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= Introduction = | == Introduction == | ||
King is | {{CvS2 Character Subnav|char=King|short=King}} | ||
<div> | |||
[[File:CVS2_King_Data.png|right|500px]] | |||
== Story == | |||
'''King''' is a highly skilled Muay Thai fighter, who defeated a legendary Muay Thai champion early on in her life. She often dresses masculine, originally to disguise herself since women are not traditionally allowed in Muay Thai competitions, but also so that she will be taken seriously and respected as a fighter. King mostly took to fighting in the streets for money, as she needed to save for a surgery her little brother needed on his legs, but was defeated and humiliated by Jack Turner and his gang, who brought her to Mr. Big. At the time, Mr. Big was the crime lord of South Town, and employed King to be a bouncer at his bar. King would eventually find herself hired by Geese to kidnap Yuri Sakazaki in order to hurt the Sakazaki dojo. Once Ryo defeated her, and found out she was a woman, she told him about her need for money. Ryo convinced her to help him defeat Geese, and she agreed, freeing Yuri as well. | |||
King | King nowadays fights in the various King of Fighter's tournaments, and is the founder of the popular Team Women Fighters, an all-female team of strong fighters. She befriended her previous victim Yuri, and those two made quick friends with Andy's girlfriend Mai Shiranui, forming the basis of the original team. King developed a deep crush on Ryo as well after he defeated her. In between tournaments, she runs a bar called the Illusion, with her two twin barmaids Sally and Elizabeth. | ||
== | == Gameplay == | ||
King is regarded as a weak character in CvS2. She was originally considered very bottom tier with Kyosuke and Dan, but is now seen as one level above, along the same lines as Yuri, Athena, Benimaru, etc. Despite this, she does have some good tools, like one of the best rolls in the game. What holds King down is having lackluster neutral pokes, no meterless reversal, low health, and low damage with no easy way to convert quick attacks into combos. Her mixup game is very basic, being almost entirely strike/throw with her normal throws and 2LK. Her only good move for resetting pressure can be interrupted mid-way, severely limiting its use against opponents who aren't unfamiliar with the match. And furthermore her supers are all terrible. They are all hard to properly connect with, cannot reasonably ever be comboed into, and easily punishable on block. Most Groove choices will have King sitting on her super bar for the entire match, never able to actually use it. | |||
King has a few noteworthy strengths, namely her roll. She has the fastest roll speed in the game, and with an animation that makes it somewhat hard to know it's happening. Rolling directly into the opponent gives her a strong strike/throw game, and it also serves as a way to dodge and counter any poke attempt from the opponent. She also has a very strong anti-air game, with her 5HK cleanly beating out all but the very best jump attacks, and her 2HP to hit anyone jumping in deeper. She can also simply roll against any air opponent, guaranteed to avoid any attack they tried to, and then just punish them as they land. | |||
Unfortunately, it's hard to convince an opponent why they should jump or risk any approach at all when they probably have better and longer neutral buttons than King. Her 236K Venom Strike fireball is simply standard, meaning it's quite easy to react to and punish in neutral. And while her 236236K Double Strike shoots two fireballs out and is great for fireball wars, its increased animation time and recovery make it horrendous to use in neutral. Roll Cancel also does not benefit King much at all, since all her specials are highly punishable on block. While you could use them simply to do an invincible counter-poke, a regular roll probably would've gotten you better results with much less risk. | |||
Of particularly note is that she is inherently weak against K-Groove. Her multi-hit specials, especially with a corner Surprise Rose extension, will fill up the K-Groove bar almost instantly despite doing little overall damage. The K-Groove opponent can easily rage three or four times during a match. It's not uncommon to bait their level 3, punish them for it, and watch their meter fill up to full again when the combo ends. Be prepared to spend most of the match fighting fully-raged opponents. | |||
King's biggest weakness is patient, defensive opponents, as she has a hard time maintaining attack pressure and moving into her desired attack range in general. But her biggest strength may be simply that everyone underestimates her and nobody else really tries to play her, so you can easily knowledge-check opponents who have zero idea how to do the matchup. | |||
