Difference between revisions of "The King of Fighters XIV/Kim Kaphwan"

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== Quick Combo Reference ==
== Quick Combo Reference ==
 
'''[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]'''
'''Notation Key'''
(place notation here)
 
|-
|-
| '''0 Meter'''
| '''0 Meter'''

Revision as of 20:51, 2 September 2016

Charaimg kim.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Sanren Kyaku - close Bk.gif / Fd.gif + C.gif 

Sakkyaku Nage - close Bk.gif / Fd.gif + D.gif

Command Normals

Naeryo Chagi  - Fd.gif + B.gif

Twio Yop Chagi - Fd.gif Fd.gif + A.gif

Special Moves

Hangetsuzan - Qcb.gif + B.gif / D.gif (*)

Air Hangetsuzan - in air, Qcb.gif + B.gif / D.gif (*)

Hienzan - charge briefly Dn.gif then Up.gif + B.gif / D.gif (*)

Hienzan (Follow Up) [Hienzan D.gif ] Dn.gif + D.gif

Hishou Kyaku - in air, Qcf.gif + B.gif / D.gif (*)

Super Special Moves

Houou Hiten Kyaku - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Houou Kyaku - Qcb.gif Db.gifQcf.gif + B.gif / D.gif (!)

Air Houou Kyaku - in air, Qcb.gif Db.gifQcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Zero-Shiki Houou Kyaku - Qcb.gif Db.gifQcf.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low, Anywhere
Anywhere
Corner

cr.B, cr.B, d~u+D d+D = 173 dmg
j.D, cl.C, qcb+D 238 dmg
st.CD, d~u+D d+D = 183 dmg

1 Meter

Anywhere
Low, Anywhere

j.D, cl.C, qcb+D [SC] qcfx2+B, ff+A, qcb+D = 407 dmg
cr.B, cr.B, d~u+D [SC] qcb~hcf+K = 272 dmg

2 Meters

Anywhere
Low, Anywhere

j.D, cl.C, qcb+D [SC] qcfx2+KK d~u+D d+D = 475 dmg
cr.B, cr.B, d~u+D [SC] qcb~hcf+KK = 371 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)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina