King FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: [email protected]

===============
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.

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