Her | === Groove Selection === | ||
'''Best - C/A:''' These Grooves benefit King in allowing her to roll, and actually spend her super bar. C-King is likely her best overall Groove. Her level 2 Silent Flash is her only usable super, and does good damage for cheap when level 2 cancelled with HK Trap Shot at the end. Although the only viable way to land it is to roll directly next to them and blindly unleash it, this works well with King's inherent roll-throw game. The opponent has to guess whether they want to stay blocking and get thrown, or try to respond with an attack or throw break, and then eat the invincible super. And the level 2 being hard to punish on block makes the risk-reward quite favorable. The move also allows King to threaten a reversal more often. Other C-Groove mechanics like Alpha Counter give her a defensive option, and Airblock lets her be safer in the air. A-King gets a lot of the same mechanics, and now has the ability to spend her bar on a Custom Combo instead. A-King's CC is fairly damaging, and can easily be done as a follow-up after her various specials, allowing her punishes to be a lot scarier. Sacrificing reversal super potential for reversal CC potential is your own choice however. | |||
'''Useful - N:''' N-King gets a lot more mobility and the potential for mix-ups. Both small jump and running allow her to maintain pressure much easier and will compensate for her bad poking game. Overall the mechanics of N-Groove benefit King more greatly than other grooves, but its flaw is that it removes any chance of her cashing out her meter for damage. Level 1 Silent Flash just has poor invincibility, and while Level 3 can be strong, you still have to blindly unleash it from neutral, and it will be much more painful than the level 2 if you chose wrong. Her meter may even be best spent just popping a stock for the power increase. Though don't forget about Guard Cancel Rolls, which are amazingly effective for King. Not high damage for the meter cost, but usually guaranteed damage considering her roll speed. But aside from meter woes, she has everything else she needs in N-Groove. N-King is a stable character to throw on point, and can help benefit everyone after her. | |||
'''Worst - S/K/P:''' These are all absolutely terrible for King, making her lose access to her best tool, her roll, and also giving her 0 methods for spending her super bar. S-Groove and K-Groove at least give her the rushdown options of N, but without a roll it's just not as good. S-Groove's main tools of dodge and free supers just don't work for King. Her dodge doesn't work better than anyone else's, and her standard roll already gave her a better dodge-like function anyway. And for her supers she'll never get in their face to actually land one, and since they're so punishable on block trying to spam them on low health will just get her killed immediately. K-King and P-King have the same issue with never having any chance to get in range to actually use a super. K-King's Just Defend doesn't particularly help via building meter, nor does it give her great punishes. Similarly, P-Groove characters have to have solid meterless punishes to really excel. King doesn't even have solid metered punishes. P-King gets almost nothing that she needs to succeed: no rolls, no running, no supers, and even worse health and guard bar percentage. In exchange, she gets parries, which are incredibly bad risk-reward for a character with no damage. There's basically zero reason to play P-King. | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
--------------------------- | |||
'''King''' is a neutral and zoning oriented character, though multiple flaws hold her back from being successful at this. King is often regarded as a bottom tier character, right above Dan and Kyosuke, and is rarely seen even in low level play. King's best Grooves are '''C-Groove, A-Groove, and N-Groove'''. | |||
'''Difficulty''': Medium<br>'''Tier''': D | |||
|pros= | |||
* '''Simple:''' King is very easy to play and execute, and her overall gameplan is straightforward | |||
* '''Safe:''' Thanks to 236236K Double Strike and especially 63214K Mirage Kicks, King can maintain decent safety on block | |||
* '''Normals:''' She has a few good normals for poking and anti-air, like 2MK, 5HK, 2HK, and 3HK | |||
* '''Roll:''' King has a very short and fast roll, making it a great escape, though the shortness limits the use as an approach tool a-la Iori | |||
|cons= | |||
* '''Low Health:''' King has very low health, meaning she loses rounds very quickly | |||
* '''No Reversal:''' Without roll cancel or at least a level 2 super, King has no reversal to use to escape pressure | |||
* '''Low Damage:''' Even with meter stored, King's supers aren't high damage and are hard to land, and meterless punishes do very little overall | |||
* '''No Mixups:''' Unless you have a run and hop Groove, King lacks any solid mixup except her strike/throw, which isn't very good overall | |||
* '''Roll Reliant:''' King needs her roll, whether just for it's strength or for roll cancelling her various specials that require RC to be useful. This limits her to Grooves that have roll heavily | |||
}} | |||
=== | === Players to Watch === | ||
A | {| class="wikitable" | ||
|- | |||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |||
| GunterJPN || Japan || A-Groove || Twitter: @GunterJPN || Makes King look like a viable character through his great use of her roll and custom combos. Goes to show just how good of a player he is in general. <br> [https://youtu.be/vsLyWPndTik?t=7534 Sample Match] | |||
|- | |||
|} | |||
<br><br> | |||
'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!''' | |||
A | |||
= | == Normal Moves == | ||
=== Far Normals === | |||
=== <span class="invisible-header">5LP</span> === | |||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP / Far LP | |||
| subtitle = Far Light Punch | |||
| image = CVS2 King 5LP.png | |||
| caption = | |||
| linkname = 5LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 200 | |||
| stun = 2 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 7 | |||
| total = 14 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== | === <span class="invisible-header">5MP</span> === | ||
{{MoveData | |||
| name = Far Strong | |||
| input = 5MP / Far MP | |||
| subtitle = Far Medium Punch | |||
| image = CVS2 King 5MP.png | |||
| caption = | |||
| linkname = 5MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 2 | |||
| recovery = 23 | |||
| total = 31 | |||
| advHit = -5 | |||
| advBlock = -5 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HP</span> === | |||
{{MoveData | |||
| name = Far Fierce | |||
| input = 5HP / Far HP | |||
| subtitle = Far Heavy Punch | |||
| image = CVS2 King 5HP.png | |||
| caption = | |||
| linkname = 5HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 4 | |||
| recovery = 21 | |||
| total = 32 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">5LK</span> === | |||
{{MoveData | |||
| name = Far Short | |||
| input = 5LK / Far LK | |||
| subtitle = Far Light Kick | |||
| image = CVS2 King 5LK.png | |||
| caption = | |||
| linkname = 5LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 4 | |||
| recovery = 12 | |||
| total = 22 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MK</span> === | |||
{{MoveData | |||
| name = Far Forward | |||
| input = 5MK / Far MK | |||
| subtitle = Far Medium Kick | |||
| image = CVS2 King 5MK.png | |||
| caption = | |||
| linkname = 5MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9 | |||
| active = 4 | |||
| recovery = 23 | |||
| total = 36 | |||
| advHit = -7 | |||
| advBlock = -7 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HK</span> === | |||
{{MoveData | |||
| name = Far Roundhouse | |||
| input = 5HK / Far HK | |||
| subtitle = Far Heavy Kick | |||
| image = CVS2 King 5HK.png | |||
| caption = | |||
| linkname = 5HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 4 | |||
| recovery = 24 | |||
| total = 36 | |||
| advHit = -4 | |||
| advBlock = -4 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== Close Standing Normals === | |||
=== <span class="invisible-header">clLP</span> === | |||
{{MoveData | |||
| name = Close Jab | |||
| input = cl.LP | |||
| subtitle = Close Light Punch | |||
| image = CVS2 King cLP.png | |||
| caption = | |||
| linkname = cl.LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 8 | |||
| total = 15 | |||
| advHit = +3 | |||
| advBlock = +3 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">clHP</span> === | |||
{{MoveData | |||
| name = Close Fierce | |||
| input = cl.HP | |||
| subtitle = Close Heavy Punch | |||
| image = CVS2 King cHP.png | |||
| caption = | |||
| linkname = cl.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1100, 900 | |||
| stun = 11, 9 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 9 | |||
| recovery = 20 | |||
| total = 33 | |||
| advHit = -5 | |||
| advBlock = -5 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">clLK</span> === | |||
{{MoveData | |||
| name = Close Short | |||
| input = cl.LK | |||
| subtitle = Close Light Kick | |||
| image = CVS2 King cLK.png | |||
| caption = | |||
| linkname = cl.LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 6 | |||
| recovery = 9 | |||
| total = 19 | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">clMK</span> === | |||
{{MoveData | |||
| name = Close Forward | |||
| input = cl.MK | |||
| subtitle = Close Medium Kick | |||
| image = CVS2 King cMK.png | |||
| caption = | |||
| linkname = cl.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 6 | |||
| recovery = 16 | |||
