King by YLew

Version: 1.1 | Updated: 10/20/99 | Printable Version

The King of Fighters 99
King Strategy guide

by Yu Lew

it's been a while since I've written a FAQ.. (then again.....hehe...)
but since king got better since the 98 fiasco.... I feel I should write
about her again]
finally she can be a challenge for PEOPLE!!!!!!


0.0 Preface
1.0 Introduction
        1.1 About the Author
        1.2 How to Use this Guide
        1.3 Where to Get More Information
        1.4 Character Background
 1.5 Revisions
2.0 The Moves
 2.1 Normal moves
        2.2 Special Moves
        2.2 Desperation Moves
        2.3 Normal Moves
        2.4 Command Moves
        2.5 Combinations
        2.6 Taunts
 2.7 Strikers
3.0 General Strategy
        3.1 Overview and Example
        3.2 Ranges and Zoning
        3.3 Mind Games
        3.4 Meter Management
        3.5 Punishing Mistakes
4.0 Acknowledgments
        4.1 Credits
        4.2 Version History
        4.3 Copyright Information

1.0: Introduction (do I really need one?....hehe)
1.1: About the Author

There's been many changes about the author of this FAQ (ME
relationship problems and stuff.... but there's always been time for KOF
for me
I'm a Macross fan too.... those 2 are usually my way of just having fun
and avoiding
frustration (DO YOU HEAR ME CLARK & CHOI PLAYERS?????)...hehe....but
since king is
one of my FAV characters to use, I had to do this FAQ

1.2: How to Use this Guide (if you like reading read on and hear me
babble about my personals..hehe)

Well, since I've been criticized for this guide before (and praised for
it) I'm happy to
do this update of course I'll be using the names of King's moves with
the motion so you can get used
to it.  I'll also be offering strategies on how to fight with her

1.3: Where to Get More Information

This guide is designed for middle to advanced-level King of Fighters '99

players; in other words, if you're reading this, then this guide is for
If, however, any of the terminology in this guide is confusing to you,
please refer to Andrew Seyoon Park's comprehensive The King of Fighters
Beginner's Reference v.0.10 which may be found at:

Therein you will an extensive glossary of terms in addition to all the
rules of the game.

1.4: Character Background

NAME: King "The Beautiful Kickboxing Lady"
BIRTHDAY: April 8, 1973
AGE: 27
HEIGHT: 175cm
WEIGHT: 58kg
3-SIZE: B-86 W-55 H-85

HOBBIES: Collecting Wine Glasses
THING SHE HATES THE MOST: Gross People (like Jack)

With Mai Leaving to go with Andy's team, King's left with nobody in the
female team
until Blue Mary and Xiangfei Join. Little did King know that Kasumi came
and is out for revenge.  with these 4, a new female team is joined

1.5: Revisions

 v1.0 edied version of my 97 faq

2.0: The Moves
(Note: The following assume King is facing right. Mirror the motion if
facing left.)

2.1: Normal Moves

1.Standing A
a quick jab good for standing pokes or combos good range

2.Standing B
looks like the venom strike special move... without the fireball
very quick .. misses low blockers

3.Standing C
looks like a jab.  fairly quick and good damage

4.Standing D
a good roundhouse kick.  perfect for oncoming jumpers.
(used oftened this is called the scrubby way of playing king)

5.Close A
quick elbow (comboable)

6.Close B
quick low shin kick (comboable)

7.Close C
upper elbow to the face (comboable)
it misses low blockers (except tall guys)

8.Close D
(2 hit roundhouse) good for combos (comboable and 1st hit can be also

9.Crouching A
quick low jab (comboable) good for poking

10.Crouching B
quick low short kicks (comboable) Great for poking and combos

11.Crouching C
an upwards punch (anti air) perfect for oncoming jumpers.
(like the standing D, used oftened this is called the scrubby way of
playing king)

12.Crouching D
a low roundhouse kick. good damage. good range.

somewhat like the standing b kick except the kick hits the midsection
(CD's are always good)
can be canceled

14.Jumping A
a jumping punch with the fist at an angle

15.Jumping B
a great jumping kick (great against clark's jumping D) where King kicks
upward, giving
her priority over most jumpers (if king is a late jumper)

16.Jumping C
looks like the A jump but stronger

17.Jumping D
a normal jump kick, good combo starter

18.Jumping CD
an overhead jump kick, has priority over almost all jump kicks (with the
exception of Kings's jumping b
and Clark's jumping D) one of King's best normal moves

2.2: Special Moves

Different Character's each has their own special moves. That's what
each one unique.  The joystick motions and the button combinations each
make up a special move is shown here

