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==HD Combos== | ==HD Combos== | ||
'''Common HD starters''' | |||
-s.C/s.D (BC) = 70 dmg | |||
-d.Bx2/3, s.B (BC) = 85/110 dmg | |||
'''1 Stock''' | '''1 Stock''' |
Revision as of 19:31, 8 July 2012
0 Stock, No Drive Gauge |
Low |
cr.Bx2/3, st.B, f,f+A, (air) qcb+B = 183/202 dmg |
1 Stock, No Drive Gauge | Low | cr.Bx3 st.B, qcb+BD, f,f+A, (air) qcb+D = 301 dmg |
2 Stock, 1+ Drive Gauge | Anywhere | j.C, cl.C, qcb+D (SC) qcb,hcf+BD = 499 dmg |
4 Stock, 2 Drive Gauge | Anywhere | j.C, cl.C, qcb+BD, qcb,hcf+AC = 662 dmg |
Console Changes
- Recovery on EX Hishoukyaku improved. Follow-ups possible.
- ff.A has been improved to hit crouching opponents who are in hit stun.
- Recovery on hangetsuzan lengthened
- Air hangetsuzan hits crouching opponents who are in hit stun. However, upwards hitbox has been reduced.
- EX hangetsuzan has better recovery when blocked
- Properties of qcfx2+K have changed. Both versions below have extended recovery on a whiff.
-Weak ver: Invincible, blows back opponent horizontally -Strong ver: No invincibility, launches straight up
- Weak Hienzan has less invincible frames. Also note well that invincibility is upper body only.
- EX Air phoenix kick added. There are a few frames of invincibility on the initial attack frames.
Yamamoto:
"Hangetsuzan isn’t safe on guard so be careful. On the other hand is ff.A can hit crouching opponents in hit stun and EX hangetsuzan can be followed by ff.A in the middle of the screen so regardless of the opponent’s status or distance there will always be combo options available to Kim. So a little bit of a change, let’s use various moves to rush the opponent down without giving them a break!"
Gameplay Overview
Kim has always been somewhat of a beast if played correctly and efficiently throughout the years, and this game, he can be a real threat and a strong addition to a team. Even though historically his long range game is still lacking, his mid/close game is still very strong and on point. His normals both air and the ground are very strong which gives him a great potential ground game, and some annoying frame traps. He does need somewhat of a moderate skill level of execution for his bnb combos and his HD combos, but after some practice, you will begin to realize how easy they really are and how important they are to his damage arsenal. Kim meter dependency can be a little on the greedy side if you want to open up some of his more damaging combos and defensive options. He works best as a middle-man or anchor of a team, but he can be placed first if you understand some of his disadvantages without meter.
Pros
- Safe jumps everywhere
- Good frame traps
- Good air control
- Good mid ranged zoning tools (far.C, far.D especially)
- Crazy pressure game
- Great close range ground game
- Medium level execution needed
Cons
- Can be easily zoned by fireball characters
- Lack of long range options, only strong mid and close range
- Some unsafe special moves
- A little slow on building meter
- Works best with a good amount of meter, both defensive and offensively
Normals
Standing
s. A 25 damage, chain-able, hits mid. A short ranged jab that's pointed a bit downward diagonally than just horizontally like many jabs. Not recommended to stop hops because of its slight angle. +2 frames on block.
s. B 30 damage, cancel-able, hits mid. Better than s.A for checking and stopping hops in advance because of its longer distance and height. -6 frames on block.
far C 80 damage, super-cancellable only, hits mid. A slow stepping side kick that has mediocre range. It has decent push back, but isn't safe on block...but be weary of any hidden charged flash kicks or ex qcb K's for frame trap attempt, if you are on the defense against Kim. -6 frames on block.
far D 30+24 damage, hits mid. Fast double high kicks that have some lower body invincibility at the start up. You can stop some 3/4s full screen predicted hops and jump-ins if your spacing is good, but they may be beaten out by some characters down angled jump attacks. Safe on block but the whiff recovery is bad. Overall, a great normal to use for mid-ranged zoning and you can even link it into his s.C, or his d.B if it connects. +3 frames on block.
s. C 70 damage, cancel-able, hits mid. A kick to the shin that looks low, but it is actually a mid attack. Isn't terribly unsafe on block and pushes him back a little bit, but not too far. You will be using this in a few of his combos, and you can even play around with this on block for some frame traps with his far D or his B flash kick, or whatever else you feel will punish someone mashing. -2 frames on block.
cl. D 70 damage, cancel-able, hits mid. Basically his second kick of his far D. Not safe on block but by not too many frames, but he gets pushed back a bit. His s.A can link to this kick. It's VERY fast, and is actually Kim's fastest normal with a start-up of 3 frames. Use this move when you are in your opponents face to counter any attempt at them pressing buttons when they aren't supposed to. -4 frames on block.