| total = 25 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">clHK</span> === | |||
{{MoveData | |||
| name = Close Roundhouse | |||
| input = cl.HK | |||
| subtitle = Close Heavy Kick | |||
| image = CVS2 King cHK.png | |||
| caption = First Hit | |||
| image2 = CVS2 King cHK 2.png | |||
| caption2 = Second Hit | |||
| linkname = cl.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 600+700 | |||
| stun = 6+7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 4(5)6 | |||
| recovery = 17 | |||
| total = 38 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== Crouching Normals === | |||
=== <span class="invisible-header">2LP</span> === | |||
{{MoveData | |||
| name = Crouch Jab | |||
| input = 2LP / cr.LP | |||
| subtitle = Crouching Light Punch | |||
| image = CVS2 King 2LP.png | |||
| caption = | |||
| linkname = 2LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 200 | |||
| stun = 2 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 3 | |||
| active = 3 | |||
| recovery = 8 | |||
| total = 14 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== | === <span class="invisible-header">2MP</span> === | ||
.. | {{MoveData | ||
| name = Crouch Strong | |||
| input = 2MP / cr.MP | |||
| subtitle = Crouching Medium Punch | |||
| image = CVS2 King 2MP.png | |||
| caption = | |||
| linkname = 2MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 6 | |||
| recovery = 11 | |||
| total = 21 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HP</span> === | |||
{{MoveData | |||
| name = Crouch Fierce | |||
| input = 2HP / cr.HP | |||
| subtitle = Crouching Heavy Punch | |||
| image = CVS2 King 2HP.png | |||
| caption = | |||
| linkname = 2HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 4 | |||
| recovery = 20 | |||
| total = 29 | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">2LK</span> === | |||
{{MoveData | |||
| name = Crouch Short | |||
| input = 2LK / cr.LK | |||
| subtitle = Crouching Light Kick | |||
| image = CVS2 King 2LK.png | |||
| caption = | |||
| linkname = 2LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = RF/SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 4 | |||
| active = 4 | |||
| recovery = 7 | |||
| total = 15 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MK</span> === | |||
{{MoveData | |||
| name = Crouch Forward | |||
| input = 2MK / cr.MK | |||
| subtitle = Crouching Medium Kick | |||
| image = CVS2 King 2MK.png | |||
| caption = | |||
| linkname = 2MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 4 | |||
| active = 10 | |||
| recovery = 13 | |||
| total = 27 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HK</span> === | |||
{{MoveData | |||
| name = Crouch Roundhouse | |||
| input = 2HK / cr.HK | |||
| subtitle = Crouching Heavy Kick | |||
| image = CVS2 King 2HK.png | |||
| caption = | |||
| linkname = 2HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = 20 | |||
| total = 33 | |||
| advHit = DWN | |||
| advBlock = -3 | |||
| invul = None | |||
| description = | |||
}} | |||
}} | |||
=== Jumping Normals === | |||
=== <span class="invisible-header">j.LP</span> === | |||
{{MoveData | |||
| name = Jump Jab | |||
| input = j.LP | |||
| subtitle = Jumping Light Punch | |||
| image = CVS2 King jLP.png | |||
| caption = | |||
| linkname = j.LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 22 | |||
| recovery = - | |||
| total = 26 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== | === <span class="invisible-header">j.MP</span> === | ||
{{MoveData | |||
| name = Jump Strong | |||
| input = j.MP | |||
| subtitle = Jumping Medium Punch | |||
| image = CVS2 King jMP.png | |||
| caption = | |||
| linkname = j.MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 10 | |||
| recovery = - | |||
| total = 15 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.HP</span> === | |||
{{MoveData | |||
| name = Jump Fierce | |||
| input = j.HP | |||
| subtitle = Jumping Heavy Punch | |||
| image = CVS2 King jHP.png | |||
| caption = First Hitbox | |||
| image2 = CVS2 King jHP 2.png | |||
| caption2 = Second Hitbox | |||
| linkname = j.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200, 1000 | |||
| stun = 12, 10 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 10 | |||
| recovery = - | |||
| total = 14 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.LK</span> === | |||
{{MoveData | |||
| name = Jump Short | |||
| input = j.LK | |||
| subtitle = Jumping Light Kick | |||
| image = CVS2 King jLK.png | |||
| caption = | |||
| linkname = j.LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 3 | |||
| active = 22 | |||
| recovery = - | |||
| total = 25 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.MK</span> === | |||
{{MoveData | |||
| name = Jump Forward | |||
| input = j.MK | |||
| subtitle = Jumping Medium Kick | |||
| image = CVS2 King jMK.png | |||
