hide results

    King by YLew

    Version: 1.1 | Updated: 10/20/99 | Search Guide | Bookmark Guide

    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
    FAVORITE FOOD: Vegetables
    FAVORITE SPORT: Billiards
    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: kof@dhp.com
      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: 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
      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
    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

    View in: