Difference between revisions of "Real Bout Fatal Fury 2/Kim Kaphwan"
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|blockAdv=Death | |blockAdv=Death | ||
|guard=HL | |guard=HL | ||
|cancel= | |cancel=No | ||
|bs= | |bs=No | ||
|juggle= | |juggle=Yes | ||
|description=Kim's best combo ender, which juggles easily. It looks like an anti-air, and it technically is but it is nowhere near as good as [2]8B so don't use it outside of combos. Seriously, the block recovery is extremely variable but it is always punishable and the last hit can whiff easily on those crouch blocking, setting you up for disaster. That being said it can launch on any hit and is decently active so it's possible to catch mistakes, but you have much safer tools for punishment. | |description=Kim's best combo ender, which juggles easily. It looks like an anti-air, and it technically is but it is nowhere near as good as [2]8B so don't use it outside of combos. Seriously, the block recovery is extremely variable but it is always punishable and the last hit can whiff easily on those crouch blocking, setting you up for disaster. That being said it can launch on any hit and is decently active so it's possible to catch mistakes, but you have much safer tools for punishment. | ||
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|blockAdv= | |blockAdv= | ||
|guard= | |guard= | ||
|cancel= | |cancel=No | ||
|bs= | |bs=No | ||
|juggle= | |juggle=Yes | ||
|description=A follow up to [2]8A that is only accessible on hit. There's no reason not to tack this on for the extra damage. | |description=A follow up to [2]8A that is only accessible on hit. There's no reason not to tack this on for the extra damage. | ||
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|blockAdv=-6 | |blockAdv=-6 | ||
|guard=HL | |guard=HL | ||
|cancel= | |cancel=No | ||
|bs= | |bs=Yes | ||
|juggle= | |juggle=Yes | ||
|description=Light Hangetsuzan. Hits up to three times, beats lows and resets neutral on hit. One of Kim's most consistent enders. You'll go into this in cases where you don't have a charge and need a quick confirm which happens quite often. A great Break Shot as well. | |description=Light Hangetsuzan. Hits up to three times, beats lows and resets neutral on hit. One of Kim's most consistent enders. You'll go into this in cases where you don't have a charge and need a quick confirm which happens quite often. A great Break Shot as well. | ||
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|blockAdv=-10 | |blockAdv=-10 | ||
|guard=HL | |guard=HL | ||
|cancel= | |cancel=No | ||
|bs= | |bs=Yes | ||
|juggle= | |juggle=Yes | ||
|description=Heavy Hangetsuzan. This one knocks down and travels significantly farther, but is much harder to confirm into as it has twice the startup. Like 214B it's a Break Shot, but due to its startup it's best to stick to 214B. | |description=Heavy Hangetsuzan. This one knocks down and travels significantly farther, but is much harder to confirm into as it has twice the startup. Like 214B it's a Break Shot, but due to its startup it's best to stick to 214B. | ||
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|blockAdv=-32 | |blockAdv=-32 | ||
|guard=HL | |guard=HL | ||
|cancel= | |cancel=No | ||
|bs= | |bs=Yes | ||
|juggle= | |juggle=No | ||
|description=One of the best reversals in the game. Hienzan comes out quick, has great startup invulnerability, and above average damage. It can be angled either straight up, slightly forward, or decently forward depending on which direction you held up towards. As if it needed anything more, it's also one of the best Break Shots due to its speed. Despite all these positives it has a much more vertical than horizontal hitbox, and like any reversal not named Sky of Fire the recovery is terrible so try to make sure this lands. | |description=One of the best reversals in the game. Hienzan comes out quick, has great startup invulnerability, and above average damage. It can be angled either straight up, slightly forward, or decently forward depending on which direction you held up towards. As if it needed anything more, it's also one of the best Break Shots due to its speed. Despite all these positives it has a much more vertical than horizontal hitbox, and like any reversal not named Sky of Fire the recovery is terrible so try to make sure this lands. | ||
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|blockAdv=8 | |blockAdv=8 | ||
|guard=L | |guard=L | ||
|cancel= | |cancel=No | ||
|bs= | |bs=Yes | ||
|juggle= | |juggle=No | ||
|description=A staggering low that gives heavy plus frames. It's Kim's best Break Shot as well if you're in P-Power. In neutral, considering Kim's opponents have little reason to respect his overheads, it's +8 on block allowing you to maintain your pressure. Assuming you do land a hit up close for a +14 advantage you can link with 5A>B at close range or 214B which is more consistent, but will still whiff at the farthest range. This is also true for Break Shot usage. That being said, with P-Power a hit from 22B at any range can easily link straight into Hou'ou Kyaku essentially giving you a P-Power Break Shot. And hey, you can just throw this out to build meter. Crazy. Keep this one in your pocket. | |description=A staggering low that gives heavy plus frames. It's Kim's best Break Shot as well if you're in P-Power. In neutral, considering Kim's opponents have little reason to respect his overheads, it's +8 on block allowing you to maintain your pressure. Assuming you do land a hit up close for a +14 advantage you can link with 5A>B at close range or 214B which is more consistent, but will still whiff at the farthest range. This is also true for Break Shot usage. That being said, with P-Power a hit from 22B at any range can easily link straight into Hou'ou Kyaku essentially giving you a P-Power Break Shot. And hey, you can just throw this out to build meter. Crazy. Keep this one in your pocket. | ||
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|blockAdv= | |blockAdv= | ||
|guard=HL | |guard=HL | ||
|cancel= | |cancel=No | ||
|bs= | |bs=No | ||
|juggle= | |juggle=No | ||
|description=Kim's divekick. Can hit up to 4 times and will do so until it lands so be wary of Break Shots. You can cancel into it off any of Kim's jumping air normals. It's actually not an overhead so it can be crouch blocked, though it's relatively safe if blocked, but keep in mind it has a couple frames of landing recovery. | |description=Kim's divekick. Can hit up to 4 times and will do so until it lands so be wary of Break Shots. You can cancel into it off any of Kim's jumping air normals. It's actually not an overhead so it can be crouch blocked, though it's relatively safe if blocked, but keep in mind it has a couple frames of landing recovery. | ||
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|blockAdv=-15 | |blockAdv=-15 | ||
|guard=L | |guard=L | ||
|cancel= | |cancel=No | ||
|bs= | |bs=No | ||
|juggle= | |juggle=No | ||
|description=A follow up to Kim's divekick that causes a KD and must be blocked low. You can use it on hit or block but not whiff. It's heavily punishable on block so it's best to confirm into this. On a blocked j.2B however it is possible to frame trap opponents trying to mash after with this so pay attention to what they do in response. You can even mess with the timing as you have a huge window to go into it. | |description=A follow up to Kim's divekick that causes a KD and must be blocked low. You can use it on hit or block but not whiff. It's heavily punishable on block so it's best to confirm into this. On a blocked j.2B however it is possible to frame trap opponents trying to mash after with this so pay attention to what they do in response. You can even mess with the timing as you have a huge window to go into it. | ||
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Revision as of 08:38, 11 September 2020
Introduction
Kim Kaphwan is generally a phenomenal character in most games he's in and RB2 Kim is no exception. Kim functions as a defensive footsies focused character who has excellent recovery on his normals, many of which have good range and speed and can combo into his incredibly useful P-Power Hou'ou Kyaku. Add in a plethora of defensive tools to deter any approach and you have a character who thrives in neutral and can punish mistakes on a dime. While he shines on defense however he lacks somewhat in the offensive department; zoning can really stifle Kim's gameplan as he has no real way to counter projectiles. He can also be out-poked by certain characters with little effort. Lastly, he doesn't particularly excel at mixing up, owing to telegraphed and easily punished overhead options. As a result, Kim rarely wants to be the aggressor. Ideally, Kim wants to control the pace of the match and force the opponent to initiate pressure rather than initiate it himself. If you like a control-type playstyle that benefits off good defense, Kim is your man.
Normal Moves
Standing
5A |
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n.5A |
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5B |
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n.5B |
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5C |
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n.5C |
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Crouching
2A |
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2B |
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2C |
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Air
j.8A |
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j.7/9A |
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j.8B |
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j.7/9B |
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j.C |
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h.A |
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h.8B |
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h.7/9B |
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h.C |
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Throws
4/6C |
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Command Moves
6B |
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5A+B |
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Fake-out Moves
Hou'ou Kyaku Feint 2B+C |
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Special Moves
Ku Sa Zan [2]8A |
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Ku Sa Zan Finish [2]8A~2A |
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Hangetsuzan 214B/C |
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Hienzan [2]7/8/9B |
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Hakikyaku 22B |
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Hi Sho Kyaku j.2B |
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Judgment Kick j.2B~3b |
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Super Special Moves
Hou'ou Tenbu Kyaku j.41236B+C |
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Super Desperation Move
Hou'ou Kyaku 21416C |
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