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The King of Fighters XV/Kim Kaphwan: Difference between revisions
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==Gameplay Summary== | ==Gameplay Summary== | ||
{{SUBPAGENAME}} is a defensive rushdown character who can easily contest his own space with his variety of far-reaching normals characteristic of his fighting style. Armed with an abundance of hard knockdowns, Kim can be a very tough opponent. | {{SUBPAGENAME}} is a defensive rushdown character who can easily contest his own space with his variety of far-reaching normals, characteristic of his fighting style. Armed with an abundance of hard knockdowns, Kim can be a very tough opponent. | ||
Compared to the previous few entries, where his moveset was cut down, Kim has seen some of the biggest changes out of the veterans to the roster. Kim's rekka system has been reintroduced, and Naeryo Chagi (6B) now combos from heavies, making Kim an easier character to get into while retaining his high damage output. | Compared to the previous few entries, where his moveset was cut down, Kim has seen some of the biggest changes out of the veterans to the roster. Kim's rekka system has been reintroduced, and Naeryo Chagi (6B) now combos from heavies, making Kim an easier character to get into while retaining his high damage output. His combo game has seen a massive upgrade thanks to that, with many routes for the player to choose from, with some of the harder ones giving him massive rewards. | ||
His gameplan snowballs to greater heights thanks to his never ending okizeme, which leads into more high damage combos, and so on. His defense reflects that too, strong, reliable, and often leads into his okizeme. | |||
While Kim's mid and close range game is excellent, he does have his flaws. While he is undoubtedly a rushdown character, | While Kim's mid and close range game is excellent, he does have his flaws. While he is undoubtedly a rushdown character, his pressure game can get predictable. Not to mention his subpar Anti-Fireball tools, tough MU against long reaching characters and the risk of his own defense blowing up in his face. | ||
Overall, Kim is a | Overall, Kim is a great character with the tools to get the job done, and can easily be more powerful in the right hands. Make the proper use of Kim's kit, and you may find yourself sweeping opponents with ease. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''{{SUBPAGENAME}} is a defensive rushdown character who thrives on | | intro = '''''{{SUBPAGENAME}} is a defensive rushdown character who thrives on massive damage and hard knockdowns.''''' | ||
| pros= | | pros= | ||
* ''' | * '''Combo Meister''': Kim easily starts any of his terrific combos from lights or heavies, with may routes to choose from. | ||
* ''' | * '''King of Oki''': Nearly everything Kim does leads into a safejump, crossup or just good ol' High/Low pressure. | ||
* ''' | * '''Efficiency''': Kim is a damage and meter machine. He only needs a single bar to maul a character and he can build it pretty fast, or dump it all for the kill. | ||
* '''Flying in the Sky''': His air game is great, thanks to great buttons like jC, jD, jA and the nightmare that is hus jCD. He can use moves like Air Hangetsuzan and Hishou Kyaku to change his fall on a whim. | |||
* '''He Kicks High''': His defense is hard to challenge, with great AAs, high reaching pokes and the ever reliable Hienzan, Kim has no problem keeping you out. | |||
| cons= | | cons= | ||
* '''Limited Pressure''': | * '''Limited Pressure''': Whilst he has great frametraps, he'll often have to end his blockstrings with 214B, which pushes him away, or 236A, which is death against grapplers and can be called out with a reversal. | ||
* ''' | * '''Allergic to Fireballs''': Kim struggles with zoning, that much is true. His Anti-Fireball move isn't very good at its job and long ranged characters are his licing nightmare. | ||
}} | }} | ||
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==Quick Combo Reference== | ==Quick Combo Reference== | ||
==== In a nutshell: ==== | ==== In a nutshell: ==== | ||
Kim's all about damage and oki, causing a snowball effect. | |||
{| border="1" align="center" style="font-size:90%" | {| border="1" align="center" style="font-size:90%" | ||
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'''[[The_King_of_Fighters_XV/Controls|Notation]]''' | '''[[The_King_of_Fighters_XV/Controls|Notation]]''' | ||
|- | |- | ||
| ''' | | '''Meterless''' | ||
| | | | ||
Low/Light | Low/Light<br/> | ||
Light into Rekka<br/> | |||
Heavy<br/> | |||
| | | | ||
2B > 2A | 2B, 2A, 2A, farB > 66A > j214B, [2]8B = 211 dmg<br/> | ||
j. | 2B, 2A, 2A, farB > 214A ~ 6K ~ 2K = 185 dmg<br/> | ||
j.C, cl.D > 6B > 214C ~ 4P ~ 4P = 321 dmg<br/> | |||
|- | |- | ||
| ''' | | '''EX''' | ||
| | | | ||
214AC<br/> | |||
66A<br/> | |||
| | | | ||
