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The King of Fighters 2002 UM/King
Movelist
Throws
Command Moves
Special Moves
Desperation Moves
Super Desperation Move
Hidden Super Desperation Move
0 Bar |
Low Anywhere |
cr.B, cl.B, hcf+P = 20% |
1 Bar |
Low
|
cr.B, cl.B/cr.A, qcfx2+D = 29% (jump-in), cl.D(2), qcfx2+D = 32% |
2 Bar |
Anywhere |
(jump-in), cl.D(2), hcb+C(3), (SC) qcfx2+D = 43% |
Gameplay Overview
King is a character that excels at space control. Her fireball game, tornado kick and great normals allow her to be an excellent point character, since she can keep control rather easily and do damage without needing the biggest openings. She can still do damage and apply pressure up close thanks to her proximity unblockable to go through guards. Some notable normals include her st.C which starts up quickly and has a decent amount of active frames making it great for checking hops, her j.CD which has a good hitbox and an above average start-up for a j.CD making it a great air-to-air, her df+D slide which can be used as a low profile option against high attacks/jump-ins or as a punish tool since you can easily go into max mode off of it, and her st.CD which is invulnerable to lows.
Normals
Close
- cl.A/B/C/D are cancel-able
- cl. A is chain-able
- cl. B hits low
- cl.C can be used to stop opponents from jumping over your head
- cl.D hits twice while the first hit is cancel-able which makes it a great combo starter and useful in blockstrings
Standing
- Far A/B/C/D are not special cancel-able
- Far A is chain-able into itself
- Far B is can whiff on some crouching opponents
- Far A/C are good standing anti-air normals for hop checking and pre-emptive anti-air, far C especially.
- Far C can be Max Mode bypassed into hcb+C as hcb+BC.
- Far C and D can whiff on small crouching height opponents
Crouching
- Crouching A/B are chain-able
- Crouching B and D hits low and share the same hit-box distance
- Crouch C is special cancel-able and whiff cancel-able
- Crouch C is a poor anti-air but can work if used in advance
- Crouch D is a really slow sweep and is not whiff cancel-able
Jumping
- Jump A hits at a downward angle and is good for pre-emptive hop and jump checking
- Jump B is a good air-to-air but whiffs on some crouching opponents
- Jump C share the same animation and range as jump A but starts up slower
- Jump C/D can cross-up but the hit-box is rather small
- Jump D has a sharp downward angle and is best to use as a air-to-ground attack to start combos or blockstrings, as an instant overhead against opponents who have high crouching heights
Blowback Attack
- Stand CD has lower body invulnerability, moves her sprite forward a bit, slightly resembles her Venom Strike starting animation, and is whiff and hit cancel-able
- Jump CD has a swinging hit-box from the top of her head and swings downward at 30 degree angle. It may whiff on some crouching opponents if performed too late.
Throws
Hold Rush: (f + C) close
- King knees then punches opponent. The opponent is thrown across the 3/4 of the screen away from King.
- Can be broken
- Tech-able knockdown
- dmg 90
Hook Buster: (f + D) close
- Scissor grab and then flips opponent in opposite direction. The opponent land at the corner of the screen.
- Can be broken
- Tech-able knockdown
- dmg 90
Command Moves
Trap Kick - (f + B)
- King hops forward and hits with an overhead kick. It has great range, safe on block, invulnerable to low attacks, and combos from heavy attacks. It has rather slow start-up like many other command moves that are overhead attacks which makes it easy to spot on the defensive side. It's obviously not cancel-able at all but it can be used in short blockstrings in the corner to pressure the opponent, which is helpful because it leaves her neutral on block. But careful of 1-frame instant command throws and normal throws if you do plan to use it as an offensive pressure tool. It's best used poke to program and condition your opponent into stand blocking while using it in conjunction with her Slide (df + D) which hits low.
- Overhead attack
- Evades low attacks
- dmg 90
Slide - (df + D)
- This slide is a low attack. The range of this slide is approximately equal to the range of when she lands from a regular hop. Similar to combo properties of her Trap Kick which combos only from heavy attacks; in Max Mode, it is cancel-able into her Tornado Kick and Trap Shot. King's slide is only safe on block at it's maximum range, which highly unsafe when used at a point-blank range. You can also activate into Max Mode during it's active frames on hit. The slide's low profile hurtbox can cause King to evade certain standing and jumping attacks aimed high, and evade some projectiles:
- Ryo's qcf+P & hcb+K
- Robert's qcf+P
- EX Robert's [b]~f+P & [b]~f+K
- Athena's hcb+P & hcf+P
- Kensou's hcb+P
- Orochi Shermie's hcb+P, qcfx2+K
- K's qcf+P~f+B
- Whip's j. hcb+P, hcb+B
- Kula's qcb+K
- Foxy's qcf+P
- Chang's [P] repeatedly
- Lin's qcb+P, qcb+K
- Shingo's hcf+K
- Yamazaki's qcb+B, stand D
- Blue Mary's qcf+A
- Billy's f+B, qcf+C
- Heidern's charge b~f+P
- Takuma's qcf+C, hcb+D
- EX Takuma's qcf+P
- King's qcf+K
- Mai's qcf+A
- Does not knock down
- dmg 120
Special Moves
Venom Strike - (qcf + B)
- King's fireball, and a very important part to her zoning game. This version doesn't knock down on hit, and can be hopped over easily, but the recovery speed lets King move after the fireball has passed near the middle of the screen, thus letting her be safe from or even punish some attempts to dodge her fireball. Like many other projectiles, this move generally keeps King safe on block and serves well as a frametrap in pressure. Overall a good projectile to zone with at far range, but be careful at closer ranges since a good dodge may lead to her getting hit.
Combo Advice: This fireball combos after heavy attacks like cl.C, cl.D, and crouch C. Due to the projectile speed, it may not combo if the opponent is too far away, such as if you started the combo with a jump-in. In those cases, its often better to finish the combo with a Double Venom Strike (qcf+D) or another special.
- Has some lower-body invulnerability during the kick.
- 10% DMG
Double Strike - (qcf + D)
- Two Venom Strikes are hurled at the opponent. Both of the fireballs are quite fast, and it seems that if you get hit by the first one, the second will always hit the opponent and knock them down. Defensively it can be hard to evade without full jumping at her, but she's vulnerable if the opponent blocks and Guard Cancel Rolls the first fireball then attack her while the second fireball is still in motion. Double Strike can combo from heavy attacks just like the Venom Strike but has FAR more recovery on block - so, be sure not to use it in a blockstring up close.
Combo Advice: Double Strike combos from all the same things as Venom Strike, but is the go-to combo option if the combo started with a jump-in that increased the pushback to where Venom Strike or Mirage Dance will not connect. For example: jump-in > cl.C / cl.D(2)
- Double fireball
- Hits mid
- 15% DMG (both fireballs)
Trap Shot - (dp + B/D)
- King performs a flip kick, followed by multiple kicks. The B version has some lower body invincibility during its start-up, and hits primarily directly in front of King. The D version of this move has slower start-up and much worse lower body invuln, but has much better range and priority.
- As a result, the B version is more suited for eating up certain long range pokes or special moves that extend the opponents hurtbox (like normal Takuma's qcf+A), while the D version makes for a great pre-emptive anti-air that hits high enough to catch any type of jump like a more traditional dp would. Being slow, fairly bad on block despite pushback and having bad inuln limits when you would use this instead of her better hcb+B anti-air but its higher hitbox is definitely a strong point you should consider.
Combo Advice: B Trap Shot can combo from both light and heavy attacks, while D Trap Shot can only combo from one normal attack (1-hit cl.D). Regardless. This move isn't the best for combos as its slower than average startup hinders its usefulness in combos where pushback is a big factor. Keep it for a corner max mode conversion.
