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The King of Fighters 2002 UM/Kim Kaphwan: Difference between revisions

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===2 Stocks===
===2 Stocks===
You can replace ''cl.C, BC run, cl.C(2), qcb+P'' with '''cr.B, cr.B/A, qcb+BC''' for max routes off cr.B.
You can replace ''cl.C, BC run, cl.C(2), qcb+P'' with '''cr.B, cr.B/A, qcb+BC''' for max routes off cr.B([[The_King_of_Fighters_2002_UM/Defense#Low|low]]).<br>
You can replace ''cl.C, BC run'' with '''f+B, BC run''' for max routes off f+B([[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|Overhead]]).<br>
In the corner, you can add '''qcb+P''' in between ''qcb+D, (SC) qcfx2+D'' but it makes the SC more difficult for only 1% more damage. Not worth it.


''Anywhere''
''Anywhere''
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: A bit tougher, worth it if timing the next combo is rough. You can remove the last qcb+P to make it easier as well. '''45%''' with qcb+P.
: A bit tougher, worth it if timing the next combo is rough. You can remove the last qcb+P to make it easier as well. '''45%''' with qcb+P.


* cl.C, BC run, cl.C(2), qcb+P > qcb+P, (C) qcb+D, d~u+D > d+D
* cl.C, BC run, cl.C(2), qcb+P > qcb+P, (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D
: Easier combo you can use if you fail the next one. '''49%'''.
: Easier combo you can use if you fail the next one. '''48%'''.


&nbsp;★ '''cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D'''
&nbsp;★ '''cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D'''
: Corner version of the main max mode route. To time d~u+D you can whiff a cr.A then link d~u+D after it. '''50%'''.
: Corner version of the main max mode route. To time d~u+D you can whiff a cr.A then link d~u+D after it. '''49%'''.





Latest revision as of 20:58, 11 August 2023

Movelist

Throws

Kubikime Otoshi - close, / +

Sakkyaku Swimming - close, / +

Command Move

Neri Chagi - +

Special Moves

Haki Kyaku - + /

Zan Han Getsu - + /

Sanren Geki - + /

Sanren Geki 2 - + /
Sanren Geki 3 - + /
Sankuu Geki 1 - + /
Sankuu Geki 2 - + /

Hien Zan - charge ~ + /

Ouiche - After ~ + , +

Hishou Kyaku - in air, + /

Tsuiki Kougeki -

Desperation Moves

Hou'ou Kyaku - + /

Hiten Hou'ou Kyakyu - + /

Super Desperation Move

Kuuchuu Hou'ou Kyaku - in air, +

Hidden Super Desperation Move

Kyou Hou'ou Kyaku - +

Quick Starter Combo Reference

Notation

0 Bar

Low

Anywhere

Very Close

cr.B, cr.B/A, qcb+P > uf+K > d+K = 20/21%

(jump-in), cl.C, qcb+P > uf+K > d+K = 25%

(Optional cross-up), cl.C, d,d+D = 18%

1 Bar


Low

Anywhere

• Note: You can input his qcb,hcf+K super as d,b,f+K

cr.B, cr.B/A, qcb,hcf+K = 27%

(jump-in), cl.C, qcb,hcf+K = 31%

2 Bar

Low

Anywhere

cr.B, cr.B/A, qcfx2+D, qcb,hcf+K = 37%

(jump-in), cl.C, qcfx2+D, qcb,hcf+K = 41%

Gameplay Overview

 

Normals

Standing

  • st. A is a long jab that is good for mid-range poking and zoning
  • st. B is a high side kick that is good for stopping hops and hyper hops at a mid-range distance. Whiffs on some crouching characters. It might activate cl.B if the opponent is too close.
  • st. C is a high aiming snap kick that may accidentally come out when you want to do a cl.C
  • st. D is a high double roundhouse kick which can be used as a jump or hop checker but it has slow-start up and bad recovery

Close

  • cl. A/B/C/D are all special cancel-able
  • cl. A is a shoulder height jab which may be helpful for hitting opponents who may try to hop at you at a very close range, or may try to jump out of the corner
  • cl. B are two side kicks that can easily combo into qcb+A/C. The second hit may whiff if you arent close enough.
  • cl. C is a two hit side kick that can easily confirm and cancel into into Kim's special moves and DM's.
  • cl. D is a two axe kick that is cancel-able into specials but has push back on hit which may cause whatever it is cancelled into to whiff

Crouching

  • cr. A/B/C/D are all cancel-able
  • cr. A is a crouching jab which can be used for close range poking, and can easily combo into qcb+A/C
  • cr. B is a low light kick that can be used to start combos or to use as a low poke
  • cr. C is a high aiming kick which can function as a grounded anti-air uppercut but it isn't very fast
  • cr. D is a sweep that has decent range, and can be whiff canceled into special moves, and cancelled if blocked

Jumping

  • j. A is air-cancel-able
  • j. A is a jumping jab that can cross-up and/or start combos. Must be inputted early to be released if you would like to confirm into a grounded normal for a combo.
  • j. B is a high kick that can be used to poke opponents who are already jumping. Whiffs on crouching opponents.
  • j. C is a jumping axe kick that can be used as an early air-to-air attack, or as a jump-in attack to start combos. Can whiff on crouching opponents if released too early.
  • j. D is a jump kick that has a downward angle that is good for air-to-ground approaches and to start combos. It can also cross-up as well.


Blowback

  • st. CD is a strong, delayed side kick that can be used as a preemptive anti-air to as a stagger during offensive pressure
  • j.CD is a jumping side kick, good for air-to-air. Can whiff on crouching opponents if released too early.


Throws

Kubikime Otoshi - (b/f + C) close

  • Kim grabs the opponent's head with his feet, then slams their head in the ground. They land near the corner, face upward.
  • Hard knockdown
  • This throw flips the enemy face up for a possible back-turned okizeme glitch setup

Sakkyaku Swimming - (b/f + D) close

  • Kim grabs and tosses the opponent toward the corner of the screen.
  • Soft knockdown

Video of both C and D throws

Command Move

Neri Chagi - (f + B)

  • Kim performs a slow axe kick aimed at the opponent's head. Pretty good to throw out every now and then to mix-up your offense.
  • Overhead unless cancelled into
  • If cancelled into, becomes 2 hitter, both hits are cancel-able, but loses overhead property
  • Cannot connect from anything
  • Useful to cancel into Max Mode

Special Moves

Haki Kyaku - (d, d + B/D)

  • Kim stomps his foot at the opponent's feet. Good to use when you want to mix up your ground offensive pressure to keep the opponent guessing.
  • Hits low
  • B version is super cancel-able
  • B version has a feature where if you don't have enough stock to super cancel (ie. less than 2 stocks), you can do the Hou'ou Kyaku input and Kim will cancel this move. If successful, Kim will flash in white.
  • D version is hard knockdown, not super cancel-able
  • B version can be used for the stomp glitched explained here


Hangetsu Zan - (qcb + B/D)

  • Kim's signature cresent kick. Light kick version hits once, heavy kick version hits twice.
  • Light kick (B) version travels a short range, heavy kick (D) version goes around half-screen.
  • B version normally super cancel-able, D version only super cancellable in max mode (can also cancel into SDM qcb~hcf+B+D while he's in midair)


Sanren Geki - (qcb + A/C) up to three times

  • Kim's rekka series. First hit starts with an inverted roundhouse kick (which can be used as a hop anti-air) and second hit is a side kick. The third kick ends in a overhead if you use light punch, or ends with jumping spin kicks if you use heavy punch.
  • First input of punch button determines the finisher of the chain
  • Both enders are super cancel-able

Combo Advice: If you use the heavy punch version, all the hits will connect and combo if cancelled from his cl.C.

  • After first hit, qcb+P has an alternate followup
Sankuu Geki - (uf + B/D > d + B/D)
  • If you input these motions after the first qcb+P, Kim will perform a jumping roundhouse, ending in an axe kick that hits overhead.
  • First hit of this is super cancel-able
  • Second hit is an overhead and hard knockdown
Combo Advice: cr.B, cr.A, qcb+P > uf+K > d+K is your main meterless bnb.