Crouching
d. A 25 damage, cancel-able and chain-able, hits mid. It's quick, has more range than his s. A, and is safe on block.
d. B 30 damage, cancel-able, chain-able, hits low. Fast, great range, and a main starter for his ground combos and neutral on block.
d. C 70 damage, cancel-able, hits mid. Recovery is a little on the slow side, and it obviously doesn't reach has high as his past d. C's which were used as anti-airs. The range is the similar to his d. B. It's a decent move to punish moves that have horrible recovery into his specials or DM.
d. D 80 damage, whiff/cancel-able, hits low. His standard sweep that is still whiff cancel-able. Great range, and its recovery isn't horrible. With all sweeps in KOF, use it sparingly.
Jumping
j. A: 45 (40), cancel-able, hits overhead. A diagonal down angled punch, that can be hit and placed fairly deep. Compared to his past KOF games j. A, this one seems a bit harder to cross-up opponents while their standing, but it seems better used for crossing them up while crouching when hopping. Try it out on different crouching opponents.
j. B: 45 (40), hits overhead. A high aiming kick which is better for ground-to-air or to stop some opponents jumpins when used preemptively. It obviously should not be used for jump-ins or for air-to-air attacking.
j. C: 72 (70), hits overhead. A jumping axe kick that seems better for jumpins and better suited for hop pressure if timed well. The hitbox moves from up to diagonal down-forward pretty quickly, and if timed incorrectly, the kick might miss on crouching opponents.
j. D: 70 (68), hits overhead. This jump kick has great and a good diagonal angle which can be timed to hit fairly deep. Good for jumpings and hop pressure (especially in the corner). It is possible to cross-up standing or crouching opponents with this kick but it is very difficult to measure correctly because the hitbox isn't very large and is not positioned low enough near his non-kicking leg.
Blowback Attack
CD: 75 damage, whiff/cancel-able, hits mid. Just like his KOF02 stand CD, it has good range and can be whiff canceled out of but it just starts up a bit faster.
j. CD 90 (80), cancel-able, hits mid. A bit less range than his KOF02 jumping CD, but it is still very useful for using air-to-air.
GCCD 10 damage, hits mid.
Throw
Sakkyaku Nage = (b/f+C/D) 100 damage, can be broken, causes a hard knockdown. Kim tosses the opponent around a quarter of a full screen away. This is a good space for Kim to dash up briefly with a jumping cross-up attack or for a safe jump setup (explained later).
Command Moves
Nerichagi = (f+B) 65 damage, cancel-able, hits overhead, but hits mid if canceled into.
- Like former KOF games, Kim overhead is somewhat the same, not too terribly unsafe on block, and pushes him back a bit. You can go into HD mode if this is blocked then choose to hit them with a d.b, or a hop D for a mixup. If you chose to cancel a normal into this overhead as a small blockstring (or on hit), be careful because someone could roll after the first hit or throw out a move with quick starup and invincibility to punish you.
Yopuchagi = (f,f+A) 45 damage, cancel-able, hits mid.
- Kim flies close off the ground almost full screen with a kick that bounces him back in the air and lands almost half screen away. It is moderately quick and can catch some moves while they are starting up or recovering, but if it isn't properly followed up with an air special move, he can be punished by some quick long ranged moves or DMs. This move completely misses on crouching opponents and he's open for punishment while hes recovering. It is best used when canceled from his normals, or for punishing whiffed moves that have bad recovery.
Special Moves
Hangetsuzan = (qcb+K) - Kim's signature crescent kick. Both of the kick versions are now unsafe on block (the B version is safe if the last frame of the kick is blocked) and are only cancellable from hard attacks. The D version can be drive canceled at the last (3rd) hit. Try your best to hit-confirm into these, because if they are blocked or whiffed, you are asking to get punished.
(EX) = qcb+BD - More safer than the normal versions and starts up faster. You can combo this from light and heavy attacks. If hit point blank, it can cause the opponent to be briefly launched for a ff.A follow-up combo or his Neomax if you have meter for it.
- Drive- / Super-Cancellable
- Hit Detection: Mid
- B Damage: 60; D Damage: 40+38+36; EX Damage: 70, 66
Kuchugetsuzan = (qcb+K) in air - Almost like an aerial version of his crescent kick. Kim stops for a split second in mid-air then does a flip axe kick that travels forward a bit. The B version is a mid attack, while the D version is an overhead. You can perform these off of his back dash or a canceled j. A. His D version if hit late and at the correct distance can place him almost neutral on block.
(EX) = qcb+BD in air - This version when hits the opponent 3 times in the air, then leaves the opponent in a juggle-able state. Kim is totally invincible during this EX move so it is useful to evade and go through fireballs and it can reach far enough to potentially hit the opponent. It's best used in the corner where you can follow up with his f,f+A, both of his flash kicks (d~u+K), his EX DM, or even his neomax.
- Drive- / Super-Cancellable
- Hit Detection: B version = Mid / D version = overhead / EX version = Mid
- B Damage: 75; D Damage: 80; EX Damage: 50+47+45
Hishokyaku = (qcf+K) in air - Kim brief stops mid-air to arrow diagonally downward at 5 o'clock for some quick stomps; another signature move. The B version has a steeper angle and comes down slower, while the D version has a wider angle but is much faster. The stomps when they hit keep him in place (KOF02 style) and he can flip backward with a j.D (by pressing D). You can super cancel these stomps into his air DM (qcb~hcf + K) if you have the meter, and you hit them with it alone, or in a combo. If you whiff the stomp, you can be punished by a quick normal or super with fast recovery. If you miss this in mid range from your opponent, you can even try throwing out his B version of Hienzan (flash kick) if they try to punish you, but don't rely on that too much, and try your best to not whiff it at all. If the stomp is blocked, you can be punished by a fast EX move or DM while Kim is flipping backwards in the air.
(EX) = qcf+BD in air - It looks slower than his D version of the stomp, but he keep stomping all the way to the ground (KOF98 style) and he can actually follow up with his flash kick, EX qcb+K, his qcb~hcf K DM or his neomax without using a drive stock. He is safe on block by maybe a frame or two, so if you have the meter, you can use this for some light chip damage, then continue with some blockstring pressure.
- Drive- / Super-Cancellable
- Hit Detection: Mid (Kim's recovery j.D is overhead)
- Damage: 77; EX Damage: 40 x n
Hienzan = (d~u+K) - Everyone calls it the 'flash kick', because that's what it is pretty much. Like past KOF years, the B version comes out fast, and is a good anti air, but if its abused, he is open for punishment. The kick is aimed and performed in the middle of the screen height-wise (he grazes the life bars), and he moves forward a bit with a landing a couple of steps from where he started. Because it comes out so quickly, it can be used for some frame traps. This D version comes out fast as well but travels VERY high in the air (his torso is near the lifebars), and starts out the same as the B version; the starting hit placed at a low height where his d. A hits. His down + D follow up (that looks the same as the KOF02 version) after the D version knocks the opponent down hard and does 42 damage. If you whiff the D version, he lands slowly and is open for deserving punishment...just watch for his down + D while you approach him if someone wants to throw that out last minute on the way down.
(EX) = d~u+BD - Kim does two flash kicks on the way up with an automatic down + D. It has really fast start up and has some invincibility too. As far as using this as anti-air, it MIGHT whiff on those hopping in on you from far distance, because it shoots up kind of steep diagonally upward.
