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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
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
- B version can be used for the stomp glitched explained here: (http://dreamcancel.com/wiki/index.php?title=Kim_02#The_Stomp_Glitch)
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