Capcom vs SNK 2/King/Combos: Difference between revisions

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2LK, cl.5LK xx LK Trap Shot or Silent Flash - The most practical one to do. Enough time to hit-confirm and not hard to motion.
2LK, cl.5LK xx LK Trap Shot or Silent Flash - The most practical one to do. Enough time to hit-confirm and not hard to motion.
<BR>2LP, cl.5MK xx HP Mirage Kick - A 1-frame link, but easier if you got a counterhit.
<BR>2LP, cl.5MK xx HP Mirage Kick - A 1-frame link, but easier if you got a counterhit.
<BR> Counterhit 2LP or 2LK, 2MK xx HP Mirage Kicks - Also a tight link, and you really have to be ready for it.
<BR> Counterhit 2LP/2LK, 2MK xx HP Mirage Kicks - Also a tight link, and hard to be ready for.
<BR>2LK, 2LK, 2LK xx MK Tornado Kicks (only on standing opponents) - Effective but hard to motion properly.
<BR>2LK, 2LK, 2LK xx MK Tornado Kicks (only on standing opponents) - Effective but hard to motion properly.
<BR>2LK, 2LK xx HK Double Strike - Actually does combo and is good on block too, but huge chance of making a fatal miss-input.  
<BR>2LK, 2LK xx HK Double Strike - Actually does combo and is good on block too, but huge chance of making a fatal miss-input.


== Corner Juggles ==
== Corner Juggles ==
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== Safe Fall Punishes ==
== Safe Fall Punishes ==


Mid-screen HP Mirage Kick -> HK Double Strike - Somewhat tight timing, but will absolutely catch them before them are able to block again.
Mid-screen HP Mirage Kick -> HK Double Strike - Somewhat tight timing, but will absolutely catch them before they are able to block again.
<BR>HP Throw or HP Mirage Kick -> HK Tornado Kick - Works anywhere. Only the second hit connects, which opens up Surprise Rose corner juggles.
<BR>HP Throw or HP Mirage Kick -> HK Tornado Kick - Works anywhere, and easy to do. Only the second hit connects, which opens up Surprise Rose corner juggles.
<BR>HP Throw or HP Mirage Kick -> Super-jump forward, j.HK, 2MK, HP Mirage Kick - Works anywhere. Very tight timing, but incredibly rewarding.
<BR>HP Throw or HP Mirage Kick -> Super-jump forward, j.HK, 2MK, HP Mirage Kick - Also works anywhere. Very tight timing, but incredibly rewarding.





Latest revision as of 14:46, 25 June 2025

Combos

All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health

All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
Notation Here Position Damage Stun Difficulty Notes
Notation Here Position Damage Stun Difficulty Notes

Custom Combos

King's Custom Combo Slide by GunterJPN

BnB Combos

(j.HK) 2MK xx HP Mirage Kick - Her main combo seen 90% of the time. Not easy to hit-confirm the 2MK, but sometimes you can get away safely if they block the Mirage Kick.
2MK xx Trap Shot - A little more damage than going to Mirage Kick, but harder to do the motion and more painful if blocked.
2MK/2MP xx Tornado Kick - Same damage as the Mirage Kick ender if the opponent is standing, and may possibly be safe on block and can reset your offense pressure. However, anyone who was crouching and knows the move can easily smack her out of the middle of it.
cl.5HP xx Mirage Kick - Slightly more damage than 2MK starter if you are sure you're in range for it.
cl.5HP xx HK Trap Shot - Her best damage for a standing combo. Need to be as close as possible during the 5HP for the Trap Shot to connect.
j.HP, cl.5HP xx Mirage Kick - Best meterless damage combo, but really only practical against someone who's dizzy.

Light Confirms

2LK, cl.5LK xx LK Trap Shot or Silent Flash - The most practical one to do. Enough time to hit-confirm and not hard to motion.
2LP, cl.5MK xx HP Mirage Kick - A 1-frame link, but easier if you got a counterhit.
Counterhit 2LP/2LK, 2MK xx HP Mirage Kicks - Also a tight link, and hard to be ready for.
2LK, 2LK, 2LK xx MK Tornado Kicks (only on standing opponents) - Effective but hard to motion properly.
2LK, 2LK xx HK Double Strike - Actually does combo and is good on block too, but huge chance of making a fatal miss-input.

Corner Juggles

Mirage Kick/Trap Shot/Tornado Kick (second hit only) -> Surprise Rose - Free additional damage. No reason not to do it.

Safe Fall Punishes

Mid-screen HP Mirage Kick -> HK Double Strike - Somewhat tight timing, but will absolutely catch them before they are able to block again.
HP Throw or HP Mirage Kick -> HK Tornado Kick - Works anywhere, and easy to do. Only the second hit connects, which opens up Surprise Rose corner juggles.
HP Throw or HP Mirage Kick -> Super-jump forward, j.HK, 2MK, HP Mirage Kick - Also works anywhere. Very tight timing, but incredibly rewarding.


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