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The King of Fighters XIII/Kim Kaphwan: Difference between revisions

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'''Cornered'''
'''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?===
===Best Team Position?===
Line 585: Line 578:
'''Ash Crimson'''
'''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.
* 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'''


'''Athena Asamiya'''
* Athena is almost zoner-reliant, but still can produce a lot of close-range strategies pretty well. Be aware of Psycho Balls (qcb+P) from long-range, especially EX versions as she'll try to meet you half way as you jump or hop over it. Keep somewhat of a distance at close range to avoid Psychic Throw (hcf+P, and be ready to halt completely once you see going for Shining Crystal Bit (hcbx2+P). Since Athena has a tendency to be in the air a lot, best to utilize Yopuchagi (f,f+A) if you see her hopping, or air qcb+K (make sure there's space between you two when you attempt it) or Hououkyaku (qcb~hcf+K) in the air.


'''Benimaru Nikaido'''
'''Benimaru Nikaido'''
* Benimaru has great close-to-mid attacks and defense, so you should be pretty cautious when approaching him. Raijin ken (qcf+P) will be annoying to get around, especially when done in the air. Best move possibility against this Yopuchagi (f,f+A) if you can preempt him. If you've got Beni close to the corner, don't let him grab you to reverse positions, or you'll be eating a nasty corner combo. Always be on the look out for a cross up with his j.D. As often as he might do it, try to make sure you're not in a cross up position, and you should only be crouching to prepare Hienzan (d~u+B version for Beni hopping usually, D for jumps). And if you expect an EX Benimaru Lancer (qcb+AC) out of him, EX Hangetsuzan (qcb+BD) is usually the best bet to hit him quickly while avoiding the lightning strike.


'''Billy Kane'''
'''Billy Kane'''
* Billy, being the obvious zoner that he is, hops and hyper hops are going to be your best access point for his ground game; Kim's high-air game will be threatened a lot by Billy's Suzumeotoshi (qcb+P). Don't rely on Yopuchagi (f,f+A) much to get in on him. Most of his mid-range game could be his Daikaitenkeri (f+A), which you shouldn't be afraid to trade against Kim's st.B. Close range will most likely be multiple cr.Bs, but pay attention to when he has meter, because it will be better to bait his EX Kyousyuuhisyoukon (dp+BD) to punish or make him waste meter.


'''Chin Gentsai'''
'''Chin Gentsai'''
* Being the smallest character in the game, be prepared to approach him differently. On ground guard, you'll have to switch a bit between standing guard and crouching guard. Crouching guard puts you at risk for Uronkochu (df+D), and the combo that follows. Kim can be taken a lot by Chin on the ground with his Suiho (qcb+P) and countering Ryu Sogeki (qcb+K). You'll rarely see him in the Chokaroh stance (down, down+K), but don't be afraid to attack him there as he can't block in it. Kim has some better chances of hitting Chin with hops and sometimes jump attacks, but his CD in the air is one of the best in the game, so expect those if you meet him in the air.


'''Clark Still'''
'''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.
* 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 (qcb+B) to bait Clark's attempt at SAB (hcf+P). However, a 3-4 hit strong Hangetsuzan (qcb+D) will break the auto guard Clark's strong SAB. Youpuchagi (f,f+A), Hishokyaku (qcf+K), can be used to attack and bounce off of Clark, and keep j.B and Kuchugetsuzan (air qcb+K) handy for a lot of Clark's forward hops.


'''Duo Lon'''


'''Duo Lon'''
* Duo is a heavy ground/mixup threat, so it's probably best to keep Kim airborne a little longer, especially since Duo's aerial game is kind of weak. Be careful of positioning as his Genmu Kyaku (f+B) will hit wherever you are on the ground. Yopuchagi (f,f+A) can be used freely more against him since Duo is usually looking for the Suteki Juryu (qcf+Px3) combo mixup. Also be ready for him to change positions completely with his Hike Kyaku Zen/Ushiro teleports (qcf+K, qcb+K). Hishokyaku (qcf+K) is a good asset agaisnt Duo for attacking or getting closer to him while out of range of most of his attacks, though if you bounce off of him after he defends, be ready to block low.


