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==1 meter==
==1 meter==


* (place combo here) = (place damage amount here)
* cr.Bx2, st. B, qcfx2+D, ff+A, qcb+D = (245 DMG)
(place combo description here)
(It might be tough to get the super from the st. B but it's a good way to end in a hard knockdown)
 
* j.C/D, cl. C/D, qcb+D [SC], qcfx2+D, ff+A, qcb+D = (377 DMG)
(You can omit the jump normal if you want to use this as a ground punish)
 
* cr. Bx2, st. B [BC] cl.C/cr.C, qcb+BD, ff+A, air qcb+BD, charge down~up+BD = (355 DMG) {1500 Max Mode}
(delay the ff+A a bit to get the air qcb+BD to connect reliably)


==2 meters==
==2 meters==

Revision as of 19:20, 28 October 2016

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Sanren Kyaku - close / +  

Sakkyaku Nage - close / +

Command Normals

Naeryo Chagi  - +

Twio Yop Chagi - +

Special Moves

Hangetsuzan - + / (*)

Air Hangetsuzan - in air, + / (*)

Hienzan - charge briefly then + / (*)

Hienzan (Follow Up) [Hienzan ] +

Hishou Kyaku - in air, + / (*)

Super Special Moves

Houou Hiten Kyaku - + / (!)

Houou Kyaku - + / (!)

Air Houou Kyaku - in air, + / (!)

Climax Super Special Moves

Zero-Shiki Houou Kyaku - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low, Anywhere
Anywhere
Corner

cr.B, cr.B, d~u+D d+D = 173 dmg
j.D, cl.C, qcb+D 238 dmg
st.CD, d~u+D d+D = 183 dmg

1 Meter

Anywhere
Low, Anywhere

j.D, cl.C, qcb+D [SC] qcfx2+B, ff+A, qcb+D = 407 dmg
cr.B, cr.B, d~u+D [SC] qcb~hcf+K = 272 dmg

2 Meters

Anywhere
Low, Anywhere

j.D, cl.C, qcb+D [SC] qcfx2+KK d~u+D d+D = 475 dmg
cr.B, cr.B, d~u+D [SC] qcb~hcf+KK = 371 dmg

Gameplay Overview

Infamous in KoF 13, Kim is a character with one goal in mind: Shove his foot in your face for justice. Rushdown is his game, and every move he has helps him to achieve this. With a wide assortment of fast kicks and a fast hop, Kim is a hard character to keep out. Kim also has a flash kick style reversal that keeps the ball in his court that also easily converts into a super.

While many of his moves have been toned down from the previous iteration, he's still a force to be reckoned with that is good for beginners and the competitive-minded alike.

Normals

Standing

  • st. A: A simple forward jab. Special cancels.
  • st. B: A simple forward kick with good range. Negative on block. Special cancels.
  • st. C: Kim does a cool heel kick. Like st. B, but with better range and positive on block. Good for max mode.
  • st. D: Kim does 2 upward kicks. Good for anti-air, re-approach, and max mode activation. Neutral on block. A strong all around move.

Close

  • cl. A: Still a simple forward jab that special cancels. Neutral on block.
  • cl. B: A short kick to the knees that hits mid. Special cancels. Neutral on block.
  • cl. C: Another kick to the knees that hits harder. Also special cancels and neutral on block.
  • cl. D: A close upward kick. Special cancels. Neutral on block.

Crouching

  • cr. A: A crouching forward jab. Special cancels. Neutral on block.
  • cr. B: A fast crouching kick that hits low. Special cancels. Neutral on block. Your go-to light starter.
  • cr. C: Kim gets on the ground and kicks their knees. Special cancels. Neutral on block.
  • cr. D: A long ranged sweep. Special cancels. Slightly negative on block.

Jumping

  • j. A: Kim punches downward. fast and hits deep, but short. Will also special cancel.
  • j. B: Kim kicks straight up. catches people jumping over you, and still has a hit-box in front of him. just don't expect to hit crouchers.
  • j. C: Kim does an axe kick that will air-to-air and is a decently deep jump in. good all-around move.
  • j. D: Kim throws both feet out. despite appearances, only the forward leg has a hitbox. a very deep jump in with good range.

Blowback

  • st. CD: Kim puts his weight into a strong kick. Standard blowback affair, but difficult to follow-up outside the corner.
  • j. CD: Kim does a karate kick that hits air-to-air and grounded opponents. a versatile jump blowback.

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.
  • Can evade some ground skimming projectiles like Iori's qcf+P and Geese' qcf+A (but not qcf+C because of its height)

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. Can super cancel into qcb~hcf+K on the 3rd hit.

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 stomping 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

Houou Hiten Kyaku - (qcfx2 + B/D)

  • Kim does an invincible upkick that sends the opponent into the air for a combo follow-up.
  • B version sends them straight up, while the D version sends them back more.

EX: Kim does an additional axe kick and slams them into the ground, bouncing for a combo follow-up.

Houou Kyaku - (qcb~hcf + B/D)

  • Kim leaps forward and does a chain attack.
  • No invincibility, but a good hit-box that could be used to anti-air.
  • Hard knockdown

EX: The same thing, but does more hits and damage.

Air Houou Kyaku (air qcb~hcf + B/D)

  • Basically the same as the ground version except Kim flies through the air defying gravity.
  • No invincibility
  • Hard knockdown

EX: Does more hits and damage.

Climax Super Special Moves

Zeo-Shiki Houou Kyaku - (qcb~hcf + AC)

  • Like Houou Kyaku, but is really cool looking and does way more damage.

Combos

0 meter

  • cr.B x3, d~u+D = 193 dmg

(This light combo is the basic chain you'll use in pressure often. if you are ill-spaced, some hits of d~u+D won't connect, so you may wish to replace with the B version.)

  • cr.B, st.B, ff+A qcb+B = 149 dmg

(This won't hit crouchers, and you won't want to react to their position either, so this is included as a punish when you don't have time to charge the flash kick)

  • cr.C, qcb+D = 178 dmg

(An alternate punish that takes advantage of cr.C's range.)

  • j.C cl.C qcb+D = 238 dmg

(Kim's combo options meterless are limited, so this is about the best you'll get. will come in handy when cancelling into super though.)

  • (corner) st.CD d~u+D = 183 dmg

(Replace with qcb+D if you are not in range. )

1 meter

  • cr.Bx2, st. B, qcfx2+D, ff+A, qcb+D = (245 DMG)

(It might be tough to get the super from the st. B but it's a good way to end in a hard knockdown)

  • j.C/D, cl. C/D, qcb+D [SC], qcfx2+D, ff+A, qcb+D = (377 DMG)

(You can omit the jump normal if you want to use this as a ground punish)

  • cr. Bx2, st. B [BC] cl.C/cr.C, qcb+BD, ff+A, air qcb+BD, charge down~up+BD = (355 DMG) {1500 Max Mode}

(delay the ff+A a bit to get the air qcb+BD to connect reliably)

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)

Misc

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

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