu. Great to abuse, but it doesn't mean it can beat out anti-air moves like the Raging Storm. Easy to abuse but not invincible. =================================== VI. Super Moves/Desperation Attacks =================================== Negative Gain - "Itai Yo! Taishita Kotonai Ja Na?" - (HCB, HCB+K) Vice does a series of Frankensteiners to the opponent. She needs to right next to the opponent to connect with the move, but the commands obviously can be done elsewhere. LP version does 3 hits, MP does 4, and HP does 5 hits. If it misses she flips backwards. This is an extremely powerful move. Any grapples should be comfortable with this move, and it doesn't have those 720 motions either. A popular tactic is to jump in next to the opponent whilst doing the motion then hitting the punch button when they land. Since it is unblockable it is a popular wake up move as well as trap move too. It is somewhat safe to whiff I suppose, since she automatically jumps away if it does not connect. It has high priority over anything almost, even over the Dragon Punch. Of course you have to get close enough to do it. Withering Surface - "Okorasen ja nai yo! Ochiro!" - (QCF, QCF+P) Vice flips towards her opponent and tries to grab them. Upon connection, she does a series of Nail Bombs ending with a flying powerbomb (Mithen's Robe.) Level performed varies how far Vice flips as well as number of hits. LP goes half screen, MP goes slightly further, and HP/MAX goes 3/4 of the screen. LP does two Nail bombs and ends with a Mithens robe. MP does one extra Nail bomb where as HP/MAX does four but ends with an exploding Mithens Robe, where a skull pillar of energy erupts. One thing to be careful of is that Vice will only connect when she lands from the initial flip. As such it is possible for her to flip over an opponent. Furthermore she can easily be hit out of the flip in midair. Try to use it to counter projectiles or whiffed attacks. She jumps quite quickly, but the opponent may be recovered by the time she lands. ================== VII. General Notes ================== Vice certainly is more powerful in this game. She is not longer the toned down ratio one character. She has some very good moves. ================ VIII. Strategies ================ Seeing how Vice is a grappler, she needs to stay close to her opponent. She can't do anything from far away. And she needs to be offensive, pressuring the opponent. Try to moderate the offense though, since she can easily be defended against and overwhelmed. She is very fast for a grappler, which makes her quite deadly. Versus; Shotokans (Gouki,Ken,Ryu) ------------------------- Most of them still rely on the fireball/dragon punch trap. With the onset of rolling however, their game now includes some offense to counter rolling. Try to counter their fireball from a De-cide from half screen, or do a Withering Surface over it. The Outrage can counter their hurricane kick, and the Rave Fest can beat their air attempts. Geese Howard ------------ Geese cannot counter Vice's grappling move unless you mess up and do a punch instead. He could play keep away, but the De-cide should beat the Reppukkens easily. His normal attacks have godly priority though, and his Raging Storm can get a counter bonus if he defends against your grapples. Rock Howard ----------- Arg. Pretty powerful character. His Terry moves can cause some trouble, but it is easily to De-cide past an get in close. He cant really do much up close other than counters. But do watch out for his Raging Storm too. Kusangi Kyo ----------- This match shouldn't be as hard as the others. Since Kyo also needs to get in close to damage, Vice's grappling moves should beat Kyo. His -Gami attacks do have good priority though, but try to block those and counter. It is hard to connect with a withering surface in this match, so stick with the Negative gain.. He will be in range anyways. Yagami Iori ----------- Many KoF veterans will wind up using Iori as well. Although he is toned down as well, he is still a formidable force to contend with. His Yami Barai is easier to counter, either with a de-cide or Withering Surface. He might be able to counter that with an Ya Otome, but I haven't really tried. Try to get in close, but Iori can combo you away up close. Her Rave Fest is a good air move, since it can beat his godly jumping HK 9/10 times. Yamazaki Ryuji -------------- The King of keep away is more or less the same from his KoF incarnations. His snake arms can keep you at bay, as they are difficult to even roll past. His S&M move counters almost any move you smack him with, so sweep him or throw him (with HK.) Try to make him miss one of his snake arms or whiff an S&M move, countering with a hard hitting move or combo. He also as a grab DM, so it is a matter to timing. ========== IX. Combos ========== Coming soon . . . ============= X. Miscellany ============= Win Quote: ---------- "You are nothing but a bug and bugs are supposed to be crushed. Hahaha!" "You lack respect.. I shall teach it to you with my fists!" "Are you crying sour grapes? I knew that I should have broken your jaw!" "Did that hurt? I'm sure it did... I'm sure this will too!" "I'm so excited! I love the sound bones make when they break!" Special Intros: --------------- Versus Cammy: Does a chat with her. Versus Dark Shotokan (Gouki/E.Ryu): Another taunt. Versus Rugal: Vice appears with Mature. Comments: --------- -She scares me. -A lot ===================== XI. Notes and Credits ===================== -Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All Characters mentioned relating to the game are as such property of Capcom. -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for KoF back then. -N.H: Vice's strength is nothing when compared to your presence. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com