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Capcom vs SNK 2/King

From SuperCombo Wiki

Introduction

CVS2 King SNK Art.jpg
Health (at Ratio 2)
13600 Very Low
Stun
70 Average
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
8 Average
Roll Distance
100 pixels Short
Roll Duration
24f Short
Wakeup Speed compared to Ryu
0f Average

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.
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 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



!!!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
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
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 - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
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 - - - - - - - - - - - -

Placeholder

Colors

King CvS2 colors.png


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
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
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M. Bison (Dictator)
Morrigan
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Ryu
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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