- Very good pre-emptive anti-air with D Trap Shot
- Soft knockdown
- 13% DMG
Mirage Kick - (hcb + A/C)
- A dash forward kick, followed by several more kicks up to 4 hits. The A version has King dash about half a screen's distance before kicking, while the C version goes a little further than that. King is vulnerable during the whole animation of the move and is at negative frames on block, but this move has a fair amount of push-back which may be difficult to punish with some characters' normals. The Mirage Kick doesn't knockdown when it hits and has very bad recovery if whiffed. Both versions can combo from light and heavy normals, which is useful especially if you want to Super Cancel from it. This move also does the most chip out of all of King's specials, but is easily punishable with a GC Roll.
Combo Advice: The Mirage Kick can combo after King's standing and crouching light and heavy attacks (except her command normals f+B, df+D, and her sweep cr. D). You can super cancel into her qcfx2+K from the 3rd hit. It is also possible to Max Mode bypass by inputting hcb+BC after her df+D slide attack. In Max Mode, King can Super Cancel out of the first hit into her Illusion Dance DM (qcb~hcf+K or qcb~hcf+B+D) or out of the last hit into her Surprise Rose DM (qcfx2+K).
- Hits mid
- ~13% DMG
Tornado Kick - (hcb + B/D)
- King performs a flying flip kick(s) that travels about half-screen. The light kick version (B) hits once, while the heavy kick version (D) hits twice and goes half-screen. Both versions are unsafe on block and has bad whiff recovery, so it's best not to whip it out recklessly. One important thing about this move is that the B version has invincibility all through start-up, including the 1st active frame, so it can be used as reversal though it may whiff on crouching opponents, and it is VERY good at stopping jump-in attempts. The D version does NOT sport any similar invulnerability.
Strategy Advice: You can use the Tornado Kick defensively to anti-air hop attacks or even to evade certain projectiles:
- Iori's qcf+P
- Terry's qcf+A
- Bao's qcb+A
- Kusanagi's qcf+P
- Mai's qcf+P
Combo Advice: The light kick version can combo after light and heavy attacks, while the heavy kick version can only combo from heavy attacks. Another important thing to note is that the light kick version whiffs completely on crouching opponents (except for tall, big characters like Daimon for example), and similarly only the second hit of the heavy kick version will hit crouching opponents although it then won't combo. You have better options for combo enders.
- Excellent hop-height anti-air
- Hits mid
- 10% DMG (B version), 12% DMG (D version, both hits)
Mirage Dance - close (hcf + A/C)
- This is King's 5-frame proximity unblockable which consists of a volley of kicks ended with a soft knockdown. No difference between the A and C versions. It has a decent activation range and start-up invincibility that makes it a trouble to deal with in pressure, as she doesn't have to take risks dashing or walking forward as far for it to connect, and it can't be interrupted easily once started. After the attack, the opponent lands very close to King so she can setup more pressure and okizeme even when they tech the knockdown. This proximity unblockable highly strengthens her mix-up options, especially when the opponent is placed in corner for fear of low, mid, overhead, or getting caught in it.
Strategy Advice: You can option select this with a Venom Strike or Double Strike by inputting (HCF + AB or BC or AD). If they jumped preemptively or you're out of range, the respective Venom Strike will come out. If not, Mirage Dance will take priority and execute.
Combo Advice: This proximity unblockable can combo after any of her light or heavy normals (except df+D, cr. D or f+B), and for combo extension, she can Max Mode bypass by inputting hcf+BC after a close hitting df+D. While in Max Mode, King can easily Super Cancel the 4th hit into her qcfx2+D for around 30% damage.
- This is a proximity unblockable, so it is harder to escape than a regular command throw.
- Has complete invincibility up until it hits, so it can function as a true reversal.
