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{{TOClimit|3}} | {{TOClimit|3}} | ||
{{SVC Character Subnav|name=Kim Kaphwan}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
Line 6: | Line 7: | ||
|- | |- | ||
! align="center" colspan="2" | [[image:Kimsvc.gif|"Train under me! Your weakness of spirit makes you vulnerable."|center]] | ! align="center" colspan="2" | [[image:Kimsvc.gif|"Train under me! Your weakness of spirit makes you vulnerable."|center]] | ||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Pure rushdown | |||
|- | |- | ||
| '''Difficulty''' || Simple | | '''Difficulty''' || Simple | ||
Line 17: | Line 22: | ||
| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
Line 25: | Line 33: | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Very easy to play and master | * '''Very easy to play and master:''' Kim has some pretty technical stuff to his gameplay, but you overall don't need it except maybe high-level play. Beyond that, Kim's move list pretty much explains itself and once you get a feel for him, is probably already doing an okay job. | ||
* | * '''Good walking speed:''' Self-explanatory, Kim is no slouch when it comes to good movement. He can play footsies more easily thanks to it. | ||
* '''Very fast overhead:''' Kim's f.B is difficult to react to and recovers fast as well, giving him easy overhead mixups to keep his pressure going. | |||
* Very fast overhead | * '''Can stop ground projectiles:''' Kim's stomp allows him to negate grounded projectiles. While not too commonly used, it's a neat boon. | ||
* Can stop ground projectiles | * '''Hard knockdowns:''' Kim's go-to rekka ender in combos, D Hienzan follow-up, and his seldom used D stomp, all lead to easy access to a hard knockdown. With other ways of netting soft knockdowns as well, Kim has strong okizeme pressure up his sleeve. | ||
* | * '''Simple, but extremely effective and rewarding combos:''' Kim has some trickier combos he can use, but overall, the majority of combos he has are very simple to pull off and give him great reward to boot. Especially if he has meter, Kim's damage output increases tremendously. | ||
* Some 100% combos and some infinites | * '''Some 100% combos and some infinites:''' A variety of factors, be it max mode, the Haki cancel, and/or his Exceed to name a few, put Kim's already deadly combos a peg above other characters by making any confirm he gets potentially lead to death. | ||
* | * '''Hou'ou Kyaku can be used in the air:''' The ability to use his ranbu super in the air greatly increases the utility of his super, but an even greater bonus is the absurd hitbox that Kim gets when using it in the air, making it so he can catch even grounded opponents with it. | ||
* One of the best Exceeds in the game | * '''One of the best Exceeds in the game:''' His Exceed super is just a beefed-up version of his normal Hou'ou Kyaku with a worse hitbox, but the damage it deals, on top of being incredibly easy to combo into, makes Kim very scary to fight against once he has access to it, easily netting him anywhere between 50%-100% damage combos. He can even use it in the air. | ||
* '''Almost identical to his KOF2002 version:''' Kim is a demon of a character in KOF2002 and has effectively lost almost nothing in his transition to SVC Chaos. If you play Kim in 2002, then you can immediately pick him up here and even find that he's much easier to play, too. | |||
| cons= | | cons= | ||
* | * '''Easily punishable on his Special/Super moves if blocked:''' All of Kim's specials and supers can be punished on block, many of which don't even need front step to do so. Reckless Kim players will find themselves quickly losing the round if they play recklessly. | ||
* '''Doesn't have his Ryuusei Ranku:''' Kim lost his sliding kick charge move that he has had in most KOF games, knocking his mixups down a smidge, though this is hardly much of a detriment to Kim. And if KOF2003 is anything to go by, then Kim definitely lost nothing by not having it. | |||
* Doesn't have his Ryuusei Ranku | * '''No good long ranges options:''' Kim is no question a rushdown demon, so he has to get in to put up a fight with no real zoning tools at his disposal, aside from midranged buttons for neutral - albeit good buttons. | ||
* No good long ranges options | * '''Isn't so good when being pressured back:''' His reversal, Hienzan, is a flash kick, meaning it's a charge move, and while the B version is good, the D version has longer startup and is riskier despite having its uses. Beyond that, he lacks great defensive tools to work with, making it more important that he keep his momentum going with his pressure and front step punishes. | ||
* Isn't so good when being pressured back | * '''Pretty linear character:''' Kim has one goal and one goal only in SVC: rushdown. This can lead to Kim being fairly predictable, especially due to the lack of hops and roll hurting his ability to approach the opponent. | ||
* '''Is carried by his damage output:''' Kim is a top tier character, but this may be entirely thanks to his damage output being so high. Had Kim not had access to his damage, it's likely he'd be worse and fall behind several other characters. He has the buttons, decent mixups, great rushdown, and friendly execution but getting in, his biggest issue, would be made more noticeable. | |||
}} | }} | ||
<center>{{FrameDataKey-SVC}}</center> | <center>{{FrameDataKey-SVC}}</center> | ||
== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
====Close Normals==== | ====Close Normals==== | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=6 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=13 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Avoid this move. It can be canceled, but it will whiff on most of the crouching chars, and don't have good uses in Light Attack chains(It can't chain with other Light Attacks). Kim have better options for a punch in his combos(Wait... Punch?) | |description=* Avoid this move. It can be canceled, but it will whiff on most of the crouching chars, and don't have good uses in Light Attack chains(It can't chain with other Light Attacks). Kim have better options for a punch in his combos(Wait... Punch?) | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=3x2 | ||
|Counter Dmg=5 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=3x2 | |||
|Stun=3x2 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=3, (5), 2 | ||
|Recovery= | |Recovery=15 | ||
|Total= | |Total=31 | ||
|Hit Adv= | |Hit Adv=-5 | ||
|Block Adv= | |Block Adv=-7 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A two hit kick that can be normal canceled in either hit. Cannot whiff on low crouching chars, but cannot be very used in Light Attack chains(The first hit will not connect if you try). | |description=* A two hit kick that can be normal canceled in either hit. Cannot whiff on low crouching chars, but cannot be very used in Light Attack chains(The first hit will not connect if you try). | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=12x2 | ||
|Counter Dmg=16 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=11x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=3, (3), 3 | ||
|Recovery= | |Recovery=19 | ||
|Total= | |Total=32 | ||
|Hit Adv= | |Hit Adv=-2 | ||
|Block Adv= | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move... That's why he's so OP in combos... If you used him in KoF 2002 and got used to his combo strings, you'll(Without doubt) know why... Use this move on his very easy combos(And on his advanced ones too). It can be canceled in the second hit(I don't know if it can be canceled in the first hit, it is so fast that I can even notice it). | |description=* This move... That's why he's so OP in combos... If you used him in KoF 2002 and got used to his combo strings, you'll(Without doubt) know why... Use this move on his very easy combos(And on his advanced ones too). It can be canceled in the second hit(I don't know if it can be canceled in the first hit, it is so fast that I can even notice it). | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=12x2 | ||
|Counter Dmg=16 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=10 | ||
|Active= | |Active=5, (3), 3 | ||
|Recovery= | |Recovery=11 | ||
|Total= | |Total=32 | ||
|Hit Adv= | |Hit Adv=+6 | ||
|Block Adv= | |Block Adv=+4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* It can look like, but it isn't an overhead. Can be canceled on either hit, but the cl.C is just better than it(Because it is faster than this move). | |description=* It can look like, but it isn't an overhead. Can be canceled on either hit, but the cl.C is just better than it(Because it is faster than this move). | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=6 | ||
|Counter Dmg=7 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 172: | Line 202: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=7 | ||
|Counter Dmg=8 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=7 | |Startup=7 | ||
Line 195: | Line 229: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=29 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
Line 218: | Line 256: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=14x2 | ||
|Counter Dmg=17 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16x2 | |||
|Stun=14x2 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
Line 242: | Line 284: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=6 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
Line 265: | Line 311: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=6 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 288: | Line 338: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=17 | ||
|Counter Dmg=18 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
Line 311: | Line 365: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=29 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
Line 336: | Line 394: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=6 | ||
|Counter Dmg=7 | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup='''nj= 7''' ; '''dj= 9''' | |Startup='''nj= 7''' ; '''dj= 9''' | ||
Line 360: | Line 422: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=7 | ||
|Counter Dmg=8 | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup='''nj= 4''' ; '''dj= 3''' | |Startup='''nj= 4''' ; '''dj= 3''' | ||
Line 384: | Line 450: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=29 | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