Hien Zan - charge down briefly, then (up + B/D)

  • Kim's flash kick. Light kick version travels a shorter vertical distance than the heavy kick version that travels near the top of the screen.
  • D version super cancellable
  • D version will not bring a crouching opponent into the air
  • D version has a followup Tenshou Zan
Ouiche - down + D after a D Hien Zan
  • Hard knockdown


Hishou Kyaku - qcf + K (only in the air)

  • Kim air stomps the opponent. He travels at a downward angle diagonally, and it can only be released during a jump or super jump. Starts up fast, and can catch opponents throwing ground fireballs before they recover or even hit them air to air.
  • Bounces back if blocked or not but he can be punished landing on the way down.
  • Can follow with Tsuika Kougeki
Tsuiki Kougeki - D after Hishou Kyaku rebound
  • Can be done if blocked or not
  • Can push back farther if done early on block
  • Can actually hit airborne opponents after Hishou Kyaku connects in the corner if done early
  • He still can be punished by any move that can beat out a j. D.

Desperation Moves

Hou'ou Kyaku - qcb~hcf + B/D

  • Kim ranbu super; a flurry of fast kicks, ending in an axe kick. Good to use a quick punish if your opponent whiffs any special moves or DMs that have bad recovery (or if really unsafe on block). It is also easy to combo after a two hit cl. C.
  • Catches airborne opponents
  • B version travels around 3/4ths of full-screen, D version travels full-screen


Hiten Hou'ou Kyakyu - qcf x 2 + B/D

  • A splits kick that launches the opponent in the air.
  • Juggles opponent
  • B version launches opponent slightly forward, D version just launches vertically
  • Very fast


Super Desperation Move

Kuuchuu Hou'ou Kyaku - qcb, hcf + BD (only in the air)

  • An aerial ranbu EX super. Kim throws out a flurry of air normals, stomps, to end with aerial roundhouse kicks into an axe kick.
  • Hard knockdown
  • Good to use as an air-to-air attack
  • Travels an extremely long distance mid air

Hidden Super Desperation Move

Kyou Hou'ou Kyaku - (close) qcb~hcf + AC

  • Kim unleashes a fury of kicks ending an a rising phoenix kick.
  • Proximity Unblockable
  • Hard knockdown
  • Does not catch airborne opponents
  • If opponent is already in block stun, this move will not connect

Combos

0 Stock

Anywhere

 ★ [cl.C or (cr.B, cr.B/A)], qcb+P > uf+K > d+K

Main meterless bnb. You can stop at qcb+P on block or stagger uf+K. With cl.C, 25%.

 ★ cl.C, d,d+D

d,d+D hits low for potential mix-up and is a hard knockdown. Hard to punish on block but stopping at cl.C is preferred for better frame advantage. If you add a jump-in, it should be a cross-up. 18%.
  • cr.B×1~2, cr.B/A, d~u+B
Okay soft knockdown option but outside of a bit of extra range, the rekka route is preferred. 16~18%.
  • cr.B, cr.B/A, d~u+D > d+D
Hard knockdown but pretty inconsistent depending on characters and crouching/standing, not recommended. 19%.


1 Stock

Anywhere

  • [cl.C or (cr.B, cr.B/A)], qcb,hcf+K
Easy 1 bar conversion. Input the low version as cr.B, d+B/A, b,f+K. With cl.C, 32%.

 ★ [cl.C or (cr.B, cr.B/A)], qcfx2+D, d~u+D > d+D

Optimal 1 bar conversion. To time d~u+D you can whiff a cr.A then link d~u+D after it; d~u+B would do less than the previous easier combo. With cl.C, 37%.


2 Stocks

You can replace cl.C, BC run, cl.C(2), qcb+P with cr.B, cr.B/A, qcb+BC for max routes off cr.B(low).
You can replace cl.C, BC run with f+B, BC run for max routes off f+B(Overhead).
In the corner, you can add qcb+P in between qcb+D, (SC) qcfx2+D but it makes the SC more difficult for only 1% more damage. Not worth it.

