Capcom vs SNK 2/King: Difference between revisions

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== Gameplay ==
== 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 is regarded as a weak character in CvS2. She was originally underestimated and 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.
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.
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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.  
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.
Of particular 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'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.
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   | advBlock    = -5
   | advBlock    = -5
   | invul      = None
   | invul      = None
   | description = Her best meterless standing combo starter. Has more vertical range than you'd think, though her best combo of 5HP -> HK Trap Shot only works at point-blank range. Not actually a good anti-air, but it will often option-select for you and punch them out of the air when you wanted an HP throw and they jumped at the last second.
   | description = Her best meterless standing combo starter. Has more horizontal range than you'd think, though her best combo of 5HP -> HK Trap Shot only works at point-blank range. Not actually a good anti-air, but it will often option-select for you and punch them out of the air when you wanted an HP throw and they jumped at the last second.
  }}
  }}
}}
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   | advBlock    = +4
   | advBlock    = +4
   | invul      = None
   | invul      = None
   | description = Standard crouching jab for CvS2, which means it's excellent at it's job. Very fast, good range for a light, and hugely plus on block.  
   | description = Standard crouching jab for CvS2, which means it's excellent at its job. Very fast, good range for a light, and hugely plus on block.  
  }}
  }}
}}
}}
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   | advBlock    = -
   | advBlock    = -
   | invul      = None
   | invul      = None
   | description = Her throw of choice. Slightly faster than her HK throw, for slightly less damage. But the best part is, if you super-jump right after the throw ends you can full punish any opponent who tries to safe fall upon hitting the ground. The timing is a little tight, but people will fall for it constantly. When they finally stop, free meaty.
   | description = Her throw of choice. Slightly faster than her HK throw, for slightly less damage. Always allows you to punish a safe fall attempt or chase them down and meaty them. Also lets you set up a Double Strike that they'll have to deal with on wake-up.
  }}
  }}
}}
}}
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   | advBlock    = -15
   | advBlock    = -15
   | invul      = None
   | 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.
   | description =  Two Venom Strikes in a row. A decent projectile to make them have to block on wakeup, or for fireball wars. Also good to just do full-screen and then walk up behind it while daring them to jump or roll. Not good to do mid-screen, as the animation provides a ton of time for the opponent to jump and kick.
  }}
  }}
}}
}}
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   | advBlock    = -26
   | advBlock    = -26
   | invul      = None
   | 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.
   | description =  HK version is all you ever need to do. A great juggle ender for all corner combos. Also can be used to convert into a combo after landing a jumpkick from a small jump. Never do it in neutral, as it is a terrible anti-air or ground reversal, and even if RC'd it can be air blocked or ground blocked and will be very easy to punish.
  }}
  }}
}}
}}
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   | advBlock    = -23
   | advBlock    = -23
   | invul      = None
   | invul      = None
   | description =  Mainly used in combos and in the corner allows juggles.
   | description =  Great damage if added to combos, and if it lands in the corner you can juggle with Surprise Rose after. Very punishable on block and never worth doing in neutral.
  }}
  }}
}}
}}
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   | advBlock    = -36
   | advBlock    = -36
   | invul      = None
   | invul      = None
   | description =  Combo tool and can be RC'd vs fireballs. Allows for juggles in the corner.
   | description =  King's main combo special. HP version is the only one you ever need to do, and it combos off any cancellable medium or heavy normal at any range. If they reach the corner you can juggle with Surprise Rose at the end. Mid-screen you can punish a safe fall afterwards, and it does good corner-carry in general. On block, it leads to a weird situation where King pushes herself out of range and then kicks the air a few times, before pausing slightly and delivering a final kick that will reach them. Many unwary opponents get frame-trapped by this, and if they're in the corner you can still combo with a Surprise Rose after. If they choose to block the final kick, King will be relatively hard to punish. However, knowledgeable opponents will simply punish her during the gap before the final kick happens.
  }}
  }}
}}
}}
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   | advBlock    = 0
   | advBlock    = 0
   | invul      = None
   | 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.
   | description =  Deceptively safe on block, which can be used to trick opponents into getting frame trapped. It's also her only non-roll way to set up a Silent Flash super to properly land. Being so safe on block and airborne also make it a viable Roll Cancel move. However, the first hit can easily be ducked, so savvy opponents know to just smack her out of the middle of it, RC or not. If only the second hit lands, they can also be juggled with a corner Surprise Rose.
  }}
  }}
}}
}}
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   | advBlock    = -17
   | advBlock    = -17
   | invul      = 23 (Full)
   | 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.
   | description =  A horrible super, and possibly the worst in the game. It cannot combo from any of her moves, and does not have the invincibility to counter anything. The initial hopback does have some invincibility, but it is gone by the time of the forward leap, so this move cannot pass through anything, and even opponents caught jumping can easily just kick her out of it. If attempting to use it as a reversal, even if she dodges back and avoids something, the opponent should fully recover and be able to block by the time she makes contact with them. If done in the corner the invincibility should wear off just in time for her to get hit by the very same meaty she was trying to dodge. It could possibly be used as a wake-up ambiguous cross-up move against wide characters like Blanka.
 
Level 1 - The only version you should ever see, as it's a good ender for a Custom Combo.
<BR>Level 2 - Can combo into HK Trap Shot at the end for the highest damage. Assuming you can ever land it.
<BR>Level 3 - Decent damage, though lower than the level 2 cancel. Once again assuming you can actually land it.
  }}
  }}
}}
}}
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   | advBlock    = -48
   | advBlock    = -48
   | invul      = 23 (Full)
   | 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.
   | description =  Still not a great super, but it's the best she has. It does have the invincibility to counter the opponent's move, but it only fully connects against opponents who are very close to her and on the ground. Opponents will drop out if they are caught airborne, and even if the initial flips connect on a grounded opponent they may drop out during the final air flip if they were too far away.
 
Level 1 - Can be a decent reversal tool. It'll probably trade, but at least you got out of pressure. If it trades when her back is in the corner, she will actually recover before them and can convert into a regular combo, doing excellent damage for one bar. You can also corner juggle with this instead of Surprise Rose if you really want to, but it's not a big damage increase.
<BR>Level 2 - Hands-down her best super. Invincible enough to beat anything, and does almost as much damage as the level 3 if you cancel it into HK Trap Shot the moment she lands. Also pretty safe on block if the second backflip doesn't whiff (and even if it does they may be too scared to press a button). And if it caught the opponent in an awkward position and the end is going to drop, you can level 2 cancel into Trap Shot or Surprise Rose to salvage some damage and avoid punishment.
<BR>Level 3 - The best damage, but also a huge risk. Very bad if blocked, and will drop the worst if the opponent is too far or too high.
  }}
  }}
}}
}}

Latest revision as of 15:14, 25 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 underestimated and 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 particular 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
  • Godlike Roll: King has a very short and fast roll, making it a great pressure tool, escape tool, and counter-attack tool.
  • Great Anti-Airs: King has very good options for shutting down an opponent's air approaches.
  • Easy to Play: King is very easy to play and execute, and her overall gameplan is straightforward
  • Solid Normals: She has quick and functional normals that work very well when in attack range.
  • Roll Reliant: King needs her roll. This limits her Groove choices heavily, and can make her gameplan one-dimensional.
  • Terrible Supers: King's best super is hard to properly land, and cannot be realistically comboed into. Her other one is virtually useless.
  • Low Damage: Her meterless punishes do relatively little damage, and she cannot reasonably convert into damage off of light attacks.
  • Short Pokes: King has no normals longer than medium-range, and is often at disadvantage in poking battles.
  • Low Health: King has below average health, so she could lose rounds quickly.
  • No Reversal: Without super bar, King has no good reversal to use to escape pressure.
  • 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.



