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The King of Fighters XIV/Kim Kaphwan
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Air Hangetsuzan - in air, + / (*)
Hienzan - charge briefly then + / (*)
Hishou Kyaku - in air, + / (*)
Super Special Moves
Air Houou Kyaku - in air, + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low, Anywhere |
cr.B, cr.B, d~u+D d+D = 173 dmg |
1 Meter |
Anywhere |
j.D, cl.C, qcb+D [SC] qcfx2+B, ff+A, qcb+D = 407 dmg |
2 Meters |
Anywhere |
j.D, cl.C, qcb+D [SC] qcfx2+KK d~u+D d+D = 475 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 and becomes special cancel-able if chained after lights or close normals. Will not combo, however.
Twio Yop Chagi - (f,f+A)
- Kim does a flying high kick that looks flippin sweet,
- Can combo after lights, and close normals, but will no longer hit crouchers.
- He will no longer kick off the wall if reaches it now either.
- Still special cancel-able, so at least it's still decent for combos.
Special Moves
Hangetsuzan - (qcb+B/D)
- Kim does a flip kick on the ground. Soft knockdown on hit.
- Both versions are punishable, D version is used for a few combos.
EX: Safe and really fast, but vulnerable in startup.
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. Probably no longer has invuln (needs further testing).
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.
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 divekick. If it connects, Kim bounces off their head.
- It's possible to use j.D after the bounce.
- B version has a steeper fall than D version.
EX: This version excludes the bounce for a possible combo followup upon landing. (i.e. Hienzan)
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 sends them straight up, while the D version sends them back more.
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.
EX: The same thing, but does more hits and damage.
Air Houou Kyaku (air qcb~hcf + B/D)
- Basically the same as the ground version except Kim flys through the air defying gravity.
EX: Does more hits and damage.
Climax Super Special Moves
Zeo-Shiki Houou Kyaku - (qcb~hcf + AC)
- Like Houou Kyaku, but is really cool looking and does way more damage.
Combos
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+A = 149 dmg
(This won't hit crouchers, and you won't want to react to their position either, so I include this 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
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
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
- (place combo here) = (place damage amount here)
(place combo description here)