King of Fighters '98 Vice Guide v1.0
Vice: The total FAQ-age.


by: Raymond Leung ([email protected])



Disclaimer: Don't expect to get anything of value from this rag,
most things said here you will already know.





CONTENTS:

  I. Character Background
 II. Joystick Set Up and Common Terms
III. Miscellaneous Descriptions
 IV. Basic Normals
  V. Command Attacks and Normal Throws
 VI. Specials and DMs
VII. Combos
VIII. Hints, Tips and Strategies
 IX. Acknowledgements
  X. Version History and Loose Ends







== I. CHARACTER BACKGROUND ==


"Rugal's Dreaded Secretary's Secretary"

Vice has been with the KOF story line since '96 when she could be seen as
Rugal's secretary during the third match intermission. (Though if I remember
correctly the third match intermission actually came after the second match)

The following is paraphrased from something sent to me by Andrew Park:

     The vision of Vice as a fighter was  born back in '95. The "All about
     KoF '95" book has rough design sketches or  rejected characters. One
     such character was Vice.


The following bio on Vice is used with the gracious permission of its author.
It was taken from the King of Fighters Character Story Guide by Lantis and
the entire guide can be found at Gamefaqs.com

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VICE
-----------------------------------------------------------------------------
Birthplace:              Unknown
Birthdate:               November 28, 1970 (28 years old)
Height:                  1.78 m (5'8")
Weight:                  59 kg (128 lbs)
Blood type:              A
Hobbies:                 Collecting American comics
Favorite food:           Plums
Favorite sport:          Bench press
Most valuable:           The signatured comic book of Dan Brereton
Hates the most:          Saisyu Kusanagi
Fighting style:          No style in particular, mainly power based attacks

      Vice is one of the two Orochi assassins that work for Goenitz, one of
the four Heavenly Kings of Orochi. Considered to be the most ruthless and
sadistic of the duo, Vice is like a wild panther: always stalking their prey,
and killing them with so much brutality. That could define Vice's work as an
assassin for Goenitz, as her victims can no longer tell after falling prey to
her slashing kicks and her incredible strength that allows her to carry some
opponents which double her in weight and toss them like pieces of paper.
      Always expecting the awakening of the Orochi, Vice works along Goenitz
and aids him in killing the heir to the Clan of the Yata, who holds the seal.
After liberating the power of Orochi, Goenitz still feels it is weak, and it
will not help now. So, Vice awaits new orders, until an ambitious man known
as Rugal Bernstein came looking for the Orochi power. Vice was about to enter
into action, but Goenitz decides to take care of it himself. He faces Rugal,
and tells him no mortal can ever possess the Orochi power. Rugal fights
Goenitz to accomplish his plan, but Goenitz just swifts his hand, and it
gouges Rugal's right eye. Surprised that he had survived the attack, Goenitz
decides to lend Rugal a bit of the Orochi power. Rugal's body is racked in
pain as the Orochi power is introduced in him. Then, Goenitz commissions both
Vice and Mature to look over him. If he misuses the power and tries to use it
against the Orochi, they will kill him. Vice and Mature go join Rugal, and
keep a watching eye over him.
      Vice always serves Rugal with her supposed loyalty, and Rugal, sensing
her to be rather trustworthy, assigns Vice to brainwash Saisyu Kusanagi, whom
Rugal had defeated earlier. Rugal had already been defeated by Kyo Kusanagi
the year before, and now he plans revenge, and Saisyu would be of use to
blackmail Kyo. Vice proceeds to brainwash Saisyu with her power, but Saisyu
turns to be more persistent than she thought. She uses all her mind power to
clean Saisyu's brain, but is left almost without strength. Vice despises
Saisyu for having exhausted her power, and is pretty glad when both Saisyu
and Rugal fail in eliminating Kyo once again. Vice then prepares herself to
dispose of Rugal, since he has used the Orochi power, but it is no need,
since Rugal's power destroyed himself at the end. With their mission
accomplished, Vice and Mature
return to Goenitz.
      But this time, Goenitz assigns the assassins to keep an eye on Iori
Yagami. He is of Orochi blood, and he would become useful in the near future.
So, he wants Mature and Vice to make a team with him for the next tournament,
and lead him towards the Orochi bloodline. Vice and Mature go have a little
tussle with Iori before offering their help. So, Iori has two new teammates
to join the next tournament.
      But Iori began to display an immense power during the tournament, and
Vice was amused at it. This man certainly had Orochi blood in his veins, but
Vice never thought it was so powerful! Iori could even result a more powerful
man than Goenitz, so Vice decided to rely on Iori to awaken Orochi instead of
Goenitz. By the end of the tournament, Vice and Mature advice Iori to go to
the stadium, since Goenitz would plan to attack there and kill Kyo for sure.
Iori, not letting anybody kill Kyo but himself, goes to fight Goenitz.
Goenitz thought Iori was going to help him, but it went all wrong, and ends
up being defeated after Kyo and Iori join forces. Goenitz thought Mature and
Vice were going to make him join the Orochi cause, but instead of that, they
betrayed him! Goenitz curses both assassins, and vows that the treason will
not go without pay. Goenitz then vanishes, and Mature and Vice go to help
Iori out. But Iori begins to feel sick, and enters the Riot of Blood, his
Orochi blood beginning to awaken. Vice realizes too late that Iori is not of
complete Orochi blood, but has gained his Orochi power via an unholy pact by
his ancestors 660 years ago. Vice then suffers a miserable death at Iori's
slashing hands, but is unknown if she is actually dead or not...
      Vice is a blood-thirsty monster. She always likes to kill her
opponents with so much violence, and finds to be quite relaxing to see blood
all around. Mature and her are not precisely friends, they just help each
other to free the power of Orochi. Vice also seems to be in an eternal state
of anger and frustration, and always seems to be in the mood. She also
despises Saisyu for having making her pass so much trouble in brainwashing
him.

*Fun fact = Is Vice suffering the Riot of Blood? Perhaps, but it doesn't seem
to have full effect on her yet. She dangles her arms, just like Riot of Blood
Iori does. She coughs up blood too, and that is one of the symptoms of Riot
of Blood. It seems that all that violence that Vice seems so alike to, has
made her Orochi blood awaken more than usual. She also seems to be want to be
KILLED, as in one of her victory poses in KOF '98, she kneels and begs to
kill her! Whoa...I wish Iori wanted that too...the loony bastard. ^-^

Appearances: The King of Fighters '96, The King of Fighters '98










== II. JOYSTICK SETUP AND COMMON TERMS ==
   Lifted from one of Mr. Andrew Park's many informative FAQs,
   with his permission of course, granted that a statute of limitations
   does not apply to that courtesy. Also note, I have not used all the
   notation that is mention here.


