CAPCOM VS. SNK 2: MILLIONAIRE FIGHTING 2001 *** King, version 2.0b May 8, 2002 +-------------------------------------------+ | Table of Contents | | | | A. Copyrights and Credits | | B. Introduction | | C. Character Info | | i. Vitals | | ii. Groove Preference | | iii. Colour Schemes | | iv. Quote Translations | | D. Moves | | i. Normal | | ii. Special | | iii. Super | | iv. Combos | | E. Revisions and Expectations | | | +-------------------------------------------+ +-------------------------------------------+ | Copyrights and Credits | +-------------------------------------------+ This FAQ is copyrighted by "Amairgin", 2002. (mocha@whoever.com) This FAQ may not be used in any other FAQ or guide until permission is obtained from me first. You may print this out for your own personal use. Capcom vs. SNK 2: Millionaire Fighting 2001 is a copyright of Capcom and I am in no way affiliated with any of the characters, creators, et cetera. Credit goes out to... "weis" for his information on King from The King of Fighters 2000. CJayC for placing this character FAQ up on GameFAQs.com. Fuji for the Japanese translation on GameFAQS.com. +-------------------------------------------+ | Introduction | +-------------------------------------------+ Well, it's months later and as I write this.. it's night-time and my cat sleeps quietly on my bed. The flat-panel speakers on the sides of my monitor drown out the horrible practice mode music of CvS2 with a number of ATB and Dance Dance Revolution songs and my black light plays with my eyes. What inspired me to revise my King FAQ? The fact that someone (won't name names out of respect) said simply that King is trash. After a lengthy discussion, it was agreed that a character is only deemed trash if someone can't learn to play well with him/her or hasn't seen a respectable player before. I will never be able to play Zangief anything beyond his spinning lariat but that doesn't mean that he can't be lethal in the hands of someone else. So I'm here to hopefully inform King-newbies and King-enthusiasts alike in order to help the minority masses on their way to perfecting King to prove to some stubborn people that it's not the character, it's the player. (And yes, that does include Kyosuke. ^_^) Also, in all honesty, I expect you to know how to read a fighting game FAQ. In other words: up is U, down is D, a fireball motion is QCF, dragon punch motion is DPM, et cetera. If you are a REAL newbie, go check out one of the other FAQs on the Capcom vs. SNK 2 listing.. I promise you that you'll find one pretty soon. But I'm not one for too much filler. ...*shifty eyes* +------------------------------------------+ | Character Info | | i. Vitals | +------------------------------------------+ Name: King. First Apperance: Art of Fighting. (Arcade, Neo Geo.) Fighting Style: Muay Thai Kickboxing. Birthday: April 8. Nationality: French. Height: 5 feet, 10 inches. Weight: 128 pounds. Blood Type: A Hobbies: Pianos, collecting wine glasses, billiards. Favorite Food: Wine, vegetables. +------------------------------------------+ | Character Info | | ii. Groove Preference | +------------------------------------------+ 1. C groove - If I could choose dodge over roll, I would. But that's what EX grooves are for. I play King as a combo character as her damage tends to be a bit on the low side.. and having the ability to cancel out of level 2 supers fits the profile just fine. Air guard works nicely in case someone jumps a double strike, as well. 2. S groove - Take the offensive! King works fine as a defensive character but turtling is so '99. (Heehee.) Plus, she has dodge in this groove which lets her keep her place while avoiding moves.. setting up for a combo that you can abuse with unlimited level 1 supers (red bar only.) Small jump is fun to play with alongside a pair of weak venom strikes. 3. K groove - Like I said earlier, King is a little on the weak side. Okay, a lot on the weak side. With a little bit of a power boost from K-groove rage, you can turn her mirage kick or trap shot into pretty good stamina-killers. She doesn't have a dodge or a roll, so you'll be blocking a lot.. sorry, kiddies. +------------------------------------------+ | Character Info | | iii. Colour Schemes | +------------------------------------------+ King's scheme just applies to the colour of her vest, slacks, heels of her shoes, gloves and the hat she kicks away at the beginning of the match. Her undershirt is always white along with the toes of her shoes. WP - Red scheme. MP - Gold scheme. FP - Purple scheme. WK - Khaki/Rose scheme. MK - Navy blue scheme. HK - Rose scheme. (White overshirt changes to a light pink.) +------------------------------------------+ | Character Info | | iv. Quote Translations | +------------------------------------------+ Entrance: (kicks hat away) Taunt: Come on, baby! Win #1: Hmph, nasakenai. (Hmph. Shameful.) Win #2: Konna mon naru kai? (Is that all?) Battle #1: Korede kimari ze! (Let's settle this!) Battle #2: Iku yo! (Here I go!) Against Joe: Aite ni naru wa. (You will be my opponent.) Against Sagat: Aite ni naru wa. (You will be my opponent.) +------------------------------------------+ | Moves | | i. Normal | +------------------------------------------+ All damage recorded is taken from a level 2 King versus a level 2 Ryu. Standing LP - King leads off with a left, swift punch on her 315 damage left side. Not too effective beyond a close 2-hit combo double-tap of an elbow and a punch. Standing MP - King leans in fast for a vicious shoulder butt. 840 damage Slow to pull off and not much damage. Standing HP - In close, a hard uppercut. With distance, a strong 1260 far punch. Slow recovery and not much combo effect. 