Capcom vs SNK 2/King
- 1 Introduction
- 2 Moves List
- 2.1 Normal Moves
- 2.2 Special Moves
- 2.3 Super Moves
- 3 The Basics
- 4 Advanced Strategy
- 5 Match-ups
- 6 Custom Combo
King is rated as a weak if not THE weakest character in the game. Not physically weak, although she IS a skinny girl, but weak in her ability to win matches consistently (it's a game after all). I'm going to try and be as objective about this as I can, but I have an undeniable soft spot for low tier characters. As per usual these characters have to work harder for their wins. That just means that YOU have to play better.
King has a very good roll and some special moves that become a great addition to your arsenal if you RC (Roll Cancel) them. For this reason playing her in a groove with a roll would benefit you a lot. King has quite a few CC (Custom Combo) starters and that makes her somewhat of a threat. Her level 3 supers are of limited use and do relatively low damage. The preference for dashing or running is usually personal and/or situation dependant but running seems to add the most to her game. Lowjumps are almost allways a good thing to have at your disposal. I'm sure she can be played in many grooves at a decent level, as it allways comes back down to the player behind the controls, but considering all the aforementioned things I would recommend playing her in one of theese grooves: A, C or (my favorite) N. K groove being the 4th and slightly more risky choice. --Zenfire 05:09, 26 May 2006 (CDT)
To keep this short and more useful I'll only mention the moves I deem noteworthy. Some of her moves such as rapid fire c.lk and c.lp are pretty generic and others such as far standing mk are pretty silly, I'd like to skip both those categories.--Zenfire 05:33, 26 May 2006 (CDT)
This kick will be used a lot thanks in no small part to the fact that it is cancelable to specials and has the most range of all her cancelable normals. It is also her most meaty move with a whopping 10 active hitting frames. Stick this out over a knocked down opponent that has no reversal moves and you might even be able to combo off the extra frames you get from landing it meaty.--Zenfire 05:33, 26 May 2006 (CDT)
Your run of the mill sweep. Very decent range and startup speed. Safe on block, which is more than I can say for shoto sweeps. As good as this move is in the range speed and knockdown departments, if you're like me you'll often opt for something more elaborate. However, you're mostl likely not like me, and once you use this move you'll notice how good it is and keep at it.--Zenfire 05:33, 26 May 2006 (CDT)
Her slide can be useful, as if you are at a distance, it can leave you safe-you can snuff them out of fireballs, or if they jump at you, you travel a distance to reposition yourself. (credit to GeeseHoward)
Only really good as a meaty move. On counterhit +4 frames but no moves to let you combo off of it. So meaty is the answer to get those extra frames, and with the right setups can lead to good damage.--Zenfire 05:33, 26 May 2006 (CDT)
Good for stopping crossups. it's not as good an anti air as Standing HK hitbox-wise, but it works as a great substitute when your opponent is too close and you could risk getting Close standing HK by accident (as is the case with crossups).--Zenfire 05:33, 26 May 2006 (CDT)
A very good anti-air normal. Has great vertical range.--Zenfire 05:33, 26 May 2006 (CDT)
Venom Strike: qcf+k
A generic projectile/fireball attack. The kick strength defines the speed of the projectile. Like most projectiles it is a good way to attack from far away, but is extremely vulnerable if jumped over. Doing it at close quarters (best when RC'd) affords your opponent less time to react and jump. At a distance King can run (depending on groove) behind the fireball which will provide her with some cover. King will actually CATCH UP to the lk version of the projectile, making it even possible to combo in some situations. This is no different than Ryu's Hadouken, it's actually very similar.--Zenfire 05:10, 26 May 2006 (CDT)
Double Strike: qcf, qcf+k
A double projectile attack. Two Venom Strikes in quick succession. Good in combos and for block damage. Hard to RC through with moves such as Psycho Crusher and Flying Headbutt.--Zenfire 05:10, 26 May 2006 (CDT)
Surprise Rose: dp+k
An upwards knee attack that knocks an opponent up followed by downwards diving kicks. A 4 frame startup makes this her fastest htting special move, but the lack of any invincibility makes it useless in reversal situations. It serves mainly as a juggle after Mirage Kicks, Trap Shots and 1-hit Tornado Kicks on a cornered oponent.--Zenfire 05:10, 26 May 2006 (CDT)
Trap Shot: rdp+k
A backflip kick that stuns/traps an opponent (even if hit in the air) with a guaranteed followup barrage of kicks. Knocks down. A decent anti-air when RC'd, but the lengthy startup requires you to be quite fast to react.--Zenfire 05:10, 26 May 2006 (CDT)
Tornado Kick: hcb+k
