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The King of Fighters XIV/Kim Kaphwan: Difference between revisions
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(Ends in a hard knockdown. Easy to execute. Damage is 536 if you start with j.C/D, cl.C/D into Max Mode) | (Ends in a hard knockdown. Easy to execute. Damage is 536 if you start with j.C/D, cl.C/D into Max Mode) | ||
* cr. Bx2, st.B [BC] cl.C/cr. C, qcb+BD, delay ff+A, (in air) qcb+BD, charge d,u+B, qcb~hcf+K | * cr. Bx2, st.B [BC] cl.C/cr. C, qcb+BD, delay ff+A, (in air) qcb+BD, charge d,u+B, qcb~hcf+K = (512 DMG) {1500 Meter) | ||
(better 2-bar for anchor. Input the flash kick into super as qcb, up-back+B~hcf+B) | (better 2-bar for anchor. Input the flash kick into super as qcb, up-back+B~hcf+B) | ||
Revision as of 01:22, 24 December 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 |
Low, Anywhere |
cr.B, cr.B, d~u+D d+D = 173 dmg |
1 Meter |
Anywhere |
j.D, cl.C, qcb+D [SC] qcfx2+B, ff+A, qcb+D = 407 dmg |
2 Meters |
Anywhere |
j.D, cl.C, qcb+D [SC] qcfx2+KK d~u+D d+D = 475 dmg |
Gameplay Overview
Infamous in KoF 13, Kim is a character with one goal in mind: Shove his foot in your face for justice. Rushdown is his game, and every move he has helps him to achieve this. With a wide assortment of fast kicks and a fast hop, Kim is a hard character to keep out. Kim also has a flash kick style reversal that keeps the ball in his court that also easily converts into a super.
While many of his moves have been toned down from the previous iteration, he's still a force to be reckoned with that is good for beginners and the competitive-minded alike.
Normals
Standing
- st. A: A simple forward jab. Special cancels.
- st. B: A simple forward kick with good range. Negative on block. Special cancels.
- st. C: Kim does a cool heel kick. Like st. B, but with better range and positive on block. Good for max mode.
- st. D: Kim does 2 upward kicks. Good for anti-air, re-approach, and max mode activation. Neutral on block. A strong all around move.
Close
- cl. A: Still a simple forward jab that special cancels. Neutral on block.
- cl. B: A short kick to the knees that hits mid. Special cancels. Neutral on block.
- cl. C: Another kick to the knees that hits harder. Also special cancels and neutral on block.
- cl. D: A close upward kick. Special cancels. Neutral on block.
Crouching
- cr. A: A crouching forward jab. Special cancels. Neutral on block.
- cr. B: A fast crouching kick that hits low. Special cancels. Neutral on block. Your go-to light starter.
- cr. C: Kim gets on the ground and kicks their knees. Special cancels. Neutral on block.
- cr. D: A long ranged sweep. Special cancels. Slightly negative on block.
Jumping
- j. A: Kim punches downward. fast and hits deep, but short. Will also special cancel.
- j. B: Kim kicks straight up. catches people jumping over you, and still has a hit-box in front of him. just don't expect to hit crouchers.
- j. C: Kim does an axe kick that will air-to-air and is a decently deep jump in. good all-around move.
- j. D: Kim throws both feet out. despite appearances, only the forward leg has a hitbox. a very deep jump in with good range.
Blowback
- st. CD: Kim puts his weight into a strong kick. Standard blowback affair, but difficult to follow-up outside the corner.
- j. CD: Kim does a karate kick that hits air-to-air and grounded opponents. a versatile jump blowback.
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.
- Can evade some ground skimming projectiles like Iori's qcf+P and Geese' qcf+A (but not qcf+C because of its height)
Special Moves
Hangetsuzan - (qcb+B/D)
- Kim does a flip kick on the ground. Soft knockdown on hit.
- Both versions are punishable, D version is used for a few combos.
EX: Safe and really fast, but vulnerable in startup.
Air Hangetsuzan - (air qcb+B/D)
- Kim does a flip kick in the air. Both versions hit mid.
- B version gives soft knockdown and will combo after ff+A if they are grounded.
- D version gives hard knockdown and will combo after ff+A if they are in a juggle state (like after qcfx2+B/D).
EX: This version will do up to 2 hits and leaves them in the air for a possible combo follow-up. Probably no longer has invuln (needs further testing).
Hienzan - (charge down up + B/D)
- A reversal "flash kick".
- B version has no invuln and hits once, but recovers quicker. Can be used as an anti-air. Soft knockdown on hit.
- D version has a few invuln frames on startup, and hits up to 3 times. Can super cancel into qcb~hcf+K on the 3rd hit.
EX: Like the D version, but the followup is done automatically, and has more invuln and faster startup. Also does more damage.
- Hienzan (Followup)[Hienzan D] - (down + D)
- Kim can do a followup to the D version that gives hard knockdown. You can safe jump with this by hopping forward immediately.
Hishou Kyaku - (air qcf+B/D)
- After a short delay Kim will do a stomping divekick. If it connects, Kim bounces off their head.
- It's possible to use j.D after the bounce.
- B version has a steeper fall than D version.
EX: This version excludes the bounce for a possible combo followup upon landing. (i.e. Hienzan)
Super Special Moves
Houou Hiten Kyaku - (qcfx2 + B/D)
- Kim does an invincible upkick that sends the opponent into the air for a combo follow-up.
- B version knocks the opponent back in the air, while D version launches the opponent straight-up vertically
- B version damage is 120, D version's damage is 80 while having more start-up invincibility.
EX: Kim does an additional axe kick and slams them into the ground, bouncing for a combo follow-up.
Houou Kyaku - (qcb~hcf + B/D)
- Kim leaps forward and does a chain attack.
- No invincibility, but a good hit-box that could be used to anti-air.
- Hard knockdown
EX: The same thing, but does more hits and damage.
Air Houou Kyaku (air qcb~hcf + B/D)
- Basically the same as the ground version except Kim flies through the air defying gravity.
- No invincibility
- Hard knockdown
EX: Does more hits and damage.
Climax Super Special Moves
Zeo-Shiki Houou Kyaku - (qcb~hcf + AC)
- Like Houou Kyaku, but is really cool looking and does way more damage.
Combos
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- cr.B x3, d~u+D = 193 dmg
(This light combo is the basic chain you'll use in pressure often. if you are ill-spaced, some hits of d~u+D won't connect, so you may wish to replace with the B version.)
- cr.B, st.B, ff+A qcb+B = 149 dmg
(This won't hit crouchers, and you won't want to react to their position either, so this is included as a punish when you don't have time to charge the flash kick)
- cr.C, qcb+D = 178 dmg
(An alternate punish that takes advantage of cr.C's range.)
- j.C cl.C qcb+D = 238 dmg
(Kim's combo options meterless are limited, so this is about the best you'll get. will come in handy when cancelling into super though.)
- (corner) st.CD d~u+D = 183 dmg
(Replace with qcb+D if you are not in range. )
1 meter
- st. CD (whiff qcb+B), qcb~hcf+K = (231 DMG)
(Connects only if your back isn't against the corner of the screen)
- cr.Bx2, st. B, qcfx2+D, ff+A, qcb+D = (245 DMG)
(It might be tough to get the super from the st. B but it's a good way to end in a hard knockdown)
- j.C/D, cl. C/D, qcb+D [SC], qcfx2+D, ff+A, qcb+D = (377 DMG)
(You can omit the jump normal if you want to use this as a ground punish)
- cr. Bx2, st. B [BC] cl.C/cr.C, qcb+BD, ff+A, air qcb+BD, charge down~up+BD = (355 DMG) {1500 Max Mode}
(delay the ff+A a bit to get the air qcb+BD to connect reliably)
Corner
- cr. Bx2, st. B [BC] cl.C/cr.C, qcb+BD, ff+A, air qcb+BD, charge down~up+D, down+D = (333 DMG)
(delay the ff+A a bit to get the air qcb+BD to connect reliably)
2 meters
- cr. Bx2, st. B [BC] cl.C/cr.C, qcb+BD, ff+A, air qcb+D [SC] qcb~hcf+K = (470 DMG)
(Ends in a hard knockdown. Easy to execute. Damage is 536 if you start with j.C/D, cl.C/D into Max Mode)
- cr. Bx2, st.B [BC] cl.C/cr. C, qcb+BD, delay ff+A, (in air) qcb+BD, charge d,u+B, qcb~hcf+K = (512 DMG) {1500 Meter)
(better 2-bar for anchor. Input the flash kick into super as qcb, up-back+B~hcf+B)
Corner
- cr. Bx2, st. B [BC] cl.C/cr. C, qcb+BD, ff+A, air qcb+BD, charge down~up+K (3 hits) [SC] qcb~hcf+K = (516 DMG) {1500 Meter)
(A bit more damage if you start with a heavy jump-in normal with a close heavy normal attack, or his f+B overhead)
- j. D, cl.C [BC] cl.C, qcb+BD, ff+A, delay j.qcf+BD (free cancel) qcb+D, qcf,qcf+B, ff+A, j.qcb+B, charge d,u+B = (533 DMG) {1500}
(best damage for 2-bar, for consistency/easier time you can swap qcb+D for qcb+B)
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)
Misc
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