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The King of Fighters XV/Kim Kaphwan/Strategy: Difference between revisions
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==Defense== | ==Defense== | ||
==Safe jumps | ==Safe jumps== | ||
'' | {| class="wikitable" | ||
! Position !! Safe Jumps X Frame Reversals !! Setup !! Visual Guide/notes | |||
|- | |||
| '''Anywhere''' || 4f || [2]8BD > hop/hyper hop|| works raw and in combos | |||
|- | |||
| '''Corner''' || 4f || C throw > 2B > hop/hyper hop || | |||
|- | |||
| '''Corner''' || 4f ||2426K/BD > (Whiff) cl.A > neutral/forward jump || | |||
|- | |||
| - || 4f || 66A j.214D > 2A > hyper hop || works from any juggle, 66A needs to hit as low as possible | |||
|- | |||
| - ||4f || 214Cx3 > roll or hyper hop > hyper hop || only works from grounded hit | |||
|- | |||
| - || 4f || 214P~9K~2K > manual hop/hyper hop | |||
|- | |||
| '''Anywhere''' || 4f || 214236K > (Whiff) Far.B > Hyperhop || | |||
|- | |||
|} | |||
==Setups== | |||
*[2]8D~2D > manual meaty cl.A/2A 214A | |||
Midscreen only - works in typical combos regardless of height - no safe jump here - catches back dash and can confirm rekkas on hit - outside of throw range - close enough so that 214A doesn’t whiff vs crouch block, but pushes outside the range of 4f lights - can technically do this anywhere but the spacing is set up automatically here (don’t move) | |||
*[2]8D~2D > 6B | |||
Beats 4f normals - loses to reversal throw due to forward movement, can still break - 4 or 6 w/ BC QM input will break throw as well | |||
==Countering Kim== | ==Countering Kim== |
Latest revision as of 09:03, 3 May 2024
General Gameplan
Neutral
Pressure
Mixups
Defense
Safe jumps
Position | Safe Jumps X Frame Reversals | Setup | Visual Guide/notes |
---|---|---|---|
Anywhere | 4f | [2]8BD > hop/hyper hop | works raw and in combos |
Corner | 4f | C throw > 2B > hop/hyper hop | |
Corner | 4f | 2426K/BD > (Whiff) cl.A > neutral/forward jump | |
- | 4f | 66A j.214D > 2A > hyper hop | works from any juggle, 66A needs to hit as low as possible |
- | 4f | 214Cx3 > roll or hyper hop > hyper hop | only works from grounded hit |
- | 4f | 214P~9K~2K > manual hop/hyper hop | |
Anywhere | 4f | 214236K > (Whiff) Far.B > Hyperhop |
Setups
- [2]8D~2D > manual meaty cl.A/2A 214A
Midscreen only - works in typical combos regardless of height - no safe jump here - catches back dash and can confirm rekkas on hit - outside of throw range - close enough so that 214A doesn’t whiff vs crouch block, but pushes outside the range of 4f lights - can technically do this anywhere but the spacing is set up automatically here (don’t move)
- [2]8D~2D > 6B
Beats 4f normals - loses to reversal throw due to forward movement, can still break - 4 or 6 w/ BC QM input will break throw as well