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The King of Fighters XIV/Kim Kaphwan: Difference between revisions
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=Command Moves= | =Command Moves= | ||
Naeryo Chagi - (f+B) | '''Naeryo Chagi''' - (f+B) | ||
* A somewhat slow overhead that can be used to Max/super cancel. | * A somewhat slow overhead that can be used to Max/super cancel. | ||
*Like most overheads, loses overhead property and becomes special cancel-able if chained after lights or close normals. Will not combo, however. | *Like most overheads, loses overhead property and becomes special cancel-able if chained after lights or close normals. Will not combo, however. | ||
Twio Yop Chagi - (f,f+A) | '''Twio Yop Chagi''' - (f,f+A) | ||
* Kim does a flying high kick that looks flippin sweet, | * Kim does a flying high kick that looks flippin sweet, | ||
* Can combo after lights, and close normals, but will no longer hit crouchers. | * Can combo after lights, and close normals, but will no longer hit crouchers. |
Revision as of 17:41, 2 September 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Air Hangetsuzan - in air, + / (*)
Hienzan - charge briefly then + / (*)
Hishou Kyaku - in air, + / (*)
Super Special Moves
Air Houou Kyaku - in air, + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A
- st. B
- st. C
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
Sanren Kyaku - (b/f+C) close
- Kim kicks the opponent in the face 3 times and knocks them away.
- The preferred knockdown since it is possible to safe jump with.
- Hard knockdown
Sakkyaku Nage - (b/f+D) close
- Kim tosses the opponent over his head and throws them back.
- Use if you can throw them in the corner.
- Soft Knockdown
Command Moves
Naeryo Chagi - (f+B)
- A somewhat slow overhead that can be used to Max/super cancel.
- Like most overheads, loses overhead property and becomes special cancel-able if chained after lights or close normals. Will not combo, however.
Twio Yop Chagi - (f,f+A)
- Kim does a flying high kick that looks flippin sweet,
- Can combo after lights, and close normals, but will no longer hit crouchers.
- He will no longer kick off the wall if reaches it now either.
- Still special cancel-able, so at least it's still decent for combos.
Special Moves
Hangetsuzan - (qcb+B/D)
- Kim does a flip kick on the ground. Soft knockdown on hit.
- Both versions are punishable, D version is used for a few combos.
EX: Safe and really fast, but vulnerable in startup.
Air Hangetsuzan - (air qcb+B/D)
- Kim does a flip kick in the air. Both versions hit mid.
- B version gives soft knockdown and will combo after ff+A if they are grounded.
- D version gives hard knockdown and will combo after ff+A if they are in a juggle state (like after qcfx2+B/D).
EX: This version will do up to 2 hits and leaves them in the air for a possible combo follow-up. Probably no longer has invuln (needs further testing).
Hienzan - (charge down up + B/D)
- A reversal "flash kick".
- B version has no invuln and hits once, but recovers quicker. Can be used as an anti-air. Soft knockdown on hit.
- D version has a few invuln frames on startup, and hits up to 3 times.
EX: Like the D version, but the followup is done automatically, and has more invuln and faster startup. Also does more damage.
- Hienzan (Followup)[Hienzan D] - (down + D)
- Kim can do a followup to the D version that gives hard knockdown. You can safe jump with this by hopping forward immediately.
Hishou Kyaku - (air qcf+B/D)
- After a short delay Kim will do a divekick. If it connects, Kim bounces off their head.
- It's possible to use j.D after the bounce.
- B version has a steeper fall than D version.
EX: This version excludes the bounce for a possible combo followup upon landing. (i.e. Hienzan)
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)