| caption = | |||
| linkname = j.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 12 | |||
| recovery = - | |||
| total = 17 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
= | === <span class="invisible-header">j.HK</span> === | ||
{{MoveData | |||
| name = Jump Roundhouse | |||
| input = j.HK | |||
| subtitle = Jumping Heavy Kick | |||
| image = CVS2 King jHK.png | |||
| caption = | |||
| linkname = j.HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = - | |||
| total = 11 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== | == Command Normals == | ||
=== <span class="invisible-header">Sliding</span> === | |||
{{MoveData | |||
| name = Sliding | |||
| input = 3HK | |||
| subtitle = | |||
| image = CVS2 King 3HK.png | |||
| caption = | |||
| linkname = X | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|3}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 19 | |||
| active = 10 | |||
| recovery = 20 | |||
| total = 49 | |||
| advHit = DWN | |||
| advBlock = -6 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
== Throws == | |||
=== <span class="invisible-header">Punch Throw</span> === | |||
{{MoveData | |||
| name = Hold Rush | |||
| input = Near Opponent, 4/6HP | |||
| subtitle = Punch Throw | |||
| image = | |||
| caption = | |||
| linkname = Punch Throw Name | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 0 | |||
| cancel = - | |||
| guard = Grab | |||
| parry = - | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">Kick Throw</span> === | |||
{{MoveData | |||
| name = Hook Buster | |||
| input = Near Opponent, 4/6HK | |||
| subtitle = Kick Throw | |||
| image = | |||
| caption = | |||
| linkname = Kick Throw Name | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = - | |||
| guard = Grab | |||
| parry = - | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
== Special Moves == | |||
=== <span class="invisible-header">Venom Strike</span> === | |||
{{MoveData | |||
| name = Venom Strike | |||
| input = 236K | |||
| subtitle = | |||
| image = CVS2 King 236K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 13 | |||
| active = | |||
| recovery = 45 | |||
| total = 58 | |||
| advHit = -12 | |||
| advBlock = -12 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 13 | |||
| active = | |||
| recovery = 46 | |||
| total = 59 | |||
| advHit = -13 | |||
| advBlock = -13 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 13 | |||
| active = | |||
| recovery = 47 | |||
| total = 60 | |||
| advHit = -14 | |||
| advBlock = -14 | |||
| invul = None | |||
| description = A standard projectile, nothing special. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Double Strike</span> === | |||
{{MoveData | |||
| name = Double Strike | |||
| input = 236236K | |||
| subtitle = | |||
| image = CVS2 King 236236K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400x2 | |||
| stun = 4x2 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = | |||
| recovery = 66 | |||
| total = 76 | |||
| advHit = -15 | |||
| advBlock = -15 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 500x2 | |||
| stun = 5x2 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = | |||
| recovery = 66 | |||
| total = 76 | |||
| advHit = -15 | |||
| advBlock = -15 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 600x2 | |||
| stun = 6x2 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = | |||
| recovery = 66 | |||
| total = 76 | |||
| advHit = -15 | |||
| advBlock = -15 | |||
| invul = None | |||
| description = I decent meaty projectile or for fullscreen fireball wars, good push back. Works similar to a double reppuken, but both projectiles will travel. | |||
}} | |||
}} | |||
=== | === <span class="invisible-header">Surprise Rose</span> === | ||
{{MoveData | |||
| name = Surprise Rose | |||
| input = 623K | |||
| subtitle = | |||
| image = CVS2 King 623K.png | |||
| caption = First Hitbox | |||
| image2 = CVS2 King 623K 2.png | |||
| caption2 = Second Hitbox | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|623}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 8(22)13 | |||
| recovery = 17 | |||
| total = 64 | |||
| advHit = DWN | |||
| advBlock = -34 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1600 | |||
| stun = 16 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 8(29)8 | |||
| recovery = 10 | |||
| total = 59 | |||
| advHit = DWN | |||
| advBlock = -25 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 18 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 8(30)9 | |||
| recovery = 10 | |||
| total = 61 | |||
| advHit = DWN | |||
| advBlock = -26 | |||
| invul = None | |||
| description = Mostly used as a juggle ender in combos, not a good anti air and even if RC'd it can be air blocked. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Trap Shot</span> === | |||
{{MoveData | |||
