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Capcom vs SNK 2/King/Combos
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Combos
All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health
All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
Notation Here | Position | Damage | Stun | Difficulty | Notes |
Notation Here | Position | Damage | Stun | Difficulty | Notes |
Custom Combos
King's Custom Combo Slide by GunterJPN
Old Combo Table
Damage will come from regular combos. Beef up the damage by popping a meter stock. Of course, when you see a blatant opening and you've got that stock open, then of course a level 3 is more than welcome, but don't count on landing a level 3 for your damage. King has only a few options to hitconfirm into combo and here they are:
counterhit c.lp or c.lk, c.mk xx HP Mirage Kicks
c.lk, c.lk, c.lk xx MK Tornado Kicks (only on standing opponents)
c.lk, s.lk/c.lk xx LK Trap Shot or Silent Flash. You'll get one or the other because Capcom is lame. Since they're being way too lenient with input qcb, d, db+k IS SILENT FLASH! that's right, and I don't mean negative edging it by releasing the kick once I'm at back, no I mean exactly what I said there. It's annoying to say the least since it can cost you meter when you did not intend to use it. If you're cleaner with your execution than I am and can get d+lk, b, d+lk, db+lk consistently then good for you. If not, then try b+lp, b+lp, d, db+lk on biggies.
counterhit c.lk, close s.mk xx HK Trap Host or HP Mirage Kicks (it's a 1 frame link if it's not opened with a counterhit)
All of these require you to be very close to your opponent. And you usually don't get there for free, so train and memorize these, but combos alone won't get you far. Before moving on I'd just like to mention that comboing does not necisarilly have to be hitconfirmed, there's a few blind-man combos you can do that do good damage and can allways be done without much worrying about retaliation. Here are a few of those:
c.lk, c.lk xx HK Double Strike
c.mk xx HK Double Strike
If you ever get your opponent dizzy or manage to predict a laggy move your preferrd jumpin combo of choice would be j.hk, close s.mk xx HK Trap Shot. Allways remember to finish the combo with a Surprise Rose if you're in the corner.
A followup to Mirage Kicks outside the corner would be LK Venom Strike, it will hit very meaty in the back of the neck. Run (where available) after it and if for some reason your opponent gets hit you can combo a c.mk into whatever you like, even Tornado Kicks since like most projectiles it stands the opponent up. Don't expect it to hit too often, but it pins them down long enough for a c.mk or even a c.hk to eat a chunk of guard bar. Another option would be to use HK Tornado Kicks as a followup to cover tech rolls. If you do catch their tech roll and their in the corner you can juggle with Surprise Rose since only the last hit of the Tornado Kicks connected.--Zenfire 06:52, 26 May 2006 (CDT)