Capcom vs SNK 2/King: Difference between revisions

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= Introduction =
== Introduction ==
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.
{{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'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 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. --[[User:Zenfire|Zenfire]] 05:09, 26 May 2006 (CDT)
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.


[[File:King_CvS2_colors.png]]
== 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.


= Moves List =
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.


== Normal Moves ==
=== Groove Selection ===
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.--[[User:Zenfire|Zenfire]] 05:33, 26 May 2006 (CDT)
'''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.


====Crouching MK====
'''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.
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.--[[User:Zenfire|Zenfire]] 05:33, 26 May 2006 (CDT)


====Crouching HK====
'''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.
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.--[[User:Zenfire|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)
{{StrengthsAndWeaknesses
|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'''.


====Crouching MP====
'''Difficulty''': Medium<br>'''Tier''': D
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.--[[User:Zenfire|Zenfire]] 05:33, 26 May 2006 (CDT)
|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
}}


====Crouching HP====
=== Players to Watch ===
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).--[[User:Zenfire|Zenfire]] 05:33, 26 May 2006 (CDT)
{| 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]
|-
|}


====Standing HK====
<br><br>
A very good anti-air normal. Has great vertical range.--[[User:Zenfire|Zenfire]] 05:33, 26 May 2006 (CDT)


== Special Moves ==
====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.--[[User:Zenfire|Zenfire]] 05:10, 26 May 2006 (CDT)


====Double Strike: qcf, qcf+k====
'''!!!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 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.--[[User:Zenfire|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.--[[User:Zenfire|Zenfire]] 05:10, 26 May 2006 (CDT)


====Trap Shot: rdp+k====
== Normal Moves ==
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.--[[User:Zenfire|Zenfire]] 05:10, 26 May 2006 (CDT)
=== Far Normals ===
====Tornado Kick: hcb+k====
=== <span class="invisible-header">5LP</span> ===
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).--[[User:Zenfire|Zenfire]] 05:10, 26 May 2006 (CDT)
{{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
}}
}}


====Mirage Kick: qcb+p====
=== <span class="invisible-header">5MP</span> ===
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.--[[User:Zenfire|Zenfire]] 05:10, 26 May 2006 (CDT)
{{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
}}
}}


== Super Moves ==
=== <span class="invisible-header">5HP</span> ===
====Illusion Dance: qcf, hcb+k====
{{MoveData
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.--[[User:Zenfire|Zenfire]] 05:10, 26 May 2006 (CDT)
| name    = Far Fierce
====Silent Flash: qcb, qcb+k====
| input    = 5HP / Far HP
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.--[[User:Zenfire|Zenfire]] 05:10, 26 May 2006 (CDT)
| 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
}}
}}


= The Basics=
=== <span class="invisible-header">5LK</span> ===
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.--[[User:Zenfire|Zenfire]] 06:52, 26 May 2006 (CDT)
{{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
}}
}}


===Combos===
=== <span class="invisible-header">5MK</span> ===
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:
{{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
}}
}}


counterhit c.lp or c.lk, c.mk xx HP Mirage Kicks
=== <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
}}
}}


c.lk, c.lk, c.lk xx MK Tornado Kicks (only on standing opponents)
=== 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
}}
}}


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.
=== <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
}}
}}


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)
=== <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
}}
}}


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:
=== <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
}}
}}


c.lk, c.lk xx HK Double Strike
=== <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
}}
}}


c.mk xx HK Double Strike
=== 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
}}
}}


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.
=== <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
}}
}}


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.--[[User:Zenfire|Zenfire]] 06:52, 26 May 2006 (CDT)
=== <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
}}
}}


Someone pls add a CC section.
=== <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
}}
}}


===Tools to get close===
=== <span class="invisible-header">2MK</span> ===
..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.
{{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
}}
}}


c.hk (knockdown) walk up, tadaaa
=== <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 =
}}
}}


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.
=== 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
}}
}}


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)
=== <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
}}
}}


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.
=== <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
}}
}}


ADVANCED: RC LK Tornado Kick (bridges the gap between I'm-being-outpoked-range and omg-I-stand-a-chance-range nicely)--[[User:Zenfire|Zenfire]] 07:35, 26 May 2006 (CDT)
=== <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
}}
}}


===Anti Air options===
=== <span class="invisible-header">j.MK</span> ===
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.
{{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
}}
}}


c.hp for crossups and such.
=== <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
}}
}}


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.
== 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
}}
}}


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 --[[User:Zenfire|Zenfire]] 06:52, 26 May 2006 (CDT)
== 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
}}
}}


= Advanced Strategy =
=== <span class="invisible-header">Kick Throw</span> ===
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!
{{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
}}
}}


===Mixups===
== Special Moves ==
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.
=== <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.
}}
}}


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.
=== <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.
}}
}}


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.
=== <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.
}}
}}


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.--[[User:Zenfire|Zenfire]] 07:29, 26 May 2006 (CDT)
=== <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.
}}
}}


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)
=== <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.
  }}
}}


===Reversal?===
=== <span class="invisible-header">Tornado Kick</span> ===
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.
{{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.
}}
}}


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.--[[User:Zenfire|Zenfire]] 07:33, 26 May 2006 (CDT)
== Super Moves ==


= Match-ups =
=== <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.
}}
}}


= Custom Combo =
=== <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.
}}
}}


=== Corner/Near Corner Starters ===
== King Tutorial ==
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.
[https://www.youtube.com/watch?v=9j4ZQ66AH94 King tutorial by Zenfire]


===== Corner CC =====
== Colors ==
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)


[[File:King_CvS2_colors.png]]




{{Navbox-CvS2}}
{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:King]]

Latest revision as of 19:05, 23 March 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'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 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 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 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

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.

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.

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.


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.

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


CvS2 Wiki Navigation

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