Line 408: | Line 478: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=29 | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
Line 423: | Line 497: | ||
}} | }} | ||
===Command | ===Command Normals=== | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=Raw | ||
|Counter Dmg= | |Damage=13 | ||
|Counter Dmg=18 | |||
|Guard=Overhead | |||
|G. Crush=11 | |||
|Stun=13 | |||
|Meter= | |||
|Cancel= | |||
|Startup=16 | |||
|Active=3 | |||
|Recovery=16 | |||
|Total=35 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* This move can be used in two ways: Alone, or after any normal(The animation will be the same, but the properties of the move will be different). (When used alone) Wow, a fast overhead attack. Very fast compared to most characters with overhead Command Moves, I can say. Cannot be normal canceled, but you can cancel it on Max Mode. Use if your opponent's character is ducking a lot(Like [[Guile (SvC)|Guile]], who likes to sit, relax, and wait for you to jump, and Kim is a jumper). (When used after a normal) Want a tip? Don't use this version. It cannot be connected with any normal, it's slower than the overhead version(Very slower), it won't hit as an overhead, but any hit can be normal canceled(That's the only good thing about this move). | |||
}} | |||
{{AttackData-SVC | |||
|version=Canceled | |||
|Damage=10x2 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=7x2 | ||
|Stun= | |Stun=10x2 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 445: | Line 538: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
Line 489: | Line 582: | ||
|Counter Dmg=24 | |Counter Dmg=24 | ||
|Guard=Throw | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |G. Crush=0 | ||
|Stun=0 | |Stun=0 | ||
Line 514: | Line 634: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=4 | ||
|Stun= | |Stun=4 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 543: | Line 663: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=2nd Rekka | |version=2nd Rekka | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=4 | ||
|Stun= | |Stun=4 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 561: | Line 681: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=A Ender 3rd Rekka | |version=A Ender 3rd Rekka | ||
|Damage= | |Damage=14x2 | ||
|Counter Dmg= | |Counter Dmg=18 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=8x2 | ||
|Stun= | |Stun=4x2 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 579: | Line 699: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=C Ender 3rd Rekka | |version=C Ender 3rd Rekka | ||
|Damage= | |Damage=14x2 | ||
|Counter Dmg= | |Counter Dmg=18 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=8x2 | ||
|Stun= | |Stun=4x2 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 608: | Line 728: | ||
|version=2nd Rekka | |version=2nd Rekka | ||
|subtitle=uf K | |subtitle=uf K | ||
|Damage= | |Damage=11 | ||
|Counter Dmg= | |Counter Dmg=13 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=4 | ||
|Stun= | |Stun=4 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 627: | Line 747: | ||
|version=3rd Rekka | |version=3rd Rekka | ||
|subtitle=d.K | |subtitle=d.K | ||
|Damage= | |Damage=18 | ||
|Counter Dmg= | |Counter Dmg=20 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=8 | ||
|Stun= | |Stun=14 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 655: | Line 775: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=qcb B | |version=qcb B | ||
|Damage= | |Damage=22 | ||
|Counter Dmg= | |Counter Dmg=24 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=16 | ||
|Stun= | |Stun=16 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 673: | Line 793: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=qcb D | |version=qcb D | ||
|Damage= | |Damage=13x3 | ||
|Counter Dmg= | |Counter Dmg=18 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=11x3 | ||
|Stun= | |Stun=11x3 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 700: | Line 820: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=11x5 | ||
|Counter Dmg= | |Counter Dmg=14 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=10x5 | ||
|Stun= | |Stun=10x5 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 728: | Line 848: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=dd.B | |version=dd.B | ||
|Damage= | |Damage=12 | ||
|Counter Dmg= | |Counter Dmg=16 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=10 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 746: | Line 866: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=dd.D | |version=dd.D | ||
|Damage= | |Damage=24 | ||
|Counter Dmg= | |Counter Dmg=29 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=20 | ||
|Stun= | |Stun=16 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 774: | Line 894: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=[d]~u B | |version=[d]~u B | ||
|Damage= | |Damage=22 | ||
|Counter Dmg= | |Counter Dmg=26 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=11 | ||
|Stun= | |Stun=11 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 789: | Line 909: | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is classic too. It his best special anti-air(But I cannot say that this move is the best anti-air in his arsenal). The B version will do only one hit, and will make Kim land faster(It's not safe, but it can be depending of how you hit). The D version will do two hits, but will take some time to make him land(Yeah, it's very unsafe on block). In Max Mode, the D version can be canceled(Or even Super canceled). | |description=* This move is classic too. It his best special anti-air(But I cannot say that this move is the best anti-air in his arsenal). The B version will do only one hit, and will make Kim land faster(It's not safe, but it can be depending of how you hit). The D version will do two hits, but will take some time to make him land(Yeah, it's very unsafe on block). In Max Mode, the D version can be canceled(Or even Super canceled). | ||
}} | |||
{{AttackData-SVC | |||
|version=Tenshou Zan | |||
|subtitle=[d]~u D | |||
|Damage=13x2 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=10x2 | |||
|Stun=10x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description= | |||
}} | }} | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=Tenshou Zan | |version=Tenshou Zan | ||
|subtitle=[d]~u D > d.D | |subtitle=[d]~u D > d.D | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=13 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=7 | ||
|Stun= | |Stun=7 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 821: | Line 960: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=32 | ||
|Counter Dmg= | |Counter Dmg=36 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=16 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter=0 | ||
|Cancel= | |Cancel=X | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 848: | Line 987: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=0+(3x7)+(25x2) | ||
|Counter Dmg= | |Counter Dmg=0, 3, 25 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=0 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter=0 | ||
|Cancel= | |Cancel=X | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 871: | Line 1,010: | ||
|subtitle=(Jump) {{Motion|214}}{{Motion|1}}{{Motion|6}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |subtitle=(Jump) {{Motion|214}}{{Motion|1}}{{Motion|6}}{{Icon-SNK|B}}{{Icon-SNK|D}} | ||
|caption= | |caption= | ||
|name= | |name=Max Hou'Ou Kyaku | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=0+(3x12)+(24x5) | ||
|Counter Dmg= | |Counter Dmg=0, 3, 24 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=0 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter=0 | ||
|Cancel= | |Cancel=X | ||
|Startup= | |Startup='''Ground:''' 1+9; '''Air:''' 1+6 | ||
|Active= | |Active='''Ground:''' up to 26; '''Air:''' up to 42 | ||
|Recovery= | |Recovery=40 | ||
|Total= | |Total=Varies; 76~89 | ||
|Hit Adv= | |Hit Adv=HKD (+46) | ||
|Block Adv= | |Block Adv=-12 | ||
|Invulnerability= | |Invulnerability=1F~10F (full startup on both versions) | ||
|description=* This Exceed has almost the same properties as the | |description=* Kim performs an even stronger version of the Hou'ou Kyaku super with fiercer and stronger kicks. | ||
* This Exceed has almost the same properties as the regular super variant, but with more damage. | |||
* Much like the regular super, it's a very easy Exceed to confirm into, not only from regular combos, but from his qcf x2 K super as well as max mode combos. | |||
* The aerial hitbox is nowhere near as disjointed as the regular super hitbox, thus your opponent can easily duck under the super, or whiff if you mistime the super. | |||
* Nothing exceptional, but another reason Kim's combos can potentially deal massive damage for very little work, or lead to death combos. | |||
* You can do extended combos that end on Exceed, or also just do Kim's regular BnBs and instead combo into Exceed that way. If he can combo his regular ranbu, he can combo his Exceed the same way. The combos hurt a lot, either way. | |||
}} | }} | ||
}} | }} | ||
Line 909: | Line 1,053: | ||
===BnB Combos=== | ===BnB Combos=== | ||
{| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
| | |+ BnB Combos | ||
| | |- | ||
| | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
| | |- | ||
| | |(j.X,) cl.C, qcb P > uf.K > d.K || TBA || TBA || TBA || TBA || Very nice as a BnB combo. You can use it everywhere too. It's better if you add a crossup jump attack in the combo, preferably his j.A. Practice this. If you miss any part of the combo, continue trying. | ||
|- | |||
|(j.X,) cr.B, cr.A, qcb P > uf.K > d.K || TBA || TBA || TBA || TBA || Another version of the combo above, but starting with a low-hitting move. Only that. Note: For most of Kim's combos with cl.C included, you can substitute it with cr.B, cr.A if you like low starters. | |||
|- | |||
|cr.B x1-2, cr.A, [d]~u B || TBA || TBA || TBA || TBA || Simple combo too. You'll be charging while you're crouching, so you just need to press u.B after the cr.A hits. If you want to add a jump attack before this combo, make sure Kim will crossup the opponent, but if not, just do one cr.B (Instead of two) on the opponent. This combo will not work with the D version too, sadly. | |||
|- | |- | ||