| name = Trap Shot | |||
| input = 421K | |||
| subtitle = | |||
| image = CVS2 King 421K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|421}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1700 | |||
| stun = 17 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 4 | |||
| recovery = 34 | |||
| total = 50 | |||
| advHit = DWN | |||
| advBlock = -23 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|421}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 2100 | |||
| stun = 21 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = 4 | |||
| recovery = 34 | |||
| total = 52 | |||
| advHit = DWN | |||
| advBlock = -23 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|421}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 2300 | |||
| stun = 23 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 16 | |||
| active = 4 | |||
| recovery = 34 | |||
| total = 54 | |||
| advHit = DWN | |||
| advBlock = -23 | |||
| invul = None | |||
| description = Mainly used in combos and in the corner allows juggles. | |||
}} | |||
}} | |||
= | === <span class="invisible-header">Mirage Kick</span> === | ||
{{MoveData | |||
| name = Mirage Kick | |||
| input = 214P | |||
| subtitle = | |||
| image = CVS2 King 214P.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}} + {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 100+200+800 | |||
| stun = 1+2+8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = 2(4)2(20)4 | |||
| recovery = 18 | |||
| total = 64 | |||
| advHit = DWN | |||
| advBlock = -18 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}} + {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 100x4+800 | |||
| stun = 1x4+8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = 2(4)2(4)2(20)4 | |||
| recovery = 18 | |||
| total = 76 | |||
| advHit = DWN | |||
| advBlock = -24 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}} + {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 100x6+800 | |||
| stun = 1x6+8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = 2(4)2(4)2(4)2(4)2(4)2(20)4 | |||
| recovery = 18 | |||
| total = 88 | |||
| advHit = DWN | |||
| advBlock = -36 | |||
| invul = None | |||
| description = Combo tool and can be RC'd vs fireballs. Allows for juggles in the corner. | |||
}} | |||
}} | |||
= | === <span class="invisible-header">Tornado Kick</span> === | ||
{{MoveData | |||
| name = Tornado Kick | |||
| input = 63214K | |||
| subtitle = | |||
| image = CVS2 King 63214K.png | |||
| caption = First Hitbox | |||
| image2 = CVS2 King 63214K 2.png | |||
| caption2 = Second Hitbox | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400+600 | |||
| stun = 4+6 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 4(20)4 | |||
| recovery = 17 | |||
| total = 55 | |||
| advHit = DWN | |||
| advBlock = -2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 500+700 | |||
| stun = 5+7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 4(19)4 | |||
| recovery = 16 | |||
| total = 55 | |||
| advHit = DWN | |||
| advBlock = -1 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 600+800 | |||
| stun = 6+8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = 4(19)4 | |||
| recovery = 15 | |||
| total = 54 | |||
| advHit = DWN | |||
| advBlock = 0 | |||
| invul = None | |||
| description = A pretty safe normal and roll cancel special, 1st hit can be ducked. Can combo on standing opponents and can lead to custom combos on hit. | |||
}} | |||
}} | |||
=== | == Super Moves == | ||
=== <span class="invisible-header">Illusion Dance</span> === | |||
{{MoveData | |||
| name = Illusion Dance | |||
| input = 2363214K | |||
| subtitle = | |||
| image = CVS2 King 2363214K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2400 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:26 | |||
| active = 22 | |||
| recovery = 19 | |||
| total = 72 | |||
| advHit = DWN | |||
| advBlock = -17 | |||
| invul = 9 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3700 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:26 | |||
| active = 22 | |||
| recovery = 17 | |||
| total = 70 | |||
| advHit = DWN | |||
| advBlock = -11 | |||
| invul = 15 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 4800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:26 | |||
| active = 22 | |||
| recovery = 15 | |||
| total = 68 | |||
| advHit = DWN | |||
| advBlock = -17 | |||
| invul = 23 (Full) | |||
| description = Mainly used as a CC ender, the long start up and dash back make this super very hard to use practically. Can cross up Blanka in some set ups. | |||
}} | |||
}} | |||
===== | === <span class="invisible-header">Silent Flash</span> === | ||
{{MoveData | |||
| name = Silent Flash | |||
| input = 214214K | |||
| subtitle = | |||
| image = CVS2 King 214214K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2300 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 4 | |||
