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

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(Command Moves)
(Special Moves)
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=Special Moves=
 
=Special Moves=
  
'''Notation Key'''
+
'''Hangetsuzan''' - (qcb+B/D)
(*) = EX OK
+
* 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.
  
(!) = MAX OK
+
'''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=
 
=Super Special Moves=

Revision as of 17:39, 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 Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A
  • st. B
  • st. C
  • st. D

Close

  • cl. A
  • cl. B
  • cl. C
  • cl. D

Crouching

  • cr. A
  • cr. B
  • cr. C
  • cr. D

Jumping

  • j. A
  • j. B
  • j. C
  • j. D

Blowback

  • st. CD
  • j. CD

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

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

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
General

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