Capcom vs SNK: Millenium Fight 2000 King FAQ v. 1.00

Copyright 2002 by Purpguy, [email protected]
Last updated: 5/13/02

Legal Disclaimer
----------------

This FAQ was written by me, for the purpose of providing people with
some good combos to use with King in Capcom vs SNK: Millenium Fight
2000.  I do not care if you reference or quote this FAQ, or use it
for whatever needs you have, as long as proper credit is given to me,
the author.  Plagiarism isn't just wrong, it's totally LAME.

Capcom vs SNK is easily the best 2D fighting game series to date, no
doubt about it.  I love this game.  I would rather play CvS than Zero
3, Zero 2, Super Turbo, or King of Fighters.  (I would rather play
ANYTHING than Marvel vs Capcom)  :P  Capcom vs SNK is actually a step
backwards towards old-style fighters, playing much like Super Turbo
with a few additional features from the Zero/Alpha series.  In fact,
many fanboys of the Marvel Vs. series said that Capcom vs SNK is not
worthy of having a "Vs" title, that it does not deserve to be called a
Vs game.  I agree entirely, and if it had been up to me, this game
would have been called "The King of Street Fighters 2000" :)

I wrote this FAQ because there weren't really any good combo FAQs
for King at the time, yes this is a combo FAQ so it will (hopefully)
be brief and directly to the point.  I highly recommend that you first
have read James Chen's excellent CvS systems FAQ, which can be found
here at Gamefaqs or at shoryuken.com.  Some of the terms he uses in his
own FAQ, such as juggle potential, will be used here as well.  Also
take note that I use the tradional Capcom names for the attack buttons,
as in Short for a light kick, Roundhouse for a hard kick, Jab for a
light punch, and Fierce for a strong punch.

I'll start with the normal version of King, afterwards I'll address
EX King and the differences between her and her normal counterpart.

Brief Definition of Terms
-------------------------

QCF: Quarter-Circle Forward.  Start down, roll towards your opponent.
QCB: Quarter-Circle Back.  Start down, roll away from your opponent.
x2: Do the indicated motion twice.
DP: Dragon Punch.  Start towards, move down, then finally down-towards.
RDP: Reverse Dragon Punch.  The same motion done backwards, away from
the opponent instead of towards them.
HCB: Half-Circle Back.  Start towards, roll down and finally away.
K: Any kick button.

*************
*Normal King*
*************

Moves List
----------

Venom Strike:  QCF + K
King's basic Fireball.

Double Strike:  QCFx2 + K
Similar to the Venom Strike, you simply enter the directional command
twice before pressing the kick button and King will perform two
fireballs instead of one.  You can even combo into this move, but
there are almost ALWAYS better moves to combo into than this one.  If
you are playing against a fireball scrub, use this move to punish
them.  If you ARE a fireball scrub, this is the only move you need to
know :P

Surprise Rose:  DP + K
King leaps into the air with a knee strike, flips at the height of
her jump, and comes down with a three-hit bicycle kick.  The first
hit acts as a launcher and has no juggle potential.  The second hit
has a juggle potential of 1.  And although the bicycle kicks seem to
have a juggle potential of 4, unless the second hit of the Surprise
Rose connects, the rest of the move will not connect either.  What
this means is that once and opponent has been juggled in the air, you
can not use the Surprise Rose to juggle them again.  After your
launcher or juggle setup, you must use this move next in order to
juggle with it.

Trap Shot:  RDP + K
THE most important move in King's arsenal.  Practice this move until
you cut your thumb off on the standard DC control pad.  THEN practice
putting it into a combo.  It has limited range so you can't really put
too much in front of it.  If it does connect however, it sucks your
enemy into close range so you are guaranteed to hit with the entire
move.  The Roundhouse version is too slow to combo into, if you are
going to use this move in a combo it has to be the Short version.  All
of King's best combos revolve around this move for zoning, and
juggle setup.

Tornado Kick:  HCB + K
A two-hit hurricane kick.  Against a crouching opponent, the first hit
will pass over their heads, allowing them to block the subsequent hit.
Against corner scrubs, this move is central to King's corner trap.
Cancel a low Short into a Tornado Kick, rinse and repeat.  This can
be quite frustrating to turtles.  :)

Illusion Dance:  QCF, HCB + K
King's ground super.  As always, it is almost totally useless.  King
jumps BACKWARDS (?) before rushing back towards her opponent with a
blinding flurry of kicks.  I suppose the level 2 and 3 versions could
be used to blow through a jump-in attack, using the brief window of
invincibility to avoid their air attack with the backwards dash, then
pop forward again and retaliate, but a level 1 Silent Flash would be
a more reliable anti-air move in this case.  Otherwise the only
practical use for this super is on a dizzy opponent.  You can't
combo into this move.  If done into a corner, you can follow it up
with a level 1 Silent Flash for a stylish juggle hit.

Silent Flash:  QCBx2 + K
You can use the level 1 as anti-air (levels 2 and 3 are a waste in
this case), or you can combo into it.  Like the Trap Shot, however,
it has little range, so only a small number of prior hits are
recommended.  Perhaps the most interesting use for this super is
in corner juggles (or midscreen juggles, more on that later).  After
a juggle setup in the corner (Trap Shot, punch throw, low Roundhouse,
Illusion Dance, Tornado Kick), tack on a level 1 Silent Flash for a
few more juggle hits.  Note that when setting up with a Tornado
Kick or an Illusion Dance (which ends with a Tornado Kick), the enemy
has ALREADY been juggled once in the air, so a level 1 Silent Flash
will only get you one additional hit.

It seems that the lower to the ground the enemy is when you perform
the Silent Flash, (the closer they are to King), the better the
effect.  Let's consider a Short Trap Shot followed by a level 1
Silent Flash.  King kicks her opponent into the air, and almost
immediately performs a level 1 Silent Flash, catching her airborne
opponent with just the very tip of her somersault.  King then leaps
into the air for the second kick of the Super, makes contact with
her opponent, with little to no "hit stun" to the game engine, and
her opponent flies just BARELY to the top of the screen.

Now, however, let's assume that after the Trap Shot, King decides to
wait until her opponent falls closer to the ground before performing
her Silent Flash.  In this case, the opponent has fallen almost to
the same height as her knee when she activates the Super.  King hits
with the somersault, and then leaps into the air with the second
half of the super.  This time, however, there is a VERY noticable
"delay" in the action when this second kick connects, and her poor
opponent is sent clear off the top of the screen.  In fact, they
are offscreen for so long, and come falling back onscreen so fast,
that I imagine they are actually TWO screen heights above the ground
in this case!

You'll only get both kicks to connect if you set up the juggle with
a Trap Shot, punch throw, or low Roundhouse.  If you used an
Illusion Dance or Tornado Kick, the second half of the Silent
Flash will miss entirely.

Now though, supposing you set up with a Trap Shot, punch throw, or a
low Roundhouse.  If King waits until the opponent is almost hitting
the ground, at that time she can perform a level 2 Silent Flash
instead, and connect with BOTH somersaults and the final air kick.
The way to judge the correct distance is to look at King's enemy's
height in relation to her knee while she is activating the Silent
Flash.  If the opponent is somewhere between her knee and her shin,
they are within range of the level 2 Silent Flash.  If they are
any higher, the second somersault and subsequent air kick of the
level 2 Silent Flash will miss, and if they are any lower, they are
already on the ground.  It is a very small window to use the level
2 in this case, but it is a rather rewarding achievement.  :)

Midscreen now, there are a few interesting juggles involving the
Silent Flash.  Suppose you use the level 1 Silent Flash as an anti
air move, and King connects with her opponent at the height of her
range.  King will hit once with her somersault, and once with her
air strike.  This sends the opponent straight up into the air,
meaning that you can catch them on their way down with another
level 1 Silent Flash!  Only the somersault portion will actually
connect however.

But on the other hand, if King uses the level 1 Silent Flash as
an anti-air against a jump-in attacker who is already very deep,
she will hit once with the somersault and TWICE with the air strike
portion.  In this case, the level 1 Silent Flash will not juggle
again.  So it is better to try to catch the jumping opponent deep
if using this move as anti-air.

One last scenario to pose before moving on to the actual combo
lists:  Suppose King jumps in with a Roundhouse, then lands with a
low Short, and cancels into a level 1 Silent Flash.  The opponent is
at the very maximum range of the Silent Flash at this point, and
will only take two hits from the super.  Thus you can juggle with
another Silent Flash as they come back down.  This even works in
the middle of the screen!  Juggling with two level 1 Flashes though
is mostly for show, the damage you get really isn't all that great.
:)

Combo Starters
--------------

There are a few ways to initiate a combo.  This can vary from a
jumping attack into a light ground attack, or two light ground
attacks, or one hard ground attack.  My only gripe with King is
her lack of a reliable cross-up.  I could ALMOST say that she has
NO cross-up at all, but I DID manage ONE time to cross-up Zangief
with a jumping Short.  So it IS possible, but 99.9% guaranteed
not to work.  So in the combo lists below, if I start the combo
with (Combo Startup), that simply implies that you can use one of
the below mentioned ways to start the combo.  Rolling past an
enemy while avoiding their own attack can be a useful strategy to
make up for her lack of a cross-up.

