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The King of Fighters XIII/Kim Kaphwan
File:Kim.pngFile:Kim sprite.gif
Console Changes
- Recovery on EX Hishoukyaku improved. Follow-ups possible.
- ff.A has been improved to hit crouching opponents who are in hit stun.
- Recovery on hangetsuzan lengthened
- Air hangetsuzan hits crouching opponents who are in hit stun. However, upwards hitbox has been reduced.
- EX hangetsuzan has better recovery when blocked
- Properties of qcfx2+K have changed. Both versions below have extended recovery on a whiff
- Weak ver: Invincible, blows back opponent horizontally
- Strong ver: No invincibility, launches straight up
- Weak Hienzan has less invincible frames. Also note well that invincibility is upper body only.
- EX Air phoenix kick added. There are a few frames of invincibility on the initial attack frames.
Yamamoto:
"Hangetsuzan isn’t safe on guard so be careful. On the other hand is ff.A can hit crouching opponents in hit stun and EX hangetsuzan can be followed by ff.A in the middle of the screen so regardless of the opponent’s status or distance there will always be combo options available to Kim. So a little bit of a change, let’s use various moves to rush the opponent down without giving them a break!"
Normals
Standing
s. A 25 damage, chain-able, hits mid. A short ranged jab that's pointed a bit downward diagonally than just horizontally like many jabs. Not recommended to stop hops because of its slight angle. Safe on block.
s. B 30 damage, cancel-able, hits mid. Better than s.A for checking and stopping hops in advance because of its longer distance and height. Not safe on block
far C 80 damage, super-cancellable only, hits mid. A slow stepping side kick that has mediocre range. It has decent push back, but isn't safe on block...but be weary of any hidden charged flash kicks or ex qcb K's for frame trap attempt, if you are on the defense against Kim.
far D 30+24 damage, hits mid. Fast double high kicks that have some lower body invincibility at the start up. You can stop some 3/4s full screen predicted hops and jump-ins if your spacing is good, but they may be beaten out by some characters down angled jump attacks. Safe on block but the whiff recovery is bad.
s. C 70 damage, cancel-able, hits mid. A kick to the shin that looks low, but it is actually a mid attack. Isn't terribly unsafe on block and pushes him back a little bit, but too far.
cl. D 70 damage, cancel-able, hits mid. Basically his second kick of his far D. Not safe on block but by not too many frames, but he gets pushed back a bit. His s.A can link to this kick.
Crouching
d. A 25 damage, cancel-able and chain-able, hits mid. It's quick, has more range than his s. A, and is safe on block.
d. B 30 damage, cancel-able, chain-able, hits low. Fast, great range, and a main starter for his ground combos, somewhat neutral on block.
d. C 70 damage, cancel-able, hits mid. Recovery is a little on the slow side, and it obviously doesn't reach has high as his past d. C's which were used as anti-airs. The range is the similar to his d. B. It's a decent move to punish moves that have horrible recovery into his specials or DM.
d. D 80 damage, whiff/cancel-able, hits low. His standard sweep that is still whiff cancel-able. Great range, and its recovery isn't horrible. With all sweeps in KOF, use it sparingly.
Jumping
j. A 45 (40), cancel-able, hits overhead.
j. B 45 (40), hits overhead.
j. C 72 (70), hits overhead.
j. D 70 (68), hits overhead.
Blowback Attack
CD 75 damage, cancel-able, hits mid.
j. CD 90 (80), cancel-able, hits mid.
GCCD 10 damage, hits mid.
Throw
Sakkyaku Nage = (b/f+C/D) 100 damage, can be broken, causes a hard knockdown.
Command Moves
Nerichagi = (f+B) 65 damage, cancel-able, hits overhead, but hits mid if canceled into.
Yopuchagi = (f,f+A) 45 damage, cancel-able, hits mid.
Special Moves
Hangetsuzan = (qcb+K)
(EX) = qcb+BD
- Drive- / Super-Cancellable
- Hit Detection: High
- B Damage: 60; D Damage: 40 x 4; EX Damage: 70, 100
Kuchugetsuzan = (qcb+K) in air
(EX) = qcb+BD in air
- Drive- / Super-Cancellable
- Hit Detection: High / Mid / Low
- B Damage: 75; D Damage: 80; EX Damage: 50 x 5
Hishokyaku = (qcf+K) in air
(EX) = qcf+BD in air
- Drive- / Super-Cancellable
- Hit Detection: High (Kim's recovery j.D is Mid)
- Damage: 0, 18 x 4, 20 (4); EX Damage: 40 x n
Hienzan = (d~u+K)
(EX) = d~u+BD
∟ d + D (for knockdown in D variant)
- Drive- / Super-Cancellable (before d + D)
- Hit Detection: High
- B Damage: 70, D Damage: 50, 20 x 2; EX Damage: 100, 60, 50
- d + D follow-up damage: 50
Desperation Moves
Hououkyaku (Air) = qcb hcf+K) in air
Hououkyaku = (qcb hcf+K)
(EX) [ground only] = qcb hcf+BD
- MAX Cancellable
- Hit Detection: High
- Damage: 0, 5 x 2, 10 x 5, 150; EX Damage: 0, 10 x 2, 20 x 5, 40 x 3, 80
Hououhitenkyaku = (qcfx2+K)
- Hit Detection: High
- Damage: 100
Neomax
Rei Shiki Hououkyaku = (qcb hcf+AC)
- Hit Detection: High
- Damage: 0, 5 x 2, 10 x 6, 5, 10 x 6, 5, 10 x 5, 250
Combos
No Stock, No Drive Gauge -
cr. B x 2, st. B -> ff + A -> qcb + D (in air)
No stock, 2 Drive Gauge -
st. C, qcb+K, (DC) d~u+K, (DC) qcb+K
1 Stock, No Drive Gauge -
cr. B x 2, st. B -> qcb hcf + K
(corner) cr. B x 2, st. B -> qcb + BD, ff + A -> qcb + D (in air)
1 Stock, 1+ Drive Gauge -
cl. D -> qcb + K -(SC)-> qcfx2 + K, qcb + B, ff + A -> qcb + D (in air)
d~u + K -(DC)-> qcb + BD, ff + A -> qcb + D
2 Stock, 1+ Drive Gauge -
d~u + K -(DC)-> qcb + BD, ff + A -> qcb hcf + K
HD Combos
(1) j. C, st. C, [HD] st. C -> qcb+BD, d~u + B -(HC)-> qcb+BD, [d~u + B, -(HC)-> qcb + D]x2, d~u+B -(MC)-> qcb hcf + AC
Tips
- The shortcut for weak hienzan to NeoMax is [d],db,b,ub + B db,f + AC (reverse tiger knee B, then down back to forward AC).
Links & References
Technical Reference
http://www.youtube.com/watch?v=kk1GSnHwA-A
Discussion Threads
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