∟ d + D (for knockdown in D variant)
- Drive- / Super-Cancellable (before d + D)
- Hit Detection: Mid
- B Damage: 70, D Damage: 50+19+18; EX Damage: 100, 60, 50
- d + D follow-up damage: 50
Desperation Moves
Hououkyaku = (qcb~hcf+K) - Kim goes on full alert then dashes towards the opponent and places 9 fast hits which ends in his flash kick for a soft knockdown. This ranbu super which in this game starts up a bit slower and seems to not have any invincibility on it whatsoever. If someone does it randomly full screen and if your reflexes are extremely quick, you can even jab or light kick them out of it. You can still punish some moves that have horrible recovery, and you can combo it from light and heavy attacks.
(EX) = qcb~hcf+BD - Same general concept as the normal DM version, but starts up faster (still doesn't have any invinciblity), and does 12 hits ending with a flash kick with his down + D follow up for a hard knockdown. You can still combo this from light and heavy attacks.
- MAX Cancellable
- Hit Detection: Mid
- Damage: 210; EX Damage: 320
Air Hououkyaku = (qcb~hcf+K) in air - Almost the same properties as his ground DM, but applied in the air. You can catch some sloppy and expected jumpins with this if you tiger knee it backward, but it does have some start up, so it might lose an attack if the super is done too late. You can combo this into from his f,f+A attack, which can come from his d.b, d.b, s.b combo, or his j. A which is cancellable.
(EX) = (qcb~hcf+K) in air - This EX version ends with 12 hits and a hard knockdown. The start-up and recovery seem the share the same values as the normal version, but it does seem to have a small bit of invincibility at the start.
- MAX Cancellable
- Hit Detection: Mid
- Damage: 210; EX Damage: 320
Hououhitenkyaku = (qcfx2+K) - Kim performs a single, HIGH placed kick that pops the opponent up in the air. The B version knocks them slightly backward, while the D version places up straight up KOF02 style. As far as invincibility, compared to the KOF2002 versions, it doesn't seem to share the vast amount it had in that game, and it is actually quite brief, compounded on its slow start-up. The B version seems to actually have a bit more invincibility than the D version. The damage compared to his other DMs isn't that great, so this move is probably best for some reset setups or some easy follow-ups into his DMs. You can also combo this DM from his light and heavy attacks if you don't trust its anti-air abilities.
- Hit Detection: Mid
- Damage: B version = 120, D version = 80
Neomax
Rei Shiki Hououkyaku = (qcb hcf+AC) - Same concept as his DMs but Kim travels VERY fast towards his opponent, and wails at them with a fast flurry of kicks switching sides ending in a dramatic axe that causes a hard knockdown. It is probably best used after a HD combo max cancelled or from some light attacks, or from a juggle in the corner by his EX air qcb+K or ground EX qcb+K. You could use this to anti-air some high jumps, but it isn't invincible or has a low hitbox, so it might get beaten out. This is also good to punish moves with bad recovery also.
- Hit Detection: Mid
- Damage: 440
Combos
No Stock, No Drive Gauge -
d.Bx3, s.B, ff+A, qcb+B (in air) = 202 dmg
- A very important combo to learn because it is easy to confirm and leads into a hard knockdown for safejump and cross-up setups. If you want more damage, and you confirm from a jumpin, you can substitute the low and stand B attacks for a cl.C or cl.D into ff+A.
d.Bx3, d~u+D~down+D = 142 dmg
- Even though it does less damage than his ff+A, qcb+B combo, it still knocks the opponent down hard for a cross-up setup.
(Corner) j.C/D, cl.C/D, qcb+B, d~u+D~down+D = 298/300 dmg
- If you are grounded and manage to hit them with a far D, you can link that into his cl.C into the qcb+B
No Stock, 1+ Drive Gauge
(j.C/D), cl.C, qcb+D (3)[DC], d~u+D~down + D = 332 dmg
- Great damage, and ends in a hard knockdown for a safejump setup or a cross-up.
(Corner) j.C/D, cl.C/D, qcb+B, d~u+D~down+D (3)[DC], qcb+D (air) = 317 dmg
- A variation of his meterless corner hard knockdown combo with bit more extra damage.
No stock, 2 Drive Gauge -
(Corner) j.C/D, cl.C/D, qcb+D (3) [DC], d~u+D (3) [DC], qcb+D (air) = 350/352 dmg
- Very easy to pull off, once you can confirm the cl.C or cl.D into the qcb+D, the rest is simple, and it ends in a hard knockdown.
