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The King of Fighters XV/Kim Kaphwan/Strategy
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General Gameplan
Neutral
Pressure
Mixups
Defense
Safe jumps
Position | Safe Jumps X Frame Reversals | Setup | Visual Guide/notes |
---|---|---|---|
Anywhere | 4f | [2]8BD > hop/hyper hop | works raw and in combos |
Corner | 4f | C throw > 2B > hop/hyper hop | |
Corner | 4f | 2426K/BD > (Whiff) cl.A > neutral/forward jump | |
- | 4f | 66A j.214D > 2A > hyper hop | works from any juggle, 66A needs to hit as low as possible |
- | 4f | 214Cx3 > roll or hyper hop > hyper hop | only works from grounded hit |
- | 4f | 214P~9K~2K > manual hop/hyper hop | |
Anywhere | 4f | 214236K > (Whiff) Far.B > Hyperhop |
Setups
- [2]8D~2D > manual meaty cl.A/2A 214A
Midscreen only - works in typical combos regardless of height - no safe jump here - catches back dash and can confirm rekkas on hit - outside of throw range - close enough so that 214A doesn’t whiff vs crouch block, but pushes outside the range of 4f lights - can technically do this anywhere but the spacing is set up automatically here (don’t move)
- [2]8D~2D > 6B
Beats 4f normals - loses to reversal throw due to forward movement, can still break - 4 or 6 w/ BC QM input will break throw as well