'''Elisabeth Branctorche'''
'''Elisabeth Branctorche'''
* Elizabeth being mostly a close-range character means more chances to advance on her. Like Benimaru's Raijin ken (qcf+P), Etincelles (qcf+P) is a good keepaway projectile. Her Noble Blanc DM (qcfx2+P) is works as well as Etincelles, but be aware of the EX being able to travel across the screen. Her one mid-to-long range asset is her Coup De Veine (dp+P) which can reach from a forth of the screen (A version) to half (C version). Avoid getting hit by Coup De Veine as it can be followed up to a decent super/corner combo, or by her Grand Rafale DM (qcf~hcb+P). And her Mistral (hcb,f+P) is a good reminder to not always be close-range. If she has enough drive and meter, and the player is desperate enough, be aware of a possible NeoMax counter in her Etoile Filanto (qcb~hcf+BD).


'''Goro Daimon'''
'''Goro Daimon'''
* Kim's best bet against Daimon is mostly mid-range play, but don't be surprised if his st.B, st.D, or CD can reach you as you try hitting him, which can be beat out by Kim's st.CD, but not always. Jiraishin (dp+A) ensures he can hit you full-screen if you're trying to run away, and Kumotsukaminage (hcf+A) means you shouldn't jump at him so much. Empty jumps and Kuchugetsuzans (air qcb+K) can usually catch him off guard. Daimon's biggest advances are running to grab you or hopping forward doing CD, best beat out by Kim's Yopuchagi (f,f+A)if you expect him to hop, or Hienzan (d~u+K) if you can time it right. It's best not to let Daimon intimidate you, even if it means constantly poking with st.B or st.A to stop him from trying to grab you, which is his priority.


'''Hwa Jai'''
'''Hwa Jai'''
* Hwa Jai is a character that can easily match Kim in aerial match-ups, even surpass him sometimes, so don't be quick to take Hwa from the air excessively. His TNT punch (qcf+P) and his st.CD control his personal space really well. Hwa can be a little more aggressive against Kim with Dragon Tail (qcb+K) and Dragon Kick (dp+K), which might be a reason to wait for an opportunity to punish more often. Empty hopping might bait a Dragon Kick (B [anti-air] version) to attack. Dragon Tail can be beat out by Hienzan (d~u+K). If you find yourself above Hwa in the air, Hishokyaku (qcf+K) will come in handy. Look out for Hwa's slide (df.B) to start a combo for him. Be aware of Dragon Backbreaker (qcf~hcb+P) if you're doing a lot of blocking, or if Hwa is blocking a lot. Once Hwa activates Drink Pink (qcbx2+P), be very cautious about getting caught in longer combo strings.


'''Iori Yagami (Claw)'''
'''Iori Yagami (Claw)'''

Revision as of 17:25, 5 December 2012

File:Kim sprite.gif

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Corner

cr.Bx2/3, st.B, f,f+A, (air) qcb+B = 183/202 dmg
j.C, cl.C, qcb+B, d~u+D -> d+D = 300 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
  • Easy hard knockdown combos without meter
  • Great standing anti-airs (st.B, far D)

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 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

Mid-Screen 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.

s.D or s.C, qcb+D = 178 dmg

  • Add a whiffed ff+A after the knockdown to follow them while they wake up.


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.


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.


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

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+K = 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

Corner Combos

No Stock, No Drive Gauge

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/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

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.


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.


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.


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.


j.C/D, cl.C/D, qcf~qcf+B, d~u+B, d~u+D~down+D = 406 dmg


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.


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.


2 Stock, 1+ Drive Gauge -

j.D, cl.C, qcf~qcf+B, qcb+D, d~u+D (DC) qcb+BD, d~u+D~down+D = 519 damage


HD Combos

Common HD starters

-f+B = 65 dmg

-s.C/s.D (BC) = 70 dmg

-d.Bx2/3, s.B (BC) = 85/110 dmg

-Far D, d.B, s.B (BC) = 124 dmg

-Far D, s.C = 135 dmg

Any of the combos below can be started before HD activation with the combos above. A jump attack may be added to the standing normals for more damage.


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

(2) d.Bx3, s.B/s.C (HD) s.C, qcb+D (DC), d~u+B (1) (DC), qcb+D (2), d~u+B (DC), air qcb+BD, (land) qcb~hcf+AC = 736/772 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)


Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered


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

  • Athena is almost zoner-reliant, but still can produce a lot of close-range strategies pretty well. Be aware of Psycho Balls (qcb+P) from long-range, especially EX versions as she'll try to meet you half way as you jump or hop over it. Keep somewhat of a distance at close range to avoid Psychic Throw (hcf+P, and be ready to halt completely once you see going for Shining Crystal Bit (hcbx2+P). Since Athena has a tendency to be in the air a lot, best to utilize Yopuchagi (f,f+A) if you see her hopping, or air qcb+K (make sure there's space between you two when you attempt it) or Hououkyaku (qcb~hcf+K) in the air.

Benimaru Nikaido

  • Benimaru has great close-to-mid attacks and defense, so you should be pretty cautious when approaching him. Raijin ken (qcf+P) will be annoying to get around, especially when done in the air. Best move possibility against this Yopuchagi (f,f+A) if you can preempt him. If you've got Beni close to the corner, don't let him grab you to reverse positions, or you'll be eating a nasty corner combo. Always be on the look out for a cross up with his j.D. As often as he might do it, try to make sure you're not in a cross up position, and you should only be crouching to prepare Hienzan (d~u+B version for Beni hopping usually, D for jumps). And if you expect an EX Benimaru Lancer (qcb+AC) out of him, EX Hangetsuzan (qcb+BD) is usually the best bet to hit him quickly while avoiding the lightning strike.

Billy Kane

  • Billy, being the obvious zoner that he is, hops and hyper hops are going to be your best access point for his ground game; Kim's high-air game will be threatened a lot by Billy's Suzumeotoshi (qcb+P). Don't rely on Yopuchagi (f,f+A) much to get in on him. Most of his mid-range game could be his Daikaitenkeri (f+A), which you shouldn't be afraid to trade against Kim's st.B. Close range will most likely be multiple cr.Bs, but pay attention to when he has meter, because it will be better to bait his EX Kyousyuuhisyoukon (dp+BD) to punish or make him waste meter.


Chin Gentsai

  • Being the smallest character in the game, be prepared to approach him differently. On ground guard, you'll have to switch a bit between standing guard and crouching guard. Crouching guard puts you at risk for Uronkochu (df+D), and the combo that follows. Kim can be taken a lot by Chin on the ground with his Suiho (qcb+P) and countering Ryu Sogeki (qcb+K). You'll rarely see him in the Chokaroh stance (down, down+K), but don't be afraid to attack him there as he can't block in it. Kim has some better chances of hitting Chin with hops and sometimes jump attacks, but his CD in the air is one of the best in the game, so expect those if you meet him in the air.

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 (qcb+B) to bait Clark's attempt at SAB (hcf+P). However, a 3-4 hit strong Hangetsuzan (qcb+D) will break the auto guard Clark's strong SAB. Youpuchagi (f,f+A), Hishokyaku (qcf+K), can be used to attack and bounce off of Clark, and keep j.B and Kuchugetsuzan (air qcb+K) handy for a lot of Clark's forward hops.

Duo Lon

  • Duo is a heavy ground/mixup threat, so it's probably best to keep Kim airborne a little longer, especially since Duo's aerial game is kind of weak. Be careful of positioning as his Genmu Kyaku (f+B) will hit wherever you are on the ground. Yopuchagi (f,f+A) can be used freely more against him since Duo is usually looking for the Suteki Juryu (qcf+Px3) combo mixup. Also be ready for him to change positions completely with his Hike Kyaku Zen/Ushiro teleports (qcf+K, qcb+K). Hishokyaku (qcf+K) is a good asset agaisnt Duo for attacking or getting closer to him while out of range of most of his attacks, though if you bounce off of him after he defends, be ready to block low.

Elisabeth Branctorche

  • Elizabeth being mostly a close-range character means more chances to advance on her. Like Benimaru's Raijin ken (qcf+P), Etincelles (qcf+P) is a good keepaway projectile. Her Noble Blanc DM (qcfx2+P) is works as well as Etincelles, but be aware of the EX being able to travel across the screen. Her one mid-to-long range asset is her Coup De Veine (dp+P) which can reach from a forth of the screen (A version) to half (C version). Avoid getting hit by Coup De Veine as it can be followed up to a decent super/corner combo, or by her Grand Rafale DM (qcf~hcb+P). And her Mistral (hcb,f+P) is a good reminder to not always be close-range. If she has enough drive and meter, and the player is desperate enough, be aware of a possible NeoMax counter in her Etoile Filanto (qcb~hcf+BD).

Goro Daimon

  • Kim's best bet against Daimon is mostly mid-range play, but don't be surprised if his st.B, st.D, or CD can reach you as you try hitting him, which can be beat out by Kim's st.CD, but not always. Jiraishin (dp+A) ensures he can hit you full-screen if you're trying to run away, and Kumotsukaminage (hcf+A) means you shouldn't jump at him so much. Empty jumps and Kuchugetsuzans (air qcb+K) can usually catch him off guard. Daimon's biggest advances are running to grab you or hopping forward doing CD, best beat out by Kim's Yopuchagi (f,f+A)if you expect him to hop, or Hienzan (d~u+K) if you can time it right. It's best not to let Daimon intimidate you, even if it means constantly poking with st.B or st.A to stop him from trying to grab you, which is his priority.

Hwa Jai

  • Hwa Jai is a character that can easily match Kim in aerial match-ups, even surpass him sometimes, so don't be quick to take Hwa from the air excessively. His TNT punch (qcf+P) and his st.CD control his personal space really well. Hwa can be a little more aggressive against Kim with Dragon Tail (qcb+K) and Dragon Kick (dp+K), which might be a reason to wait for an opportunity to punish more often. Empty hopping might bait a Dragon Kick (B [anti-air] version) to attack. Dragon Tail can be beat out by Hienzan (d~u+K). If you find yourself above Hwa in the air, Hishokyaku (qcf+K) will come in handy. Look out for Hwa's slide (df.B) to start a combo for him. Be aware of Dragon Backbreaker (qcf~hcb+P) if you're doing a lot of blocking, or if Hwa is blocking a lot. Once Hwa activates Drink Pink (qcbx2+P), be very cautious about getting caught in longer combo strings.

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

  • Kyo's qcf+B on block cannot be punished by any of Kim's moves, but his qcf+D is less safe and can be punish by Kim's d~u+BD; his EX flash kick.
  • The blockstring of d.B, d.A, (or cl.C), df+D can be punished by his qcb~hcf+BD, his NeoMax (qcb~hcf+AC), and his qcb+BD. If someone cancels the df+D into his qcf+A, try to Guard Cancel Roll the df+D (which can only be canceled on the first hit) so you end up behind him, and punish with a combo.

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

  • His qcf+B has a good amount of pushback on block and recovers fast. Alone (or after a cr.B) on block, you can hit him with s.B, qcb~hcf+BD, his B and EX version flash kick (d~u+K), or his NeoMax (qcb~hcf+AC). If used at the end of a blockstring with two (or 3) cr.B's, it is safe because of the pushback.

Mr. Karate

Terry Bogard

  • Terry's qcf+AC (EX Power Wave) can be avoided on the ground by Kim's EX qcb+K, or simply his ff+A.
  • D version and EX Crack Shoot are relatively safe on block.
  • The A version of Burn Knuckle (qcb+A) at it's last active frame (at max distance length) on block is very hard to punish. If it performed at a close range, it is easy to punish. The C version can be punished on block from any distance.
  • Punish both versions (normal and EX) of his Buster Wolf (qcfx2+K) as quickly as you can before his recovery time runs out.

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

KOF XIII Kim Combo BALA

Contributors

Rex Dart [1]

Sharnt [2] [3]

Desmond Delaghetto

keykakko [4]

Links & References

http://keykakko.wordpress.com/

Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
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