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    King by YLew

    Updated: 01/01/70 | Search Guide | Bookmark Guide

    The King of Fighters '97
    King Strategy guide
    by Yu Lew
    Well, this guide will try to explain how to use King to her full
    potential. This is my first strategy guide and I hope to get some
    feedback on it.
    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 Special Moves
            2.2 Desperation Moves
            2.3 Normal Moves
            2.4 Command Moves
            2.5 Combinations
            2.6 Taunts
    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
    1.1: About the Author
    The author(Me, who else?) of this guide has been playing KOF ever since
    it came out in 94. He's played '97 since the first day New York got it. He
    usually plays every character (except Choi!!!!).  But most of the time he 
    takes his time to learn weak characters to make them stronger.  He went to 1 
    small tournerment in Philly and made it to the Semifinals with most of the 
    characters he plays.  A strong Vice,Mature,King,Kasumi player in 96,  in 
    97 he plays almost every character(but Choi).
    1.2: How to Use this Guide
    Well since this is the first time I'm writing a Guide on a character,
    please be patient with me.  I have included a table of contents to be 
    sure you're not missing anything. When you get to the strategies, I will 
    use the names of the moves King does, so you must be familiar with her 
    attacks to understand them.
    1.3: Where to Get More Information
    This guide is designed for middle to advanced-level King of Fighters '97
    players; in other words, if you're reading this, then this guide is for
    you. 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 '97
    Beginner's Reference v.0.10 which may be found at:
    Therein you will an extensive glossary of terms in addition to all the
    basic rules of the game.
    1.4: Character Background
    NAME: King "The Beautiful Kickboxing Lady"
    BIRTHDAY: April 8, 1973
    AGE: 24
    HEIGHT: 175cm
    WEIGHT: 58kg
    3-SIZE: B-86 W-55 H-85
    HOBBIES: Collecting Wine Glasses
    FAVORITE FOOD: Vegetables
    FAVORITE SPORT: Billiards
    THING SHE HATES THE MOST: Gross People (like Jack)
    King originally intended to decline this year's entry to spend some time
    with her younger brother Jean (pronounced Zhahn) overseas. However,
    Chizuru agrees to have Jean come with them as an escort (airfare payed by the
    KOF committee treasury, of course!), and King loses an excuse to decline. For
    the sake of her recovering brother (from an illness), King will fight once
    1.5: Revisions
     v1.0 My first attempt for making a guide
     v1.1 thanks to the help of Andrew Seyoon Park, and Tony Wedd I
      revised this faq in 2 days time.
    2.0: The Moves
    (Note: The following assume King is facing right. Mirror the motion if
    facing left.)
    2.1: Special Moves
    Different Character's each has their own special moves. That's what
    makes each one unique.  The joystick motions and the button combinations each
    make up a special move is shown here
    1.Tornado Kick
    -O  \  |  /  O- + B/D
         O O O
    B version-a 4 hit aerial kick
    D version-a 6 hit aerial kick
    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
    exception to rules like this when playing certain characters.  in this case it
    doesn't 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)
    2. Surprise Rose
    -O  |  \        + A/C
        O   O
    An anti-air 4 hitter. King goes up for 2 hits, and then she goes down at
    you for 2 hits.
    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 
    your opponent up for the full 4 hits.  it is an average anti-air priority.
    The A-button surprise rose leaves you on the ground a little before the
    opponent hits the ground (thus if you're in the corner, a tornado kick is 
    the best follow-up).
    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 the timing right).
    a very unique anti-air move that is very weak in comparision to most
    moves but it is very effective when you learn its timing.
    3. Venom Strike
    |  \   -O        + B/D
    O   O
    A Fireball (It travels like Kensou's Fireball, not like Iori's)
    the B version doesn't go too far the D version goes almost full screen
    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)
    4. Double Strike
    |  \   -O   |  \   -O        + B/D
    O   O       O   O
    A double Fireball
    the B version doesn't go too far
    the D version goes almost full screen
    What else? Keep away.  And it's also good for combo's.
    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 this use the tornado kick.  it's a great move to knock the opponent
    back if you don't want to have them at close range.
    5. Mirage Kick
    O-  /  |  \  -O + B/D
       O   O   O
    King runs up to you and hits you for a 4 hit combo
    Kinda useless unless you want to drain a character.  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
    him/her 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
    6. Trap Shot
    -O  |  \        + B/D
        O   O
    a grounded creasant kick ending in a combo of kicks if it hit's your opponent
    (blocking or non blocking).  Otherwise, it's just a creasant kick.
    The Trap Shot is great for combo's and draining.  You can use it to
    drain your opponent's energy and fill up your POW bar quickly.
    This move has been revamped from the '96 version (which really stunk!!)
    and is now a very usefull move indeed
    2.2: Desperation Moves
    I don't know why I'm even writing about this.  King's Desperation Moves
    are "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 
    opponent's 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 
    this move has been weakened from it's 96 counterpart. in 96 there was no
    startup for the b version, and the d version was faster.  right now, only 
    the B version is recommended as the only one you use.
    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.
    (I've tried to combo this from a standing D, but afterwards the rush 
    counter only registered the (S)DM.  I've hit my opponent every time with this
    attack (comboed of course). can anyone conform this as a comboable?)
    2.3: Effective Normal Moves
    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 has
    (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 trouble
    2.4: Command Moves
    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
    special-case and corner combos to give expert players something to work 
    toward. What follows is a mostly comprehensive list of what she can do.
    (the following combos can begin from the ground without the initial
    jump-in attack)
    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, stand D, Surprise rose
    Jump C/D, stand B/D, Mirage Kick
    Silent Flash (SDM version), Tornado Kick
    Jump C/D, stand B/D(cancel first hit), Silent Flash(SDM version),
    Tornado Kick
    (the following are possible only under special circumstances, specified in
    Jump C/D, stand D(cancel first hit), Surprise rose(A version), Tornado Kick
    (note this one only works in the corner)
    Stand D(cancel first hit), Surprise rose(A version), Tornado Kick
    (note this one only works in the corner)
    Jump C/D, stand B/D(cancel second hit), Silent Flash(SDM version), 
    Tornado Kick (only been used on huge charaters... can someone conform 
    this on other charaters?)
    (confirmed!!! King's Infinite Juggle!!!) Surprise rose(a version),
    down a (make sure not to hit your enemy with this), cancel into
    another Surprise Rose (a version)
    Jump C/D Stand D (cancel first hit), Surprise rose(C version), Tornado Kick
    (note this one only works "NEAR" the corner!!!)   TOD!!!!!
    (if you find out more combos send them to me*]
    2.8: Taunts
    Press the start button to taunt the opponent.
    Taunt: She holds one arm up while
           beckoning her opponent with the other hand
           and says "Honki de oide yo!" ("Try for real!")
    3.0: General Strategy
    The following is a suggestion as to how to think about a match as a King
    player; 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 still ranks one of the lowest contenders in
    the KOF series.  Mainly because there aren't many people who could get 
    used to all the changes of her moves and timing(look at how worthless her 
    trap shot is now!). I started playing her mainly because I never really 
    saw anyone play her. (for some reason, I try to turn the worst fighters into
    contenders...although Dan is another story...*I can play good with him 
    too!*)  In 96 she used to be ranked as low as Vice and Mature in fighting.  
    With King, you will have to get used to her timing, and trying to 
    anticipate your opponent's moves.
    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 
    tornado kick, or the second half of the venom strike. at close range, her 
    mirage kick 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.
    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 opponent trying to guess what you're throwing next.  And the 
    surpise advantage by doing 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.
    3.4: Meter Management
    King really doesn't need to charge up her meter, since both of her DM's
    kinda stink.  But It always helps with that power boost you get from Extra.
    Another reason to charge her meter is that you have the suprise advantage 
    of her Illusion dance (S)DM(light kick version) if you ever get knocked down
    and your opponent jumps to attack you.
    Advanced mode is the mode I suggest you use with King. Keep attacking with her
    and stock up your meters.  King's Illusion dance (S)DM(light kick Version) is
    perfect if you get knocked down by your opponent... see above for tips on 
    this another reason for having advanced mode for king is that she will have 
    air superiority.  If you know that you will not be able to anticipate your
    opponent and attack with the tornado kick, you can use the next best 
    thing, the Silent Flash DM ( I know it's kinda bad because it will only 
    hit your oppoent with the first attack and miss with the second, but it 
    does give her the advantage there) if you want to you can use up 1 bar to 
    power King up. What you'll have to do is keep attacking with her then,  
    most of the time you'll be able to regain that bar (and a half) in no time.
    4.0: Closing Acknowledgments
    4.1: Credits
    This guide would not have been possible without the following:
    - The King of Fighters Mailing List: kof-ml@umich.edu
      Without it I wouldn't be playing KOF97 as well as I do now
    - Andrew Seyoon Park, aka EX Andy: asp@uclink2.berkeley.edu
      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. Kasavin:shrike@slip.net
      the idea for this guide. (Your Yashiro Guide inspired me for this
      guide, Thanks!!!)
    - Chikako Jennifer Ishikawa: iorin@aol.com
      Back story, character profile, some speech transcription and
      translation. (Arigato!!)
    - Tony Wedd: miku@camtech.net.au
      Grammer, Text info.  (BTW: please cut down on my capitalization on
      things 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: kensou@aol.com
      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
    not a fool for writing a guide no one would read.  Please send your
    criticism 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
    of 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 1997 Yu Lew
    All rights reserved. The King of Fighters '97, King, Neo-Geo, Neo-Freak
    etc. are all trademarks of SNK Corporation, Copyright 1997

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