- Soft knockdown
- ~12% DMG
Desperation Moves
Illusion Dance: (qcf hcb + B/D)
- King flips backward, then flips forward unleashing a volley of attacks causing a soft knockdown. It's a typical ranbu-style super similar to the Takuma's, Robert's and Ryo's ranbu (qcf~hcb+P). When blocked, the flurry of attacks do not initiate, while King stops in a recovery animation. While King is flipping backward, then forwards, she is completely invincible until she lands, but projectiles and shields can hit her while she is flipping forward. Keep in mind that the active frames of this super is quite slow, so even though it has invincibility while it starts up, the opponent can block on reaction if they aren't performing a move with horrible recovery (like a standing C, a sweep or a roll). The light kick version (B) has much slower start-up but with a steeper and closer flip arch and tigher recovery, while the heavy kick version (D) has faster start-up with and goes full screen and has poor recovery. Both kick versions cannot combo from any of her normals but can connect after her Trap Shot while in Max Mode.
- Overall, this move has rather limited practical uses in a match besides baiting an opponent into throwing out a normal or special move with slow start-up and poor recovery under pressure in corner, or whiff punishing with horrible recovery like some reversal based attacks. The light kick (B) version can be used to anti-air some sloppy jumps or full superjumps but may miss against hop attacks.
Combo Advice: While in Max Mode, this super can connect after a Trap Shot (dp+K) in the corner, while using the light kick version. It can also combo by Super Cancelling the very first hit of her Mirage Kick (hcb+P).
- dmg 210
- Soft knockdown
Surprise Rose: (qcf x 2 + B/D)
- A flip kick launcher followed by a volley of aerial kicks. King has lower body invincibility during its start-up but has poor recovery on block and when whiffed. The lower body invincibility property can be useful against an opponent's meaty crouching B's or sweeps, as a reversal option. It shouldn't be used as an anti-air because the flip has a very thin vertical hit-box, and the start-up isn't very fast at all which will cause it to be snuffed out by an jump attack. King's dive kick after the flip during this DM has a very small hitbox too, which can cause opponents to simply walk or duck underneath it if they are familiar with it's range. The light kick (B) version has a very steep arch after she flips then dives downward at an angle, while the heavy kick (D) version has a much more wider hitbox and diving range. This DM can combo after a few of King's normals depending on the range but has better uses while in Max Mode.
Combo Advice: The light kick (B) version can combo from heavy normal attacks but tends to whiff completely from light normal attacks. The heavy kick (D) version can combo reliability from close heavy and light normal attacks: Try cr.B, st. B into qcfx2+D or cl.D into qcfx2+D.
While in Max Mode, King can combo her Surprise Rose easily from her Mirage Kick (hcb+P) on the 3rd hit, and more easily from 4th hit of her Mirage Dance (close hcf+P).
- dmg 210
- Soft knockdown
Super Desperation Move
Illusion Dance - (qcf~hcb + BD)
- Very similar to the normal DM Illusion Dance but with higher damage with the range similar to the normal DM's light kick (B) version. It also retains the same recovery on block and when whiffed to the light kick version. It still doesn't combo from any of her normals like the DM version but can still connect after a Trap Shot in the corner in Max Mode. If you have the meter and need the extra damage, go for it over the normal DM version.
- dmg 310
- Soft knockdown
Hidden Super Desperation Move
Secret Mirage - (f, hcf + BD)
- King's foot glows with blue energy as she delivers a series of violent kicks. The range of kicks cover 3/4ths of the screen and if the opponent is close enough they will be locked into the kicks and receive damage until the animation ends. The start-up is very slow, and can be stopped if King is hit before the kicks are released. If you try to use it as an anti-air, the opponent can either stuff it out with a jump-in attack during its start-up, safe jump it or get hit then flown back towards the corner with minimal damage. When blocked, the only time when push-back occurs is during the last hit which makes it difficult to punish, but if Guard Cancel Rolled at the close distance, King is extremely vulnerable.
