Capcom vs SNK 2/King

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< Capcom vs SNK 2(Redirected from King (CvS2))

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

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori