Difference between revisions of "Kim Kaphwan (XIV)"

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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
Kyo Kusanagi · Benimaru · Goro Daimon · Iori Yagami · Mature · Vice · Terry Bogard · Andy Bogard · Joe Higashi · Nelson · Zarina · Bandeiras Hattori · Ralf Jones · Clark · Leona Heidern · Ramon · Angel · King of Dinosaurs · K' · Maxima · Kula Diamond · Xanadu · Chang Koehan · Choi Bounge · Ryo Sakazaki · Robert Garcia · Yuri Sakazaki · Nakoruru · Mui Mui · Love Heart · Kim Kaphwan · Gang-Il · Luong · Shun'Ei · Tung Fu Rue · Meitenkun · Athena Asamiya · Sie Kensou · Chin Gentsai · King · Mai Shiranui · Alice · Geese Howard · Billy Kane · Hein · Sylvie Paula Paula · Kukri · Mian
Antonov · Verse
Vanessa · Rock Howard · Yamazaki · Whip
Oswald · Heidern · Najd · Blue Mary

General: Notation · Frame Data · Movement · Defensive Systems · Offensive Systems · The Power Gauge