| recovery = 44 | |||
| total = 57 | |||
| advHit = DWN | |||
| advBlock = -10 | |||
| invul = 9 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3000 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 4(26)4 | |||
| recovery = 41 | |||
| total = 84 | |||
| advHit = DWN | |||
| advBlock = -7 | |||
| invul = 15 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 5000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 3(21)3(21)3(21)3 | |||
| recovery = 35 | |||
| total = 116 | |||
| advHit = DWN | |||
| advBlock = -48 | |||
| invul = 23 (Full) | |||
| description = A decent super at level 1 and 2 for wake up and after a roll, very little combobility for max damage. Level 1 trades leads to combos. | |||
}} | |||
}} | |||
== King Tutorial == | |||
[https://www.youtube.com/watch?v=9j4ZQ66AH94 King tutorial by Zenfire] | |||
== Colors == | |||
[[File:King_CvS2_colors.png]] | |||
{{Navbox-CvS2}} | |||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] | ||
[[Category: | [[Category:King]] |
Latest revision as of 21:36, 20 June 2025
Introduction
Story
King is a highly skilled Muay Thai fighter, who defeated a legendary Muay Thai champion early on in her life. She often dresses masculine, originally to disguise herself since women are not traditionally allowed in Muay Thai competitions, but also so that she will be taken seriously and respected as a fighter. King mostly took to fighting in the streets for money, as she needed to save for a surgery her little brother needed on his legs, but was defeated and humiliated by Jack Turner and his gang, who brought her to Mr. Big. At the time, Mr. Big was the crime lord of South Town, and employed King to be a bouncer at his bar. King would eventually find herself hired by Geese to kidnap Yuri Sakazaki in order to hurt the Sakazaki dojo. Once Ryo defeated her, and found out she was a woman, she told him about her need for money. Ryo convinced her to help him defeat Geese, and she agreed, freeing Yuri as well.
King nowadays fights in the various King of Fighter's tournaments, and is the founder of the popular Team Women Fighters, an all-female team of strong fighters. She befriended her previous victim Yuri, and those two made quick friends with Andy's girlfriend Mai Shiranui, forming the basis of the original team. King developed a deep crush on Ryo as well after he defeated her. In between tournaments, she runs a bar called the Illusion, with her two twin barmaids Sally and Elizabeth.
Gameplay
King is regarded as a weak character in CvS2. She was originally considered very bottom tier with Kyosuke and Dan, but is now seen as one level above, along the same lines as Yuri, Athena, Benimaru, etc. Despite this, she does have some good tools, like one of the best rolls in the game. What holds King down is having lackluster neutral pokes, no meterless reversal, low health, and low damage with no easy way to convert quick attacks into combos. Her mixup game is very basic, being almost entirely strike/throw with her normal throws and 2LK. Her only good move for resetting pressure can be interrupted mid-way, severely limiting its use against opponents who aren't unfamiliar with the match. And furthermore her supers are all terrible. They are all hard to properly connect with, cannot reasonably ever be comboed into, and easily punishable on block. Most Groove choices will have King sitting on her super bar for the entire match, never able to actually use it.
King has a few noteworthy strengths, namely her roll. She has the fastest roll speed in the game, and with an animation that makes it somewhat hard to know it's happening. Rolling directly into the opponent gives her a strong strike/throw game, and it also serves as a way to dodge and counter any poke attempt from the opponent. She also has a very strong anti-air game, with her 5HK cleanly beating out all but the very best jump attacks, and her 2HP to hit anyone jumping in deeper. She can also simply roll against any air opponent, guaranteed to avoid any attack they tried to, and then just punish them as they land.
Unfortunately, it's hard to convince an opponent why they should jump or risk any approach at all when they probably have better and longer neutral buttons than King. Her 236K Venom Strike fireball is simply standard, meaning it's quite easy to react to and punish in neutral. And while her 236236K Double Strike shoots two fireballs out and is great for fireball wars, its increased animation time and recovery make it horrendous to use in neutral. Roll Cancel also does not benefit King much at all, since all her specials are highly punishable on block. While you could use them simply to do an invincible counter-poke, a regular roll probably would've gotten you better results with much less risk.
