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

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[https://docs.google.com/presentation/d/1BAtWIMdqRBPMxTiiNVCOGUK5l6NsYiJm5dPNg8pRuL0/edit King's Custom Combo Slide by GunterJPN]
[https://docs.google.com/presentation/d/1BAtWIMdqRBPMxTiiNVCOGUK5l6NsYiJm5dPNg8pRuL0/edit King's Custom Combo Slide by GunterJPN]


== Old Combo Table ==
== BnB Combos ==
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:
(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.
<BR>2MK xx Trap Shot - A little more damage than going to Mirage Kick, but harder to do the motion and more painful if blocked.
<BR>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.
<BR>cl.5HP xx Mirage Kick - Slightly more damage than 2MK starter if you are sure you're in range for it.
<BR>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.
<BR>j.HP, cl.5HP xx Mirage Kick - Best meterless damage combo, but really only practical against someone who's dizzy.


counterhit c.lp or c.lk, c.mk xx HP Mirage Kicks
== Light Confirms ==


c.lk, c.lk, c.lk xx MK Tornado Kicks (only on standing opponents)
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> 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 xx HK Double Strike - Actually does combo and is good on block too, but huge chance of making a fatal miss-input.


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


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)
== Safe Fall Punishes ==


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:
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, and easy to do. Only the second hit connects, which opens up Surprise Rose corner juggles.
c.lk, c.lk xx HK Double Strike
<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.
 
c.mk xx HK Double Strike
 
If you ever get your opponent dizzy or manage to predict a laggy move your preferrd jumpin combo of choice would be j.hk, close s.mk xx HK Trap Shot. Allways remember to finish the combo with a Surprise Rose if you're in the corner.
 
A followup to Mirage Kicks outside the corner would be LK Venom Strike, it will hit very meaty in the back of the neck. Run (where available) after it and if for some reason your opponent gets hit you can combo a c.mk into whatever you like, even Tornado Kicks since like most projectiles it stands the opponent up. Don't expect it to hit too often, but it pins them down long enough for a c.mk or even a c.hk to eat a chunk of guard bar. Another option would be to use HK Tornado Kicks as a followup to cover tech rolls. If you do catch their tech roll and their in the corner you can juggle with Surprise Rose since only the last hit of the Tornado Kicks connected.--[[User:Zenfire|Zenfire]] 06:52, 26 May 2006 (CDT)





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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