The King of Fighters 2002/Vice

From SuperCombo Wiki
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General Info

Crouch height: Low
Jump: 5/37/1
Hop: 5/28/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 26 frames
Recovery roll: 24 frames

Stand Crouch Jump Grab Run
Vice02 stand.png Vice02 crouch.png Vice02 jump.png Vice02 grab.png Vice02 run.png


Snka.gif Snkb.gif Snkc.gif Snkd.gif
Vice02 colorA.png Vice02 colorB.png Vice02 colorC.png Vice02 colorD.png


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 2/3/9 0/-2 R,C,S,Su HL
Vice02 clA.png
Snkb.gif 2/3/11 -2/-4 C,S,Su HL
Vice02 clB.png
Snkc.gif 6/4/21 -5/-7 C,S,Su HL
Vice02 clC.png
Snkd.gif 4/3(9)6/14 0/-2 C,S,Su HL
Vice02 clD1.png
Vice02 clD2.png
Standing Far
Snka.gif 3/3/9 0/-2 R,C,S,Su HL
Vice02 stA.png
Snkb.gif 10/3/11 -2/-4 HL
Vice02 stB.png
Snkc.gif 9/4/18 -2/-4 HL
Vice02 stC.png
Snkd.gif 9/4/20 -4/-6 HL
Vice02 stD.png
Snkc.gif + Snkd.gif 17/5/27 KD/-10 S,Su HL
Vice02 stCD.png
Snka.gif 3/3/9 0/-2 R,C,S,Su HL
Vice02 crA.png
Snkb.gif 5/3/8 +1/-1 R,C,S,Su L
Vice02 crB.png
Snkc.gif 5/2+4/26 -12/-14 C,S,Su HL
Vice02 crC1.png
Vice02 crC2.png
Snkd.gif 8/5/25 KD/-12 C,S,Su L
Vice02 crD.png
Snka.gif 5/10/- -/- S H
Vice02 jA.png
Snkb.gif 3/7/- -/- H
Vice02 jB.png
Snkc.gif 6/4/- -/- S H
Vice02 jC.png
Snkd.gif 6/5/- -/- H
Vice02 jD.png
Snkc.gif + Snkd.gif 8/5/- KD/- HL
Vice02 jCD.png
Neutral Jump
Snka.gif 5/10/- -/- S H
Vice02 jA.png
Snkb.gif 3/9/- -/- H
Vice02 jB.png
Snkc.gif 6/4/- -/- S H
Vice02 jC.png
Snkd.gif 6/5/- -/- H
Vice02 jD.png
Snka.gif 5/10/- -/- S H
Vice02 jA.png
Snkb.gif 3/9/- -/- H
Vice02 jB.png
Snkc.gif 6/4/- -/- S H
Vice02 jC.png
Snkd.gif 7/5/- -/- H
Vice02 hD.png
Command Normals

f + Snka.gif

14/5/21 -6/-8 H
Vice02 fA.png
Hard KD on airborne opponent
f + Snka.gif
14/5/21 -6/-8 S,Su HL
Special Moves
qcb + Snkb.gif 10/1(1)1(3)1(1)1(3)1(1)1(3)1(1)1/17 -4/-14 Fo HL
Vice02 qcbB1.png
Vice02 qcbB2.png
Outrage - qcb + K
  • Vice performs a series of kicks, her feet turning into blades that have a reasonably large hitbox and decent recovery on block
  • qcb + B makes her kick from the initial spot, while qcb + D makes her perform a short hop forward before starting the kicks
  • does not knockdown on hit
  • not a very useful move because she has better moves to combo into and the move does much fewer hits when blocked (making it not a good chipping move, something she doesn't really have)
  • free cancellable out of on all hits
qcb + Snkd.gif 26/1(1)1(3)1(1)1(3)1(1)1(3)1(1)1/21 -7/-17 Fo HL
Vice02 qcbD1.png
Vice02 qcbD2.png

j.qcb + Snkb.gif

12/1(1)1(3)1(1)1(3)1(1)1/Till land+17 -/- Fi HL
Vice02 jqcbB1.png
Vice02 jqcbB2.png
Ravenous - qcb + K(air)
  • Vice performs a series of blade kicks similar to her ground qcb + K, but in the air
  • the opponent can be juggled after this move, depending on what height they get hit by it relative to the height she is off the ground. It is possible to perform an infinite in the corner by repeating this move, though it's not easy
  • free cancellable into
  • this move has a good hitbox and continues to do hits until Vice hits the ground. Though it has some startup, it is a good preemptive jump attack
j.qcb + Snkd.gif 13/1(1)1(3)1(1)1(3)1(1)1(3)1(1)1(3)1(1)1/Till land+19 -/- Fi HL

hcf + Snkb.gif

15/1+2/25 KD/-8 Fi HL
Vice02 hcfB1.png
Vice02 hcfB2.png
Deicide - hcf + K
  • Vice swings her arm, causing a shadow to extend outwards. If it connects, the opponent is thrown to the opposite side
  • hcf + B travels shorter (about half screen length) and comes out faster than hcf + D. Not possible to combo into hcf + D
  • hard knockdown and opponent will get up with their back turned
  • free cancellable into
  • Move cancels the active period immediately into the recovery on block.
  • this move has good range and recovery (if you use hcf + B and not hcf + D), as well as good meter buildup on whiff and good advantages if it hits (hard knockdown, back turned opponent and lots of time to setup a mixup)
hcf + Snkd.gif 21/3/30 KD/-13 Fi HL
Vice02 hcfD.png

qcb + Snka.gif

8/4/27 KD/-13 Fi, Fo, qcf + P HL
Vice02 qcbA.png
Mayhem - qcb + P
  • Vice performs a dashing shoulder charge
  • qcb + A comes out faster (can combo off of weak attacks), has better recovery but goes a shorter distance than qcb + C
  • qcb + A can be used as an anti-air against non-meaty jumpins that aren't going to land directly above her but other than that, it's risky to throw out this move since it is almost always punishable on block
  • can be followed up with Mithan's Robe, qcf + P
  • Upper body invincible: A: Frame 5-8, C: Frame 7-13.
  • free cancellable into
  • free cancellable out of
qcb + Snkc.gif 13/4/29 KD/-15 Fi, Fo, qcf + P HL
hcf + Punch.gif 6/1/27 KD/- Grab
Vice02 hcfP.png
Blackened - hcf + P
  • Invincibility: Complete startup
  • Vice will slam the opponent down doing some damage, then throws them upwards for more damage. She can followup with Mithan's Robe, qcf + P, for additional damage after that
  • When Vice throws the opponent into the air, they are thrown with their back turned
hcb,f + Punch.gif 0/1/23 KD/- Grab
Vice02 hcbfP.png
Gorefest - hcb,f + P
  • an instant throw in which Vice grabs them and slides them across the screen
  • hard knockdown and opponent gets up with their back turned
  • very good recovery if the move whiffs, better than any other command grab in the game
  • gives Vice a lot of time to setup a mixup after this move lands
  • can also be used after some normals like crouch C, close D and crouch D to shorten their recovery
qcf + Punch.gif 13/13/19+18 KD/- -
Vice02 qcfP.png
Mithan's Robe - qcf + P (after qcb + P or hcf + P)
  • Vice jumps into the air and grabs the opponent
  • this move turns the opponent's back to be facing properly on wakeup. iff the opponent's back is already turned, it might be disadvantage to use this followup
  • hard knockdown


32/1/31 KD/- Grab
Vice02 hcbfP.png
Withering Surface - qcfx2+P
  • Vice leaps into the air and performs a throw upon landing
  • qcfx2+A jumps higher and shorter horizontally than qcfx2+C
  • qcfx2+C is useful for punishing ground projectiles on reaction such as Iori's qcf + P but difficult to get over air projectiles like Athena's qcb + P. qcfx2+A is too slow to use for punishing anything.
  • hard knockdown
  • Invincibility: A: Frame 1-19. C: Frame 1-13
qcfx2+Snkc.gif 24/1/33 KD/- Grab
hcbx2+Kick.gif 0/1/42 KD/- Grab
Vice02 hcbx2K.png
Negative Gain - hcbx2+K
  • Vice performs an instant throw that does good damage
  • during the throw, she will move backwards quite a bit before knocking the opponent away. She and her opponent will bounce in the opposite sides that they initially were before the throw - so, if Vice was on the left and opponent was on the right, after the throw, Vice will bounce off to the right and opponent to the left
  • hard knockdown
qcfx2+Snka.gif + Snkc.gif 24/1/37 KD/- Grab
Vice02 hcbfP.png
Withering Surface - qcfx2+AC
  • same as the qcfx2+C version but does much more damage (over 50%)
  • Invincibility: Frame 1-22. Invincibility above feet: Frame 23-24.
hcbx2+Snkb.gif + Snkd.gif 0/1/38 KD/- Grab
Vice02 hcbx2K.png
Negative Gain - hcbx2+BD
  • same as the normal DM version but does a lot more damage
d + Snka.gif + Snkc.gif
0/-/2+Till land+12 KD/- Grab
Vice02 HSDM.png
Overkill - db,qcf,uf,u,d + AC(air)
  • Vice performs an instant throw in the air and slams the opponent to the ground
  • it is easier to perform most of the move's motion on the ground. Input back to up, making her jump into the air, then d + AC while in the air
  • hard knockdown
  • Invincibility Frame 1-2. Throw box only appears when the opponent is in range.