1.Tornado Kick '95

-O  \  |  /  O- + B
     O O O

a 2 hit kick that get's King across the screen...
first hit goes diagonaly up (15 degrees)
and the second is diagonally down (15 degrees)
(exactly like her 95 tornado kick)

it's cool for combos because people don't normally see this kick...
it takes king all the way across the screen and can sometimes avoid low
food for surprise attacks and also cool for attacking zoners.

it's great that they gave King this move back, alot of people complained

when she lost it in 96 for the revised edition, I'm glad that they
brought it back
without losing the revised Tornado Kick. it's usefulness in use is it's
ability to
bring king across the screen quickly

2.Tornado Kick

-O  \  |  /  O- + D
     O O O

a 6 hit aerial kick (it attacks opponents at a 40 degree angle)

A great attack if it hits.  A stupid mistake if she misses.
It's a great move if you anticipate your opponent jumping.
but it leaves you very open if you miss.

it is a great counter if you know your opponent is going to jump at you.

you should avoid using it if your opponent is grounded (there is an
to rules like this when playing certain characters.  in this case it
mean that you should not use this move when the opponent is grounded,
but if
you anticipate the opponent is off-guard for a few seconds, then use it
to your
liking) it's also good when King is Knocked down and the opponent jumps
at you
the tornado kick usually will catch your opponent

3. Surprise Rose

-O  |  \        + A/C
    O   O

An anti-air 4 hitter. King goes up for 2 hits, and then she goes down at
for 2 hits. although if she doesn't hit the opponent for the first 2,
it's added in
for the last 2.
the C version brings King up further to attack with

Tick Damage. basically one of King's best moves.  if you hit the
opponent on the ground
it might lead to you crossing up. or if the first knee hits, it knocks
opponent up for the full 4 hits.  it is an above-average anti-air

The A-button surprise rose leaves you on the ground a little before the
hits the ground (thus if you're in the corner, a D tornado kick is the
best follow
up since the combo damage it does is pretty nice).

the C-button version leaves you on the ground before the opponent, but
the recovery time is increased by a few split seconds (thus, trying to
do the
tornado kick right afterwards will miss most of the time unless you get
timing right).

a very unique anti-air move that is very weak in comparision to most
but it is very effective when you learn its timing. use this attack if
you want
to do tick damage to your enemy.

4. Venom Strike

|  \   -O        + B
O   O

A Fireball (It travels like Kensou's Fireball, not like Iori's)

What else? (Hey!! If you don't know what or how to use a fireball by
now, I don't
see a use for this guide anymore)

5. Double Strike

|  \   -O        + D
O   O

A double Fireball

What else? Keep away.  And it's also good for combo's.
it can knock a jumping person up twice if you time it right.
if the opponent falls on the first fireball, the second one will
almost surely hit all the time. and it will combo a grounded opponent
only if King uses this attack up close.

try mixing up this move with the venom strike.  sometimes people will
mistake one
for another and get hit twice. if you expect the opponent to jump after
use the tornado kick or surprise rose.  it's a great move to knock the
opponent back if you don't
want to have them at close range.

6. Mirage Kick

-O   \    |    /  O- + A/C
      O   O   O

King runs up to you and hits you for a 4 hit combo

Tick Damage, it's usually used to drain an opponents energy.  it leaves
you at a safe
distance from a lot of characters' low sweeps, and has a good recovery

use it only when you expect the opponent to block (or if you anticipate
getting hit by it). mainly because her startup is soo predictable, you
will have
trouble using the Mirage kick from a distance. This move is very
if the opponent blocks all 4 attacks follow up with a trap shot. (the
Mirage Kick
leaves you at such a safe distance that you are safe from punishment)

7. Trap Shot

-O  |  \        + B/D
    O   O

a grounded creasant kick ending in a combo of kicks if it hit's your
if it misses, the lag from the cresent kick is so long that you'll be
punished horribly.

in 97 it was more useful since it was also used to do tick damage.  be
careful in using this move
and be sure to know when you're opponent will attack, or else you'll
know why it's so painful to miss.

this move does good damage if it hits, but otherwise it's completely
useless, even as an anti air,
it has no priority at all, but if you catch someone with the cresent,
then you've done some decent
damage to the guy.
you will only get punished if you use this up close to your opponent.
if you use the trap shot at a distance (so only the cresent animation
touches your opponent
you will be safe from alot of low sweeps...usually I use this after a
Mirage kick or after 2 low B's)

8.Mirage dance

O-  /  |  \  -O + A/C (up close to opponent)
   O   O   O

an unblockable move that hits 4 times (like Andy's/Ryo's/Robert's grab)

it acts like a grab without the missing grab animation
a great move to attack turtler's with.