Anywhere

 ★ [cl.C or (cr.B, cr.B/A)], qcfx2+D, qcb,hcf+K

Easy and decent to start with. Input the low version as cr.B, qcf, cr.B/A, qcf+D. With cl.C, 41%.
  • cr.B, cr.B/A, qcb+BC > qcb+P, (C) qcb+D, (SC) qcb,hcf+K
Limited low route. 35%.
  • cl.C, BC run, cl.C(2), qcb+P > qcb+P, (C) qcb+D, (SC) qcb,hcf+K
Easier combo you can use if you fail the next one. 42%.
  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D, ((C) qcb+P), (SC) qcb,hcf+K
A bit tougher, worth it if timing the next combo is rough. You can remove the last qcb+P to make it easier as well. 44% with qcb+P.

 ★ cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D

Main max mode route. To time d~u+D you can whiff a cr.A then link d~u+D after it. Settling for d~u+B instead does the same damage as the previous easier route. 49%.

Corner

  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, ((C) qcb+P), (SC) qcb,hcf+K
A bit tougher, worth it if timing the next combo is rough. You can remove the last qcb+P to make it easier as well. 45% with qcb+P.
  • cl.C, BC run, cl.C(2), qcb+P > qcb+P, (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D
Easier combo you can use if you fail the next one. 48%.

 ★ cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D

Corner version of the main max mode route. To time d~u+D you can whiff a cr.A then link d~u+D after it. 49%.


3 Stocks

Anywhere

  • cl.C, qcb,hcf+AC
Easy way to spend meter for good damage. 55%.

 ★ cl.C, BC run, cl.C, qcb,hcf+AC

Easy way to spend meter for good damage. 58%.

 ★ cl.C, BC run, cl.C(2), qcb+P > qcb+P, (C) qcb+D(1), (SC) air qcb,hcf+BD

Basic easy max route for good damage without HSDM. 55%.
  • cl.C, BC run, cl.C(1), qcb+C > qcb+P > qcb+P, (SC) air qcb,hcf+BD
Same damage as above but harder route, no point. 55%.
  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D(2), (SC) air qcb,hcf+BD
Hardly more damage for a harder route. 56%.
  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcb,hcf+D
Nice chunk of extra damage, timing the BC activation may be tight at first. 59%.

Corner

  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcb,hcf+D
Corner version of the previous combo. 60%.
  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcfx2+D, d~u+D > d+D
Max damage for 3 stocks. Timing d~u+D is harder here but settling for d~u+B does less than the previous easier route. 65%.


4 Stocks

Anywhere

  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D, (SC) qcfx2+D, BC, TK qcb,hcf+BD
To tiger knee the super you can do qcb,hcf,uf,BD. 57%.

Corner

  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcb,hcf+D
Simple version of the corner loop, good damage but expensive. 75%.
  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+C > qcb+P > delay qcb+P(1), (SC) air qcb,hcf+BD
The delay on the last rekka is a bit awkward. It costs 2% but is easier to make the 2nd hit whiff then quickly land both hits of the last one for the cancel. 78%.
  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, [BC, qcb+P > qcb+P, (SC) qcfx2+D]x2, d~u+D > d+D
Max damage for 4 stocks. 80%.


5 Stocks

Corner

  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, [BC, qcb+P > qcb+P, (SC) qcfx2+D]x2, BC, qcb+P > qcb+P, (SC) qcb,hcf+D
Simple version of the corner loop, good damage but expensive. 90%.
  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcfx2+D, BC, qcb+C > qcb+P > delay qcb+P(1), (SC) air qcb,hcf+BD
The delay on the last rekka is a bit awkward. It costs 2% but is easier to make the 2nd hit whiff then quickly land both hits of the last one for the cancel. 92%.
  • cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, [BC, qcb+P > qcb+P, (SC) qcfx2+D]x3, d~u+D > d+D
Max damage for 5 stocks. 95%.

Videos

김갑환 플레이 모음(Kim Best Rounds) -小黒 (Xiaohei,소흑)
Kim Master Class

External Links

Check Kim Kaphwan's frame data

Discuss at Dream Cancel

Discuss at Orochinagi

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