The King of Fighters 2002 UM/Kim Kaphwan

From Dream Cancel Wiki
Jump to navigation Jump to search
Kim.jpg

Move List

Kof02ummovelistkim.png

Normal Moves

Standing

  • st. A is a long jab that is good for mid-range poking and zoning
  • st. B is a high side kick that is good for stopping hops and hyper hops at a mid-range distance. Whiffs on some crouching characters. It might activate cl.B if the opponent is too close.
  • st. C is a high aiming snap kick that may accidentally come out when you want to do a cl.C
  • st. D is a high double roundhouse kick which can be used as a jump or hop checker but it has slow-start up and bad recovery

Close

  • cl. A/B/C/D are all special cancel-able
  • cl. A is a shoulder height jab which may be helpful for hitting opponents who may try to hop at you at a very close range, or may try to jump out of the corner
  • cl. B are two side kicks that can easily combo into qcb+A/C. The second hit may whiff if you arent close enough.
  • cl. C is a two hit side kick that can easily confirm and cancel into into Kim's special moves and DM's.
  • cl. D is a two axe kick that is cancel-able into specials but has push back on hit which may cause whatever it is cancelled into to whiff

Crouching

  • cr. A/B/C/D are all cancel-able
  • cr. A is a crouching jab which can be used for close range poking, and can easily combo into qcb+A/C
  • cr. B is a low light kick that can be used to start combos or to use as a low poke
  • cr. C is a high aiming kick which can function as a grounded anti-air uppercut but it isn't very fast
  • cr. D is a sweep that has decent range, and can be whiff canceled into special moves, and cancelled if blocked

Jumping

  • j. A is air-cancel-able
  • j. A is a jumping jab that can cross-up and/or start combos. Must be inputted early to be released if you would like to confirm into a grounded normal for a combo.
  • j. B is a high kick that can be used to poke opponents who are already jumping. Whiffs on crouching opponents.
  • j. C is a jumping axe kick that can be used as an early air-to-air attack, or as a jump-in attack to start combos. Can whiff on crouching opponents if released too early.
  • j. D is a jump kick that has a downward angle that is good for air-to-ground approaches and to start combos. It can also cross-up as well.


Blowback

  • st. CD is a strong, delayed side kick that can be used as a preemptive anti-air to as a stagger during offensive pressure
  • j.CD is a jumping side kick, good for air-to-air. Can whiff on crouching opponents if released too early.


Throws

Kubikime Otoshi - (b/f + C) close

  • Kim grabs the opponent's head with his feet, then slams their head in the ground. They land near the corner, face upward.
  • Hard knockdown
  • This throw flips the enemy face up for a possible back-turned okizeme glitch setup

Sakkyaku Swimming - (b/f + D) close

  • Kim grabs and tosses the opponent toward the corner of the screen.
  • Soft knockdown

Video of both C and D throws

Command Moves

Neri Chagi - (f + B)

  • Kim performs a slow axe kick aimed at the opponent's head. Pretty good to throw out every now and then to mix-up your offense.
  • Overhead unless cancelled into
  • If cancelled into, becomes 2 hitter, both hits are cancel-able, but loses overhead property
  • Cannot connect from anything
  • Useful to cancel into Max Mode

Special Moves

Haki Kyaku - (d, d, + B/D)

  • Kim stomps his foot at the opponent's feet. Good to use when you want to mix up your ground offensive pressure to keep the opponent guessing.
  • Hits low
  • B version is super cancel-able
  • B version has a feature where if you don't have enough stock to super cancel (ie. less than 2 stocks), you can do the Hou'ou Kyaku input and Kim will cancel this move. If successful, Kim will flash in white.
  • D version is hard knockdown, not super cancel-able


Hangetsu Zan - (qcb + B/D)

  • Kim's signature cresent kick. Light kick version hits once, heavy kick version hits twice.
  • Light kick (B) version travels a short range, heavy kick (D) version goes around half-screen.
  • B version normally super cancel-able, D version only super cancellable in max mode (can also cancel into SDM qcb~hcf+B+D while he's in midair)


Sanren Geki - (qcb + A/C) up to three times

  • Kim's rekka series. First hit starts with an inverted roundhouse kick (which can be used as a hop anti-air) and second hit is a side kick. The third kick ends in a overhead if you use light punch, or ends with jumping spin kicks if you use heavy punch.
  • First input of punch button determines the finisher of the chain
  • Both enders are super cancel-able

Combo Advice: If you use the heavy punch version, all the hits will connect and combo if cancelled from his cl. C midscreen or in the corner. Against a cornered opponent, try cr.B, cr. A, qcb + C x3. This wont work midscreen. If you have 2 stocks of meter, try f+B, qcb+BC (that freely activates into max mode), qcb+C, qcb+D, qcb~hcf+K.

