King FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 27, 2002 Everything. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Desperation Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This FAQ is for King. I always got beaten by her in various games, so I thought I'd write one about King. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. The Translations I transliterated directly from the Cantonese names, so they might be a bit off or sound funny. =========== II. Profile =========== Full Name: King Age: 23 (as of the King of Fighters 2000) Birthday: April 8, 1978? Nationality: France Height: 175 cm Weight: 58 kg Favorite Food: Vegetables Best Sport: Billiards From: The Art of Fighting ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF LP= Light Punch MP= Medium Punch HP= Hard Punch LK= Light Kick MK= Medium Kick HK= Hard Kick P= Any Punch K= Any Kick PP= Two Punches Simultaneously KK= Two Kicks Simultaneously PPP= All Three Punches KKK= All Three Kicks QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) 360= Spin Joystick in Full Circle Super Jump= Tap Down, then Up or any Up direction quickly to do a further, large jump. A trail will appear behind the opponent if done correctly. Dash= Tap Forward or Back twice quickly to move quickly in that direction. Throw= When near an opponent, press either Forward or Back and Hard Punch or Hard Kick to execute a throw attack. Throw Escape= When being grabbed for a throw, Press either Forward or Back and Hard Punch or Hard Kick to escape. Evasion= Press Light Punch and Light Kick simultaneously. Depending on the groove, the character will perform an action that will evade most moves for the duration of the action. Taunt= Press Select to do a special taunt. Grooves ******* C-Groove: --------- This mode is similar to the Alpha Series as well as Capcom Groove in the original game. The character has a gauge at the bottom of the screen, which is divided into three sections, shown by a larger area as the level increases. Attacking and performing moves will increase this gauge. Depending on the Level, Different levels of Super Combos can be performed: Level 1- Super Combo Command + LP or LK Level 2- Super Combo Command + MP or MK Level 3- Super Combo Command + HP or HK The higher the level, the more powerful it usually will be. The levels are cumulative, so doing a level 2 super on with a Level 3 gauge will leave the bar with 1 level left. Dash- Tap either Forward or Back Twice quickly to do a small dash in that directly. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Air Block- Press Back whilst in the air to block. Super moves cannot be air blocked. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. A-Groove: --------- This mode is similar to the Custom Combo Groove, the V-ism from Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo Gauge, which can be filled up by attacking. At 50% full, a Level 1 Super combo can be performed. When full, a Custom Combo can be performed. Level 1- Super Combo Command + Button Level 2- Custom Combo - HP and HK Simultaneously Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a rolling dodge which can pass through most Special and Super Attacks, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. P-Groove: --------- This Groove is the most similar to the Street Fighter 3 system. It includes the Parry Command as well as a single level Super gauge which fills up when attacking. Super Combo- Super Command +Button Note that there is only one level in P-Groove, and that it will be a Level 3 combo. Parry- The Instant the opponent makes contact with a hit, Tap forward for High Attacks, and Down for low attacks. The opponent will Parry the away the opponent, leaving them open for a counterattack. The timing window has been decreased significantly though, making it harder to perform. Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Small Jump- Tap Up, or any Up Directional to do a small jump. S-Groove: --------- This groove is similar to the Extra mode from the King of Fighters series, as well as the original SNK-Groove from the Original Capcom vs. SNK. The Super Gauge is filled by Charging, Pressing the HP and HK simultaneously. The Character will begin charging up their powers and their gauge will start increasing. Note that the character cannot move or perform any attacks whilst doing this. When the Bar is full, the character is slightly stronger as well as being able to do a Level 1 Super Combo. Note that the bar will start decreasing once it reaches the maximum and the opportunity to perform Super combos will end when the bar is empty. When the Character takes enough damage, the Vitality Gauge will begin flashing. At this point the Character can do unlimited Level 1 Super moves, and if the Super Gauge is also full, a Level 3, MAX Super Combo. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Dodge- Press LP and LK simultaneously to do a quick dodge animation. The character does not move, but has the same properties as the roll. Small Jump- Tap Up, or any Up Directional to do a small jump. N-Groove: --------- This Groove is similar to the Advance Mode from the King of Fighters. The character can perform Super combos when they have 'stock.' The super Gauge is filled by attacking. When full, the Super gauge will reset but a Counter will appear in the box next to it, indicating the character now as 'stock.' The Character can perform as many Level 1 super Combos as there are number of stock. The character can 'Power MAX' by pressing HP and HK together. It will cost a single stock unit, but the character will become more powerful. In addition, MAX level moves can be performed. Run- Tap Forward or Back Twice to run towards the enemy. Safe Fall- Press All Three Punch Buttons whilst landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Small Jump- Tap Up, or any Up Directional to do a small jump. K-Groove: --------- This groove is he most similar to that of Samurai Spirits (Showdown.) the gauge fills up as the character gets hit and receives damage or performing Just Defense. When the gauge fills up, the character will be in Rage MAX mode, which allows the character to perform MAX Super combos as well as dealing more damage. Note that the bar will start decreasing once it reaches the maximum and MAX mode will end when the bar is empty. Just Defense- Tap Back right before the enemy makes contact with their hit. If done successfully, the character will take no Guard damage as well as gain some vitality. The character will also recovery sooner and be able to counterattack. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Small Jump- Tap Up, or any Up Directional to do a small jump. ================= IV. General Moves ================= Standing- ********* Light Punch- Quick short jab to chest level. Comes out as fast as you can tap the button. Cancelable into other moves. Medium Punch- A downwards elbow to the chest. Short ranged though, and does not seem to combo into anything. Hard Punch- Right Fisted punch. Slower than LP but fast when compared to others. Changes to uppercut up close. Has good range and useful in combos. Light Kick- A stretch kick, looks like she is taking a step. Pretty good range though when compared to the other LKs. Changes to standard Muai Thai kick to the shins. Combos into most moves. Medium Kick- A spinning tornado kick. Slightly less range than the LK, but looks cooler. Changes to knee to midsection up close. Combos up close. Hard Kick- High Kick to the head. Looks a lot like Sagats. Up close it becomes two part kick to leg and head. Pretty nifty stuff. Can be used as air counter but close version pushes opponent away. Jumping- ******** Light Punch- A flying downwards punch. Steeply angled towards ground, so it has poor horizontal range. Medium Punch- Same as LP Hard Punch- A jumping uppercut. King punches upwards in this move whilst in her compacted jumping animation. Probably used for air-to- air counters. Has to be pretty close to opponent to hit on the ground. Light Kick- A flying knee. Short ranged though. King remains in the knee animation for the whole duration of the jump however. Medium Kick- Does a flying split kick. Looks kinda weird too but has good range. Hard Kick- Standard jumping kick. Pretty good priority as well as good angle to attack. Good for combo starting or air battles. Crouching- ********** Light Punch- A forward-looking jab. Can combo into a lot of things and hit for multiple times before it gets pushed out of range. Very useful in combos. Comes out as fast as you can press the button. Medium Punch- Looks like her standing HP but done when crouching. Basically she does the LP with a different arm, and is slower. Hard Punch- A crouching uppercut. Looks like her KoF version. Does not have he incredulous priority from KoF 99 though, but it is still powerful nonetheless. Try to use it as air counter or in combos, since it has poor horizontal range. Light Kick- Sticks is front leg out along the ground, hitting the opponent's ankle. Comes out as fast as you can hit the button, and combos into anything. A very useful poke, combing speed, range and comboability. It allows you to hit several times before following up with a move. Medium Kick- Slides out her leg. Reaches pretty far but has long recovery time. Does not combo either. Hard Kick- Standard looking sweep. Same range as her crouching MK, and roughly the same speed too. Good for countering. ================ V. Special Moves ================ Command Moves ------------- Slide - (DF+K) King slides along the around. Knocks down if hit. Comes out fast but has long recovery time and moves slowly. Throws ------ Close Combo - (B or F+HP) King grabs the opponent and deals a knee and uppercut to the opponent. Flip Throw - (B or F+HK) King hoists the enemy slightly with a knee, and flings them backwards as she flips backwards. Special Moves ------------- Venom Strike - (QCF+K) King does a forward tornado kick. A projectile appears from the kick and flies towards the opponent. I have no idea where it appears from but I looks like.. well.. Anyhow. As usual, Button used determines how fast the move travels. HK no longer becomes Double Strike like in the original version. Fast recovery after the move though, where she can almost catch up with her LK version. Good for zoning and combo ending. Double Strike - (QCF, QCF+K) King does two quick tornado kicks, resulting in two projectiles following each other. As usual, button used determines speed of projectile. If close enough, both hits can combo. Good for projectile wars, where the first one will negate the projectile and the second one will hit the recovering opponent. The only downside is that the motion maybe hard to continually pull off. It comes out quickly though and King does recovery pretty fast. I have not tried it against a Double Reppuuken, but it may be able to cancel the Double strike out if timed right. Surprise Rose - (DPM+K) King leaps up and dives towards the opponent, kicking the opponent's head multiple times. Button used determines the angle in which she dives down, where HK goes the furthest. Comes out quickly, but can easily be countered. Try to use in combos, since she can hit on the way up as well. Good for a surprise attack as the name suggests. After hitting she will flip backwards to almost full screen. She is very vulnerable if the move is blocked though. Trap Shot - (RDP+K) King does a back flip in place. If it connects, King will do A LOT of kicks onto the opponent, similar to the Mirage Kick (it is the recycled animation of Mirage kick actually.) Good for air counters as well as hitting rolling opponents. If it whiffs she just does the flip, but remains pretty vulnerable. Note that she slides slightly forward if she whiffs the move. Can be used in combos. Tornado Kick - (HCB+K) King does two spin kicks in the air. The Button used determines how far she travels. Comboable and can travel over ground projectiles too. Easy to spot though and vulnerable when blocked. Mirage Kick - (QCB+P) King rushes forward and does a series of kicks. Doe more hits if it connects, and the number of hits done and distance rushed are determined by the strength of button used. Good for surprise or counter attacks up close. Not much use far away and has a long recovery time. Useful in combos. =================================== VI. Super Moves/Desperation Attacks =================================== Illusion Dance - "Iku Yo!" -(QCF, HCB+K) King does a flip backwards, then leaps forward and does a multi-hit autocombo onto the opponent. Quite a deadly move if used properly. I am sure many of us have hit nailed by this move unexpectedly. The flip is meant to avoid attacks and counter it with the hits. All versions do the flip to the same distance, and LP leaps 3/4 screen forward. HP can reach full screen as well as doing more hits. Try to fool the opponent into throwing a poke and then unleashing it. The motion is easy to do but may take a while (in game terms) so you might miss it. It has a long recovery time as well, so aim it carefully. It is useful for dodging projectiles though, but it can be snuffed as well though. It is mainly aimed for beating advancing moves, ones where the move is coming towards you. It is even useful when the opponent rolls, since they will get hit when they recover. It does have high priority though, since it is a Super combo. Silent Flash - "Korede Kimari Ze!" - (QCB, QCB+K) King does several flips in place, ending with a Surprise rose-like rising attack into the air. It is a modified version of the KoF version, where she does the flip and end with the leg upwards. She does more flips and the number of hits increases upwards. Try not to miss since she will do the ground flips regardless of it hit the enemy. It has the same range as her Trap Shot, so go close and do it. It can beat a lot of moves up close though since it has a start up invincibility, but is equally deadly for you if you miss this move up close. Good wake up move or to beat players who enjoy getting too close for comfort. It cannot hit jumping opponents. ================== VII. General Notes ================== King has improved vastly from her original form in CvS. She isn't quite as strong as her KoF versions though, but she is still powerful nonetheless. ================ VIII. Strategies ================ King actually has some good moves, as