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The King of Fighters '98 UMFE/Kim Kaphwan
Introduction
Kim is mainly a rushdown character. In neutral Kim has access to some solid pokes to defend his space and a divekick to help him get in. He has a flash kick that works as a nice anti air and as a invul reversal. Once Kim is in he has access to a overhead, some nice lows, a good crossup and his stomp cancel. The stomp cancel is a glitch that allows him to do strong pressure on block and highly damaging combos on hit. Kim is preferably played in Extra mode because it makes his stomp cancel combos easier. Kims main weakness is that he doesn't have any long range tools.
Changes from previous versions
98 to 98UM
Normals:
- cl.Cs recovery is 8 frames shorter
- st.Bs hitbox has been moved so it actually hits at the end of his foot instead of around his crotch
- st.Cs startup reduced by 4 frames, acive frames reduces by 3 and recovery frames reduced by 5 frames
- Cr.D is now whiff cancelable
- j.D active frames reduced
- Removed the first hitbox of f+B, startup is 4 frames faster
Specials:
- qcb+K now knocks down, B version now hits 3 times and got a damage increase
- d~u+B gets full startup invincibility, recovery is 2f longer. it now deals 2 hits when hitting an aerial opponent consistently.
- qcb+P the recovery of the first hit reduced by 12f and the window to cancel into the second hit increased
- second hit 1f faster, third hit has 4 frames longer recovery
- dd+K damage reduced
- dd+D can otg
98UM to 98UMFE
Normals: f+B Bigger hitbox, such that it'll hit even if right next to the opponent
Specials:
- b~f + D Invincible on the frame that the hitbox appears
- b~f + K Charge time is shorter, standardized with the rest of the cast
Supers:
- air qcf,hcb+K Invincible until just before the hitbox appears
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A:
- cl. B:
- cl. C:
- cl. D:
Stand
- st. A:
- st. B:
- st. C:
- st. D:
Crouch
- cr. A:
- cr. B:
- cr. C:
- cr. D:
Jump
- j. A:
- j. B:
- j. C:
- j. D:
Blowback
- st. CD:
- j. CD:
Throws
Neck Grab Slam: b/f + C
Deadly Leg Toss: b/f + D
Command Moves
Tiger Yop Chagi: f + A
Nerichagi: f + B
Special Moves
Crescent Moon Slash: qcb + B/D
Flying Slice (Hienzan): d~u + B/D
Additional Attactk (Tenshozan): (during D Hienzan) d + D Blowing Sandblaster: d~u + A/C
Comet Cruncher: b~f + B/D
Flying Kick: (in the air) qcf + B/D
Spirit of Conquest Kick: d, d + B/D
Triple Attacks: qcb + B/D (can enter 3 times in a row)
Desperation Moves
Heavenly Phoenix Kick: qcf, hcb + B/D
Phoenix Flattener: qcf, db, f + B/D (possible in the air)
Combos
0 Stock
Low
- cr.B, cr.A, qcb+Cx3
- cr.Bx1~2, cr.A, d,u+C
- -Note: less damage than qcb+Cx3 but can work from slightly further range, at close range you can add a second cr.B.
Anywhere
- (jump-in), cl.C(1), qcb+Cx3
- (jump-in), cr.A, d,u+C
- -Note: Useful combo for when you're too far away for cl.C to hit after your jump-in, but you need to charge down during your jump for d,u+C.
Very Close
- (jump-in), cl.C(1), qcb+Ax3, dd+D
Stomp Cancel
-Kim's B stomp, dd+B, has a special property where if you try to cancel it into qcb,db,f+K but you have no meter for a super, it will instead cancel the recovery frames of the stomp, letting you combo afterwards or continue putting pressure on the opponent.
-Note: The extra mode dash, or "Step" dash is recommended, as it increases Kim's walk speed, making it easier to combo after a stomp.
-Also, know that you can shorten qcb,db,f+K to qcb,f+K or d,b,f+K, which can make the cancel easier.
Anywhere
- (jump-in), cl.C(1), dd+B, qcb,db,f+K, cr.D
- (jump-in), cl.C(1), dd+B, qcb,db,f+K, walk-up cl.C(1), qcb+D
Very Close
- (jump-in), cl.C(1), dd+B, qcb,db,f+K, walk-up cl.C(1), qcb+Ax3, dd+D
- (jump-in), cl.C(1), dd+B, qcb,db,f+K, walk-up cl.C(1), dd+B, qcb,db,f+K, cr.D
- (jump-in), cl.C(1), dd+B, qcb,db,f+K, walk-up cl.C(1), dd+B, qcb,db,f+K, walk-up cl.C(1), qcb+D
1 Stock
Low
- cr.B, cl.C(1), f+A, qcb,db,f+K
- -Note: cr.B, cl.C is a 1 frame link, very difficult timing
Anywhere
- (jump-in), cl.C(1), f+A, qcb,db,f+K
Quick Max
Low
- cr.Bx2, ABC, cl.C, f+A, qcb,db,f+K
3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode
- In any 1 stock combo, replace qcb,db,f+K with qcb,db,f+BD