  • After first hit, has alternate followup Sankuu Kyaku
Sankuu Geki - (uf + B/D, d + B/D)
  • If you input these motions after the first qcb+C, Kim will perform a jumping roundhouse, ending in an axe kick that hits overhead.
  • First hit of this is super cancel-able
  • Second hit is an overhead and hard knockdown

Combo Advice: Try cr.B, cr. A/cl.C, qcb+C, uf + B/D, d + B/D. Works anywhere.

Hien Zan - charge down briefly, then (up + B/D)

  • Kim's flash kick. Light kick version travels a shorter vertical distance than the heavy kick version that travels near the top of the screen.
  • D version super cancellable
  • D version will not bring a crouching opponent into the air
  • D version has a followup Tenshou Zan
Ouiche - down + D after a D Hien Zan
  • Hard knockdown

Hishou Kyaku - qcf + K (only in the air)

  • Kim air stomps the opponent. He travels at a downward angle diagonally, and it can only be released during a jump or super jump. Starts up fast, and can catch opponents throwing ground fireballs before they recover or even hit them air to air.
  • Bounces back if blocked or not but he can be punished landing on the way down.
  • Can follow with Tsuika Kougeki
Tsuiki Kougeki - D after Hishou Kyaku rebound
  • Can be done if blocked or not
  • Can push back farther if done early on block
  • Can actually hit airborne opponents after Hishou Kyaku connects in the corner if done early
  • He still can be punished by any move that can beat out a j. D.

Desperation Moves

Hou'ou Kyaku - qcb~hcf + B/D

  • Kim ranbu super; a flurry of fast kicks, ending in an axe kick. Good to use a quick punish if your opponent whiffs any special moves or DMs that have bad recovery (or if really unsafe on block). It is also easy to combo after a two hit cl. C.
  • Catches airborne opponents
  • B version travels around 3/4ths of full-screen, D version travels full-screen


Hiten Hou'ou Kyakyu - qcf x 2 + B/D

  • A splits kick that launches the opponent in the air.
  • Juggles opponent
  • B version launches opponent slightly forward, D version just launches vertically
  • Very fast


Super Desperation Move

Kuuchuu Hou'ou Kyaku - qcb, hcf + BD (only in the air)

  • An aerial ranbu EX super. Kim throws out a flurry of air normals, stomps, to end with aerial roundhouse kicks into an axe kick.
  • Hard knockdown
  • Good to use as an air-to-air attack
  • Travels an extremely long distance mid air

HSDM

Kyou Hou'ou Kyaku - (close) qcb~hcf + AC

  • Kim unleashes a fury of kicks ending an a rising phoenix kick.
  • Proximity Unblockable
  • Hard knockdown
  • Does not catch airborne opponents
  • If opponent is already in block stun, this move will not connect

Combos

0 Stock

  • cl.C/cr.B×1~2/cr.A, qcb+P~uf+K~d+K
  • cl.C, qcb + D
  • cl.C, down, down + B/D
  • cr.B×1~2, cr. d~u+B

1 Meter

  • cl.C/cr.B×1~2/cr.A, qcb hcf+K
  • cl.C/cr.B×1~2/cr.A, qcfx2+K, d~u+D~d+K


2 Meters

  • cl.C/cr.B×1~2/cr.A, qcfx2+D, qcb hcf+K
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, d~u+D~d+K


3 Meters

  • cl.C, (BC) cl.C (1), qcb+Cx3, (SC) qcb hcf+BD
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D (2)/d~u+D (2), qcb hcf+BD
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, qcb hcf+K/(BC) qcb+Px2, (SC) qcb hcf+K


Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, [BC] qcb+Px2, (SC) qcfx2+D, d~u+D~d+D


4 Meters

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] rtk (reverse tiger knee) hcf+BD


Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] qcbx2+C, (SC buffer) qcb hcf+BD


5 Meters

Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] qcb+Px2, qcfx2+D, [BC] qcb+Cx3, (SC buffer) qcb hcf+BD

Videos

Kim Master Class

External Links

Check Kim Kaphwan's frame data

Discuss at Dream Cancel

Discuss at Orochinagi


Navigation

The King of Fighters 2002 Unlimited Match
System

FAQControlsMovementOffenseDefenseGaugesAdvanced StrategyMiscellaneous

Characters
Bosses