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The King of Fighters XIV/Kim Kaphwan

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Sanren Kyaku - close / +  

Sakkyaku Nage - close / +

Command Normals

Naeryo Chagi  - +

Twio Yop Chagi - +

Special Moves

Hangetsuzan - + / (*)

Air Hangetsuzan - in air, + / (*)

Hienzan - charge briefly then + / (*)

Hienzan (Follow Up) [Hienzan ] +

Hishou Kyaku - in air, + / (*)

Super Special Moves

Houou Hiten Kyaku - + / (!)

Houou Kyaku - + / (!)

Air Houou Kyaku - in air, + / (!)

Climax Super Special Moves

Zero-Shiki Houou Kyaku - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low, Anywhere
Anywhere
Corner

cr.B, cr.B, d~u+D d+D = 173 dmg
j.D, cl.C, qcb+D 238 dmg
st.CD, d~u+D d+D = 183 dmg

1 Meter

Anywhere
Low, Anywhere

j.D, cl.C, qcb+D [SC] qcfx2+B, ff+A, qcb+D = 407 dmg
cr.B, cr.B, d~u+D [SC] qcb~hcf+K = 272 dmg

2 Meters

Anywhere
Low, Anywhere

j.D, cl.C, qcb+D [SC] qcfx2+KK d~u+D d+D = 475 dmg
cr.B, cr.B, d~u+D [SC] qcb~hcf+KK = 371 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 if chained after lights or close normals.

Twio Yop Chagi - (f,f+A)

  • Kim does a low aerial horizontal travelling flying kick that travels close to 3/4th screen distance towards opponent
  • Can combo after lights, and close normals but whiffs on crouching opponents.
  • If blocked, Kim will jump repel backward. Can be punished by certain fast, horizontal special moves or super special moves.
  • He will no longer kick off the wall if reaches it now either.
  • Special cancel-able if blocked or hit.
  • 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.
  • B version (light kick) travels forward quickly at a shorter distance than D version which is slower start-up & near half-screen distance.
  • Both versions evade lows and you can use the D version to travel over some ground projectiles.
  • If you land the B version in the corner, you can always extend the combo with something (usually a Hienzan).
  • Both versions are punishable, D version is additionally one of the few moves in the game to have a forced counterhit recovery.

EX: Safe on block and really fast, but can be knocked out of in startup. Juggles the opponent slightly in the air. One of Kim’s main combo moves and best EX moves when in raw MAX.

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. Has 1 to 4F of invuln.

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. As of 2.0 canceling into super is not possible on block anymore.

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 although it will not combo outside of the corner.
  • B version has a steeper fall than D version.
  • Both versions have a super cancel window after the bounce.
  • You can use this to bait big antiairs like heavy DP or full jump air-to-air.

EX: This version excludes the bounce for a possible combo followup as it has a special cancel during landing. (i.e. Hangetsuzan)

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 and leaves at a proper range for a safe jump.

EX: The same thing, but does more hits and damage. Does not allow time for a safe jump at all.

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, but same as the ground version, it doesn’t allow enough time for a safe jump

Climax Super Special Moves

Zeo-Shiki Houou Kyaku - (qcb~hcf + AC)

  • Like Houou Kyaku, but is really cool looking and does way more damage. As of 2.0 it now has a few invulnerability frames at startup. Will work as a reversal, but usually not enough to blow through a projectile.

Combos

Notation

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. 583 damage if start with j. D, cl. C [BC].)

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. cr. Bx2, st. B [BC] starter brings the combo damage to 453)

  • j. D, cl.C [BC] cl.C, qcb+BD, ff+A, delay j.qcf+BD (free cancel) qcb+B, charge down~up+D (3 hits) (SC) qcb~hcf+K = (590 DMG) {1500 Meter)

(cr. Bx2, st. B [BC] starter will give 518 damage)

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

  • j. D, cl. C [BC] cl.C, qcb+BD, ff+A, delay j.qcf+BD (free cancel) qcb+D, qcfx2+B, ff+A (In air) qcb+B, qcb~hcf+AC = (794 DMG)

(5-bar if you need the damage)

Misc

Frame Data

Videos

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The King of Fighters XIV
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