(Jumping Roundhouse, low Short)
(Low Short, low Short)
(Low Fierce)

These are examples of what King can use when I indicate (Combo
Startup).

Midscreen Combos
----------------

(Jump attack), Low Roundhouse, Surprise Rose

(Combo Startup), Short Trap Shot

(Combo Startup), level 1 Silent Flash, level 1 Silent Flash

Corner Combos
-------------

Punch throw, Surprise Rose

Punch Throw, level 1 (or 2 on deep opponent) Silent Flash

(Combo Startup), Short Trap Shot, Surprise Rose

(Combo Startup), Short Trap Shot, level 1(2) Silent Flash

*********
*EX King*
*********

EX King is just a LITTLE bit different than normal King.  EX King is
geared more towards intermediate players, as she is easier to combo
with due to the addition of the Moshu Kyaku.  This, in fact, is THE
most important difference between Normal King and EX King.  Use the
Moshu Kyaku as a substiture for the Trap Shot, and then the Double
Knee Strike in place of the Surprise Rose or Silent Flash as King's
juggle move.

Altered Moves List
------------------

Venom Strike:  QCF + K
King's basic Fireball.

Trap Shot:  RDP + K
The main move in King's arsenal.  Mastery of this move is essential
in order to play effectively as Normal King.

Moshu Kyaku:  QCB + K
An additional move given to EX King.  Use this move in place of the
Trap Shot.  It has several advantages over the Trap Shot.  The Trap
Shot has VERY limited range, an RDP motion that is tricky for less
experienced players to perform, and only the Short version can be
used in a combo.  The Moshu Kyaku, on the other hand, moves FORWARD
several steps, is a simple QCB motion, and the Roundhouse version
can be used in a combo!  Otherwise the effect of the move is nearly
identical, a flurry of kicks that set up a juggle into the corner.

Double Knee Strike:  DP + K
Another new move for EX King.  This move takes the place of the
Surprise Rose, and is just as the name implies:  A jumping double
knee strike.  This is also the main move EX King can use to juggle
an opponent with.

Illusion Dance:  QCF, HCB + K
Same exact move, same exact level of uselessness.

Double Strike:  F, B, F, DF, D + K
In EX mode, King's double fireball becomes a Super Move.  Assuming
that just about EVERYBODY knows the uses of a Super Fireball, I
won't go into too much descriptive detail about it here.  :)  King
can also use this move, midscreen, to juggle an enemy after a punch
throw (level 2 recommended in this case).

Midscreen Combos
----------------

Punch throw, Double Strike (level 2 recommended)

(Combo Startup), Moshu Kyaku

(Combo Startup), Trap Shot

Corner Combos
-------------

Punch throw, Double Knee Kick

(Combo Startup), Moshu Kyaku, Double Knee Kick

(Combo Startup), Trap Shot, Double Knee Kick

Additional EX Comments
----------------------

EX King isn't as versatile as Normal King, she just doesn't have as
many options open to her.  As I said above, EX King is best suited
for intermediate-level players looking to get a good grip on how to
play as Normal King, substituting the Trap Shot with the Moshu Kyaku
instead.  As you get better, you can begin replacing the Moshu Kyaku
with the Trap Shot in the above EX combos.  Once you've become
proficient with the Trap Shot, you're ready to move on to Normal
King.  :)

In Closing
----------

I just threw this together in one sitting, hopefully it is coherent
and understandable.  I'd like to thank Capcom and SNK for a much
needed retro fighting game, and for agreeing to even combine their
characters into one game in the first place.  I'm glad it took so
long, this series simply would not have been what it is today if
it had been done five or so years ago.

I'd also like to thank James Chen for the  excellent systems FAQs he
writes for each new game.  His analysis is invaluable to me since I
live in an area with NO arcade scene and do not have the opportunity
to learn from playing against other people.

Thanks to Gamefaqs for hosting this FAQ.  Thanks to the people who
make Dreamcast import converting stuff and Saturn-to-Dreamcast
control pad converters.

And thanks to you for the patience to actually have read this far, in
the hopes that I had something important to say at the end.
Unfortunately, I don't.  :)

Well maybe I do.  If you take King into Colour Edit mode and change her
entire outfit to a light black (this is easily done by referencing to
Yamazaki's primary outfit),then with her fedora from her intro pose
she looks like a Michael Jackson wannabe from back in the "Smooth
Criminal" days.  I suppose the OTHER thing I'd change about King, aside
from giving her a reliable cross-up, is to have a win pose where
somebody (from offscreen) throws her hat back to her and she puts it
back on, and looks all hip and funky.  :)

Finally, thanks to all the patrons who used to visit my Zero/Alpha 2/3
site about Guy, PurpGuy's Pothole.  It was time to move on though.

Fingah!  Gozinyuu...