Of particularly note is that she is inherently weak against K-Groove. Her multi-hit specials, especially with a corner Surprise Rose extension, will fill up the K-Groove bar almost instantly despite doing little overall damage. The K-Groove opponent can easily rage three or four times during a match. It's not uncommon to bait their level 3, punish them for it, and watch their meter fill up to full again when the combo ends. Be prepared to spend most of the match fighting fully-raged opponents.
King's biggest weakness is patient, defensive opponents, as she has a hard time maintaining attack pressure and moving into her desired attack range in general. But her biggest strength may be simply that everyone underestimates her and nobody else really tries to play her, so you can easily knowledge-check opponents who have zero idea how to do the matchup.
Groove Selection
Best - C/A: These Grooves benefit King in allowing her to roll, and actually spend her super bar. C-King is likely her best overall Groove. Her level 2 Silent Flash is her only usable super, and does good damage for cheap when level 2 cancelled with HK Trap Shot at the end. Although the only viable way to land it is to roll directly next to them and blindly unleash it, this works well with King's inherent roll-throw game. The opponent has to guess whether they want to stay blocking and get thrown, or try to respond with an attack or throw break, and then eat the invincible super. And the level 2 being hard to punish on block makes the risk-reward quite favorable. The move also allows King to threaten a reversal more often. Other C-Groove mechanics like Alpha Counter give her a defensive option, and Airblock lets her be safer in the air. A-King gets a lot of the same mechanics, and now has the ability to spend her bar on a Custom Combo instead. A-King's CC is fairly damaging, and can easily be done as a follow-up after her various specials, allowing her punishes to be a lot scarier. Sacrificing reversal super potential for reversal CC potential is your own choice however.
Useful - N: N-King gets a lot more mobility and the potential for mix-ups. Both small jump and running allow her to maintain pressure much easier and will compensate for her bad poking game. Overall the mechanics of N-Groove benefit King more greatly than other grooves, but its flaw is that it removes any chance of her cashing out her meter for damage. Level 1 Silent Flash just has poor invincibility, and while Level 3 can be strong, you still have to blindly unleash it from neutral, and it will be much more painful than the level 2 if you chose wrong. Her meter may even be best spent just popping a stock for the power increase. Though don't forget about Guard Cancel Rolls, which are amazingly effective for King. Not high damage for the meter cost, but usually guaranteed damage considering her roll speed. But aside from meter woes, she has everything else she needs in N-Groove. N-King is a stable character to throw on point, and can help benefit everyone after her.
Worst - S/K/P: These are all absolutely terrible for King, making her lose access to her best tool, her roll, and also giving her 0 methods for spending her super bar. S-Groove and K-Groove at least give her the rushdown options of N, but without a roll it's just not as good. S-Groove's main tools of dodge and free supers just don't work for King. Her dodge doesn't work better than anyone else's, and her standard roll already gave her a better dodge-like function anyway. And for her supers she'll never get in their face to actually land one, and since they're so punishable on block trying to spam them on low health will just get her killed immediately. K-King and P-King have the same issue with never having any chance to get in range to actually use a super. K-King's Just Defend doesn't particularly help via building meter, nor does it give her great punishes. Similarly, P-Groove characters have to have solid meterless punishes to really excel. King doesn't even have solid metered punishes. P-King gets almost nothing that she needs to succeed: no rolls, no running, no supers, and even worse health and guard bar percentage. In exchange, she gets parries, which are incredibly bad risk-reward for a character with no damage. There's basically zero reason to play P-King.
King is a neutral and zoning oriented character, though multiple flaws hold her back from being successful at this. King is often regarded as a bottom tier character, right above Dan and Kyosuke, and is rarely seen even in low level play. King's best Grooves are C-Groove, A-Groove, and N-Groove. Difficulty: MediumTier: D |
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Pros | Cons |
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Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
GunterJPN | Japan | A-Groove | Twitter: @GunterJPN | Makes King look like a viable character through his great use of her roll and custom combos. Goes to show just how good of a player he is in general. Sample Match |
!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Sliding
Throws
Punch Throw
Kick Throw
Special Moves
Venom Strike
Double Strike
Surprise Rose
Trap Shot
Mirage Kick
Tornado Kick
Super Moves
Illusion Dance
Silent Flash
King Tutorial
Colors