Vice FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: [email protected]

===============
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.
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http://www.DLH.net
http://www.gamespot.com