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The King of Fighters '98 UMFE/Kim Kaphwan: Difference between revisions
VolcanoShed (talk | contribs) m Updated Kim's combo section formatting |
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== Normal Moves == | == Normal Moves == | ||
'''Close''' | '''Close''' | ||
*cl. A: | *cl. A: Can stop hops if you're too close for st.A/B. Whiffs on short crouchers. Cancelable. | ||
*cl. B: | *cl. B: mainly light combo filler. Cancelable. | ||
*cl. C: | *cl. C: Kims main heavy combo normal. Has two hits but only the second one is cancelable. Cancelable. | ||
*cl. D: | *cl. D: Can stop close range jumpouts. Whiffs on short crouchers. | ||
'''Stand''' | '''Stand''' | ||
*st. A: | *st. A: good mid range poke. great range and nice priority. | ||
*st. B: | *st. B: great anti hop button Whiffs on short crouchers. | ||
*st. C: | *st. C: good amount of active frames. safe on block. | ||
*st. D: | *st. D: good anti air for full jumps. Whiffs on short crouchers. | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A: | *cr. A: a standard cr.A. good for blockstrings and combos. Chainable. Cancelable. | ||
*cr. B: | *cr. B: useful for low combos and blockstrings. Chainable. | ||
*cr. C: | *cr. C: has long startup but a good anti airing hitbox. Cancelable on contact and whiff. | ||
*cr. D: | *cr. D: A sweep with good range. Cancelable on contact and whiff. | ||
'''Jump''' | '''Jump''' | ||
*j. A: | *j. A: Good jumpin normal for crossups. | ||
*j. B: | *j. B: an air to air normal with nice upwards priority. | ||
*j. C: | *j. C: a jumpin and air to air normal. Generally outshined by his other jumpin buttons. | ||
*j. D: | *neutral j.C: large amount of active frames, good hitbox around his crotch. | ||
*j. D: a jumpin normal. | |||
*neutral j.D: nice air to air normal. | |||
'''Blowback''' | '''Blowback''' | ||
*st. CD: | *st. CD: good amount of active frames with an okay hitbox. Cancelable on contact or whiff. | ||
*j. CD: | *j. CD: an okay air to air normal. Doesn't have a lot of priority. | ||
== Throws == | == Throws == |
Revision as of 19:58, 18 October 2021
Introduction
Kim is mainly a rushdown character. In neutral Kim has access to some solid pokes to defend his space and a divekick to help him get in. He has a flash kick that works as a nice anti air and as a invul reversal. Once Kim is in he has access to a overhead, some nice lows, a good crossup and his stomp cancel. The stomp cancel is a glitch that allows him to do strong pressure on block and highly damaging combos on hit. Kim is preferably played in Extra mode because it makes his stomp cancel combos easier. Kims main weakness is that he doesn't have any long range tools.
Changes from previous versions
98 to 98UM
Normals:
- cl.Cs recovery is 8 frames shorter
- st.Bs hitbox has been moved so it actually hits at the end of his foot instead of around his crotch
- st.Cs startup reduced by 4 frames, acive frames reduces by 3 and recovery frames reduced by 5 frames
- Cr.D is now whiff cancelable
- j.D active frames reduced
- Removed the first hitbox of f+B, startup is 4 frames faster
Specials:
- qcb+K now knocks down, B version now hits 3 times and got a damage increase
- d~u+B gets full startup invincibility, recovery is 2f longer. it now deals 2 hits when hitting an aerial opponent consistently.
- qcb+P the recovery of the first hit reduced by 12f and the window to cancel into the second hit increased
- second hit 1f faster, third hit has 4 frames longer recovery
- dd+K damage reduced
- dd+D can otg
98UM to 98UMFE
Normals: f+B Bigger hitbox, such that it'll hit even if right next to the opponent
Specials:
- b~f + D Invincible on the frame that the hitbox appears
- b~f + K Charge time is shorter, standardized with the rest of the cast
Supers:
- air qcf,hcb+K Invincible until just before the hitbox appears
Normal Moves
Close
- cl. A: Can stop hops if you're too close for st.A/B. Whiffs on short crouchers. Cancelable.
- cl. B: mainly light combo filler. Cancelable.
- cl. C: Kims main heavy combo normal. Has two hits but only the second one is cancelable. Cancelable.
