CvS2 doesn’t suck, you do and so does MvC2
Guide to using king (K groove)
I’m writing this guide because I’m glad someone is actually talking about gaming here for once. But mainly because I can’t fucking sleep. Have fun learning cvs2, this game is somewhat dying.
King isn’t top tier, but she isn’t totally bad. She’s only usable in K groove. Trust me. But I’ll choose her over Yun or Kyosuke any time.
Her jumping mp and crouching mp will beat or trade with sagat’s punch! Needless to say this means it’ll beat a whole lot more. Her pokes are very limited. And she has 2 really really crappy supers. Not only do they NOT do alot of damage, they also are hard to land. Which is why you should use her in K groove since it’ll give you a nice damage boost when raged.
Noticeable specials:
-Double fireball will own many large characters. This fireball is good to throw at long range when your opponent can’t jump all the way across (like Bison or Vega) or after a knockdown for chipping (if the opponent won’t wake up with a super that can go through). It’s also harder to RC through the slow one because it’s twice as wide as a normal fireball. That doesn’t mean you should abuse this move.
-Don’t use trapshot or suprise rose outside of combos
-The only use for suprise rose is to juggle after a trapshot or mirage kick in the corner! No, it doesn’t juggle after the HP grab. If you have roll, RC suprise rose is a decent anti-air.
-Tornado kick is pretty slow. A good player can counter it on reaction. And it doesn’t have great priority. To safely use it, cancel mk/mp into it and only use the light one. It’s tempting to use the HK version to close in on your opponent but a good player should be able to counter/avoid it.
Combos and pokes.
Her only cancelable pokes are crouching mp/mk, standing close HP and standing close mk (which you shouldn’t really ever use).
So basiclly, her combos are limited to cr. mp/mk XX fireball/trapshot/tornado kick/mirgae kick.
MP/MK XX mirage kick should be your bread and butter. Use the lp version if you’re not sure it’s going to land. Mp/Mk XX fireball
or tornado kick is good for poking. Avoid cancelling into trapshot unless you know 100% that it’s going to hit because
trapshot isn’t safe after being blocked.
Standing HK and cr HP are her main anti-air. They have different angles. Both are reliable. Learn which one to use.
Her df HK is nothing like Blanks’s df HP. It won’t go under too many things and it’s ALOT slower. Less damage too. Use it sparringly as a suprise of if your opponent uses alot of high moves (usually vs Yamazaki)
Supers:
The only way you’ll land illusion dance is if your opponent is dizzy, or if you randomly do it and it so happens your opponent jumps, or if you do it so that it just touches your opponent as they wake up and they fail to uppercut/super/RC/block/parry/JD. So yeah, don’t use it unless your opponent is a scrub, or if you feel lucky.
The other super only fully lands at very close range. You’re better off keeping the meter.
Strategy and tactics:
Keep her at ratio 1. Unless you have Yun or Kyosuke on your team.
King’s normal pokes have pathetically short range, which is again why she’s only usable in K.
Poke strings (that I use):
-cr mp x 2 XX fireball
-cr mp x 2, run up, cr HK
-cr mp, cr HK
-cr mp, run up, cr mp…repeat
*you can replace cr mp with lp/lk x 2 and adjust these pokes according to distance
Note that cr mp has more priority but cr mk must be blocked low. mp and mk are pretty much interchangable in terms of range, cancelling and speed. But mp makes a better poke if you like to go for guard brake like me.
The way to rush with king is to alternate between those poke stringsI listed. To close the distance after these poke strings, you should run up very quickly and stop (I call it a run-dash) to do a cr mp. Or instead of run-dash, do a short jump mp. The reason is mp has great priority.
You should ALWAYS use cr HK or cr mp/mk XX mirage kick to “hit air” after a knockdown if your opponent has safety fall (if you’re close enough I mean) Of course, if your opponent does a safety fall, the cr HK or mp/mk XX mirage will hit your waking opponent. If he doesn’t do safety fall, you hit air and the mirage kick won’t come out since mp/mk whiffed and you’d recover b4 your opponent. So it’s a perfectly safe anti-safety fall.
Keep in mind that 2-3 of King’s mp/mk XX mirage kick --> suprise rose combos in a row will get your opponent dizzy! Add another combo after it and you’ve pretty much won that round.
You can play a turtle game by keeping your opponent away with her anti air st HK and cr HP and JD everything else. Or you can rush with her amazingly high priority mp. Anytime you see an opening, remember to punish with mp/mk XX mirage kick and add a suprise rose after it if you’re in the corner. Actually, if you’re close enough, do close standing HP instead or mp/mk to cancel into mirage kick. If you have the execution skills, use trapshot instead of mirage kick. But note that mirage kick will connect from a further distance.
If you ever want to jump in, only use mp or hk. As these are the only 2 jumping attacks that have good angle and priority. Also, jumping HP is an amazing air to air, especially if your opponent is above you.
Character match up:
Good against: Large and slow characters like Zangeif, Yamazaki, Honda, and all forms of scrubs.
Bad against: Characters with good short jump like Blanka and Sagat. Characters with high priority (Sagat, Cammy) or long range pokes (Vega). Note that you can’t retaliate after blocking a blanka ball so practice JDing it on reaction.
Ok I’m sick of writing. This guide is largely incomplete. For every sentence, I can almost add another addendum to it but I won’t because it’d take too long.
Have fun learning king and have fun finding someone in Sauga to play CvS2 with. I don’t know who you are but if you ever see me in the arcade, you can ask me to show you King. I don’t mind because I usually random my characters anyways.