this is one of the most overused moves with King (which makes it one of
her strongest moves)
I only use it once in a while against opponents because it can be used
repeatedly (CHEAP!!)
if an opponent runs up to you to try to combo you, use this to show them
the error of coming close
to King.  this move finally puts King as one of the top 10 Characters to

2.2: Desperation Moves

I don't know why I'm even writing about this.  King's Desperation Moves
"Almost" useless. (take the notice that I said "Almost")

1. Illusion Dance
|  \   -O   \    |    /  O- + B/D
O   O        O   O   O

A rush of attacks ending in a trapshot to a tornado kick

the only time to use this move is when you're on the ground from an
attack.  if the opponent is agressive, use it right when you get up for
a real
surprise (the b version only, the D version has a really bad start time)

this move has been weakened from it's 96 counterpart. in 96 there was no
for the b version, and the d version was faster.  right now, only the B
is recommended as the only one you use. although with the addition of
it's one of the coolest attacks to combo with

2. Silent Flash
|   /  O-  |   /  O-      + B/D
O  O       O  O

A very Powerful Trap Shot ending in a slicing upwards kick.

basically useless unless you use it as an anti-air attack (even then you

will miss the 2nd attack(s) altogether).  This move is very comboable
if you hit your opponent with it

Use this only as a last resort anti air attack.
this move is good when comboed... but becareful of the distance when
using it
the last hit will miss if you're at a good enough distance away from
your opponent
very damaging

2.3: Effective Normal Moves

Standing B
an aerial poke (good against jumpers)

Crotching C
a good attack that attacks upward.

Standing D (2-hitter)
King's Best Move.  it is cancelable into almost every special move she
(except the (S)DM's)  for best use of this move, you should cancel from
the first
hit (meaning, DO NOT LET THE SECOND KICK HIT!!!!) and your opponent will
be in

2.4: Command Moves

Hop Kick

\    + B
King hops foward with a overhead kick (hits low blockers)

Slide Kick

\    + D

A Low slide kick.
goes under fireballs.

2.5: Combinations

King relies more on mind games and combos.  King also has enough
and corner combos to give expert players something to work toward. What
is a mostly comprehensive list of what she can do.

(the following combos can begin from the ground without the initial

Jump C/D, stand D, A/C venom strike
Jump C/D, stand D, A/C Double Strike
Jump C/D, stand D, Step Side Kick
Jump C/D, stand A/B/C/D, Tornado Kick
Jump C/D, crouch B, Trap Shot
Jump C/D, crouch B,crouch B, Trap Shot
Jump C/D, stand A/B/C/D, Surprise rose
Jump C/D, stand A/B/C/D, Mirage Kick
Jump C/D, stand A/B/C/D, Mirage Dance
Silent Flash (SDM version), Tornado Kick
Jump C/D, stand B/D(cancel first hit), Silent Flash(SDM version)

(the following are possible only under special circumstances, specified

Jump C/D, stand D(cancel first hit), Surprise rose(A version), Tornado
(note this one only works in the corner)

Stand D(cancel first or second(if you're good) hit), Surprise rose(A
version), Tornado Kick
(note this one only works in the corner)

CD (counter hit/ not the CD counter) into the illusion Dance (S)DM)

CD(counter or counter hit)
Counter mode combos
Jump C/D, stand A/B/C/D, Mirage Kick(cancel the second/third hit into
the Silent Flash)
Jump C/D, stand A/B/C/D, Mirage Dance(cancel the second/third hit into
the Silent Flash)
Jump C/D, stand D, A/C venom strike(cancel the second/third hit into the
Silent Flash)
Jump C/D, stand D, A/C Double Strike(cancel the second/third hit into
the Silent Flash)

(if you find out more combos send them to me)

2.6: Taunts

Press the start button to taunt the opponent.

Taunt: She holds one arm up while
       beckoning her opponent with the other hand
       saying "Come on Baby!"

2.7 Strikers

the reason I'm doing this is because I think strikers is one of the best
things that
ever happened to king of fighters... for beginners it's good because it
can get them out
of the corner. and for the advanced player... it keeps the grabbers
(i.e.clark) from
continuoisly grabbing
I'm only going to put in the strikers that I think are good with King.
(most of the time that's any
one that can be used to combo with the Illusion dance DM. or ones that
look cool enough to combo with)

(good because when he grabs a character King is ready with anything)

(good because when he grabs a character King is ready with anything)

(good because when he grabs a character King is ready with anything)

Right after his Zanet ken elbow you can use the Illusion dance (need
good timing)
trap shot, tornado kick (any version), double or venom strike (you can
use the Mirage kicks but only
1 hit will register)

hey if you don't know how to use this striker for combos... may god help

Now she's fun. run under her when she's doing the Dragon Punches, make
sure you're on the
opposit side of where Yuri attacks(as if you're ready to get hit by
her)... then at the same time as the last hit do King's Illusion Dance
(S)DM (you can still do venom strikes but if you do the DM
man it looks cool as hell)

once his Ho-shokoken hits there's a slight chance to smack your opponent
with the illusion dance
(you need great timing)

Shin Kyo
are you kidding me? he's the best striker out there... with all the
coolest combos you can think of
best striker

a little after the Galactica Phantom hits your opponent, use the
Illusion Dance (or if you're close
enough, the Silent Flash)

when Clark grabs your opponent... Run past him.... then Illusion dance
your opponent

when she tosses the opponent up in air use the Illusion Dance (you need
good timing)

when she tosses the opponent up in air use the Illusion Dance (you need
good timing)

ohh he's fun right after the second hit of his phoenix kick do the
illusion dance
you need good timing but it looks soo damn cool

3.0: General Strategy
The following is a suggestion as to how to think about a match as a King
I stress that being unpredictable is the key to consistent victory not
just with
King but with any character (but this mostly applies to King).

3.1: Overview and Example

Most things considered, King now ranks a sone of the best contenders in
KOF 99.
she's gotten refined and alot better since giving her 95 tornado kick
and the mirage dance.
I've played her since 96 because I liked her new style.  And I've been
an Avid King user ever since

3.2: Ranges and Zoning

With the venom strike and double strike, King can zone her opponent
away. And
if the opponent jumps to try to avoid it, he/she can fall into a coming
kick, or the second half of the venom strike. at close range, her mirage
can drain some energy off a foe (and leave king far enough away most of
the time
to be safe). and the double strike can knock the opponent a safe
distance away
from King.

King is a good attacker up close or far.  with a multiple array of
1 grab, a couple of tick attacks. poking, zoning, fireballing, she's a
strong character

3.3: Mind Games

Mind games are Essential with King.  Ever since KOF96 she had been
forced to
resort to mind games and Anticipation.  By mixing up tornado kicks,
mirage kicks,
surprise roses, venom strikes and double strikes, you'll have your
trying to guess what you're throwing next.  And the surpise advantage by
the Illusion Dance (S)DM when she gets up from a knockdown to an
airborne opponent
(or an attacking one) makes her deadly.  if you have played King is 96,
take notice that her Illusion Dance timing is different now.
her Hard kick version is slower while her New Light kick version is like
the same
speed as her 96 counterpart.

another trick is to use 2 low b's with a trap shot. that zones opponents
and puts king at a very
safe distance againt most attacks.
or instead of a trap shot use a 95 tornado kick. this is good for
getting king close to your opponent

4.0: Closing Acknowledgments
4.1: Credits

This guide would not have been possible without the following:

- The King of Fighters Mailing List:
  Without it I wouldn't be playing KOF97 as well as I do now

- Howling Mad Henry Moritarty (a.k.a. Madman)
  awesome guy. inspiration to Finish this FAQ

- Andrew Seyoon Park, aka EX Andy:
  the idea and moves for this guide. (thanks for the taunt translation
  and reminding me some of the other combos that King has, see Matt

- Greg A.
  the idea for this guide. (Your Yashiro Guide inspired me for this
  guide, Thanks!!!)

- Chikako Jennifer Ishikawa:
  Back story, character profile, some speech transcription and
  translation. (Arigato!!)

- Tony Wedd:
  Grammer, Text info.  (BTW: please cut down on my capitalization on
  this was all done on Notepad, so I had no help with grammer)
  (a special thanks to you for putting your time in to fully check on my

- Matt Hall @ m00nrun:
  Combos!!!!!!!!  (a special thanks for the Silent Flash, Tornado Kick

- Neo Geo Freak Magazine
  Official special moves, some combos.

- SNK Corporation of Japan
  For creating the best 2D fighting game in years.

If you took your time to read this guide, you have showed me that I am
a fool for writing a guide no one would read.  Please send your
to me so I know if you liked it or not.  THANKS

4.2: Copyright Information

This guide is intended for entertainment purposes only. Reproduction in
whole or in part in any form or in any medium without express permission
the author is prohibited. (ahhh %#%$# it!!! if you want to make a copy
of this go ahead!!!!  you took your time to read it, so please do!!)

Thanks for reading and enjoy the game.

Yu Lew


Guide v1.1               Copyright 1999 Yu Lew

All rights reserved. The King of Fighters '99, King, Neo-Geo, Neo-Freak
etc. are all trademarks of SNK Corporation, Copyright 1999