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The King of Fighters XV/Kim Kaphwan/Strategy
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General Gameplan
Neutral
Pressure
Mixups
Defense
Safe jumps and setups
All safe jumps works vs 4 frame reversals unless otherwise noted
- C throw > 2B, hop/hyper hop - corner only due to distance
- [2]8BD > hop/hyper hop - works raw and in combos
- 2426K/BD > cl.A, neutral/forward jump - corner only due to cl.A proximity
- 66A j.214D > 2A, hyper hop - works from any juggle, 66A needs to hit as low as possible
- 214Cx3 > roll or hyper hop, hyper hop - only works from grounded hit
- 214P~9K~2K > manual hop/hyper hop