2k2 UM - Vice

Guides / FAQs / Tutorials with Videos per character for Tougeki Arcade/ 360, Ps2 and Neogeo
Post Reply
User avatar
PenPen
MOAR
Posts:964
Joined:Sun May 08, 2005 08:50
A.K.A.:Manipulating editor
Currently Playing:KOF XIII, Initial D: v6, Football Manager 2011, Dungeon Defenders
PSN:penpen35
Location:The city of lots of pirated stuff!
2k2 UM - Vice

Post by PenPen » Sun Nov 07, 2010 10:02

Dead secretaries part 2!

= Command Moves =
fwd .A : Monstrosity
- Overhead unless cancelled into
- If cancelled into, can cancel into specials or supers
- Knocks down airborne opponents when hit

= Special Moves =
HCBFWD .P :Gore Fest
- Grab move

HCF .K : Decide
- Blockable grab move
- B version can be connected from a cancelled-into fwd .A
- D version can only be done by itself

HCF .P : Blackend
- Grab move
- Has invincibility
- Tosses opponent into the air for a juggle, but only viable option is its followup
- Can be followed by qcf .P (Mithan's Robe)

QCB .P : Mayhem
- Light version comboable from weak attacks
- Strong version dashes farther but has longer startup
- Launches opponent into air for a juggle, best option is followup
- Can be followed by qcf .P (Mithan's Robe)

qcf .P after Blackend or Mayhem: Mithan's Robe
- Followup for the above two moves
- Catches airborne opponents and slams them to the ground

QCB .K : Outrage
- B version comes out fast and can link from weak attacks, also pushback after a few hits
- D version has her do a small hop forward, and opponents get 'stuck' during the duration of this move
- Both are super cancellable

= Desperation Moves =
qcf qcf .P : Withering Surface
- Long range grab move
- Forward jumping is completely invincible
- A version goes around halfscreen and goes much higher, C version goes 3/4ths of fullscreen and goes faster
- Only way to avoid this move is to jump

HCB HCB .K : Negative Gain
- Close range grab move

Air db qcf uf up- dwn .P : Overkill
- Air grab move

= Super Desperation Moves =
qcf qcf .A .C : Withering Surface
- Long range grab move
- Forward jumping is completely invincible
- Goes around 3/4ths of a fullscreen
- Only way to avoid this move is to jump

HCB HCB .B .D : Negative Gain
- Close range grab move

= HSDM =
QCFHCB .A .C : Cannibal Corpse
- Counter move
- Vice walks forward for a while, if she gets hit by any physical moves, the rest of the move will come out
- If it misses, much recovery time afterwards
- Does not counter projectiles

= Starter Combos =
dwn .B (x2) -> dwn .A -> QCB .A -> qcf .P
Close .D -> HCBFWD .P or HCB HCB .K / .B .D
Close .C / .D -> fwd .A -> HCF .B
QCB .K -> SC HCB HCB .K or .B .D

= Advanced Combos =
Close .D -> .B .C -> close .D -> QCB .B -> SC HCB HCB .K or .B .D

= Vids Corner =
Match vid:
http://www.youtube.com/watch?v=ChA7wrobeiU#t=4m20s" onclick="window.open(this.href);return false;

Combo vid (credits to krazykone123 of DreamCancel):


Combo:

User avatar
Dark_Chaotix
MOAR
Posts:954
Joined:Sun Oct 22, 2006 01:19
A.K.A.:The Devil Of Orochinagi
Currently Playing:KoF XIII, KoF 98umfe, KoF 2k2um, Bloodborne
Location:Australia
Contact:

Re: 2k2 UM - Vice

Post by Dark_Chaotix » Sun Nov 07, 2010 11:06

Nice

I will redo Vice similar to Krazykone stuff. Not sure if there is anymore things to add, but yeah I think I may find some more stuff.

User avatar
Dark_Chaotix
MOAR
Posts:954
Joined:Sun Oct 22, 2006 01:19
A.K.A.:The Devil Of Orochinagi
Currently Playing:KoF XIII, KoF 98umfe, KoF 2k2um, Bloodborne
Location:Australia
Contact:

Re: 2k2 UM - Vice

Post by Dark_Chaotix » Sun Nov 14, 2010 02:55



Transcript

1 - cB, sB, qcb+A, qcf+A (Not many people use this combo, but I put it there as an alternate to cB, cA into qcb+A. Some people would find it easier to do)

2 - cB, cB, HCBFWD+A (To showcase that the grab can be done from lows. Shortcut to do this is d+B, neutral, fwd to dwn+B, qcb,f+A. Seems abit hard to do but thats how I do it and works.)

3 - sD (2hits), f+A, hcf+B (Staple combo from whiff or in really close. If you can throw them into corner it helps with her mind games.)

4 - cB, cB, cB, qcb+A, qcf+A (If you love cB, then this combo is for you. It has a better reach then cA and still connects so use it when possible.)

5 - cB, cB, cA, qcb+A, qcf+A (This combo is prob the one you see most players use. I personally use this myself but can alternate with cB and no cA cos of spacing. Again, cA can whiff if too far but is easier to link then 3x cB.)

6 - jA, sD (2 hits), HCBFWD+A (Staple jump in combo.)

7 - cB, sB hcbx2+BD SDM (More buffering. You can do this by cB, neutral, HCBFWD+B, hcb+BD. Takes practice)

8 - cB, cB, hcbx2+BD SDM(The tricky stuff are here. Like combo #2, it means you have to buffer the move while linking the attack at same time. It would be fwd to dwn+B, qcb, fwd to dwn+B, qcb+BD. It does take practice but if you can do it, its worth it for damage from a cB.)

9 - f+A, BC, sD (1hit), qcb+B (1 hit), hcbx2+BD SDM (Her best overhead into MM combo. If you can hit confirm then you can do good damage and isnt hard to do.)

10 - jA, sD (2 hits), BC, sD (1 hit), qcb+B (1 hit), qcb+A, qcf+A (More of a fancy combo then for damage and more to showcase what you can cancel into. qcb+B into qcb+A has to be done real quick.)

11 - jA, sD (2 hits), BC, sD (2 hits), hcbx2+BD SDM (The first staple MM combo that ever vice should use. Its easy since it has a 2 hitter sD to allow you time to do the next move. Damage is good)

12 - jA, sD (2 hits), BC, sD (1 hit), qcb+B (2 hits), hcbx2+BD SDM (Same as the above, but abit more fancier. Damage is about the same but if you like the style points, this MM combo is for you. Again fairly straight forward, but have to remember that in the second sD, its only 1 hit and not 2.)

Post Reply