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NeoGeo Battle Coliseum/Kim Kaphwan: Difference between revisions
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* j.A is Kim's primary direct and cross-up jump-in button. | * j.A is Kim's primary direct and cross-up jump-in button. | ||
* j.B hits high up, designed completely for air-to-air. | * j.B hits high up, designed completely for air-to-air. | ||
* j.C has a slower start-up to all of Kim's other jump normals. This makes it somewhat committal as both an air-to-air and a jump-in, but also gives Kim more time to input his air Kuu Sajin or air Hou'ou Kyaku. It's also a good substitute for j.D if trying to charge Hien Zan or grounded Kuu Sajin as Hishou Kyaku's j.d+B/D input gets in the way otherwise. | * j.C has a slower start-up to all of Kim's other jump normals. This makes it somewhat committal as both an air-to-air and a jump-in, but also gives Kim more time to utilize the cancel window; input his air Kuu Sajin or air Hou'ou Kyaku. It's also a good substitute for j.D if trying to charge Hien Zan or grounded Kuu Sajin as Hishou Kyaku's j.d+B/D input gets in the way otherwise. | ||
* j.D is a good heavy variant to j.A. Harder to cross-up with, but having the same speed, and a further horizontal hitbox and bigger damage is a fair trade. Cancelable. | * j.D is a good heavy variant to j.A. Harder to cross-up with, but having the same speed, and a further horizontal hitbox and bigger damage is a fair trade. Cancelable. | ||
Revision as of 12:47, 26 August 2022
Normals
Close
- cl.A/B/C/D are all cancelable, cl.C only after the 2nd hit and cl.B/D on either hit.
- cl.A chains into itself and whiffs on crouchers.
- cl.B has a tiny bit more downtime between the two hits, making a more comfortable window for confirms.
- cl.C is ideal for punishes through its speed, damage, and two hits allowing buffers for longer inputs, e.g. both supers.
- cl.D has Kim perform a two-hit axe kick. The first hit comes out slow enough to not combo after jump-ins or even another grounded heavy into AC Tactical Step, and whiffs on crouchers. The 2nd hits does not hit overhead.
Standing
- None of Kim's standing normals have any cancelability other than AC Tactical Step.
- st.A is a lunging jab that has more range than both st.B and C while avoiding st.D's issues that will be mentioned below. Makes his best poke alongside sweep.
- st.B's upward direction makes a decent anti-air while at the same time whiffing on crouchers.
- st.C tends to lose when used as an anti-air, better utilized as a beefy poke for a dash-happy opponent to run into.
- st.D advances forward with two high kicks that have a tendency not to properly combo into each other. The first hit needs a semi-specific spacing to properly hit while staying out of cl.D's proximate range
Crouching
- cr.A/B/C/D are all cancelable.
- cr.A can link into itself.
- cr.B chains into itself. Very standard cr.B with cancelability, meaning it is very good.
- cr.C is a more vertical anti-air than st.B, giving an angle for Kim to intercept anyone who is practically landing on him.
- cr.D has similar range to st.A with a barely slower start-up to compare.
Jumping
- j.A is Kim's primary direct and cross-up jump-in button.
- j.B hits high up, designed completely for air-to-air.
- j.C has a slower start-up to all of Kim's other jump normals. This makes it somewhat committal as both an air-to-air and a jump-in, but also gives Kim more time to utilize the cancel window; input his air Kuu Sajin or air Hou'ou Kyaku. It's also a good substitute for j.D if trying to charge Hien Zan or grounded Kuu Sajin as Hishou Kyaku's j.d+B/D input gets in the way otherwise.
- j.D is a good heavy variant to j.A. Harder to cross-up with, but having the same speed, and a further horizontal hitbox and bigger damage is a fair trade. Cancelable.
Blowback Attack Pressing the E button while blocking will have Kim counter with the 2nd part of his Sanren Geki (A) rekka before he'll attempt to tag out.
Throw
name: b/f + CD
- Can be broken.
Command Moves
name:
- description
Special Moves
Name1:
- description
Name2:
- description
Name3:
- description
Desperation Moves
DM1:
- description
DM2:
- description
DM3:
- description
General Strategy
- Block strings to use are:
Combos
(more to be updated)