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The King of Fighters XV/Kim Kaphwan/Strategy: Difference between revisions

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==Safe jumps==
==Safe jumps==
''All safe jumps work vs 4 frame reversals unless otherwise noted''
{| class="wikitable"
*C throw > 2B, hop/hyper hop - corner only due to distance
! Position !! Safe Jumps X Frame Reversals !! Setup !! Visual Guide/notes
*[2]8BD > hop/hyper hop - works raw and in combos
|-
*2426K/BD > cl.A, neutral/forward jump - corner only due to cl.A proximity
| '''Anywhere''' || 4f || [2]8BD > hop/hyper hop|| works raw and in combos
*66A j.214D > 2A, hyper hop - works from any juggle, 66A needs to hit as low as possible
|-
*214Cx3 > roll or hyper hop, hyper hop - only works from grounded hit
| '''Corner''' || 4f || C throw > 2B > hop/hyper hop ||
*214P~9K~2K > manual hop/hyper hop
|-
| '''Corner''' || 4f ||2426K/BD > (Whiff) cl.A > neutral/forward jump ||
|-
|  -          || 4f || 66A j.214D > 2A > hyper hop ||  works from any juggle, 66A needs to hit as low as possible
|-
| -            ||4f || 214Cx3 > roll or hyper hop > hyper hop || only works from grounded hit
|-
| -            || 4f || 214P~9K~2K > manual hop/hyper hop
|-
| '''Anywhere''' || 4f || 214236K > (Whiff) Far.B > Hyperhop ||
|-
|}


==Setups==
==Setups==

Latest revision as of 09:03, 3 May 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

Mixups

Defense

Safe jumps

Position Safe Jumps X Frame Reversals Setup Visual Guide/notes
Anywhere 4f [2]8BD > hop/hyper hop works raw and in combos
Corner 4f C throw > 2B > hop/hyper hop
Corner 4f 2426K/BD > (Whiff) cl.A > neutral/forward jump
- 4f 66A j.214D > 2A > hyper hop works from any juggle, 66A needs to hit as low as possible
- 4f 214Cx3 > roll or hyper hop > hyper hop only works from grounded hit
- 4f 214P~9K~2K > manual hop/hyper hop
Anywhere 4f 214236K > (Whiff) Far.B > Hyperhop

Setups

  • [2]8D~2D > manual meaty cl.A/2A 214A

Midscreen only - works in typical combos regardless of height - no safe jump here - catches back dash and can confirm rekkas on hit - outside of throw range - close enough so that 214A doesn’t whiff vs crouch block, but pushes outside the range of 4f lights - can technically do this anywhere but the spacing is set up automatically here (don’t move)

  • [2]8D~2D > 6B

Beats 4f normals - loses to reversal throw due to forward movement, can still break - 4 or 6 w/ BC QM input will break throw as well

Countering Kim

External Resources

Navigation

The King of Fighters XV
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Characters