 Joystick: (directions indicated while character is facing right)

 up-bk     up    up-fwd
     O     O     O               BUTTONS:
      \    |    /
 bk  O-    n    -O fwd           A       B       C       D
      /    |    \                Light   Light   Heavy   Heavy
     O     O     O               Punch   Kick    Punch   Kick
 dwn-bk   dwn    dwn-fwd


Abbreviations Key:
n = joystick "neutral" (centered)       A, B, C, D: Buttons A,B,C,D
up = joystick up                        dwn = joystick down
bk = joystick back                      fwd = joystick forward
up-bk = diagonally up-back              up-fwd = diagonally up-forward
dwn-bk = diagonally down-back           dwn-fwd = diagonally down-forward


qcf = quarter-circle forward (dwn, dwn-fwd, fwd)
qcb = quarter-circle back (dwn, dwn-bk, bk)
hcf = half-circle forward (bk, dwn-bk, dwn, dwn-fwd, fwd)
hcb = half-circle back (fwd, dwn-fwd, dwn, dwn-bk, bk)
fwd, dwn, dwn-fwd = forward,  neutral, down, down-forward
bk, dwn, dwn-bk = back, neutral, down, down-back

P = Punch button (A or C)               K = Kick button (B or D)
(something x2) = do something twice

n/a = not applicable







== III. MISCELLANEOUS DESCRIPTIONS ==



Vice's color scheme options:
   A-Button: Same as A-Button from '96. Black dress with red trim
   B-Button: Same as D-Button from '96. Dark green dress with light
             green trim
   C-Button: White dress with brown trim
   D-Button: Black dress with orange trim

Intro:
   Almost exactly like it was in '96. Jumps in, stretches like and says,
   "Omoshiroi...yarou ka?" (Most interesting...Shall we fight?)

Special Intros:
   Saishyu- Points at him, says "Anta mitetto hara tatte kundago."
   (The sight of your face makes me angry.) Then she spits.

Stance:
   Her shoulders droop and her arms hang limp at her side and sway from side
   to side. Her head hangs down and one can imagine her looking out from the
   top of her eyes at her opponent. Her running stance in reminiscent of her
   '96 stance.

Taunt:
   Puts her hands on her knees and says "Hah!  Guruka da."

Back Dash:
   Vice leaps backwards with her arms reach out above and behind her like
   she's flying.

Win Pose:
4 different win poses for Vice.
   1. A-Button: Her third win pose from 1996. Puts her hand to her chin
      and smiles while saying, "Mangetsu no yoru ni mata aouka."
      (Perhaps we will meet again on a full moon's night.)
   2. B-Button: Put arms to her stomach and seem to double over in
      pain and says,  "Nanto, hyaku shiru yo."
      (This is what I've known for a hundred nights.)
   3. C-Button: Her second win pose from 1996. Puts her hand to her
      face, laughs and looks away.
   4. D-Button:  Kneels on the ground, leans back, throws an arm toward
      the sky and screams, "Hyaku yo shiro!"

Time Out Pose:
   Turns back to screen and hangs her head in shame.

In the background, waiting to fight Pose:
   Stands sideways toward the screen, head faces away from
   action.

In the background, after loss pose:
   Kneels on ground, legs apart, head down,  looks up if teammate wins


Win quote:
   "Well, I guess I'm through. There are no more bones to break."

Advanced Only Thing:
   Roll: She actually tucks into a ball and rolls.

Extra Only Things:
   Charge Animation:
         She crosses her hands on her face, tilts her torso back and energy
         flows under her.
   Dodge:
         Leans back one arms at her side one at her, like she's getting
         ready to attack of something.
   Dodge Attack:
         Looks sorta like her far standing D, but angled lower and instead
         of swinging her leg from outside in, it's swung from inside out.
   Forward Hop:
         Hops forward with both legs while lifting her arms from her sides.
         It you do it repeatedly it kinda looks likes she's a skipping
         penguin.









== IV. BASIC NORMALS ==

Added a rating system here, like everyone does:
   * - Not too good, avoid using
  ** - Better than one star, but still not very effective
 *** - An average attack, useable, but not always reliable
**** - A very good attack, use often if you want to win
***** - Overpowered. Use and abuse. (well not necessarily OVERpowered, but
            a very effective attack you can use again and again.

Standing A: ***
   A quick upside down slap. Imagine a slap but with the thumb pointing
   down. It's quick and bufferable so can use it in combos. The range is
   quite nice, and it's animation is independent of distance to character,
   meaning a far standing A is the same as a close standing A. May not seem
   like much but it is a very quick jab that's bufferable, unlike the far B,
   which we will get to monetarily. So given the choice between far A or B,
   go with the A because it comes out much faster and is bufferable, though
   the only thing that will connect after a FAR standing A is the Mayhem, we
   will get to this marvelous attack momentarily also.

Crouching A: **
   Essentially the same a her standing A, only she's crouching down this
   time. However the unlike it's standing counterpart, this attack, though
   in itself is not ineffective, it is rendered pretty much redundant and
   useless by the crouching B

Jumping A: **
   A jumping jab. It's angled kinda down, but placed relatively high on her
   body so it's not so useful as an instant overhead. Being angle down it's
   not too great for anti-air either. You can use it as a jumping attack and
   it IS bufferable, however the only thing you can easily tack on after it
   is a Ravenous, which is nice, but not very damaging, might as well use
   the Ravenous on it's own. You can combo a close standing B, into "name
   your combo" from it, but it's really finicky about connecting with the B,
   so you might as well not try when there are better jump attacks out
   there. So it would be pretty much useless it weren't for the fact that it
   comes out pretty fast and seems to have a nice amount of priority bundled
   with it, so air-to-air encounters are ideal for this attack, however
   because of its short range, even then it doesn't shine. Use it now a
   then, but I don't think it's really that great.