2B | 2B, 2A, 2A, farB > 214AC ~ 4P ~ 4P, [2]8D ~ 2D [2]8D~2D = 280 dmg<br/> | ||
2B, 2A, 2A, farB > 66A > j214B, [2]8BD = 281 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
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Corner<br/> | Corner<br/> | ||
| | | | ||
j.C, cl.D > 6B > 214D > 236236D, 66A > j214B, 2D > (236A) = 512 dmg<br/> | |||
j.C, cl.D > 6B > 214B, [2]8B > 236236K, 66A > j214B, 214A ~ 4P, [2]8D ~ 2D = 578 dmg<br/> | |||
|- | |- | ||
| ''' | | '''1.5 Meters''' | ||
| | | | ||
Anywhere<br/> | Anywhere<br/> | ||
Midscreen<br/> | |||
| | | | ||
j.C, cl.D > 6B > 214D > 236236D, 214AC ~ 4P, 4P, 66A > j214B, 2D > (236A) = 578 dmg<br/> | |||
j.C, cl.D > 6B > 214D > 236236B, 66A > j214BD, 214A ~ 4P, [2]8D ~ 2D = 618 dmg<br/> | |||
|- | |- | ||
|} | |} | ||
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|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|description2= | |description2= | ||
* | * Dedicated jump in button. | ||
Shorter range than jD in exchange for easier, more consistent jump ins. | |||
}} | }} | ||
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|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|description2= | |description2= | ||
Longer ranged than most of his other air normals, great option for all sorts of situations. | |||
}} | }} | ||
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|moveId=kim_cd | |moveId=kim_cd | ||
|description= | |description= | ||
Big, fast blowback that does what it should. Requires a whiffed special to combo after it outside of the corner. | |||
}} | }} | ||
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|moveId=kim_236cd | |moveId=kim_236cd | ||
|description= | |description= | ||
* | * Barely faster than his blowback. | ||
Another defensive option for Kim, can combo into 66A but you're better off just doing his 214C rekka. | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|captions=the button | |||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|description2= | |description2= | ||
Kim's best air move, only way it can get better is on Counter Hit. Kim is great at converting them into high damage | |||
}} | }} | ||
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|captions= | |captions= | ||
|description= | |description= | ||
Gets decent enough oki, and a safejump in the corner. | |||
}} | }} | ||
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|moveId=kim_dthrow | |moveId=kim_dthrow | ||
|input=4/6D | |input=4/6D | ||
|captions= | |captions= YEET | ||
|description= | |description= | ||
Less advantegous than his C Throw, but still good. Also gets a safejump in the corner. | |||
}} | }} | ||
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* Special cancelable on hit only. | * Special cancelable on hit only. | ||
* Kim is airborne for the duration of the move. | * Kim is airborne for the duration of the move. | ||
* | * Extremely punishable on block. | ||
Reduced to a combo tool, as its too dangerous to be thrown out all the time. Still, a very important combo tool | |||
}} | }} | ||
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* B version hits once while D version hits 3 times | * B version hits once while D version hits 3 times | ||
* B version allows Kim to juggle into B/BD Hienzan in the corner | * B version allows Kim to juggle into B/BD Hienzan in the corner | ||
* EX version's juggle only combos into BD Hienzan outside of the corner | |||
While light Hangetsuzan is unsafe on block, the pushback allows him to stay safe outside of specific punishes. | While light Hangetsuzan is unsafe on block, the pushback allows him to stay safe outside of specific punishes. | ||
Heavy Hangetsuzan is limited to hit confirms as is punishable on block. | Heavy Hangetsuzan is limited to hit confirms as is punishable on block. | ||
EX | EX is mainly used for pressure thanks to its great range and speed. | ||
}} | }} | ||
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|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|description3= | |description3= | ||
* Light and heavy air Hangetsuzan does a single hit while EX does | * Light and heavy air Hangetsuzan does a single hit while EX does three hits at max | ||
* D version deals a hard knockdown on hit | * D version deals a hard knockdown on hit | ||
* Light and EX versions allow for juggles | * Light and EX versions allow for juggles | ||
Light | * Light version can only be done once per combo | ||
An essential tool for Kim's combos. Light and EX see heavy use whilst the Heavy version leads to a safejump. | |||
}} | }} | ||
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|description3= | |description3= | ||
* Requires holding a downwards input for 30 frames (0.5 seconds) to charge. | * Requires holding a downwards input for 30 frames (0.5 seconds) to charge. | ||
* Both Light and the first hit of Heavy Super Cancel | |||
Kim's signature reversal flash kick, great as a reversal | Kim's signature reversal flash kick, great as a reversal and a combo tool. Gets great oki from both Heavy and EX. | ||
}} | }} | ||
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* Kim does a downward heel kick, sending his opponent to the ground | * Kim does a downward heel kick, sending his opponent to the ground | ||
* Hard knockdown ender after heavy Hienzan | * Hard knockdown ender after heavy Hienzan | ||
The hard knockdown from the follow-up | The hard knockdown from the follow-up gives enough time for a safejump from a hop, but it has to be delayed and manually timed. | ||
}} | }} | ||
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Kim briefly pauses before descending downwards with a series of kicks, bouncing off of the opponents if he hits. | Kim briefly pauses before descending downwards with a series of kicks, bouncing off of the opponents if he hits. | ||
* Middling reward on hit. Massively unsafe unless you spend meter. | * Middling reward on hit. Massively unsafe unless you spend meter. | ||
* Heavy and Light versions change the arch. | |||
Mainly used as a movement tool in this game, due to it's low reward. | |||
}} | }} | ||
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* Kim follows up with a side kick in all three versions | * Kim follows up with a side kick in all three versions | ||
* Heavy version is slower than the other versions | * Heavy version is slower than the other versions | ||
Continues his grounded rekka series. | Continues his grounded rekka series. Used for juggles after 214A. | ||
}} | }} | ||
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* Light version does a 2 hit axe kick while the heavy version does a flying kick. | * Light version does a 2 hit axe kick while the heavy version does a flying kick. | ||
* Both light and heavy deal a hard knockdown | * Both light and heavy deal a hard knockdown | ||
* Both hits of the light version are super cancelable | * Both hits of the light version are super cancelable, but only the 1st will combo | ||
* EX version launches the opponent | * EX version launches the opponent | ||
Ender to Kim's grounded rekka series. | Ender to Kim's grounded rekka series. | ||
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|description3= | |description3= | ||
* Kim does a leap forward into a rising kick | * Kim does a leap forward into a rising kick | ||
Your go to from lights. | |||
}} | }} | ||
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* Can be canceled into Hishou Kyaku by pressing '''B''' or '''D'''. | * Can be canceled into Hishou Kyaku by pressing '''B''' or '''D'''. | ||
* '''C''' version can go directly over opponents. | * '''C''' version can go directly over opponents. | ||
* | * A version is safe, C is plus on block. | ||
* EX Version has projectile invul...it's not that good at its job | |||
Brand new move. | Brand new move. Used for pressure or to get in. | ||
}} | }} | ||
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|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|description3= | |description3= | ||
* B/D cannot actually hit off 236A, as Kim will land before active frames. BD will get two hits | * B/D cannot actually hit off 236A, as Kim will land before active frames. BD will get two hits | ||
* From 236C, identical to 236B/D/BD | * From 236C, identical to 236B/D/BD | ||
* Cannot be done from 236AC. | * Cannot be done from 236AC. | ||
Kim cancels the startup of Hisen Kyaku into Hishou Kyaku. From 236A, | Kim cancels the startup of Hisen Kyaku into Hishou Kyaku. From 236A, it's essentially a feint. | ||
}} | }} | ||
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* B version sends the opponent flying away, allowing only 66A to follow up outside of the corner. | * B version sends the opponent flying away, allowing only 66A to follow up outside of the corner. | ||
* D version sends the opponent straight up, allowing Kim to follow up with anything he wants. | * D version sends the opponent straight up, allowing Kim to follow up with anything he wants. | ||
* BD triggers a ground bounce, limiting follow ups to [2]8X and | * BD triggers a ground bounce, limiting follow ups to [2]8X and Climax | ||
Kim's mighty kick. A fantastic super that allows him to extend a combo to pile on more damage and set up a hard knockdown. | Kim's mighty kick. A fantastic super that allows him to extend a combo to pile on more damage and set up a hard knockdown. |
Latest revision as of 21:59, 18 February 2025

His excessive diligence is a thorn in the side of Luong and the man she loves: Kim’s free-spirited master, Gang-Il.
Hop: 32f
Backdash: 23f
Run Speed Ranking: 5
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Special Moves
Air Hangetsuzan - +
/
(Midair Only) (*)
Hishou Kyaku - +
/
(Midair Only) (*)
Super Special Moves
Air Houou Kyaku - +
/
(Midair Only) (!)
Climax Super Special Moves
Gameplay Summary
Kim Kaphwan is a defensive rushdown character who can easily contest his own space with his variety of far-reaching normals, characteristic of his fighting style. Armed with an abundance of hard knockdowns, Kim can be a very tough opponent.
Compared to the previous few entries, where his moveset was cut down, Kim has seen some of the biggest changes out of the veterans to the roster. Kim's rekka system has been reintroduced, and Naeryo Chagi (6B) now combos from heavies, making Kim an easier character to get into while retaining his high damage output. His combo game has seen a massive upgrade thanks to that, with many routes for the player to choose from, with some of the harder ones giving him massive rewards.
His gameplan snowballs to greater heights thanks to his never ending okizeme, which leads into more high damage combos, and so on. His defense reflects that too, strong, reliable, and often leads into his okizeme.
While Kim's mid and close range game is excellent, he does have his flaws. While he is undoubtedly a rushdown character, his pressure game can get predictable. Not to mention his subpar Anti-Fireball tools, tough MU against long reaching characters and the risk of his own defense blowing up in his face.
Overall, Kim is a great character with the tools to get the job done, and can easily be more powerful in the right hands. Make the proper use of Kim's kit, and you may find yourself sweeping opponents with ease.
Kim Kaphwan is a defensive rushdown character who thrives on massive damage and hard knockdowns. | |
Pros | Cons |
|
|
Quick Combo Reference
In a nutshell:
Kim's all about damage and oki, causing a snowball effect.
Meterless |
Low/Light |
2B, 2A, 2A, farB > 66A > j214B, [2]8B = 211 dmg |
EX |
214AC |
2B, 2A, 2A, farB > 214AC ~ 4P ~ 4P, [2]8D ~ 2D [2]8D~2D = 280 dmg |
1 Meter |
Anywhere |
j.C, cl.D > 6B > 214D > 236236D, 66A > j214B, 2D > (236A) = 512 dmg |
1.5 Meters |
Anywhere |
j.C, cl.D > 6B > 214D > 236236D, 214AC ~ 4P, 4P, 66A > j214B, 2D > (236A) = 578 dmg |
Normals
Far Standing Normals
Far A
stand A
5A
5A |
---|
Far B
stand B
5B
5B |
---|
Far C
stand C
5C
5C |
---|
Far D
stand D
5D
5D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Throws
Tekka
4/6C
4/6C |
---|
Rekka
4/6D
4/6D |
---|
Command Moves
Naeryo Chagi
6B
6B |
---|
Twio Yop Chagi
66A
66A |
---|
Special Moves
Hangetsuzan
Hangetsuzan
214B/D/BD
214B/D/BD |
---|
Air Hangetsuzan
Air Hangetsuzan
j.214B/D/BD
j.214B/D/BD |
---|
Hienzan
Hienzan
[2]8B/D/B+D
[2]8B/D/B+D |
---|
Hienzan (Follow Up)
Hienzan (Follow Up)
[2]8D~2D
[2]8D~2D |
---|
Hishou Kyaku
Hishou Kyaku
j.236B/D/BD
j.236B/D/BD |
---|
Sanren Geki 1 Shiki
Sanren Geki 1 Shiki
214A/C/AC
214A/C/AC |
---|
Sanren Geki 2 Shiki
Sanren Geki 2 Shiki
214A/C/AC~4A/C
214A/C/AC~4A/C |
---|
Sanren Geki 3 Shiki
Sanren Geki 3 Shiki
214A/C/AC~4A/C~4A/C
214A/C/AC~4A/C~4A/C |
---|
Sankuu Geki 1 Shiki
Sankuu Geki 1 Shiki
214A/C/AC~9B/D
214A/C/AC~9B/D |
---|
Sankuu Geki 2 Shiki
Sankuu Geki 2 Shiki
214A/C/AC~9B/D~2B/D
214A/C/AC~9B/D~2B/D |
---|
Hisen Kyaku
Hisen Kyaku
236A/C/AC
236A/C/AC |
---|
Hishou Kyaku during Hisen Kyaku
Hishou Kyaku
236A/C~B/D/BD
236A/C~B/D/BD |
---|
Super Special Moves
Houou Hiten Kyaku
Houou Hiten Kyaku
236236B/D/BD
236236B/D/BD |
---|
Houou Kyaku
Houou Kyaku
214236B/D/BD
214236B/D/BD |
---|
Air Houou Kyaku
Houou Kyaku
j.214236B/D/BD
j.214236B/D/BD |
---|
Climax Super Special Moves
Tensho Houou Kyaku
Tenshou Houou Kyaku
2141236CD
2141236CD |
---|
Alternate Colors
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