Two airborne kicks. The first one will miss on crouching characters. The startup speed and distance of the kicks is defined by the strength of the kick used. The frame disadvantage on block is quite small (-2 on lk, -1 on mk and 0 on hk)and allows for some very tricky guessing games. Good bait. Once you've punished a few retaliation attempts this becomes less of a bait/setup move and more of a consistent way of getting close (when RC'd).--Zenfire 05:10, 26 May 2006 (CDT)
Mirage Kick: qcb+p
Several kicks while sliding forward a short distance. Three, five or seven kicks depending on which button was pressed. The last one knocks down. Usually used in combos but also a good move to go through expected pokes. It is unsafe and risky, however, the final kick of this move makes it tricky. The delay before the final kick will snag people that are too late trying to punish with non-invincible moves. Depending on the range the pushback will either allow the last kick to connect or make it miss. If the final kick is blocked you are somewhat safe because of the big pushback.--Zenfire 05:10, 26 May 2006 (CDT)
Illusion Dance: qcf, hcb+k
A lengthy backflip/evasive movement followed by a flying kick. Once the kick connects a combo is performed. If it is blocked there will be no combo but a lengthy recovery. Useful at level 1 as a CC ender. If anyone has a good use for this outside a CC, do tell.--Zenfire 05:10, 26 May 2006 (CDT)
Silent Flash: qcb, qcb+k
A backflip kick that looks like the start of the Trap Shot. If the first one hits the super is finished. If it is blocked the level 1 and level 2 versions will stop and are safe to some extent due to pushback, but the level 3 version will PARTIALLY continue.--Zenfire 05:10, 26 May 2006 (CDT)
To win matches you have to do damage. You have to punish mistakes and punish them hard. You gotta make your opponent make mistakes. Now to explain how to do both those things.--Zenfire 06:52, 26 May 2006 (CDT)
Damage will come from regular combos. Beef up the damage by popping a meter stock. Of course, when you see a blatant opening and you've got that stock open, then of course a level 3 is more than welcome, but don't count on landing a level 3 for your damage. King has only a few options to hitconfirm into combo and here they are:
counterhit c.lp or c.lk, c.mk xx HP Mirage Kicks
c.lk, c.lk, c.lk xx MK Tornado Kicks (only on standing opponents)
c.lk, s.lk/c.lk xx LK Trap Shot or Silent Flash. You'll get one or the other because Capcom is lame. Since they're being way too lenient with input qcb, d, db+k IS SILENT FLASH! that's right, and I don't mean negative edging it by releasing the kick once I'm at back, no I mean exactly what I said there. It's annoying to say the least since it can cost you meter when you did not intend to use it. If you're cleaner with your execution than I am and can get d+lk, b, d+lk, db+lk consistently then good for you. If not, then try b+lp, b+lp, d, db+lk on biggies.
counterhit c.lk, close s.mk xx HK Trap Host or HP Mirage Kicks (it's a 1 frame link if it's not opened with a counterhit)
All of these require you to be very close to your opponent. And you usually don't get there for free, so train and memorize these, but combos alone won't get you far. Before moving on I'd just like to mention that comboing does not necisarilly have to be hitconfirmed, there's a few blind-man combos you can do that do good damage and can allways be done without much worrying about retaliation. Here are a few of those:
c.lk, c.lk xx HK Double Strike
c.mk xx HK Double Strike
If you ever get your opponent dizzy or manage to predict a laggy move your preferrd jumpin combo of choice would be j.hk, close s.mk xx HK Trap Shot. Allways remember to finish the combo with a Surprise Rose if you're in the corner.
A followup to Mirage Kicks outside the corner would be LK Venom Strike, it will hit very meaty in the back of the neck. Run (where available) after it and if for some reason your opponent gets hit you can combo a c.mk into whatever you like, even Tornado Kicks since like most projectiles it stands the opponent up. Don't expect it to hit too often, but it pins them down long enough for a c.mk or even a c.hk to eat a chunk of guard bar. Another option would be to use HK Tornado Kicks as a followup to cover tech rolls. If you do catch their tech roll and their in the corner you can juggle with Surprise Rose since only the last hit of the Tornado Kicks connected.--Zenfire 06:52, 26 May 2006 (CDT)
Someone pls add a CC section.
Tools to get close
..and do damage! Of course you want to play it safe sometimes and getting close is not allways high on your TODO list. Here's a few options to get you started.
c.hk (knockdown) walk up, tadaaa
roll through poke... mission accomplished. If you guess wrong and your opponent does not expect the roll, you're still safe. If you manage to roll through a laggy move, punish accordingly.
Where available, lowjump hk combo into Silent Flash or Surprise Rose after landing if you know it's gonna hit (you see them stick something out)
Running after a Venom Strike from far away (use sparingly as it's very vulnerable when predicted) It's important to be on your toes once you've done this since it's essential to react to what your opponent does. If he rolls you can punsh with c.mk xx HP Mirage Kicks. If he (or she, omg sexy girl gamers!!1one)jumps then AA as you please.
ADVANCED: RC LK Tornado Kick (bridges the gap between I'm-being-outpoked-range and omg-I-stand-a-chance-range nicely)--Zenfire 07:35, 26 May 2006 (CDT)
Anti Air options
Far s.hk. It will shoot them down. Followup with a Venom Strike is safe if they don't have super or a badass RC.
c.hp for crossups and such.
RC Trap Shot if you're good enough. I don't recommend this at all, since it's hard and prone to error and will in no way be able to stop lowjumps unless you're psychic.
Roll. Rolling under a jumpin is fantastic. It only takes an instant to perform and is invincible. The roll distance isn't much and if you see them use an airborne move you might be able to trip them into c.mk xx HP Mirage Kicks since they will not have tripguard when they land. You must think I suck after seeing me list RC's under advanced and advising against RC Trap Shot, and now also advocation roll spammage. Well screw you buddy! jk <3 --Zenfire 06:52, 26 May 2006 (CDT)
I'm not sure why this section is here. I mean, there's some "advanced" things left to be said but it's not exactly strategy. After all it's not only heavily character dependant but also VERY player dependant. Anywho, race to the finish!
Say what now? King? Mixups? For sheezy. If for some ungodly reason you end RIGHT next to your opponent and the situation lends itself for you to stick out a c.lp or c.lk you now have initiative! Frame advantage is not synonymous with initiative, but you'll often find that once you've done ANYTHING that directly affects your opponent's character you have the opportunity to get behind the steering wheel. That is my definition of initiative. You do so by knowing your options at every turn and every corner. And once you have it you should try to never let it go. The easiest way to keep things in your hands is to mix things up and mix up AGAIN if you guess right. Not every character's combos can lead to another mixup and even if they can often their alternative options will not. I think this is what seperates momentum characters from the ones that rely on more 'neutral' situations.
So once you have landed a c.lp you are in the position to either throw (tick throw) or counterhit close s.hp into HK Double Strike. The input for this is not as hard as it seems, because you can do qcf, f+hp, qcf+hk. The counterhit will mean this is quite a damaging combo and only 3 hits. Omg King is buff! So there's a mixups right there you can try if you're up close and personal.
I've spoken briefly about using a meaty c.mp to setup combos. Setups for this include a landed level1 Silent Flash followed by LK Tornado Kicks into c.mp. But of course any knockdown works if you can get the timing right. The setups jsut make it easier. Another setup is after a punch throw INTO CORNER, cover tech rolls with HK Tornado Kicks int c.mp. The mixup part comes into play when they start to reversal you, then you can keep your stick in down-back and transition to a throw as a simple mixup.
If you have access to lowjump you can try for lj.hk into Surprise Rose or Silent Flash if you see the hit coming and since that is so hard to AA they'll start blocking it. Now you can empty lowjump into c.lk into whatever combo you want.
Roll is your friend. If you're trying to land c.lk/c.lp x2 xx LK Trap Shot and the two lk/lp get blocked you could expect a poke back since a lot of ppl like to mash the instant they see a possible opening/hole in your offense. If you stick a roll in after two lk/lp you will cross them up, and even if their poke was just a lk/lp it'll be hard to react to the crossup. Meaning you can try a more risky punishment like close s.mk into Mirage Kicks or Trap Shot. And if you're playing in N groove (bless your soul) and have a stock open you can follow with a "random" and risky level 3 Silent Flash. If they weren't blocking before the freeze, they will eat it.--Zenfire 07:29, 26 May 2006 (CDT)
Also, another thing you can do (as with most characters with this ability) is hop (dash) over dead bodies, and add that to your mix-up game. s.k, s.k into QCB + P works, as well as into S. Trap Shot. Just make sure you dont actually do the Silent Flash instead. Her dash is also pretty good in of itself, as its pretty quick. (credit to GeeseHoward)
Yes, and I don't mean reversal roll. You can combo a traded level 1 Silent Flash if your back is to the wall (literally). You'll get a flip animation and your opponent will still be stunened when you land ad you can continue into almost anything you want.
Other than that you can RC Venom Strike in between pokes as a ghetto Shoryuken. Not as rewarding but much safer if they happen to block.--Zenfire 07:33, 26 May 2006 (CDT)
Corner/Near Corner Starters
If you lucky enough to get a jump in hk, you can combo into s.fp to hk Tornado Kick (Tornado Kick must do 2 hits, so only standing tall people) wait a split second and activate.
If they are small or medium size characters s.fp into Mirage or Trap Shot, and activate.
After Tornado Kick or Mirage Kick
Tall characters: s.mk, s.fp, hk Trap Shot, s.mk, s.fp, hk Trap Shot, c.fp, Illusion Dance (if combo with above, ~8800, ~8100)
Others: s.mk, s.fp, hk Trap Shot, s.fp, hk Trap Shot, c.fp, Illusion Dance (~8500, ~8100)
After Trap Shot
Tall characters: See above Tall Characters
Others: s.fp, hk Trap shot, s.fp, hk Trap Shot, c.fp, Illusion Dance (~8100)