1 Stock, No Drive Gauge -
d.Bx2/3, s.B, ff+A, qcb~hcf+K = 301 dmg
- A little tough sometimes to get the super out after the ff+A, be sure to hit all the angles of the super as accurately and smoothly as you can, or else it wont come out. Once learned, it can be a very useful combo because the damage is solid, and there is no need to waste your drive gauge.
d.Bx3, s.B, qcb+BD, ff+A, qcb+D (in air) = 301 dmg
- A cool looking combo that can be performed midscreen (you have to get the ff+A out after the qcb+BD as quickly as you can), but easiest performed in the corner for a hard knockdown.
(Corner) j.C/D, cl.C/D, ff + A, qcb+BD, d~u+D~down+D = 380/384 dmg
- Pretty good damage, doesn't need a drive bar, and knocks down hard.
(Corner) j.C/D, cl.C/D, qcf~qcf+B, qcb+D (3), d~u+D~down+D = 425/427 dmg
- A cool combo that uses his qcf~qcf+B super that does good damage with a hard knockdown. A shortcut for his cl.C or D into the super can be performed as qcf+C/D, qcf+B.
(Corner) d.B, d.A, qcf~qcf+B, qcb+D (3), d~u+D~down+D = 334 dmg
- A variation of the combo above but starting with two crouching normals, but less damage obviously.
(Corner) j.C/D, cl.C/D, qcf~qcf+B, d~u+B, d~u+D~down+D = 406 dmg
(Corner) d.B, d.A, qcf~qcf+B, d~u+B, d~u+D~down+D = 321 dmg
- The timing for the flash kicks really isn't tough at all, but if you miss them for some odd reason, then you will be in trouble. Doing the qcb+D instead of the d~u+B after the qcf~qcf+B super is more damage anyways.
(Corner) d.Bx3, s.B, ff+A, qcf+BD, s.D, qcb+B, d~u+D~down+D = 364 dmg
- Very stylish, and one of his most damaging corner combos starting from a low attack with this specific meter requirement. The qcf+BD to standing D is a tough link, but it's worth learning.
1 Stock, 1+ Drive Gauge -
s.D, qcb+D (SC), qcfx2+D, qcb + B, ff + A -> qcb+D (in air) = 370 damage
s.C, qcb+D (3)(SC)qcf~qcf + B, ff + A, qcb+D = 363 damage
s.C, qcb+D (3)(SC)qcf~qcf + B, (run towards a bit) qcb+D(3 Hits), d~u + D~down+ D = 431 damage
d.Bx2, d.A, d~u+K (DC), qcb+BD (in the air), ff + A -> qcb+D = 299/318 damage
2 Stock, 0 Drive Gauge =
d.B, d.A/s.C, qcf~qcf+B, ff+A, qcb~hcf+K (in air) 357/399 damage
d.Bx3, s.B, qcb+BD, ff+A, air EX qcb+BD, ff+A, qcb+D = 396 damage
d.Bx3, s.B, ff+A, qcf+BD, s.D, ff+A, qcb~hcf+K = 404 damage
j.D, s.D, qcb+BD, ff+A, air qcb+BD, ff+A, air qcb+D = 469 dmg
2 Stock, 1+ Drive Gauge -
(corner) j.D, cl.C, qcf~qcf+B, qcb+D, d~u+D (DC) qcb+BD, d~u+D~down+D = 519 damage
d~u+D, (DC) qcb+BD, ff+A, qcb~hcf + K = 372 dmg
- Incase you anti-air with his flash kick
s.D, qcb+D (SC), qcfx2+D, ff+A, qcb~hcf+D = 423 damage
3 Stock, No Drive Gauge -
j.D, s.D, qcb+BD, ff+A, qcb+BD, ff+A, qcb+BD, d~u+D~down+D = 544 dmg
- Best performed midscreen leading into the corner. If you replace the jump-in and stand D with d.Bx3, st.B into qcb+BD, the damage will be 459.
j.D, s.D, qcb+BD, ff+A, qcb~hcf+BD = 553 dmg
HD Combos
Common HD starters
-s.C/s.D (BC) = 70 dmg
-d.Bx2/3, s.B (BC) = 85/110 dmg
1 Stock
(1) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(DC) qcb~hcf+K = 393 dmg
(2) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(DC), d~u+D (3), (DC) qcb~hcf+K = 397/425 dmg
(3) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(DC), d~u+D (3), (DC) qcb+BD (air), ff+A, qcb+D (air) = 395/436 dmg
- NOTE: if performed to closely to the corner, Kim might miss his ff+A
2 Stock
(1) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(DC), d~u+D (3), (DC) qcb+BD (air), ff+A, qcb~hcf+K (air) = 459/492 dmg
- NOTE: if performed to closely to the corner, Kim might miss his ff+A
(2) d.Bx3, s.B/s.C (HD), s.C, qcb+D (3)(DC), qcb~hcf+AC = 618/623 damage
(3) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(DC), d~u+B (DC), qcb+D (2), qcb~hcf+AC = 676/712 damage
(4) Far D, s.C (HD) s.C, qcb+D (3) (DC), d~u+B (DC), qcb+D (2), qcb~hcf+AC = 726 damage
(5) (corner only) j.D, s.C (HD) s.C, qcb+D (3), d~u+B (DC), [qcb+D (1), d~u+B (DC)]x3, (whiff) qcb+B, qcb~hcf+AC = 849 damage
3 Stock
(1) d.Bx3, s.B/s.C (HD) s.C, qcb+D (3) (DC), d~u+B (1) (DC), air qcb+BD, (land) qcb~hcf+AC = 700/738 dmg
4 Stock
(1) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(HD), d~u+D (3), qcb~hcf+BD (MC), qcb~hcf+AC = 700/730 dmg
Far D link combos
Kim can link his Far D into his cl.C or his d.B which can give him some extra damage to many of his combos, especially if you are using it as poke. His links can be a little difficult to confirm, but they are very practical in battle. Here are a few examples:
- Far D, cl.C, qcb+D = 231 dmg
- You can add a very deep j.D to the beginning of this combo for a total of 287 damage points. The j.D must hit as deep as possible to give Kim space for his Far D to activate instead of cl.D. You can also add a drive canceled d~u+D or a super cancel (from which ever DM you choose) for more damage.
- Far D, d.B, s.B, ff+A, air qcb+B = 216 dmg
- The d.B is a bit more easier than the cl.C link, but it has less damage. You can replace an air qcb~hcf+K DM instead of an air qcb+B for a damage total of 315.
- Far D, cl.C, ff+A, air qcb+B = 233 dmg
- A bit more damaging than the d.B link, but more difficult. If you add his air DM, the damage total will be 341, or if you use the air EX DM, the total will be 445.
You can even use the Far D link as part of a HD combo. Here is an example:
- Far D, cl.C, [HD] cl.C, qcb+D (3), Neomax = 652 damage
- Far D, cl.C, [HD] cl.C, qcb+D (3) [HD], d~u+B [HD), qcb+D (2) [HD], Neomax = 726 damage
- You can replace (or add) the Far D as a starter to his HD combos if you score a random confirm from it.
Safe Jump Setups
Kim has a lot of Hard knockdown moves, Air qcb+K, d~u+D~d+D, d~u+BD, his throw, his qcb~hcf+BD, and the last but not the least his Neomax:qcb~hcf+AC.
Sadly you don't have the time to safe jump right after a qcb~hcf+BD.
But you can safe jump safely after his other moves if timed correctly.
BnB combo ending in ff.A, qcb+B
http://www.youtube.com/watch?v=on0k5k0wfYk
d.B, d.B, s.B, ff.A, qcb+B (183 Dmg) => ASAP Hop Not Safe on: 0 Ex : Ash 1 Ex : Kim, Joe, Kula, Athena, Elisabeth, Chin (counter) 2 Ex : Kyo, Shen, King, Maxima Neomax : Andy, Mai, Goro
Air qcb+D
Works for both situations, opponent on the Ground or in the Air.
Little delay then Hop.A/B/C/D/CD (The C version is really nifty).
2 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 2 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen.
Air qcb+B
Works for both situation, opponent on the Ground or in the Air.
Little delay then Hop.A/B/C/D/CD (The C version is really nifty).
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 3 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen.
d~u+D~d+D
Hop ASAP.
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and 3 Frames invincible moves, but guard Ex or normal dp.
In mid air it's really random. You might be safe jump only slow invincible moves, be very cautious.
http://www.youtube.com/watch?v=_suYgQSZQ80
Airborn opponent to d~u.D => ASAP Hop (While a combo corner) Not Safe on : 0 Ex : 1 Ex : Elisabeth, Chin (counter) 2 Ex : Kyo, Shen, King Neomax : Andy, Mai (Whiff corner), Goro
d~u+BD
Hop A ASAP after landing.
If your opponent is close to the ground (combo height): 4 Frames (Or more) Safe Jump, you will eat Kyo/K'/etc Ex dp, but win against the A version and guard C version.
Works both on midscreen and the corner.
In mid air it's really random. You might be safe jump only slow invincible moves, be very cautious.
Throw
Midscreen:Little delay then HyperJump.A or C or D. Or you can also do a little run and then Hop.A/D
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 3 Frames invincible moves, but guard Ex or normal dp.
Corner : A longer delay then Hop.A
2 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 2 Frames invincible moves, but guard Ex or normal dp
Neomax
Works for both situation, opponent on the Ground or in the Air Little pause then hop.
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and 3 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen
http://www.youtube.com/watch?v=en4v-Ywy9CI
Neomax => walk slightly backward => Hyper Hop Not Safe on : 0 Ex : 1 Ex : Elisabeth, Chin (counter) 2 Ex : Kyo, Shen, King Neomaxm : Andy, Goro
Shen safe jump setup for the CABC, King qcf qcf.AC. => very slight delay Hop (Do it ASAP to be safe)
Sharnt's Safe Jump Thread (features videos)
Tips
- The shortcut for weak hienzan to NeoMax is [d],db,b,ub + B db,f + AC (reverse tiger knee B, then down back to forward AC).
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Character Matchups
Andy Bogard
Ash Crimson
Most of Ash's game will be keep away and baiting an expected jump. Most of the time try to hop (not jump or super jump) over his projectiles. Stay grounded as much as possible, use st.B and st.D (less since it's slower) to break Ash's momentum. Anticipate Nivose as much as you would use Hienzan on someone jumping in on you.
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Like Ralf, has a great standing C and decent D to keep you at bay, but will rush you down most of the time. Recommended for Kim to use more aerial and low attacks. Look out for his Gatling Attack as it comes out very fast and works as a great anti-air. Use combos starting with low B, st.B pokes for his hops, and use weak Hangetsuzan to bait Clark's attempt at SAB. However, a 3-4 hit strong Hangetsuzan will break the auto guard Clark's strong SAB. Youpuchagi, Hishokyaku, can be used to attack and bounce off of Clark, and keep j.B and Kuchugetsuzan handy for a lot of Clark's forward hops.
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII) (mirror match)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate
Terry Bogard
Vice
Yuri Sakazaki
Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
cl.A | 25 | 3 | 5 | +2 | |
cr.A | 25 | 3 | 4 | +3 | |
st.A | 25 | 3 | 5 | +2 | |
j.A | 45 | 3 | 5 | - | |
hop A | 40 | 3 | 6 | - | |
st.B | 30 | 3 | 6 | -6 | |
cr.B | 30 | 3 | 4 | 0 | |