Short Movelist

  • f + A (Overhead if not cancelled into.)

  • hcf + P (Throw.)
    • qcf + P (Only on hit.)

  • qcb + P
    • qcf + P (Only on hit/block.)

  • hcb f + P (Throw. 0 frame startup.)

  • hcf + K

  • qcb + K

  • air qcb + K

  • DM qcf qcf + P (Throw.)

  • DM hcb hcb + K (Throw. 0 frame startup.)

  • SDM qcf qcf + AC (Throw.)

  • SDM hcb hcb + BD (Throw. 0 frame startup.)

  • HSDM air db qcf uf u d + AC (Air throw. 0 frame startup.)


Cancellable moves

  • Close: A, B, C, D (2)
  • Far: A
  • Crouch: A, B, C, D
  • Jump: A, C

  • CD is cancellable into specials and DMs

  • f + A is cancellable only when you cancel into it.

Super cancellable moves


Free cancellable into moves

  • air qcb + K
  • hcf + K
  • qcb + P

Free cancellable out-of moves

  • f + A
  • qcb + K
  • qcb + P

Moves with Invincibility

  • qcb + P (Upper: startup (last part).)
  • hcf + P (Full: startup)
  • DM qcf qcf + P (Full: startup (1st part).)
  • SDM qcf qcf + AC (Full: startup (1st part). Above Feet: startup (last part, just after full invincibility ends).)
  • HSDM air db qcf uf u d + AC (Full: recovery (1st part).)

Moves with autoguard


Other Notes

  • D throw is a backturned hard knockdown


Basic Combos

  • cl.D (2) / cr.C >
    • (S)DM hcb hcb + K/BD [40.2%/54.3%] {1 stock/Max Mode + 1 stock}
    • f + A > hcf + B (Very close) [36.6%]
    • qcb + C > qcf + P [28.3%]
    • hcb f + P [29.4%]
    • hcf + B [27.7%]
  • cr.B > hcf + P > qcf + P [26.3%]

  • cr.B x 2 >
    • (S)DM hcb hcb + K/BD {1 stock/Max Mode + 1 stock}
    • hcb f + P {20%}

  • cr.B, cr.B, cr.A > qcb + A > qcf + P {29%}

  • Counterhit: qcb + A, qcb + A > qcf + P {25%}

  • f + A >> BC, DM hcb hcb + K {2 stocks}

Buffer as: f + A >> hcb hcb + BC

Max Mode

  • cl.D (2) >> BC, run, cl.D (2) > SDM hcb hcb + BD {65%} {3 stocks}

  • f + A >> BC, run, cl.D (2) > (S)DM hcb hcb + K/BD {45%/65%} {2/3 stocks}

Combos Notes

  • Very close: cl.D (2) > f + A > hcf + B

Vice's most damaging B&B that doesn't use any meter. The close D must land very close to the opponent for this combo to work, otherwise the f + A will whiff. Because of this, it is nearly impossible to get this combo to land properly after a jump attack, though still possible if your jump attack lands early enough or a crossup jump B was used. If Vice is in the corner when she lands this combo, it will throw the opponent into the corner with their back turned, which is a huge advantage for her.

  • cl.D (2) > qcb + C > qcf + P

Use this combo when your cl.D hits such that the f + A after it would be out of range to connect. Overall does less damage than the above and does not back turn the opponent or give Vice as much time to set anything up after.

  • (cr.B x 2) / cl.D (2) > hcb f + P

Comboing into hcb f + P does less damage than the above combos but gives Vice a lot of time to setup her next mixup. The cr.B version isn't really hit confirmable but if blocked, hcb f + P recovers quick and keeps Vice in range of a close D. This is explained in the strategy section.

  • cr.B, cr.B, cr.A > qcb + A > qcf + P

This is easily Vice's most useful combo off of low weak attacks.

  • cl.D (2) > DM hcb hcb + K

This combo does just a little bit more damage than her B&B (first combo) and uses up one stock, but has the advantage of being able to hit from further out, including after a jump attack.

  • f + A >> BC, run, cl.D (2) > (S)DM hcb hcb + K/BD

A very easy and damaging combo off of her overhead. This combo will prove to be very useful in matches, especially when mixed up with her damaging

  • cl.D (2) >> BC, run, cl.D (2) > SDM hcb hcb + BD

This is Vice's most damaging practical combo. It is easy to hit confirm her close D and can be comboed after a jumping attack without having issues with spacing (a longer run is necessary).

  • Counterhit: qcb + A, qcb + A > qcf + P

This is a useful anti-air combo that can be used against jumpins that aren't directly above Vice when coming down. The initial qcb + A won't always counterhit depending on what the opponent did but if it does, you can followup with another.

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