1155 close Standing LK - A lunging low kick. Not very fast or much damage. 525 far In close, this turns into a shin kick with the same 525 close effects. Standing MK - King jumps with a spin kick aimed rather high. You 840 far can usually get away with this to escape if you have 945 close no other options. In close, this becomes a knee strike. Standing HK - A strong roundhouse to the head. In close, this becomes 1260 far a double kick, aiming for the sides then the head. Decent 1365 close attack and could be used for anti-air. Crouching LP - Your basic crouching jab. Nothing much to say. 210 damage Crouching MP - A little bit of a lunge with a bit more power than the 735 damage crouching LP. Crouching HP - An almost vertical uppercut which is great for knocking 1050 damage air opponents on their asses. ^_^ Crouching LK - King simply stretches out her foot in a feeble attempt to 315 damage cause damage. Crouching MK - Fairly decent range with fairly decent priority. I use this 945 damage to knock ShotoScrubs out of their Hadoukens. Crouching HK - Your basic sweep kick, used for all kinds of jams. Decent 1155 slide damage and priority. Press down and towards your opponent 1260 sweep for a slide kick that leaves you immensely open if blocked. Jumping LP - Jumping punch which angles downwards with cute damage. 525 damage Some priority. Leads into some combos. Jumping MP - Might make an interesting party trick? Same as about with 735 damage some added damage. Use this instead of the LP as they are the same animation and speed. Jumping HP - Who in God's name uses an uppercut in the air with such 1260 damage HORRIBLE priority? Only good for getting underneath people on the way on a jump-back from my experience. Jumping LK - A cute little jumping knee.. but other than that, useless. 210 damage Jumping MK - A flailing-in-apperance-like kick which has decent priority 840 damage and can knock people down on their asses in air. Kinda like the crouching HP. Jumping HK - If you're not anti-air'd out, this is the swiftest way to 1155 damage start yourself off on making your own combos. Nice speed, good priority. Hold Rush - B or F + HK. King hooks her feet around the opponent's head 2100 damage and flings him. No mess, no fuss. Hook Buster - B or F + HP. King holds the opponent before delivering 1890 damage a knee to the stomach and then an uppercut that sends him/her flying. +------------------------------------------+ | Moves | | ii. Special | +------------------------------------------+ All moves are done with HP and HK and damage is recorded accordingly. Numbers in brackets are the number of hits recorded on the combo meter. Venom Strike - QCF + K. King's basic projectile. Decent recovery and 945 damage (1) enough to contend with any ShotoScrub. Double Strike - QCF, QCF + K. The oh-so-delectable double Venom Strike. 630 singular (1) Awesome for hitting those slow moving double Reppukens 1260 double (2) or late Hadoukens. Use often to work down opponent's blocking meter to play defensively. These do less damage than the singular venom strike, but more if both hit. Trap Shot - RDP + K. A pretty little backflip that leads into a flurry 2138 damage (12) of kicks, sending the opponent flying. Just don't miss. Tornado Kick - HCB + K. A slow-moving, two-hit kick which covers around 630 first (1) 3/4ths of the entire screen on HK. I hate this move and 840 second (2) only use it when I know they're recovering from a move of their own. Suprise Rose - DP + K. A rising backflip that lands on the opponent's 1890 close (5) head with a series of stomps. Great for landing on slow 840 far (3) moving attacks like Shintatsumakisenpuukyakus (whew!) or Zangief's lariat. Mirage Kick - QBC + P. Found previously in Capcom vs. SNK 1 as EX King. 1399 damage (7) A rush-in series of kicks which ends in a flying opponent. Used for style and to knock the oppoent back.. but as with the majority of King's moves, easily punishable if used recklessly. +------------------------------------------+ | Moves | | iii. Super | +------------------------------------------+ All damage recorded is taken from a level 2 King versus a level 2 Ryu. Illusion Dance - QCF, HCB + K. A multi-hit combo which is effective against 2520 on WK stunned opponents. You can kind of see this one coming as 2885 on MK she hops back to do it. 9 on LK, 11 on MK, 13 on HK. 5040 on HK Silent Flash - QCB, QCB + K. A series of backflips which ends in a rising 2415 on WK spinning kick. Mediocre for those jump-ins with low priority 3150 on MK or for getting underneath a missed Shoryuken. 3 on LK, 5250 on HK 6 on MK, 11 on HK. +------------------------------------------+ | Moves | | iv. Combos | +------------------------------------------+ I had reader contributions but I've switched email accounts to mocha@whoever.com so I lost them all. If you have your own, please send them in! (Especially A-groove ones.) +------------------------------------------+ | Revisions and Expectations | +------------------------------------------+ i. Combos, first and foremost. ii. Maybe work on some groove edits that fit King's flashy style. iii. History section, working on King's story. iv. Readers' Tips and such. ~m~ 2002, another backyard project.