Standing B:
 Far:  Close-Far: ***   Medium-Far: *  Far-Far: **
   -In reality there is only ONE far standing B, but the effectiveness of
   the attack depends on your distance from the opponent when the attack is
   executed. The far standing B comes out even when you're surprisingly
   close to the opponent, much closer than it would be for most other far
   attacks to come out. This is what I will call the "Close-Far" standing B.
   This  "in close far attack" consists of Vice doing a high knee lift into
   a horizontal leg thrust. The first hit of this attack (the knee lift) is
   exactly like her CLOSE standing B, and therefore is bufferable and as
   such is very useful. (Note: It is bufferable, but because of the farther
   distance from the opponent the Black End will not connect from this, only
   the close B) The second hit of this attack is unbufferable and as such,
   not too useful. The second hit does no harm since it combos from the
   first hit, but you are much better off buffering the first hit than
   letting the second hit come out at all.
   -The medium-far standing B comes out when you are too far from the
   opponent for the knee lift to connect, and therefore only the horizontal
   leg thrust comes out. You can imagine that Vice goes to do the knee lift,
   but sees it only hit so she goes directly into her second hit. This will
   happened at a distance about which most other far standing attacks will
   come out. This second hit comes out slow for a light attack and is
   unbufferable, therefore making it pretty much useless as you already
   have a standing A that comes out faster and it is bufferable. Avoid using
   this attack, you'll probably only see it when someone misjudges their
   distance and is hoping for a knee lift instead.
   -The far-far standing B is exactly like the Medium-Far standing B,
   except farther away from the opponent. It comes out just as slow and is
   still unbufferable, however Vice's leg thrust has INCREDIBLE reach on it
   so it warrants its own little blurb. I swear it hits from more than half
   a screen away, so even if it comes out slow for a light attack, it is
   still useful for pokes, when others attacks don't even come close to
   connecting. So at about half a screen's distance the leg thrust gains
   some usefulness back.
 Close: ***
   There is only one close standing B and that is the knee lift. You
   practically have to be inside your opponent for this attack to come out.
   If you're like me and always combo from the knee lift then for all
   intents and purposes the close standing B and the close-far standing are
   the same thing since the first hit of the close-far is identical to the
   close. This knee lift is bufferable and you can basically do any of
   Vice's specials off it except for her Withering Surface. However I
   recommend doing her Black End, since this is one of the only normals
   that that special can be comboed from. You can also do a Black End from
   any of her close light attacks, standing or crouching.(But this is only
   confirmed on the Playstation, while the standing close B  and crouching
   close B are confirmed for the arcade.) As I was saying you can do the
   Black End from any of Vice's close light attacks, however doing the
   Black End from the crouching position is harder than from the standing
   position, and doing it from a standing A seems more distance restrictive
   than it already stringently is, and there is always the chance you might
   overlap with the Fwd + A. So it short close standing B good, use it to
   combo the Black End.

Crouching B: ****
   I love this attack. It's a low swift kick. It's faster than her standing
   or crouching A, though not quite as fast as her close standing B however.
   But forget all that, the best part is that it hits low and is bufferable.
   It's one of the best starters for her Mayhem. I guarantee that if you
   watch anyone play with Vice long enough you will see them do her most
   staple combo: Low B, Low B, Stand A, Mayhem, Mithen's Robe. Without a
   doubt, it's her most popular combo and very very effective. I however
   don't like running with the crowd, and much better prefer Low B,
   Gorefest, which I think is just more aesthetically pleasing. Of course
   you can use the low B to combo into pretty much anything you like since
   it will connect with everything except the Withering Surface. Since it's
   so fast the low B is a great poke, and if also pretty safe, and I don't
   have to say it, but use it often.

Jumping B: **
   Unlike in '96 this time the attack is only one hit. But it is still
   angled very low, and because it's slow low compared to her sprite you can
   use it as an instant overhead, however from a best as I can tell it is
   unbufferable so you can't do anything after it. As a jump in attack, it
   is possible to  follow up with a ground normal and hence can actually do
   some jump in combos, however jump ins are not Vice's forte. Certainly it
   isn't as good as Vice's '96 jump B, which was a starter for her most
   damaging combo back then.



Standing C:
 Far: ***
   The far standing C "scratched" twice in '96, it hits once in '98. For
   those of you who are familiar with KOF99, I swear this normal was the
   inspiration for Maxima's Vapor Cannon, but I digress. As with most far
   standing normals, this one is unbufferable also. Good points are however
   that it comes out relatively fast and has about one-third screen range,
   therefore making it a very good poking attack: light attack speed, with
   strong attack damage, and reach that is surpassed by very few. And
   because it's so fast and hits only once it's much safer than her '96
   equivalent. Use it you'll like it.
 Close: *** 1/2*
   In '96 it was also a 2 hitter, and very pretty, again in '98 it's only
   one hit, a quick swift elbow to the head, looks painful. But hey, as fast
   as her far C, same amount of damage, AND bufferable, who could ask for
   more. You lose some of the distance, but hey who needs it when you're in
   the middle of a combo. I like it almost as much as a the crouching B, is
   only it hit low. But anyway use generously in combos, and it works great
   with a jump in C.

Crouching C: ***
   Looks sorta like a cross between Yashiro's and Leona's crouching C, she
   ends up standing up with her hand in an uppercut position. It makes very
   decent anti-air as you can imagine, but they pretty much have to be right
   on top of you. This normal is bufferable and I find it much easier to
   combo with than her standing C as the joystick flow much more smoothly in
   doing qcf or qcb when you are already in the down direction. However this
   normal is quite laggy if you miss so caution on using it. But the combo
   possibilities make up for that, just don't miss.  One last note, Vice's
   crouching C from '96 was her sweep. If you are like me you will find
   yourself getting kinda  frustrated that every time you try to sweep she
   hits up, but after a few games that goes away. (And after more than a
   year of playing, it's no problem anymore.)

Jumping C: **1/2*
   This is angled slightly downward and is good for jump in attacks, about
   on par with her jump B, if not just a tad better in that you can only
   follow her jump B with light attacks and you can follow her C with strong
   attacks. It's definitely not angled as severely has her jump A or B and
   in as such you can even use her jump C as early anti-air. Not much more I
   can say about it.



Standing D:
 Far: **
   High kicking roundhouse. Looks like it would be good anti-air since it
   hits so high, but since it comes out so slow it really isn't that great.
   The thing it has over the crouching C in this department is that it has
   farther reach, but nor by much. It not tremendously useful, but still
   useable since it does do good damage and you will be able to land it
   every now and then as anti-air or something else.
 Close: **1/2*
   Looks similar to her crouching D from '96, however it's slower and it
   does two hits now. The second hit and only the second hit of the attack
   is bufferable, meaning you have all the time in the world to tag on
   whatever special or DM you want, granted they can connect of course.
   However, since it comes out so slow chances are you will not get it to
   connect on its own very often. That being the case, it will connect after
   a jump C or D, and because you have so much more time to do your combo, I
   recommend using this instead of the close standing C after your jump ins.

Crouching D: **1/2*
   Has longer range than her '96 sweep, and pretty quick too. But it comes
   off the ground, like Terry's. In other words, her kick is angled up. But
   also like Terry's, because of this it makes very good late anti-air. Like
   I said it has nice speed, good range and very little lag, so it makes for
   an excellent poking sweep as well. To top it off it is  also readily
   bufferable. Of course that mean very little to a sweep, since if it
   connects, you're not going to combo anything off it that will actually
   hit your opponent. So it's pretty much a useless fact, except it has good
   reach, unlike most of Vice's other attacks with bufferability, but again
   that's still doesn't mean much. See hints for trivial use of the
   bufferability though.

Jumping D: ***
   This kick is almost angle straight out. I had said before that is not too
   good for jump ins. I stand corrected. It is Vice's best jump in normal.
   It has the reach, and is the easiest one to follow up normals to after
   the jump in.  And because of it's angle and reach, it can also hold it's
   own in air-to-air combat. By all means use this attack. One note: You can
   do jump D, 2-hit close stand D, fwd+A, however the fwd+A, which we will
   see later, will whiff since the jump D has pushed your opponent farther
   back.

Standing CD: **
   Like her '96 CD. Looks like a stronger, slower version of her far
   standing C. Her CD is bufferable, but again that's a moot point since it
   will knock down. It's slow to come out, and you can't combo after it. I
   was never a fan of CDs, so I'm not a big fan of this one. Use it when you
   see a chance and you have an overwhelming urge to knock someone on their
   ass.

Jumping CD: **
   Animation looks almost exactly like her jump C,  but with her arm
   extended instead all the way for the CD instead of being slightly crooked
   at the elbow like the C. It's angled about the same as the jump A, so I
   don't see much use for it as anti-air. Not too good for air-to-air
   either. Your best bet is to use it as anticipatory anti-air or as a jump
   in. It isn't bufferable, so all you'll get it one hit, but that doesn't
   matter, it knocks down anyway. Which reminds me, it's much less useful
   than the two-hitter from '96.









== V. COMMAND ATTACKS AND THROWS ==


Monstrosity: Fwd+A **
   As far as I know this is Vice's only command attack. It's a downwards
   overhead chop that does indeed hit overhead. It comes out rather slow,
   so not many crouching opponents will be fooled by it.  It's unbufferable
   unless chained from a normal attack. However if you chain from a normal
   Then it loses its overhead abilities.  It chains from  a close standing C
   or D and a crouching C, however the only thing that will connect after it
   hits is the De-Cide, so it's useful for an extra hit in your combos, but
   not much else. In fact it limits your combos to one specific special, so
   give and take.


Throws:
 Death Blow: In close, Fwd+C ***
   I think highly of normal throws, and I like to use them. I would say the
   speed on both of Vice's throws is very decent, they are not as fast as
   Ryo's or Chris' throws, which are all but inescapable, but they are good
   nonetheless. Vice walking speed is pretty good so walk up throwing will
   be easier for her than some other character with a slower gait. Both of
   Vice's throws are single hit throws, so no mashing buttons for more
   damage (people who mash buttons like crazy on a multi-hit throw just to
   get an extra pixel of damage, well they annoy me to no end) In the Death
   Blow, Vice grabs opponent, arms crossed, then she flings her arms apart
   and seems to  scratch the opponent as he flies away. This like most other
   C button throws results in the opponent ending up on the same side of
   Vice as he was before the throw.
 Back Rush: In close, Fwd+D ***
   Vice grabs opponent with one arm, crosses both arms across her body and
   opponent is subsequently thrown to her opposite side. Of course like most
   D throws and as the description says, the opponent ends up opposite to
   the side he was on before the throw. Damages from both throws are similar
   and though nothing spectacular, is decent enough. Now why would you want
   to normal throw with a grappler? Well it's a simpler motion, therefore
   you can get it out quicker, therefore you could say it has better
   "priority." Well not really, basically you can get it out faster than a
   special throw, and therein lies the advantage. Also both of Vice's
   special throws end with the opponent on the same side as before the
   throw. If for some reason you want to switch sides, a Back Rush will do
   it.











== VI. SPECIALS AND DMS ==



   = SEPCIALS =

Outrage: QCB+K  B-version: **   D-version: 1/2*
   Vice does rapid kicks that hit multiple times, 4-hits for B-version,
   6-hits for the D-version. It's like the Outrage from '96, but she now
   does a little forward hop on her D version. The B-version will combo from
   just about any up close normal that Vice has, however it will only do at
   most about 2 hits, which is very little damage, so unless you're trying
   for strange variety in your combos, if you land a close normal you're
   better off using one of her other specials. The D-version of this special
   is all but useless, the start up and the hop totally telegraph what she
   is going to do and it won't combo off of anything to it is virtually
   useless. However it is one of Vice's only specials that does anything
   block damage, and if they block it will do two ticks worth of damage,
   so you might find a use for it there. Or you could just use the Mayhem or
   Ravenous to do the tick damage.

Ravenous: In Air QCB+K ****
   It's amazing how much difference doing a move in the air can make, huh?
   Great air-to-air properties and great as jump in attack. She has high
   priority on this attack since her entire front side is all kicks while
   she is doing this. It's much improved over the '96 version. It is by far
   her best jump in anything. The only drawback is it doesn't seem like
   anything can connect after you hit with it, so don't expect to jump in
   and combo with this. However it works well for quick snips of damage and
   will at least trade with most other high priority jump attacks. And if
   they block it, you are pretty much safe when you land, so the risk is
   relatively low. Again you won't being doing huge amounts of damage with
   this, (unless you connect with all hits, about 8-hits, on an airborne
   opponent, then the damage is okay) but use it often and little snippets
   add up. I suggest doing it on the downward arc of a jump, you can do it
   on the upward arc, however it's not too safe since you will land very
   close to you opponent and will leave you open for a quick attack. As far
   as I can tell there is no difference between the B and D versions.

Mayhem: QCB+P ****
   Learn this and love this. Vice does a shoulder charge. It's similar to
   Terry's power charge, but quicker and with less lag, however much less
   stuff can follow it up. In fact outside of a "counter" message, the only
   thing you can do after it is the Mithen's Robe. The reason this special
   warrants a four star praise it because it's so fast, has very little
   startup and lag, and is safe if blocked or if it whiffs, and lastly it
   does block damage. The safe if blocked or whiffed part means you can
   throw it out most whenever you want and the risk for doing so is very
   low. Most people will do low B, low B, stand A, Mayhem. If it's blocked,
   you are still safe and you've done one tick of block damage, if it
   connects, then you can follow it up with the Mithen's Robe and viola,
   you've done about 30% damage from a low B starter. Learn this and love
   this move, use and abuse. Trust me, you'll learn to love it too.

Black End: HCF+P ***
   Her new unblockable throw. It grabs the opponent, powerbombs them, then
   throws them up in the air to let them drop for more damage. The range on
   this thing isn't too large, so try not to miss it often.  However if
   you've ever seen a novice Vice player playing, then you will see her
   missing this throw left and right, since they will undoubtedly be trying
   to land this left and right. Not a bad technique actually, but it has a
   limited scope and effectiveness. Anyways, even if you do miss, don't
   worry too much since the whiff animation on it isn't so long and most
   opponents would find it hard to punish her after a whiff. In fact you can
   even purposely whiff this and her other throw from a distance to build
   your POW meter in Advanced mode. This throw combos best from a close B as
   I said. This doesn't seem like much, since the B does so little damage,
   but it allows her an extra command throw in which she can play those
   wake-up guessing games that Clark players love to do. The range on this
   throw is less than that of her Gorefest, it will do less damage than it
   unless you can tack on a Mithen's Robe after it. It you don't or can't,
   then you better learn to.

Mithen's Robe: QCF+P  after Black-End:*****  after Mayhem: ****
   It's a follow up to the Mayhem and Black End. Since both moves end with
   the opponent in the air, in the Mithen's Robe Vice jumps up, grabs the
   opponent and does a flying powerbomb on them. Timing for doing the
   Mithen's Robes after the Mayhem is to do it right after you hit since the
   window is so small. This basically means to do the Mithen's Robes motion
   right after you finish the motion for the Mayhem since Vice does her
   shoulder charge so fast. To use it to follow up a Black End do the it
   after Vice powerbombs the opponent, and when she is just coming out her
   windup to throw the opponent into the air. Always, always do this
   finisher, because it's basically free damage. Hence I give it five stars.
   Make Mithen's Robe become part of the other two specials. Black-End gets
   five star and Mayhem gets 4 because if you do manage to whiff this
   special you are safer if you it after a Black End. See the hints section
   for more details.

Gorefest: HCB,F+P  ****
   Vice's old unblockable throw from '96. There is a wind up animation for
   the Gorefest now, which makes it that much nicer to look at. It has
   greater range than the Black End and is readily comboable off most of her
   close standing and crouching attacks. I personally love doing it from a
   low B, since it hits low and after you get bored of just running up and
   throwing a person you can run up do a low B, and then throw them. Believe
   me, it's effective since most don't block low for the low B and the extra
   animation makes it easier to do the Gorefest motion more fluidly. I enjoy
   doing this more than combing a Mayhem or anything else since it looks so
   nice and the damage isn't too shabby. It's well worth the four stars,
   since it has better range and better recovery than the Black End, and it
   combos from more normals. I would give it five, but you will whiff every
   now and then and it isn't perfectly safe if you do. It's different from
   the Mithen's Robe since better timing is still not going to change the
   fact that you are still will whiff this special occasionally.

De-Cide: HCF+K **1/2*
   Vice whips her arm out and if she connects she grabs the opponents and
   throw them to the other side of the screen. They changed the button to a
   kick, and the animation looks cooler, but it's essentially the same move
   from '96. Because of the relatively smaller screen size due to the larger
   characters,  and with so many character having full screen fireballs it
   is harder than in '96 to grab a fireballing opponent on reaction now, in
   spite of the fact that the De Cide seems to come out faster now. The D
   version De Cide is no longer  Comboable now, but the B version is. This
   is a change from '96 when the D  version comboed from a close standing C
   was one of her most common combos.  The B version  can combo but since it
   does less damage this is a disadvantage. Since it is the only thing that
   can combo from fwd+A, it still warrants use. However don't do it outside
   of a combo unless you are sure it will connect, since she can be hit out
   of it,(Watch her lose %35% energy because she stuck her hand and only her
   hand into Choi's Tornado DM.) and watch your distance since both the B
   and D version will whiff if you are too close to your opponent ( the B
   version whiffs when you're right next to your opponent and the D version
   will whiff even if you are farther away) Her recovery time is very long,
   so if you do it up close, and do whiff, you can be punished afterwards.
   However if you only use it in combos you won't have this dilemma.  Still
   use this move frequently for style points. Last note, Vice is susceptible
   to reversals from this attack. Use the De Cide on Yamazaki doing the
   Sadomaso and you will magically appear next to him and he will hit
   you, happy trails.




   = DESPERATION MOVES (DMs)=

Negative Gain: HCBX2+K ***
   Vice does 3 successive Frankensteiners on the opponent in DM mode and she
   does five of them in SDM mode. Other than the miss animation that
   everyone else has now, and a few changes in how it combos due to changes
   in Vice's normals, the application of this DM is unchanged from '96 It
   still has good range and the same not so good damage. Vice jumps away
   from the grounded opponent now, instead of staying where she lands like
   in '96. This means it's harder to stay close to the opponent after you do
   the DM, which is sort of a bummer, but all you have to do is run to the
   guy before he gets up, and you're right back nest to him again. You can
   no longer do the classics 2-hit C, Negative Gain combo now since Vice has
   lost her 2-hit C, but you can do it from 2-hit D, which is even easier.
   It's an instant throw DM, there's not much I can say about except that it
   works like all instant throws. Her whiff animation on the DM looks quite
   long but in fact it isn't since most opponents are still too happy to see
   you miss to really care about retaliating.

Withering Surface: QCFX2+P **1/2*
   Quick unblockable hopping DM. Vice does two standing powerbombs and then
   a jumping powerbomb in DM mode and she does three powerbombs, a jumping
   powerbomb and then what looks like a Black End with Mithen's Robe
   finisher in the SDM version. It's fast, but it is easily escapable by
   simply jumping. You'll find that it will be very hard to land this DM
   unless you can at least partly anticipate when your opponent is going to
   do a vulnerable attack. It is much much quicker than any other running
   throw like Shermie's, or Clark's running throw, but you can do Clark's up
   close, a Withering Surface will jump over the opponent if you do it too
   close. In DM mode if you do an A-version Withering Surface she will do a
   high and short hop(about half screen range) before grabbing the opponent.
   In the C-version she does a lower and longer hop(ALMOST full screen but
   not quite there yet. In SDM she will do the low, long hop regardless of
   the button pushed. This DM does more damage than the Negative Gain, but
   like I said it will be hard to land since your opponent will probably be
   able to jump it. And note she can't "combo" this from anything. Though
   there are a few tricks discussed in the tips and tricks section that
   explains how you might be able to land it with a little more success.
   Use this DM for style and the occasional surprise, but don't make a habit
   of it.






== VII. COMBOS ==

A few common ones are listed.  Anything listed here will probably be covered
in m00nrun's incredibly complete and detailed Combo FAQ in much more depth.
This is just a quick reference guide to how hits link and such.

- Jump C, Ravenous;  Rush 2-3
- Low B, Low B, Stand A,  Mayhem, Mithen's Robe;  Rush 4
- Low B, Stand B, Gorefest; Rush 2
- Close Standing B(1 hit), Black End, Mithen's Robe; No Rush
- 2-hit Close Stand D, fwd+A, hcf+B; Rush 4
- Jump D, 2-hit Close Stand D, hcbx2+K; Rush 3 (throws don't rush)


That's all the basic ones.
Note: Vice can link most of her close light attacks together, I think the
only the exceptions are she can't do stand A, low B or low A, low B , but
other than those to, when it says like low B, low B up there it can just as
well be low A, low A  or low B, low A. This chaining scheme might conflict
with some if information in m00nrun's FAQ, however they are accurate to the
best of my knowledge, tested on the Playstation port.










== VIII. HINTS, TIPS AND STRATEGIES ==

This should be what everyone is waiting for, or not. The below is organized
according to the subject matter of the paragraph. These deal less with
exactly how to play Vice against whom and playing techniques and so forth and
are instead an expansion on the various properties and uses of her specials
mentioned above. These include tips on how to apply them and get the most
from them.  They can also include general game play properties of the  KOF
engine and how they apply to Vice. Some may not exactly help with using Vice
during an actual fight, but they do discuss some things she CAN do in certain
situations, and as such might be fun to experiment with. This section will
hopefully serve the same purpose as explaining every little game play detail
about Vice. The subject of discussion of each paragraph is written before the
paragraph:


General Playing Advice:
   Due to Vice's lack of very good jump in attacks, try to use her for
   ground based games. She has a host of excellent pokes including her
   standing and low B, standing A and C. Play off of these. Remember Vice is
   what one would call a grappling character meaning she's throw based
   meaning she plays best up close and personal. DO what you have to do to
   try to land her throws without killing yourself in the process. Empty
   jumps into throws will catch even the most experienced players off guard
   every now and then. Your best bet though it to combo your throws. Granted
   Vice has nice strong attacks, but she has wonderful light attacks as
   well, use these to combo into your throws. These are quick low risk
   attacks, and when comboed they are starters for some pretty damaging
   combos. Vice is all about her light attacks, use them well. When in doubt
   a straight up Ravenous won't hurt, it has priority and will make you
   opponent think twice about jumping at you again.


Expansion on Vice's Mayhem and Mithen's Robe:
   Her Mayhem is all but perfectly safe if blocked, so it's okay to follow
   it up after a normal. The only time she might run into trouble is if
   someone anticipates it and  rolls through it, or CD counters, but even
   then the risk is minimal. I cannot get across how useful this special is,
   when in doubt throw it out. If you're poking and your opponent is
   blocking everything just throw this out, it can't hurt, and if it
   connects, great. The only time you might run into trouble is when you do
   a Mithen's Robe follow to a blocked Mayhem. There are only three
   instances where the Mithen's Robe will whiff. The first one is if you
   mistimed it as a follow up to the Black End. In this instance the whiff
   is %100 safe since you will land before your opponent gets up, which is
   why the Mithen's Robe after the Black End gets fives stars. The second
   instance of whiff is when the opponent just happens to dizzy when hit
   with the Mayhem(note this can't happen with the Black End since throws
   don't dizzy) if that's the case then the Mithen's Robes will miss. But
   again this is %100 safe since a dizzied opponent can't do squat. The
   third instance is the only one where Vice may get into the slightest
   trouble with either her Mayhem or Mithen's Robe and that is when you do
   the Mithen's Robe after a blocked Mayhem. Then Vice will jump into the
   air, while your opponent is on the ground waiting to attack. But even
   here the window of opportunity for retaliation if quite small. So the
   moral of this long winded story? Use Mayhem and use Mithen's Robe with
   extreme joy and satisfaction, they are for the most part absolutely risk
   free. Oh one last note, when doing Mayhem use the A-version, the A and
   C versions are almost identical but I think the C-version has like two
   extra frames of startup, nothing to worry about, but you can't be too
   careful.


Fun with Mayhem and counter message:
   In the Mayhem section I said something about hitting without a counter
   message. And though you won't get a counter message very often with this
   attack, it is fun when you do and is worth some explaining I think. I
   think well all know that you get a counter message in KOF it means more
   juggling possibilities among other thing. Since nearly all of Vice's
   specials are throws, this doesn't do much for her unless she gets it on
   the Mayhem. If you get a counter message when you hit with the Mayhem,
   you don't have to limit yourself to a Mithen's Robe follow up, of course
   with one exception the Mithen's Robe is still the most damaging follow.
   You can do ANY of Vice's  standing or jumping normals, they all hit, of
   her crouching normals only her low C will connect. As for specials that
   connect, these are her Outrage and her MAYHEM. Yes if you get a counter
   message you can follow up a Mayhem with ANOTHER Mayhem and then you can
   still tack on the Mithen's Robe. (sorta like Terry in '97, except you can
   only do it twice since you can't get a counter message from the second
   Mayhem) Note though the first Mayhem can be either A or C-version the
   second one must be the A-version since the C has a smidgen more startup
   and won't connect. All of the normals and specials described are valid
   for the opponent being anywhere on the screen, corner or otherwise.


Jump ins with Vice:
   Her Ravenous makes an excellent jump in attack, it has huge priority, but
   because of the slight lag when she lands(on both versions) you can't
   follow it up, so you won't end up doing much damage. On her Ravenous, if
   you have ever played against the CPU Vice on the last team you will know
   that you can knock virtually any and all jumping opponents with a early
   Ravenous. The suggestion is to be prepared to use this move whenever you
   are airborne. I believe I have even seen a close C, hop into Ravenous
   before. Bottom line, use and abuse. Don't use Vice's jump A and B as jump
   in combo starter since they aren't very effective. They are hard to combo
   from, and the jump A easily whiffs if you don't time you jump right. Due
   to the weird angles from which they stick out of Vice you have to jump in
   really close for them to connect into combos, and again because of those
   angles (angled down close to the body, and far below the body in the case
   of the jump B) they can't crossup very well either. Just avoid them if
   you are trying for a jump in combo. As air-to-air pokes the jump A and B
   are quick, but the stick close to the body and aren't very effective you
   might as well stick with the Ravenous. Vice's jump C and D make okay jump
   ins, both are easier to combo from that the jump A or B, you can actually
   tag on strong attacks if the jump in connects unlike the jump A or B. I
   myself prefer the jump D since it has farther range and I personally
   think combos easier.


Vice's Bufferable low D:
   Unlike in '96, Vice's new low D is very user friendly. It has long range
   and comes out fast, unfortunately is doesn't go under fireballs like a
   previously conjectured. Her Outrage kick is all but useless in the game.
   One tactic however is to buffer an Outrage from her low D. This is good
   for ticking of energy(not too unlike Matures low D, Metal Massacre),
   however once again you can buffer into her Mayhem just as easily for the
   ticking, of course you don't get distancing you get from the Outrage.
   Note you can use the D Outrage for more distancing if you feel like it.
   This is about the ONLY use I see for it. One more nice trick you can do
   with the bufferable low D is you can do low D cancel into fwd+A, forces
   them to block low then high, makes an okay pressuring technique. Note you
   can buffer low D into either of Vice's command throws, but they whiff.


Tips on Black End and Gorefest:
   Vice's Black End doesn't combo off of anything other than the first hit
   of the close standing B. That's not true as I found out, but as I
   explained above, the close B it the easiest thing to combo it from. Use
   this to your advantage on downed opponents, like Clark and his close C,
   do a close B as they get up and if it connects, do Black End. I they
   block, and you whiff the throw, you are safe since your miss animation
   will end at about the same time they come out of block stun. But like
   Clark you have to watch out for wake up attacks. The Black End is also
   doable off a dash or a run, but as always be careful of pokes, besides
   I much prefer doing a Gorefest out of a run since it's easier to do(the
   motion is easier), it looks nicer and it's an instant throw. The Black
   End is what you could call a delayed or non-instant throw. This means
   that it does not grab the opponent instantaneously like the Gorefest or
   Negative, which are instant throws. Vice actually has frames of startup
   when doing the Black End. I believe these frames are entirely invincible
   so she can't get hit when doing them, however since she only has like two
   frames of startup so you won't notice it much, others such as the
   Electrigger and Shermie Carnival have many more frames of startup so
   there the invincibility and the difference is obvious. The difference and
   nuances of instant and delayed throws are a long a detailed debate, which
   I will not get into here(partly because I don't fully understand the
   entire thing myself) Suffice it to say that instant throws are good
   because hey they are instant and the high point of delayed throws is that
   because of the invincible frames you can do them while your opponent is
   attacking you. Anyways I believe in Vice's case the delayed properties of
   the Black End are most apparent in Extra mode when you attempt to dodge
   throw. As you may all notice it's easy it dodge throw with the Gorefest
   and the Negative gain, but try to do it with the Black End and either
   nothing happens or you get the dodge attack. This is because the Black
   End is delayed and instead of going into a grab, like you can during a
   dodge, Vice tries to go into the startup animation or her throw, which
   you can't during a dodge. Moral of this long winded story, don't use the
   Black End to dodge throw. As another point of note, don't do the Black
   End continuously, yeah it gets predictable and stuff, but moreover it
   make you looks scrubby, because that how people who don't know how to use
   Vice play her. Use her Gorefest, hehe. Good old reliable Gorefest, I
   prefer instant throws over delayed throws, and I personally think the
   Gorefest looks better than the Black End. It combos from much more than
   the Black End does, and believe it's worth the extra joystick motion. Use
   it you'll like it.

Expansion of and tactics for the  Negative Gain:
   Some say Vice's Negative Gain has lost range since '96. And it definitely
   has, then again the Negative Gain had almost quarter screen range back in
   '96 (You could grab an opponent a third of the way across the screen if
   they were poking at you) Now in '98 the range is lowered, but it is still
   very good. Being the same kind of throw the Negative Gain can be comboed
   from anything a Gorefest can be comboed from.  Like '96 you can still run
   or hop up and Negative Gain, though distancing is more important now with
   the reduced range and whiff animation taking away your stock. Another
   favorite from '96 was to walk back and Negative Gain anxious opponents
   who ran at you. The maximum distancing for the DM is so that there is
   about half a character's width between you and your opponent, and it has
   a sucking ability when in range. A little extra word on  whiff animation.
   Remember unlike previous KOFs this one has whiff animation. Where
   previously a DM wouldn't have even come out, like say an opponent who was
   getting up but not fully up yet, or an opponent who is slightly off the
   ground, in '98 you will whiff your animation when your opponent can't be
   grabbed. For regular command throws this means that if you miss then your
   opponent can punish you. But for DM throws, in addition to this it also
   means that you have either wasted a stock or depleted a POW bar. So
   because of this caution should be used when applying this and all DM
   throws. Note there are times when you definitely know your opponent is on
   the ground and you are within range and yet the throws whiff anyway. One
   of these situations is when you opponent is smack in the corner and say
   you do a crossup, land on the other side and execute the Negative Gain,
   guess what they are totally in range, but it whiffs anyways. This is
   because if you had crossed up outside of the corner you would have landed
   out of range for the throw to connect, so I guess this caries over to the
   corner situation as well. So what do we learn from this? Don't do crossup
   Negative Gain in the corner, or ever. You will waste a stock. Another way
   a DM can whiff when totally in range is discussed below.