far B | 30 | 3 | 6 | -6 | |
j.B | 45 | 3 | 5 | - | |
hop B | 40 | 3 | 5 | - | |
cl.C | 70 | 7 | 4 | -2 | Long cancel window |
cr.C | 70 | 7 | 7 | -1 | |
st.C | 80 | 7 | 11 | -6 | |
j.C | 72 | 7 | 10 | - | |
hop C | 70 | 7 | 9 | - | |
cl.D | 80 | 7 | 3 | -4 | Kim's fastest normal |
cr.D | 80 | 7 | 7 | -1 | |
far D (1) | 30 | 8 | 6 | - | |
far D (2) | 45 | 4 | 18 | +3 | First hit whiff |
j.D | 70 | 7 | 8 | - | |
hop D | 68 | 7 | 8 | - | |
st.CD | 75 | 10 | 15 | -1 | |
j.CD | 90 | 8 | 12 | - | |
hop CD | 80 | 8 | 12 | - | |
Nerichagi = f+B | 65 | 6 | 20 | -4 | |
Torayopchagi = ff+A | 45 | 8 | 10 | - | Upon landing 22 |
Throw = b/f+C/D | 100 | 0 | 1 | - | Hard knockdown |
GCCD | 4 | 0 | 13 | -15 | Startup vs: Wk13, St17, Jump Atk 17 |
B Hangetsuzan = qcb+B | 60 | 6 | 16 | -8 | Wk16, St22 |
D Hangetsuzan(1) = qcb+D | 40 | 4 | 17 | - | |
D Hangetsuzan(2-4) | 40 | 4 | - | -16 | |
Air B Hangetsuzan = air qcb+B | 75 | 12 | 15 | -5 | Lowest in air + hit with forefront is 0 |
Air D Hangetsuzan = air qcb+D | 80 | 12 | 17 | 0 | Lowest in air (safe on block) |
Hishokyaku(1) = air qcf+K | 0 | 0 | 10 | - | |
Hishokyaku(2-5) | 18 | 0 | - | - | |
Hishokyaku(6) | 20 | 0 | - | - | Landing recovery -33 |
B Hienzan = d~u+B | 70 | 6 | 4 | -28 | Whiff 36 |
D Hienzan(1) = d~u+D | 50 | 4 | 6 | - | |
D Hishokyaku(2~3) | 20 | 2 | - | -33 | |
D Hishokyaku(4) | 50 | 6 | - | - | |
EX Hangetsuzan(1) = qcb+BD | 70 | 0 | 11 | - | |
EX Hangetsuzan(2) | 100 | 0 | - | +1 | Graze -1 |
EX Air Hangetsuzan(1) = air qcb+BD | 50 | 0 | 15,24 | - | stand,crouch |
EX Air Hangetsuzan(2-5) | 50 | 0 | - | -3 | Close,Lowest in air (-1~-5) |
EX Hishokyaku(1) = air qcf+BD | 40 | 0 | 13 | - | |
EX Hishokyaku(2-5) | 40 | 0 | - | +1 | Freeze 29 |
EX Hienzan(1) = d~u+BD | 100 | 0 | 3 | - | Fastest special |
EX Hienzan(2) | 60 | 0 | - | - | |
EX Hienzan(3) | 50 | 0 | - | -48 | |
Hououkyaku(1) = qcb~hcf+K | 0 | 0 | 40(11) | -8 | Freeze 29 |
Hououkyaku(2,3) | 5 | 0 | - | - | Air startup 33(4) |
Hououkyaku(4-8) | 10 | 0 | - | - | |
Hououkyaku(9) | 150 | 0 | - | - | |
B Hououhitenkyaku = qcf,qcf+B | 120 | 0 | 37(8) | +2 | Freeze 29 |
D Hououhitenkyaku = qcf,qcf+D | 80 | 0 | 40(11) | +2 | Freeze 29 |
EX Hououkyaku(1) = qcb~hcf+BD | 0 | 0 | 35(6) | -8 | Freeze 29 |
EX Hououkyaku(2,3) | 10 | 0 | - | - | Air startup 32(3) |
EX Hououkyaku(4-8) | 20 | 0 | - | - | |
EX Hououkyaku(9-11) | 40 | 0 | - | - | |
EX Hououkyaku(12) | 80 | 0 | - | - | |
Zeroshiki(1) = qcb~hcf+AC | 0 | 0 | 34(5) | -10 | Freeze 29 |
Zeroshiki(2,3) | 5 | 0 | - | - | |
Zeroshiki(4-9,11-16,18-22) | 10 | 0 | - | - | |
Zeroshiki(10・17) | 5 | 0 | - | - | |
Zeroshiki(23) | 250 | 0 | - | - |
Kim's Jumps
This picture demonstrates different jump heights/distances.
Grey/White = Neutral Jump
Yellow = Neutral Hop
Orange = Forward Hop
Red = Forward Hyper Hop
Blue = Forward Jump
Green = Forward Super Jump
The forward moving jumps/hops display one image at the apex of the jump and one at the landing point.
Videos
Kim Master Class
KOF XIII KIM Combo BALA 900dmg 2 bars
King of Fighters XIII: Kim Kaphan Trials
Contributors
Links & References
http://keykakko.wordpress.com/
Discussion Threads
Discuss at Dream Cancel