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NeoGeo Battle Coliseum/Kim Kaphwan

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Normals

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  • 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 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)

NeoGeo Battle Coliseum
General

ControlsFAQSystem

Characters

AiAkari IchijoAsuraCyber WooFuumaGeese HowardGenjyuro KibagamiHanzoHaohmaruHotaru FutabaIori YagamiJin ChonreiJin ChonshuK'KaedeKeiichiro WashizukaKim KaphwanKisarah WestfieldKyo KusanagiLee Pai LongMai ShiranuiMarco RossiMoriya MinakataMr. BigMr. KarateMudmanNakoruruRobert GarciaRock HowardShermieShikiTerry BogardTung Fu RueYuki

Hidden/Boss Characters

AthenaGoodmanKing Leo (Shin Shishioh)King Lion (Shishioh)Mars PeopleMizuchiNeo Dio