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

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== Move List ==
== Move List ==


'''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.


== Normal Moves ==
== Normal Moves ==

Revision as of 04:37, 20 February 2015

Move List

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.

Normal Moves

Throws

Kubikime Otoshi - (b/f + C) close

  • this throw flips the enemy face down for a possible backturned okizeme glitch setup

Sakkyaku Swimming - (b/f + D) close

Video of both C and D throws

Command Moves

Neri Chagi - (f + B)

  • Overhead unless cancelled into
  • If cancelled into, becomes 2 hitter, both hits are cancellable, but loses overhead property
  • Cannot connect from anything

Special Moves

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

  • Hits low
  • B version is super cancellable
  • 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 (see last vid for examples)
  • D version is hard knockdown, not super cancellable


Hangetsu Zan - (qcb + B/D)

  • B version goes short rage, D version goes around halfscreen
  • B version normally super cancellable, D version only super cancellable in max mode (can also cancel into SDM Kuuchuu Hou'ou Kyaku while he's in midair)


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

  • First input of punch button determines the finisher of the chain
  • A version ends with overhead attack, can connect from the second hit
  • C version ends with flying double kick, connects from second hit
  • Both enders are super cancellable
  • After first hit, has alternate followup Sankuu Kyaku
Sankuu Geki - (uf + B/D, d + B/D)
  • First hit of this is super cancellable
  • Second hit is an overhead and hard knockdown


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

  • 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)

  • Bounces back if blocked or not
  • 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

Desperation Moves

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

  • Catches airborne opponents
  • B version travels around 3/4ths of fullscreen, D version travels fullscreen


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

  • 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)

  • Catches airborne opponents (obviously)
  • Flies an extremely long distance

HSDM

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

  • Short distance unblockable travelling grab move
  • Does not catch airborne opponents
  • If opponent is already blocking, this move will not connect (eg. blocked low A into Zero Kyori Hou'ou Kyaku will miss)


Combos

  • cl.C/cr.B×1~2/cr.A, qcb+P~uf+K~d+K
  • cl.C, qcb + D
  • cl.C, down, down + B/D
  • cr.B×1~2, cr. d~u+B

1 Meter

  • cl.C/cr.B×1~2/cr.A, qcb hcf+K
  • cl.C/cr.B×1~2/cr.A, qcfx2+K, d~u+D~d+K


2 Meters

  • cl.C/cr.B×1~2/cr.A, qcfx2+D, qcb hcf+K
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, d~u+D~d+K


3 Meters

  • cl.C, (BC) cl.C (1), qcb+Cx3, (SC) qcb hcf+BD
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D (2)/d~u+D (2), qcb hcf+BD
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, qcb hcf+K/(BC) qcb+Px2, (SC) qcb hcf+K


Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, [BC] qcb+Px2, (SC) qcfx2+D, d~u+D~d+D


4 Meters

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] rtk (reverse tiger knee) hcf+BD


Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] qcbx2+C, (SC buffer) qcb hcf+BD


5 Meters

Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] qcb+Px2, qcfx2+D, [BC] qcb+Cx3, (SC buffer) qcb hcf+BD


Discussion Threads

Discuss at Dream Cancel

Discuss at Orochinagi

Videos

Kim Master Class


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