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The King of Fighters XIV/Kim Kaphwan: Difference between revisions
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=Command Moves= | =Command Moves= | ||
Naeryo Chagi - (f+B) | |||
* A somewhat slow overhead that can be used to Max/super cancel. | |||
*Like most overheads, loses overhead property and becomes special cancel-able if chained after lights or close normals. Will not combo, however. | |||
Twio Yop Chagi - (f,f+A) | |||
* Kim does a flying high kick that looks flippin sweet, | |||
* Can combo after lights, and close normals, but will no longer hit crouchers. | |||
* He will no longer kick off the wall if reaches it now either. | |||
* Still special cancel-able, so at least it's still decent for combos. | |||
=Special Moves= | =Special Moves= |
Revision as of 17:17, 2 September 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Air Hangetsuzan - in air, + / (*)
Hienzan - charge briefly then + / (*)
Hishou Kyaku - in air, + / (*)
Super Special Moves
Air Houou Kyaku - in air, + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A
- st. B
- st. C
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
Sanren Kyaku - (b/f+C) close
- Kim kicks the opponent in the face 3 times and knocks them away.
- The preferred knockdown since it is possible to safe jump with.
- Hard knockdown
Sakkyaku Nage - (b/f+D) close
- Kim tosses the opponent over his head and throws them back.
- Use if you can throw them in the corner.
- Soft Knockdown
Command Moves
Naeryo Chagi - (f+B)
- A somewhat slow overhead that can be used to Max/super cancel.
- Like most overheads, loses overhead property and becomes special cancel-able if chained after lights or close normals. Will not combo, however.
Twio Yop Chagi - (f,f+A)
- Kim does a flying high kick that looks flippin sweet,
- Can combo after lights, and close normals, but will no longer hit crouchers.
- He will no longer kick off the wall if reaches it now either.
- Still special cancel-able, so at least it's still decent for combos.
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)