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The King of Fighters 2002 UM/Kim Kaphwan
Movelist
Throws
Sakkyaku Swimming - close, / +
Command Move
Special Moves
Desperation Moves
Super Desperation Move
Kuuchuu Hou'ou Kyaku - in air, +
Hidden Super Desperation Move
0 Bar |
Low Anywhere Very Close |
cr.B, cr.B/A, qcb+P > uf+K > d+K = 20/21% (jump-in), cl.C, qcb+P > uf+K > d+K = 25% (Optional cross-up), cl.C, d,d+D = 18% |
1 Bar |
Low Anywhere |
• Note: You can input his qcb,hcf+K super as d,b,f+K cr.B, cr.B/A, qcb,hcf+K = 27% (jump-in), cl.C, qcb,hcf+K = 31% |
2 Bar |
Low Anywhere |
cr.B, cr.B/A, qcfx2+D, qcb,hcf+K = 37% (jump-in), cl.C, qcfx2+D, qcb,hcf+K = 41% |
Gameplay Overview
Normals
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
Command Move
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
- B version can be used for the stomp glitched explained here
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.
- After first hit, qcb+P has an alternate followup
- Sankuu Geki - (uf + B/D > d + B/D)
- If you input these motions after the first qcb+P, 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: cr.B, cr.A, qcb+P > uf+K > d+K is your main meterless bnb.
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
Hidden Super Desperation Move
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
Anywhere
★ [cl.C or (cr.B, cr.B/A)], qcb+P > uf+K > d+K
- Main meterless bnb. You can stop at qcb+P on block or stagger uf+K. With cl.C, 25%.
★ cl.C, d,d+D
- d,d+D hits low for potential mix-up and is a hard knockdown. Hard to punish on block but stopping at cl.C is preferred for better frame advantage. If you add a jump-in, it should be a cross-up. 18%.
- cr.B×1~2, cr.B/A, d~u+B
- Okay soft knockdown option but outside of a bit of extra range, the rekka route is preferred. 16~18%.
- cr.B, cr.B/A, d~u+D > d+D
- Hard knockdown but pretty inconsistent depending on characters and crouching/standing, not recommended. 19%.
1 Stock
Anywhere
- [cl.C or (cr.B, cr.B/A)], qcb,hcf+K
- Easy 1 bar conversion. Input the low version as cr.B, d+B/A, b,f+K. With cl.C, 32%.
★ [cl.C or (cr.B, cr.B/A)], qcfx2+D, d~u+D > d+D
- Optimal 1 bar conversion. To time d~u+D you can whiff a cr.A then link d~u+D after it; d~u+B would do less than the previous easier combo. With cl.C, 37%.
2 Stocks
You can replace cl.C, BC run, cl.C(2), qcb+P with cr.B, cr.B/A, qcb+BC for max routes off cr.B(low).
You can replace cl.C, BC run with f+B, BC run for max routes off f+B(Overhead).
In the corner, you can add qcb+P in between qcb+D, (SC) qcfx2+D but it makes the SC more difficult for only 1% more damage. Not worth it.
Anywhere
★ [cl.C or (cr.B, cr.B/A)], qcfx2+D, qcb,hcf+K
- Easy and decent to start with. Input the low version as cr.B, qcf, cr.B/A, qcf+D. With cl.C, 41%.
- cr.B, cr.B/A, qcb+BC > qcb+P, (C) qcb+D, (SC) qcb,hcf+K
- Limited low route. 35%.
- cl.C, BC run, cl.C(2), qcb+P > qcb+P, (C) qcb+D, (SC) qcb,hcf+K
- Easier combo you can use if you fail the next one. 42%.
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D, ((C) qcb+P), (SC) qcb,hcf+K
- A bit tougher, worth it if timing the next combo is rough. You can remove the last qcb+P to make it easier as well. 44% with qcb+P.
★ cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D
- Main max mode route. To time d~u+D you can whiff a cr.A then link d~u+D after it. Settling for d~u+B instead does the same damage as the previous easier route. 49%.
Corner
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, ((C) qcb+P), (SC) qcb,hcf+K
- A bit tougher, worth it if timing the next combo is rough. You can remove the last qcb+P to make it easier as well. 45% with qcb+P.
- cl.C, BC run, cl.C(2), qcb+P > qcb+P, (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D
- Easier combo you can use if you fail the next one. 48%.
★ cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, d~u+D > d+D
- Corner version of the main max mode route. To time d~u+D you can whiff a cr.A then link d~u+D after it. 49%.
3 Stocks
Anywhere
- cl.C, qcb,hcf+AC
- Easy way to spend meter for good damage. 55%.
★ cl.C, BC run, cl.C, qcb,hcf+AC
- Easy way to spend meter for good damage. 58%.
★ cl.C, BC run, cl.C(2), qcb+P > qcb+P, (C) qcb+D(1), (SC) air qcb,hcf+BD
- Basic easy max route for good damage without HSDM. 55%.
- cl.C, BC run, cl.C(1), qcb+C > qcb+P > qcb+P, (SC) air qcb,hcf+BD
- Same damage as above but harder route, no point. 55%.
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D(2), (SC) air qcb,hcf+BD
- Hardly more damage for a harder route. 56%.
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcb,hcf+D
- Nice chunk of extra damage, timing the BC activation may be tight at first. 59%.
Corner
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcb,hcf+D
- Corner version of the previous combo. 60%.
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcfx2+D, d~u+D > d+D
- Max damage for 3 stocks. Timing d~u+D is harder here but settling for d~u+B does less than the previous easier route. 65%.
4 Stocks
Anywhere
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(1), (C) qcb+D, (SC) qcfx2+D, BC, TK qcb,hcf+BD
- To tiger knee the super you can do qcb,hcf,uf,BD. 57%.
Corner
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcb,hcf+D
- Simple version of the corner loop, good damage but expensive. 75%.
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+C > qcb+P > delay qcb+P(1), (SC) air qcb,hcf+BD
- The delay on the last rekka is a bit awkward. It costs 2% but is easier to make the 2nd hit whiff then quickly land both hits of the last one for the cancel. 78%.
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, [BC, qcb+P > qcb+P, (SC) qcfx2+D]x2, d~u+D > d+D
- Max damage for 4 stocks. 80%.
5 Stocks
Corner
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, [BC, qcb+P > qcb+P, (SC) qcfx2+D]x2, BC, qcb+P > qcb+P, (SC) qcb,hcf+D
- Simple version of the corner loop, good damage but expensive. 90%.
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, BC, qcb+P > qcb+P, (SC) qcfx2+D, BC, qcb+C > qcb+P > delay qcb+P(1), (SC) air qcb,hcf+BD
- The delay on the last rekka is a bit awkward. It costs 2% but is easier to make the 2nd hit whiff then quickly land both hits of the last one for the cancel. 92%.
- cl.C, BC run, cl.C(1), qcb+A > qcb+P > qcb+P(2), (C) qcb+D, (SC) qcfx2+D, [BC, qcb+P > qcb+P, (SC) qcfx2+D]x3, d~u+D > d+D
- Max damage for 5 stocks. 95%.
Videos
External Links
Check Kim Kaphwan's frame data
Discuss at Dream Cancel
Discuss at Orochinagi