Players to Watch

Name Country Groove Accounts Notes
GunterJPN Japan A-Groove Twitter: @GunterJPN Plays a strong King through his great use of her roll and custom combos. He has great custom combo knowledge in general.
Sample Match



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

A good high jab that does exactly what it needs to do. Fast, straight, good hitbox. Good for shutting down hop attempts. It will whiff crouchers, so use a crouching light instead against defensive opponents. Or deliberately whiff it and then surprise throw them.

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

A button with no real use. Her other standing punches and all her crouching normals do what this move does, but better.

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

A great solid punch. Unfortunately it's shorter than most other characters' good pokes, but for King it's one of her best ones.

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

Decent hitbox, but it's a bit slow for a light and can't chain into itself nor special cancel, leaving it extremely disappointing if it connects.

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

This move can hop over low footsie attacks, so in theory it can be useful. But in practice it doesn't hit either far below to punish the limb, and far ahead to punish their body. So you have to use it at a range where other buttons would be better, and even if you do guess right your reward is nothing more than a single hit with bad frame advantage.

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

An amazing anti-air tool. Won't stop an opponent who's already right on top of you, but at typical jump-in range it'll cleanly shut down any jump attack that doesn't involve a disjointed weapon. It can also be used as a very effective standing poke on characters who are too big to crouch under it.

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

Only real use is to deliberately whiff it when going for a tick throw setup. Otherwise her 2LP replaces this move completely.

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

Her best meterless standing combo starter. Has more horizontal range than you'd think, though her best combo of 5HP -> HK Trap Shot only works at point-blank range. Not actually a good anti-air, but it will often option-select for you and punch them out of the air when you wanted an HP throw and they jumped at the last second.

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

Would be an amazing move if it didn't have a proximity limitation. It can chain from her crouching LK, so it's mostly good for hit-confirming a single low light into this and then into a special to finish.

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

A decent combo starter that can be special cancelled into damage, but her cl.HP just outshines this move in every way.

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

A terrible move. It can't special cancel into anything, so it lacks the damage potential of all other actions that could be done at this range. Mostly only seen when a 5HK anti-air attempt was done too close, and this happens instead, which will make her eat a jump-kick to the face. Not only is it useless, but its existence actually hinders her.

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

Standard crouching jab for CvS2, which means it's excellent at its job. Very fast, good range for a light, and hugely plus on block.

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

A solid crouching punch that can special cancel into damage. Would be used more except that 2MK does the same job but better. It is plus though.

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

Anti-air that covers the space directly above her. Not as good as her 5HK, but covers the range where that move would fail because the opponent is too close.

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

A good move that is pretty much interchangeable with her 2LP. Slightly slower, but hits low. A little more damage, but a little more risk of being jumped over.

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

An excellent move that's the cornerstone of all her damage. Can combo into HP Mirage Kick at any range. The move doesn't leave a lot of time to hit-confirm it, though.

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

Solid hitbox, good damage, and comes out quick. Her best grounded footsie move. Works great when in distance for it, although the overall range is shorter than most other characters' sweeps.

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

Rarely seen move. Perhaps can be used for a tick-throw or if you desperately need any one more quick hit, but in practice it doesn't really ever come up.

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

Like her j.LP but worse.

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

A great air-to-air move for opponents with high jumps who will get above her. Essentially working like a DIY Shoryuken. Also her best jump-in damage starter, though due to the high angle it's only really going to connect on stunned opponents.

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

An okay air-to-air if you just need something fast, but commonly it's outshined by her other jumping kicks.

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

A usable air-to-air for opponents who just happen to sit between j.HK and j.HP range. Which isn't often.

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

Almost all of your jump attacks will be this move. Nothing particularly amazing about it, but overall it does exactly what you want out of a jump kick.

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

Her longest grounded move, and can sometimes catch people who think they are out of her range. It's quite safe on block when used at max distances. Unfortunately the long startup time prevents this from being a good surprise attack like most other slides. It can also pass cleanly under Shoryuken-style fireballs, if you feel like showing off and don't want to just roll.

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

Her throw of choice. Slightly faster than her HK throw, for slightly less damage. Always allows you to punish a safe fall attempt or chase them down and meaty them. Also lets you set up a Double Strike that they'll have to deal with on wake-up.

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

Slightly slower than her HP throw, for slightly more damage. Good if you need the damage, though less useful than her HP throw overall.

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

Two Venom Strikes in a row. A decent projectile to make them have to block on wakeup, or for fireball wars. Also good to just do full-screen and then walk up behind it while daring them to jump or roll. Not good to do mid-screen, as the animation provides a ton of time for the opponent to jump and kick.

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

HK version is all you ever need to do. A great juggle ender for all corner combos. Also can be used to convert into a combo after landing a jumpkick from a small jump. Never do it in neutral, as it is a terrible anti-air or ground reversal, and even if RC'd it can be air blocked or ground blocked and will be very easy to punish.

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

Great damage if added to combos, and if it lands in the corner you can juggle with Surprise Rose after. Very punishable on block and never worth doing in neutral.

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

King's main combo special. HP version is the only one you ever need to do, and it combos off any cancellable medium or heavy normal at any range. If they reach the corner you can juggle with Surprise Rose at the end. Mid-screen you can punish a safe fall afterwards, and it does good corner-carry in general. On block, it leads to a weird situation where King pushes herself out of range and then kicks the air a few times, before pausing slightly and delivering a final kick that will reach them. Many unwary opponents get frame-trapped by this, and if they're in the corner you can still combo with a Surprise Rose after. If they choose to block the final kick, King will be relatively hard to punish. However, knowledgeable opponents will simply punish her during the gap before the final kick happens.

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

Deceptively safe on block, which can be used to trick opponents into getting frame trapped. It's also her only non-roll way to set up a Silent Flash super to properly land. Being so safe on block and airborne also make it a viable Roll Cancel move. However, the first hit can easily be ducked, so savvy opponents know to just smack her out of the middle of it, RC or not. If only the second hit lands, they can also be juggled with a corner Surprise Rose.

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)

A horrible super, and possibly the worst in the game. It cannot combo from any of her moves, and does not have the invincibility to counter anything. The initial hopback does have some invincibility, but it is gone by the time of the forward leap, so this move cannot pass through anything, and even opponents caught jumping can easily just kick her out of it. If attempting to use it as a reversal, even if she dodges back and avoids something, the opponent should fully recover and be able to block by the time she makes contact with them. If done in the corner the invincibility should wear off just in time for her to get hit by the very same meaty she was trying to dodge. It could possibly be used as a wake-up ambiguous cross-up move against wide characters like Blanka.

Level 1 - The only version you should ever see, as it's a good ender for a Custom Combo.
Level 2 - Can combo into HK Trap Shot at the end for the highest damage. Assuming you can ever land it.
Level 3 - Decent damage, though lower than the level 2 cancel. Once again assuming you can actually land it.

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)

Still not a great super, but it's the best she has. It does have the invincibility to counter the opponent's move, but it only fully connects against opponents who are very close to her and on the ground. Opponents will drop out if they are caught airborne, and even if the initial flips connect on a grounded opponent they may drop out during the final air flip if they were too far away.

Level 1 - Can be a decent reversal tool. It'll probably trade, but at least you got out of pressure. If it trades when her back is in the corner, she will actually recover before them and can convert into a regular combo, doing excellent damage for one bar. You can also corner juggle with this instead of Surprise Rose if you really want to, but it's not a big damage increase.
Level 2 - Hands-down her best super. Invincible enough to beat anything, and does almost as much damage as the level 3 if you cancel it into HK Trap Shot the moment she lands. Also pretty safe on block if the second backflip doesn't whiff (and even if it does they may be too scared to press a button). And if it caught the opponent in an awkward position and the end is going to drop, you can level 2 cancel into Trap Shot or Surprise Rose to salvage some damage and avoid punishment.
Level 3 - The best damage, but also a huge risk. Very bad if blocked, and will drop the worst if the opponent is too far or too high.

King Tutorial

King tutorial by Zenfire

Colors

King CvS2 colors.png


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