More on the Withering Surface:
   You almost never have to worry about being out of range when doing Vice's
   Withering Surface. Timing and distancing is really the key using this DM.
   It's very quick and very unblockable so you will get some slow and
   inexperienced players with it. Most players however will wise up after
   it's been done to them a few times and will know to jump or poke (yes she
   can be poked out if it) when they see that DM spark. So what are some
   strategies to get it to connect? Well first off, this is one DM where you
   will have to use different version for different situations. The C
   version jumps lower and farther. If you're right up next to your opponent
   and you execute the C button Withering Surface you will actually push
   your opponent until he is in range for the DM to connect. Being so fast
   and so close this tactic is hard to avoid on reaction. (This tactic works
   for everyone except Choi who is so sort even the C-version will jump over
   him)
   Do NOT use the A-version of the DM when you are up close like described
   above, it jumps much higher and you will end up jumping over  your
   opponent instead of pushing him back. The C-version is also good against
   people who like to fireball at a full screen's distance. Since the DM has
   nearly a full screen distance itself, you can use it to jump over the
   fireball and grab the guy. This however requires a little bit of timing
   since Vice is totally vulnerable during her hop in the DM. Do it too
   early and you will eat the fireball as it come off of the opponent hand.
   DO it too late and your opponent will have enough time to recover and
   jump. Time it so that Vice jumps over the fireball at the apex of her
   jumping arc. This usually requires a bit of anticipation since most
   fireballs go so fast you have to do the DM motion about the same time the
   opponent does the fireball motion. Too much anticipation however and you
   will get the fireball in the face like I stated above. Another use for
   the Withering Surface that will get someone once or twice is to do the C
   version right after you do a Negative Gain, those who haven't seen it
   usually won't expect you to do it so soon after you've just landed a DM.
   If you time it right it should grab them just as they get up. If you're
   fast enough you can also try canceling a whiffed low D into the DM, since
   they are blocking the low D and won't expecting the grab. But you either
   need very fast hands for this, or if you are playing the Playstation port
   of the game you can use the shortcut keys that are available in that
   The C-version of this DM is basically the version you will be using the
   most since the above described situations  are the most common ones you
   will find yourself in. This doesn't mean the  A-version if useless
   however. Use it in early anticipation of a fireball  when you are from
   half screen to 1.5 character width away from the opponent. This version
   jumps high and short so you should be able to jump over the fireball and
   still get the grab in, and at the distance described above you won't be
   out of range or jump over the opponent. Don't use the C-version for
   fireball anticipation at this distance as Vice may not have reached her
   full height on the arc yet and the fireball might hit her. The Withering
   Surface does not combo from ANYTHING. However since it is so fast and
   unblockable there are times when you can tack it on to the end of an
   attack and the opponent will have very little time to respond. You are
   going to have to use  the A-version if you are going to do this, the
   C-version is another example of where a DM grab should have connected
   but does not. The C-version actually would be fast enough to combo it
   it connected, but it does not. What will happen is you can do the C-
   version out of any bufferable normal that Vice has, and she will hop
   right up next to the opponent and attempt to grab him, unfortunately
   her grab whiffs THROUGH the opponent and nothing happens, in fact the
   whiff animation will leave Vice open for a counter attack. I have
   absolutely no explanation for it whiffing, it could be as simple as the
   programmers decided not to allow the C-version to connect just because.
   I could conjecture though, that the opponent is still in hit stun when
   Vice goes to grab the him, and the Withering Surface doesn't connect with
   someone in hit stun. This could also explain why the DM will grab if you
   use the A-version of the DM. Vice grabs the moment she touches down from
   her hop, since she hops higher in the A-version this means that the it's
   slower in connecting than the C-version, thus allows more time for the
   opponent to come out of hit stun before grabbing them. Again you have to
   watch your distance when using the A-version You have to distance
   yourself far enough away so that  the A-version  won't jump over the
   opponent but close enough so that the bufferable close normals will come
   out. For most medium size characters this is no problem as long as you
   are not right snug up next to the opponent when you hit them. Try doing
   jump D, 2-hit stand D, A Withering Surface. The DM is not guaranteed to
   hit, but chances are high that it will and it looks nice if it does. It's
   also easy to do since the 2-hit stand D gives you ample time to do the
   DM. One last note, when in SDM mode both buttons bring out the C like
   long low hop, so it doesn't matter which button you press, it also means
   that you can't hope to connect the SDM out of a normal, regardless of
   opponent intelligence.








== IX. ACKNOWLEDGEMENTS ==

I would like to thank the following people for helpful info in
putting together this guide.


1. EX Andy,(Andrew Seyoon Park)
  Thanks for lots of help putting in this guide together. He checked the
  accuracy of a lot of the information in this guide. I also have to thank
  him for the joystick key he let me use. And for helping me proof read the
  first draft of this guide.

2. Sheila Khosla
  Thanks for putting my identity on this FAQ and posting its first version
  to Gamefaqs.com for me.

3. Kailu Lantis
  Thanks for letting me use the extensive of back ground info on Vice. Found
  from his King of Fighters Character Story guide. I made some formmating
  changes and spelling corrections to the parts that I hvae used in this
  guide. I hope there is no problem with that.

4. Kao Megura (http://i.am/kao)
  Thanks letting me use some of the back ground info from your moves list.
  Also the names of the Vice's command attack and normal throws were gotten
  from there as well.

5. Joe Palanca
  Thanks for the voice translation of what Vice says during her intro
  and win poses. Found in his King of Fighters moves list.

6. m00nrun
  Though I took nothing from his Combo FAQ, I did reference it several
  times during the editing of the combos section of this guide.

7. SieKensou
  For being the fist to note that the Black End IS comboable off a
  close B.

8. The KOF-ML
  Like every other KOF FAQ, I gotta thank them. There are some great
  discussions there.(Sometimes)
  To subscribe, send and email to "[email protected]"
  with the word 'subscribe' in the subject.

9. SNK
  Of course. Without whom we would have no game, in which case this guide
  would seem even sillier than it already is.

10. My parents, God, and the Academy
   For their gracious recognition of my.........oops, wrong speech.





== X.  VERSION HISTORY AND LOOSE ENDS ==

Version 0.01
    The first issue of this FAQ, full of mistakes. Unchanged for a year

Version 1.0
    This version. Cleaned it up, expanded it, fixed some mistakes, and
    hopefully is a little easier on the eyes.

This is the second version or, and hopefully the last major overhaul for this
guide, unless I am made aware of some awful glaring mistake. Some of you may
wonder why do this for a character no one uses in a game that's over a year
old, which no one plays anymore. Well it's always nagged me that this thing
was filled with gameplay errors and grammatical and spelling mistakes. I was
going to leave it alone, but I have some free time before the holidays and I
decided to just give it a once over and be done with it. Besides maybe some
Dreamcast owners may find it handy. I apologize if there are any mistakes
left in here. Note, though the original guide was based on the arcade version
of the game, revisions are done using the Playstation version, I apologize if
inconsistencies are present, however my Neo-Geo its shot so I had to make do.
Subsequent versions (if any) might include minor changes only.

Also watch for upcoming character guides like:

Athena: The FAQs and nothing but the FAQs.
Chizuru: FAQs, phone or e-mail.
FAQ: There's something about Mary.
Mature: Gonna FAQ you up.
Mai: Coffee, Tea, or Me?


----------
This FAQ is free for you to use. Do not use for profit, if you do I want a
cut. Blah, Blah, Blah, public domain, Blah, Blah, Blah, don't steal, Blah
Blah, Blah.


Find it at:
GAMEFAQS.COM

Find me at:
[email protected]
12/5/99