- This HSDM only seems to combo from King's close heavy kick (cl. D) and close heavy punch which severely limits its use at a close range but if you can punish and nail someone with either of those close normals, go for it, especially with cl. D on its second hit since its easy to confirm into. One good advantage is that it does deal fairly good chip damage, so if an opponent has anywhere from 100 to 160 damage and no meter to Guard Cancel Roll, this HSDM can get rid of 'em. Also, if you are expecting the opponent to throw a projectile at a close to mid-range, the kicks can eat up the projectile and hit them (if the projectile hasn't reached King yet). Overall, this HSDM has high damage output but very low uses mainly because its lack of cancel-able properties.
Combo Advice: Only cancel-able from her close heavy kick and and close heavy punch with no cancel-able properties in Max Mode.
- dmg 400
- Hard knockdown
Combos
0 Stock
Anywhere
★ cl.D, hcf+C / qcf+D
- Simple and reliable bnb. qcf+D does more damage but hcf+C is safer to go for on block since nothing will come out though if you're on the very tip of cl.D it can come out on hit and whiff. Confirming into qcf+D is best.
★ cl.D, f+B
- This is very safe on block but f+B is a true blockstring only off cl.D(1).
- cr.B, cl.B/cr.A, hcf+C
- Remove cr.B if you aren't point-blank.
1 Stock
Anywhere
★ cl.D, qcfx2+D
- Good for a punish. You can add a j.D for a better confirm. Replace cl.D with cr.B, cl.B/cr.A for a low starter with the shortcut cr.B, qcf, cl.B/cr.A, qcf+D.
2 Stocks
Anywhere
★ cl.D, hcb+C(3), (SC) qcfx2+D
- Replace cl.D with cr.B, cl.B/cr.A for a low starter.
- raw BC, hcf+C(4), (SC) qcfx2+D
★ cl.D, df+D, hcb+BC(4), qcfx2+D
- Good and simple max conversion to default to.
★ cr.B, cl.(BC), hcb+P(4), qcfx2+D
- Low starter.
- Far C, hcb+BC(4), qcfx2+D
- Basic far C punish extension.
- cl.D, df+D, BC run, cl.D, hcb+C(4), (SC) qcfx2+D
- Max damage midscreen.
Corner
- raw BC, hcf+C(4), (C) dp+K, qcf hcb+K
★ cl.D, df+D, hcb+BC(3), (C) dp+K, (SC) qcf hcb+K
- Good and simple max conversion to default to.
★ cr.B, cl.(BC), hcf+P(3), (C) dp+K, qcf hcb+K
- Low starter
- Far C, hcb+BC(3), (C) dp+K, (SC) qcf hcb+K
- Corner far C conversion
- cl.D, df+D, BC run, cl.D, hcb+C(3), (C) dp+K, (SC) qcf hcb+K
- Max damage corner.
3 Stocks
Anywhere
- cl.D, f,hcf+BD
- Easy conversion to burn meter on HSDM.
- raw BC, hcb+C(1), (SC) qcf hcb+BD
★ cl.D, df+D, hcb+BC(1), (SC) qcf hcb+BD
- Good and simple max conversion to default to.
★ cr.B, cl.(BC), hcb+P(1), (SC) qcf hcb+BD
- Low starter.
- Far C, hcb+BC(1), (SC) qcf hcb+BD
- far C punish extension.
- cl.D, df+D, BC run, cl.D, hcb+C(1), (SC) qcf hcb+BD
- Max damage midscreen without HSDM.
- cl.D, df+D, BC run, cl.D, f,hcf+BD
- Max damage midscreen.
Corner
- raw BC, hcb+C(1), (C) dp+K, (SC) qcf hcb+BD
★ cl.D, df+D, hcb+BC(3), (C) dp+K, (SC) qcf hcb+BD
- Good and simple max corner conversion to default to.
★ cr.B, cl.(BC), hcf+P(3), (C) dp+K, (SC) qcf hcb+BD
- Low starter.
- Far C, hcb+BC(3), (C) dp+K, (SC) qcf hcb+BD
- far C punish extension.
- cl.D, df+D, BC run, cl.D, hcb+C(3), (C) dp+K, (SC) qcf hcb+BD
- Max damage corner.
Videos
External Links
Check King's frame data
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