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Real Bout Fatal Fury 2/Kim Kaphwan: Difference between revisions

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  |cancel= No
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  |description= Hits twice for decent damage, but not consistently as the first hit has shorter range than the second. It's -10 on hit thought it does push back. It's a lightning rod for punishment. More often than not, you're going to hit this by accident off a poorly spaced cl.5C attempt. Best to just avoid this one.
  |description= Hits twice for decent damage, but not consistently as the first hit has shorter range than the second. It's -10 on hit though it does push back. It's a lightning rod for punishment. More often than not, you're going to hit this by accident off a poorly spaced n.5C attempt and feel bad as a result. Best to just avoid this one.
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Revision as of 11:30, 9 September 2020

Introduction

IN PROGRESS

Kim Kaphwan is generally a phenomenal character in most games he's in and RB2 Kim is no exception. Kim functions as a defensive footsies focused character who has excellent recovery on his normals, many of which have good range and speed and can combo into his incredibly useful P-Power Hou'ou Kyaku. Add in a plethora of defensive tools to deter any approach and you have a character who thrives in neutral and can punish mistakes on a dime. While he shines on defense however he lacks somewhat in the offensive department; zoning can really stifle Kim's gameplan as he has no real way to counter projectiles. He can also be out-poked by certain characters with little effort. Lastly, he doesn't particularly excel at mixing up, owing to telegraphed and easily punished overhead options. As a result, Kim rarely wants to be the aggressor. Ideally, Kim wants to control the pace of the match and force the opponent to initiate pressure rather than initiate it himself. If you like a control-type playstyle that benefits off good defense, Kim is your man.

Normal Moves

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 3/11 5 2 10 4 0 HL Yes - No

A short kick that confirms into two of Kim's chains; 5A>A>B>C and 5A>B>C with the latter working up to tip range. Can easily confirm into specials or super with 5A>B.

n.5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 3/11 5 2 10 4 0 HL Yes - No

For all intents and purposes it's the same button as 5A. It can whiff on smaller characters crouching however, so be cautious.

5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 6 3 15 -2 -6 HL Yes - No

Get very acquainted with this move. It's Kim's best standing poke, and a cancellable one at that. Unfortunately it's a bit more difficult to hit confirm as it does not chain into anything, but its range makes it an invaluable tool in Kim's footsies game.

n.5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 6 3 12 1 -3 HL Yes - No

It's cancellable but it doesn't chain into anything so there's no real reason to use this over n.5A. It works pretty well as an anti air in a pinch due to a nice vertical hitbox, but with [2]8B in your pocket you shouldn't need to rely on it.

5C
Don't.
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23/23 4/22*2 7 8 32 -10 -16 HL No - No

Hits twice for decent damage, but not consistently as the first hit has shorter range than the second. It's -10 on hit though it does push back. It's a lightning rod for punishment. More often than not, you're going to hit this by accident off a poorly spaced n.5C attempt and feel bad as a result. Best to just avoid this one.

n.5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10/10 4/11*2 8 3 20 3 -3 HL Yes - No

Kim's most damaging combo starter. Hits twice with both hits being cancellable. Not only is it the start to Kim's n.5C>A>B>C chain which follows easily into [2]8A~2A for just under half your opponent's health bar, it can also lead to some scary stagger pressure as a feint cancel leaves either hit neutral on block or +6 on hit for an easy link so long as you're close enough, though cancelling on the first hit is more consistent. Since the n.5C>A chain is cancellable it functions as an easy confirm into P-Power however at tip range the second hit can whiff, leaving Kim quite vulnerable.

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 3/11 5 5 7 4 0 L Yes - No

A fast low that can link into itself. Kim's best low starter as it chains directly into 5A and n.5A. As such, you can consider this an alternate starter to his chains.

2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 6 3 14 -1 -5 L Yes - No

Another one to familiarize yourself with. If 5B is Kim's best standing poke then 2B is his best low poke. It's effectively the same move as his far 5B but lowers his hurtbox and recovers faster.

2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23 6/26 8 6 20 - -6 L Yes - No

A cancellable sweep. It's fine but with 2B's range and utility you don't really need to throw this out unless you need a quick knockdown.

Air

j.8A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 3/11 4 8 6 - - H Yes - No

Cancellable jump in. Allows Kim a unique air chain with j.8A>B, though it doesn't work on smaller characters.

j.7/9A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 3/11 5 10 6 - - H Yes - No

Cancellable jump in that crosses up fairly easily. Allows Kim a unique air chain with j.7/9A>B, which will consistently work on the entire cast.

j.8B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 6 6 6 - - H Yes - No

Cancellable with a decently vertical hitbox making it somewhat practical for certain air-to-air situations.

j.7/9B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 5 9 6 - - H Yes - No

Cancellable with an decently horizontal hitbox making it somewhat practical for certain air-to-air situations.

j.C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 6/22 7 7 8 - - H Yes - No

Cancellable with a downward hitbox and good damage; due to its hitstun it makes confirms very easy.

h.A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 3/11 5 ~ 6 - - H No - No

An easy crossup that stays active until landing.

h.8B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 6 ~ 6 - - H No - No

Hop version of j.8B that can't be cancelled. It stays active until landing so it works pretty well at stuffing jumps and hops.

h.7/9B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 6 ~ 6 - - H No - No

Stays active until landing. More or less functions as an aerial poke. The range on it is exceptional.

h.C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 6/22 7 7 8 - - H Yes - No

Not much different than j.C outside of not being cancellable.

Throws

4/6C
Body Toss
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - Unblockable No - No

Standard throw. Will always switch sides, no matter which direction you hold.

Command Moves

6B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 4/22 18 5 22 -3 -9 H No - No

An easily telegraphed overhead that can beat lows. Sadly Kim's only real way to get the opponent to stand block outside of jumps or hops. It has its purpose but don't get attached to this one.

A+B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 5/18 8 6 19 -9 -9 HL Yes - No

Kim's evade move. Shrinks his hurtbox to just his leading foot before the kick comes out but the evasion window is so small you're more likely to trade at best. An FC on hit or block increases the frame advantage to -4, making it safe should you choose not to cancel. Honestly it's pretty weak for an evade move.

Fake-out Moves

Special Moves

Super Special Moves

Super Desperation Move

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser