 +-------------------------------------------+
|Capcom vs. SNK 2: Millionaire Fighting 2001|
|                    ***                    |
|                  K i n g                  |
|                                           |
|     Version 1.0b, September 18, 2001      |
+-------------------------------------------+

+-------------------------------------------+
|             Table of Contents             |
|                                           |
|   A. Copyrights and Credits               |
|   B. Introduction                         |
|   C. Character's Stats                    |
|   D. Moves                                |
|          i. Normal                        |
|         ii. Special                       |
|        iii. Super                         |
|         iv. Combos                        |
|   E. Revisions and Expectations           |
|                                           |
+-------------------------------------------+

+-------------------------------------------+
|          Copyrights and Credits           |
+-------------------------------------------+

This FAQ is copyrighted by "Amairgin", 2001. (amairgin@home.com)

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.
Dane Loucks for his information on where to "obtain" this game.
CJayC for placing this character FAQ up on GameFAQs.com.

+-------------------------------------------+
|               Introduction                |
+-------------------------------------------+

Hello, hello. This is my first attempt at an FAQ, so bear with me.
Actually, I tried to write a character FAQ with Kevin Nash for WCW
Nitro or something like that for PlayStation. It crumbled horribly
and I don't blame it. ^.^

I got this game a few days ago (The 16th of September) online and
after burning it, I was on the Dreamcast immediately. I was so happy
to finally see Joe Higashi in a Capcom game. As with Haohmaru. ^_^

Anyways, to cut down on the crap.. I'm writing this FAQ on King 
because, well, I was going to write a lot of FAQs on this game,
but King's always been a favourite of mine as a character and it's
nice to be able to write up on her first. 

I'm sure you know what all the basic ups and downs of fighting-
game-esque controls are (U, up. D, down. Et cetera.) so I'll just
move right into it. All comments can be sent to amairgin@home.com
Thanks!

Alignment Test
  ABCDEFGHIJ
  1234567890

+------------------------------------------+
|            Character's Stats             |
+------------------------------------------+

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.

+------------------------------------------+
|                  Moves                   |
|                i. Normal                 |
+------------------------------------------+

Standing LP -  King leads off with a left, swift punch on her 
               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.
               Slow to pull off and not much damage.

Standing HP -  In close, a hard uppercut. With distance, a strong
               punch. Slow recovery and not much combo effect.

Standing LK -  A lunging low kick. Not very fast or much damage.
               In close, this turns into a shin kick with the same
               effects.

Standing MK -  King jumps with a spin kick aimed rather high. You 
               can usually get away with this to escape if you have
               no other options. In close, this becomes a knee strike.

Standing HK -  A strong roundhouse to the head. In close, this becomes
               a double kick, aiming for the sides then the head. Decent
               attack and could be used for anti-air.

Crouching LP - Your basic crouching jab. Nothing much to say.

Crouching MP - A little bit of a lunge with a bit more power than the 
               crouching LP.

Crouching HP - An almost vertical uppercut which is great for knocking
               air opponents on their asses. ^_^

Crouching LK - King simply stretches out her foot in a feeble attempt to
               cause damage.

Crouching MK - Fairly decent range with fairly decent priority. I use this
               to knock ShotoScrubs out of their Hadoukens.

Crouching HK - Your basic sweep kick, used for all kinds of jams. Decent
               damage and priority. Press down and towards your opponent
               for a slide kick that leaves you immensely open if blocked.

Jumping LP   - Just... don't. Trust me. ^_^

Jumping MP   - Might make an interesting party trick?

Jumping HP   - Who in God's name uses an uppercut in the air with such
               HORRIBLE priority?

Jumping LK   - A cute little jumping knee.. but other than that, useless.

Jumping MK   - A flailing-in-apperance-like kick which has decent priority
               and can knock people down on their asses. Kinda like the 
               crouching HP.

Jumping HK   - If you're not anti-air'd out, this is the swiftest way to 
               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
               and flings him. No mess, no fuss.

Hook Buster  - B or F + HP. King holds the opponent before delivering 
               a knee to the stomach and then an uppercut that sends 
               him/her flying.

+------------------------------------------+
|                  Moves                   |
|              ii. Special                 |
+------------------------------------------+

Venom Strike  -   QCF + K. King's basic projectile. Decent recovery and
                  enough to contend with any ShotoScrub.

Double Strike -   QCF, QCF + K. The oh-so-delectable double Venom Strike. 
                  Awesome for hitting those slow moving double Reppukens 
                  or late Hadoukens. Use often to work down opponent's 
                  blocking meter to play defensively.

Trap Shot     -   RDP + K. A pretty little backflip that leads into a flurry
                  of kicks, sending the opponent flying. Just don't miss.

Tornado Kick  -   HCB + K. A slow-moving, two-hit kick which covers around
                  3/4ths of the entire screen on HK. I hate this move and
                  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 
                  head with a series of stomps. Great for landing on slow
                  moving attacks like Shintatsumakisenpuukyakus (whew!) 
                  or Zangief's lariat.

Mirage Kick   -   QBC + P. Was this one in the first Capcom vs SNK? 
                  A rush-in series of kicks which ends in a flying opponent. 
                  I'll admit, I haven't used this one much. I'll get back
                  to you (hopefully.)

+------------------------------------------+
|                  Moves                   |
|              iii. Super                  |
+------------------------------------------+

Illusion Dance -  QCF, HCB + K. A multi-hit combo which is effective against 
                  stunned opponents. You can kind of see this one coming as
                  she hops back to do it. 9 on LK, 11 on MK, 13 on HK.

Silent Flash   -  QCB, QCB + K. A series of backflips which ends in a rising
                  spinning kick. Great for those jump-ins with low priority
                  or for getting underneath a missed Shoryuken. 3 on LK,
                  6 on MK, 11 on HK.

+------------------------------------------+
|                  Moves                   |
|               iv. Combos                 |
+------------------------------------------+

I'm working on it!!

+------------------------------------------+
|        Revisions and Expectations        |
+------------------------------------------+
 
i.   I need to get those combos down, 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.
v.   More FAQs. If other people don't get to them first. ^_^

Take it easy!!

~M~ 2001.