well as some pretty useless ones all depending on the situation at hand. She can be played at almost any range, but should be kept out of close range. Character Strategies: --------------------- Versus; Gouki/Ryu/Ken ------------- Chances are the shotokans will be a common enemy. The Double Strike is a good way to teach them not to throw fireballs. Don't try the Tornado Kick here though, since it will get smacked with either a Dragon punch or Ha-Doken. The Surprise rose can be a good counter if they throw a fireball up close or decide to block low. It can be countered pretty easily though. The Illusion Dance is a good move since it can dodge their Dragon Punch or fireballs but the timing is tricky. Kusanagi Kyo ------------ Kyo players will try to stay in close range and whip out their combos. Try to keep them away with the Venom and Double Strikes. He can avoid them with relative ease though, so keep the Trap shots ready. The Illusion Dance is a great counter against the Gami attacks since it dodges and counters them. His Super moves are pretty powerful though. Terry Bogard ------------ The Tornado Kick goes over the Power Wave, so he might abstain after a few counter hits. He is a great offensive player. The Illusion dance is good if he decides to Burn Knuckle, or even dodge the Buster Wolf right before it finishes the energy waves. He is slower than King though, so try to outspeed him. Sagat ----- Most Sagat players I have seen revolve their game around the tiger shots. With rolling and other ways of dodging them, his ground game has weakened quite a bit. Nonetheless he still has some powerful defensive moves. The tornado kick still goes over his ground Tiger shot, and the Double Strikes will eventually overwhelm either versions of his Tiger Shots. His Tiger Uppercut is real powerful, but try to make him whiff it and counter with an Illusion Dance. Geese Howard ------------ Geese is a stronger but slow version of Rock. He loses Terry's moves, but he is still a powerful contender. His Reppukens and Shinpukens can counter all your projectile attacks, as well as keep you away. The Double strike does have some Weird properties against the Double Reppuuken though, since they may cancel each other out if the player times it right. His counters can stop your poking and combo efforts, as well as punish your jump-ins 6790400 different ways, including the Illusion Dance . The main weakness is how good the player is. The counters are actually hard to use, since it relies heavily on mind games. Try to confuse him and mix up your pokes; but don't go poking crazy since he can nail you with a raging storm or worse. If all else fails, do Double Strikes. His Normal Attacks have incredulous priority and damage though. Vice ---- Vice is now back to her powerful KoF '98 incarnation. She has all her grappling moves, including her air-follow ups. Vice players need to stay in between close and mid range, so your best bet is to zone them. Being a grappler, you can't really beat them up close, so the Double Strikes comes into play here. Try mixing the speed and the Double and Venoms around. Don't launch a projectile from mid range since her De-cide and go through and hit you. Her de-cide can also be a good surprise you, so watch out. Her supers are unblockable as well. She can grab King out of her Tornado Kick as well as Surprise Rose too, so be careful. Yagami Iori ----------- Arg. He can Ya Otome under the Venom and Double Strikes, so keep them at a minimum. He rules the air in this battle, so stick to the ground far from him. Don't get tricked into a projectile war due to his Ya Otome. You could try doing the Illusion dance if he tries his Aoi Hanas, as well as various pokes. He is a powerful character indeed. ========== IX. Combos ========== ============= X. Miscellany ============= Win Quote: ---------- "in this game there are no rule, no cutting corners and no forgiveness!" "Oops sorry about that! I guess I don't know my own strength." "Your attacks were so slow that they almost put me to sleep!" "You can't play your hand after the cards have been shown!" "You should have known that your luck was going to run out sometime!" "Your turn is over. Leave right now or I will kick you again!" Special Intros: --------------- -Vs Benimaru- Benimaru throws a heart into the air and Zaps his air up. -Vs Sagat- Chats Comment: -------- -Hmm no Ryo intro? ===================== XI. Notes and Credits ===================== -Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All Characters mentioned relating to the game are as such property of Capcom. -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for a powerful King. -L.N for the NGPC sessions back then. -N.H; You aren't King, but you are my Queen. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com