Capcom vs SNK 2/King: Difference between revisions

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[[File:CVS2_King_Data.png|right|500px]]
[[File:CVS2_King_Data.png|right|500px]]
== Story ==
== Story ==
'''King''' is a highly skilled Muay Thai fighter, who defeated a legendary Muay Thai champion early on in her life. She's also notably masculine, and does this for various reasons, mostly to A. present herself as a man in order to get more respect as a fighter, and B. her own complex relationship with gender. 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''' 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.
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 ==
== Gameplay ==
King is regarded as a very, very weak character in CvS2. She's either considered bottom tier with Kyosuke and Dan, or slightly above them. It's not that she has no good tools at all: in fact, she has a few good tools, like a solid fireball and one of the best rolls in the game. What holds King down is that she excels in no categories at all, having lackluster neutral, mediocre supers, weak pokes, no reversal, low health, and very little in the way of damaging combos. Her mixup game is essentially nonexistent, being almost entirely strike/throw with her normal throws and 2LK, and her best move for resetting pressure has the first half whiff on crouchers.
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.


King has a few noteworthy strengths, namely her roll. She has one of the best rolls in the game, although it travels a relatively short distance. Her 236K Venom Strike fireball is standard but not the worst, and she can do 236236K for Double Strike, which shoots two fireballs out. She lacks a solid anti-air to compliment this, but with roll cancels, her 623K Surprise Rose and 421K Trap Shot become better anti-airs overall. She can rely on normal anti-airs as well with 5HK and 2HP, though these will lose against things invincible anti-airs would cleanly beat. King lacks anything besides neutral, and what she does have in neutral, others do better.


=== Groove Selection ===
=== Groove Selection ===
'''Best - C/A/N:''' All 3 of these Grooves have roll, which King almost entirely needs to succeed. C-King is likely her best overall Groove. While her supers aren't the greatest, they do make solid utilities, and allow King to threaten a reversal more often. A solid level 2 cancel will do good enough damage, and Alpha Counter gives her a defensive option. Airblock lets her escape more safely as well. A-King gets a lot of the same, but instead of having consistent access to utility supers, she has a Custom Combo. A-King's CC is fairly damaging, especially when done as a followup from her various specials, allowing her punishes to be a lot scarier. Sacrificing reversal super potential for reversal CC potential is your own choice however. N-King gets a lot more mobility and the potential for mixups, but axes any possible damage she could have since she only has level 1 supers. Still, she has everything else she needs in N-Groove, like her amazing roll. This also gives her a very powerful guard cancel roll for punishes. N-King is a more stable character to throw on point, though her stability is questionable.  
'''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 - S/K:''' S-Groove and K-Groove both immediately give up rolls, sacrificing one of King's best tools. S-King, in return, gets access to Desperation mode at low health, allowing her more opportunities to use her supers. While her level 1 supers aren't great, they're at least useful, and King is thankful overall for them. Charging leaves her open but smart use of charging when at King's best range isn't too unsafe. K-King gets the rushdown capability of N-King, but sacrifices roll in exchange for a more realistic damage ceiling using her level 3 supers. While these do good damage, the sacrifice of roll is questionable, and King gets very little with Just Defend.
'''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 - P:''' 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 counter attack, no counter roll, no consistent super access, and even worse health and guard bar percentage. In exchange, she gets parries, which are incredibly low reward for a character with no damage. There's basically zero reason to play P-King.
'''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
{{StrengthsAndWeaknesses
|intro=
|intro=
---------------------------
---------------------------
'''King''' is a neutral and zoning oriented character, though multiple flaws hold her back from being anywhere near 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'''.
'''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
'''Difficulty''': Medium<br>'''Tier''': D
Line 34: Line 41:
* '''Low Health:''' King has very low health, meaning she loses rounds very quickly
* '''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
* '''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 meterless punishes do very little overall
* '''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
* '''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
* '''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
Line 852: Line 859:
   | advBlock    = -14
   | advBlock    = -14
   | invul      = None
   | invul      = None
   | description =  Placeholder
   | description =  A standard projectile, nothing special.
  }}
  }}
}}
}}
Line 914: Line 921:
   | advBlock    = -15
   | advBlock    = -15
   | invul      = None
   | invul      = None
   | description =  Placeholder
   | description =  I decent meaty projectile or for fullscreen fireball wars, good push back. Works similar to a double reppuken, but both projectiles will travel.
  }}
  }}
}}
}}

Latest revision as of 21:36, 20 June 2025

Introduction

CVS2 King Data.png

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: Medium
Tier: D
Pros Cons
  • 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
  • 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

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

Far Jab
Far Light Punch
5LP / Far LP
CVS2 King 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 RF/SP/SU Mid High 3 4 7 14 +4 +4 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 King 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 800 8 SU Mid High 6 2 23 31 -5 -5 None

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 King 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1200 12 SU Mid High 7 4 21 32 -1 -1 None

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 King 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SU Mid High 6 4 12 22 +1 +1 None

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 King 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 None Mid High 9 4 23 36 -7 -7 None

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 King 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200 12 SU Mid High 8 4 24 36 -4 -4 None

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
CVS2 King cLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 300 3 RF/SP/SU Mid High 3 4 8 15 +3 +3 None

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 King cHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1100, 900 11, 9 SP/SU Mid High 4 9 20 33 -5 -5 None

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
CVS2 King cLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SP/SU Mid Mid 4 6 9 19 0 0 None

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 King cMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 3 6 16 25 -2 -2 None

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 King cHK.png
First Hit
CVS2 King cHK 2.png
Second Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 600+700 6+7 None Mid High 6 4(5)6 17 38 +1 +1 None

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 King 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid Mid 3 3 8 14 +4 +4 None

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 King 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 700 7 SP/SU Mid Mid 4 6 11 21 +1 +1 None

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 King 2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1000 10 SU Mid High 5 4 20 29 0 0 None

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 King 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 RF/SP/SU Low Low 4 4 7 15 +4 +4 None

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 King 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 900 9 SP/SU Low Low 4 10 13 27 -3 -3 None

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 King 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1200 12 SU Low Low 6 7 20 33 DWN -3 None

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 King jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 500 5 - High High 4 22 - 26 - - None

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 King jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 700 7 - High High 5 10 - 15 - - None

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 King jHP.png
First Hitbox
CVS2 King jHP 2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1200, 1000 12, 10 - High High 4 10 - 14 - - None

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 King jLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 500 5 - High High 3 22 - 25 - - None

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 King jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 800 8 - High High 5 12 - 17 - - None

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 King jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1100 11 - High High 5 6 - 11 - - None

Placeholder

Command Normals

Sliding

Sliding
3HK
CVS2 King 3HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Df.png+Hk.png 1100 11 None Low Low 19 10 20 49 DWN -6 None

Placeholder

Throws

Punch Throw

Hold Rush
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1800 0 - Grab - 3 1 13 17 - - None

Placeholder

Kick Throw

Hook Buster
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2000 0 - Grab - 5 1 13 19 - - None

Placeholder

Special Moves

Venom Strike

Venom Strike
236K
CVS2 King 236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lk.png 700 7 None Mid High 13 - 45 58 -12 -12 None
Qcf.png + Mk.png 800 8 None Mid High 13 - 46 59 -13 -13 None
Qcf.png + Hk.png 900 9 None Mid High 13 - 47 60 -14 -14 None

A standard projectile, nothing special.

Double Strike

Double Strike
236236K
CVS2 King 236236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Qcf.png + Lk.png 400x2 4x2 None Mid High 10 - 66 76 -15 -15 None
Qcf.png Qcf.png + Mk.png 500x2 5x2 None Mid High 10 - 66 76 -15 -15 None
Qcf.png Qcf.png + Hk.png 600x2 6x2 None Mid High 10 - 66 76 -15 -15 None

I decent meaty projectile or for fullscreen fireball wars, good push back. Works similar to a double reppuken, but both projectiles will travel.

Surprise Rose

Surprise Rose
623K
CVS2 King 623K.png
First Hitbox
CVS2 King 623K 2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png + Lk.png 1400 14 None Mid Mid 4 8(22)13 17 64 DWN -34 None
Dp.png + Mk.png 1600 16 None Mid Mid 4 8(29)8 10 59 DWN -25 None
Dp.png + Hk.png 1800 18 None Mid Mid 4 8(30)9 10 61 DWN -26 None

Mostly used as a juggle ender in combos, not a good anti air and even if RC'd it can be air blocked.

Trap Shot

Trap Shot
421K
CVS2 King 421K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Rdp.png + Lk.png 1700 17 None Mid High 12 4 34 50 DWN -23 None
Rdp.png + Mk.png 2100 21 None Mid High 14 4 34 52 DWN -23 None
Rdp.png + Hk.png 2300 23 None Mid High 16 4 34 54 DWN -23 None

Mainly used in combos and in the corner allows juggles.

Mirage Kick

Mirage Kick
214P
CVS2 King 214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + Lp.png 100+200+800 1+2+8 None Mid High 14 2(4)2(20)4 18 64 DWN -18 None
Qcb.png + Mp.png 100x4+800 1x4+8 None Mid High 14 2(4)2(4)2(20)4 18 76 DWN -24 None
Qcb.png + Hp.png 100x6+800 1x6+8 None Mid High 14 2(4)2(4)2(4)2(4)2(4)2(20)4 18 88 DWN -36 None

Combo tool and can be RC'd vs fireballs. Allows for juggles in the corner.

Tornado Kick

Tornado Kick
63214K
CVS2 King 63214K.png
First Hitbox
CVS2 King 63214K 2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + Lk.png 400+600 4+6 None Mid High 10 4(20)4 17 55 DWN -2 None
Hcb.png + Mk.png 500+700 5+7 None Mid High 12 4(19)4 16 55 DWN -1 None
Hcb.png + Hk.png 600+800 6+8 None Mid High 14 4(19)4 15 54 DWN 0 None

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

Illusion Dance

Illusion Dance
2363214K
CVS2 King 2363214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Hcb.png + Lk.png 2400 0 None Mid High 5:26 22 19 72 DWN -17 9 (Full)
Qcf.png Hcb.png + Mk.png 3700 0 SP/SU Mid High 5:26 22 17 70 DWN -11 15 (Full)
Qcf.png Hcb.png + Hk.png 4800 0 None Mid High 5:26 22 15 68 DWN -17 23 (Full)

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.

Silent Flash

Silent Flash
214214K
CVS2 King 214214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png Qcb.png + Lk.png 2300 0 None Mid High 5:4 4 44 57 DWN -10 9 (Full)
Qcb.png Qcb.png + Mk.png 3000 0 SP/SU Mid High 5:4 4(26)4 41 84 DWN -7 15 (Full)
Qcb.png Qcb.png + Hk.png 5000 0 None Mid High 5:4 3(21)3(21)3(21)3 35 116 DWN -48 23 (Full)

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

King tutorial by Zenfire

Colors

King CvS2 colors.png


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