CAPCOM VS. SNK 2:  MILLIONAIRE FIGHTING 2001
                  ***
           King, version 2.0b
              May 8, 2002


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|             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           |
|                                           |
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|          Copyrights and Credits           |
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This FAQ is copyrighted by "Amairgin", 2002. ([email protected])

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.

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|               Introduction                |
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  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 <insert character>
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*

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|              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.

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|              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.

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|              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.)

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|              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.)

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|                  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.

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|                  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.

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|                  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 [email protected]
so I lost them all. If you have your own, please send them in! (Especially A-groove
ones.)

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|        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.