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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 | 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 | | 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 | | 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. | | 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 = 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 | | 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 = HK version is all you ever need to do. A great juggle ender for all corner combos. Also | | 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 = -36 | | advBlock = -36 | ||
| invul = None | | invul = None | ||
| 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 | | 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 = -17 | | advBlock = -17 | ||
| invul = 23 (Full) | | invul = 23 (Full) | ||
| description = | | 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 = | | 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
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: MediumTier: D |
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Pros | Cons |
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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
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Sliding
Throws
Punch Throw
Kick Throw
Special Moves
Venom Strike
Double Strike
Surprise Rose
Trap Shot
Mirage Kick
Tornado Kick
Super Moves
Illusion Dance
Silent Flash
King Tutorial
Colors