- cl. D: Can stop close range jumpouts. Whiffs on short crouchers.
Stand
- st. A: good mid range poke. great range and nice priority.
- st. B: great anti hop button Whiffs on short crouchers.
- st. C: good amount of active frames. safe on block.
- st. D: good anti air for full jumps. Whiffs on short crouchers.
Crouch
- cr. A: a standard cr.A. good for blockstrings and combos. Chainable. Cancelable.
- cr. B: useful for low combos and blockstrings. Chainable.
- cr. C: has long startup but a good anti airing hitbox. Cancelable on contact and whiff.
- cr. D: A sweep with good range. Cancelable on contact and whiff.
Jump
- j. A: Good jumpin normal for crossups.
- j. B: an air to air normal with nice upwards priority.
- j. C: a jumpin and air to air normal. Generally outshined by his other jumpin buttons.
- neutral j.C: large amount of active frames, good hitbox around his crotch.
- j. D: a jumpin normal.
- neutral j.D: nice air to air normal.
Blowback
- st. CD: good amount of active frames with an okay hitbox. Cancelable on contact or whiff.
- j. CD: an okay air to air normal. Doesn't have a lot of priority.
Throws
Neck Grab Slam: b/f + C
Deadly Leg Toss: b/f + D
Command Moves
Tiger Yop Chagi: f + A
Nerichagi: f + B
Special Moves
Crescent Moon Slash: qcb + B/D
Flying Slice (Hienzan): d~u + B/D
Additional Attactk (Tenshozan): (during D Hienzan) d + D Blowing Sandblaster: d~u + A/C
Comet Cruncher: b~f + B/D
Flying Kick: (in the air) qcf + B/D
Spirit of Conquest Kick: d, d + B/D
Triple Attacks: qcb + B/D (can enter 3 times in a row)
Desperation Moves
Heavenly Phoenix Kick: qcf, hcb + B/D
Phoenix Flattener: qcf, db, f + B/D (possible in the air)
Combos
Meterless
Low
cr.B, cr.A, qcb+Cx3
:
cr.Bx1~2, cr.A, d,u+C
:- Less damage than qcb+Cx3 but can work from slightly further range, at close range you can add a second cr.B.
Anywhere
(j.X), cl.C(1), qcb+Cx3
:
(j.X), cr.A, d,u+C
:- Useful combo for when you're too far away for cl.C to hit after your jump-in, but you need to charge down during your jump for d,u+C.
Very Close
(j.X), cl.C(1), qcb+Ax3, d,d+D
:
Stomp Cancel
- Kim's B stomp, d,d+B, has a special property where if you try to cancel it into qcb,db,f+K but you have no meter for a super, it will instead cancel the recovery frames of the stomp, letting you combo afterwards or continue putting pressure on the opponent.
- The extra mode dash, or "Step" dash is recommended, as it increases Kim's walk speed, making it easier to combo after a stomp.
- Also, know that you can shorten qcb,db,f+K to qcb,f+K or d,b,f+K, which can make the cancel easier.
Anywhere
(j.X), cl.C(1), d,d+B, qcb,db,f+K, cr.D
:
(j.X), cl.C(1), d,d+B, qcb,db,f+K, walk-up cl.C(1), qcb+D
:
Very Close
(j.X), cl.C(1), d,d+B, qcb,db,f+K, walk-up cl.C(1), qcb+Ax3, d,d+D
:
(j.X), cl.C(1), d,d+B, qcb,db,f+K, walk-up cl.C(1), dd+B, qcb,db,f+K, cr.D
:
(j.X), cl.C(1), d,d+B, qcb,db,f+K, walk-up cl.C(1), dd+B, qcb,db,f+K, walk-up cl.C(1), qcb+D
:
With Meter
- In any 1 stock combo, you can replace qcb,db,f+K with qcb,db,f+BD for more damage if you have 3 stocks in Advanced Mode or are at low health in Extra Mode Max.
Low
cr.B, cl.C(1), f+A, qcb,db,f+K
:- cr.B, cl.C is a 1 frame link, very difficult timing
Anywhere
(j.X), cl.C(1), f+A, qcb,db,f+K
:
With Quick Max
Low
cr.Bx2, ABC, cl.C, f+A, qcb,db,f+K
: