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The King of Fighters XIII/Kim Kaphwan

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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. A diagonal down angled punch, that can be hit and placed fairly deep. Compared to his past KOF games j. A, this one seems a bit harder to cross-up opponents while their standing, but it seems better used for crossing them up while crouching when hopping. Try it out on different crouching opponents.

j. B: 45 (40), hits overhead. A high aiming kick which is better for ground-to-air or to stop some opponents jumpins when used preemptively. It obviously should not be used for jump-ins or for air-to-air attacking.

j. C: 72 (70), hits overhead. A jumping axe kick that seems better for jumpins and better suited for hop pressure if timed well.

j. D: 70 (68), hits overhead. This jump kick has great and a good diagonal angle which can be timed to hit fairly deep. Good for jumpings and hop pressure (especially in the corner).

Blowback Attack

CD: 75 damage, whiff/cancel-able, hits mid. Just like his KOF02 stand CD, it has good range and can be whiff canceled out of but it just starts up a bit faster.

j. CD 90 (80), cancel-able, hits mid. A bit less range than his KOF02 jumping CD, but it is still very useful for using air-to-air.

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.

  • Like former KOF games, Kim overhead is somewhat the same, not too terribly unsafe on block, and pushes him back a bit. You can go into HD mode if this is blocked then choose to hit them with a d.b, or a hop D for a mixup. If you chose to cancel a normal into this overhead as a small blockstring (or on hit), be careful because someone could roll after the first hit or throw out a move with quick starup and invincibility to punish you.

Yopuchagi = (f,f+A) 45 damage, cancel-able, hits mid.

  • Kim flies close off the ground almost full screen with a kick that bounces him back in the air and lands almost half screen away. It is moderately quick and can catch some moves while they are starting up or recovering, but if it isn't properly followed up with an air special move, he can be punished by some quick long ranged moves or DMs. This move completely misses on crouching opponents and he's open for punishment while hes recovering. It is best used when canceled from his normals, or for punishing whiffed moves that have bad recovery.

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

Discuss at Dream Cancel

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