|(j.X,) cl.C | |(Corner only, j.X,) cl.C/cr.B, cr.A, qcb C x3 || TBA || TBA || TBA || TBA || Very great as a combo, but it can be used only in the corner. Remember that in Max Mode, the 3rd qcb C (two kicks) can be max canceled into the Exceed in the second kick. | ||
| | |||
| | |||
| | |||
|Very | |||
|- | |- | ||
| | |} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
| | |+ Super Combos | ||
| | |||
|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |- | ||
|(j.X,) cl.C | |(j.X,) cl.C, qcfx2 K, [d]~u D > d.D || TBA || TBA || TBA || TBA || Very useful to confirm that the Exceed will hit outside of Max Mode, but you can use the Super, or even the Charging move if you don't have meter. | ||
| | |||
| | |||
| | |||
|Very useful to confirm that the Exceed will hit outside of Max Mode, but you can use the Super, or even the Charging move if you don't have meter. | |||
|- | |- | ||
|( | |(j.X,) cl.C, qcfx2 K, qcb~db~f K / Exceed || TBA || TBA || TBA || TBA || | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|[dd.B, Haki cancel > Dash, cr.A,]xN, (While in Max Mode) dd.B, qcb~db~f K / Exceed | |[dd.B, Haki cancel > Dash, cr.A,]xN, (While in Max Mode) dd.B, qcb~db~f K / Exceed || Corner || TBA || TBA || TBA || Only while you're not in Max Mode. This is Kim's infinite outside of Max Mode. This combo is one of the reasons you should practice your Haki cancels. Might be possible midscreen off of a backhit. | ||
| | |||
| | |||
| | |||
|Only while you're not in Max Mode. This is Kim's infinite outside of Max Mode. This combo is one of the reasons you should practice your Haki cancels. Might be possible midscreen off of a backhit. | |||
|- | |- | ||
|} | |} | ||
===Max Mode Combos=== | ===Max Mode Combos=== | ||
{| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
| | |+ Max Mode Combos | ||
| | |- | ||
| | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
| | |- | ||
| | |(j.X,) cl.C, (qcb P(1),) qcb D, (C)[d]~u D > d.D || TBA || TBA || TBA || TBA || Very simple, but effective. It does almost half of one bar in damage terms, which is very nice. | ||
|- | |- | ||
|(Corner only, j.X,) cl.C, qcb C x3, (SC)qcb~db~f K / (SC)Exceed | |(Corner only, j.X,) cl.C, qcb C x3, (SC)qcb~db~f K / (SC)Exceed || TBA || TBA || TBA || TBA || This is a known combo, but very easy to begin if you're having trouble with the full health combos below. The combo can be hard if you add certain jump attacks other than j.A. | ||
| | |||
| | |||
| | |||
|This is a known combo, but very easy to begin if you're having trouble with the full health combos below. The combo can be hard if you add certain jump attacks other than j.A. | |||
|- | |- | ||
|(j.X,) | |(j.X,) [[d]~u D(1), (SC)qcf x2 K, walk/dash a little forward,]xN, (before Max Mode ends) qcf x2 K, qcb~db~f K / Exceed || TBA || TBA || TBA || TBA || This is a combo that originated from the KOF2002 Magic Plus bootleg, but it also works here which is very nice, simple, and damaging. You can do it everywhere too. For the charging part, don't worry, you'll have time to do that; you can even buffer it with a dash. But, you'll need to time well when you'll use the [d]~u D part and super cancel it. | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|(j.X,) | |(j.X,) cr.A, qcb P(1), (C)qcb B, (SC)qcf x2 K, qcb~db~f K / Exceed || TBA || TBA || TBA || TBA || Pretty nice, beautiful, and very damaging. Use when you want. The bad part is only the normal move used, it's the best normal he can use to help in this combo. Haki Kyaku is here only if you want a low starter for the combo. | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|(j.X,) | |(j.X,) dd.B, (C)qcb B, (SC)qcf x2 K, qcb~db~f K / Exceed || TBA || TBA || TBA || TBA || | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|(Corner only, j.X,) cl.C, qcb B, (SC)qcf x2 K, [d]~u D(1), (SC)qcf x2 K, qcb C x3, (SC)Exceed | |(Corner only, j.X,) cl.C, qcb B, (SC)qcf x2 K, [d]~u D(1), (SC)qcf x2 K, qcb C x3, (SC)Exceed || TBA || TBA || TBA || TBA || A little mix of his above combos. You should learn it, just to make sure you can kill your opponent in Max Mode. Use what you have learned here! | ||
| | |||
| | |||
| | |||
|A little mix of his above combos. You should learn it, just to make sure you can kill your opponent in Max Mode. Use what you have learned here! | |||
|- | |- | ||
|} | |} |
Latest revision as of 03:09, 29 April 2025
김갑환, Kim Kaphwan | |
---|---|
Category | Normal |
Playstyle | Pure rushdown |
Difficulty | Simple |
Max Mode Needed? | Up to you |
Tier Placement | Top Tier (S) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
Kim Kaphwan, one of the most loved characters in the KOF series. He's very good for beginners, and if you're used to his KOF2002 counterpart, you'll be used to a good part of his kick strings and rushdown pressure, even if the system changes hold him back a bit due to the lack of hops (and thus, no j.A pressure, for example).
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | - | - | 4 | 4 | 5 | 13 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3x2 | 5 | Mid | 3x2 | 3x2 | - | - | 6 | 3, (5), 2 | 15 | 31 | -5 | -7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12x2 | 16 | Mid | 11x2 | 11x2 | - | - | 4 | 3, (3), 3 | 19 | 32 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12x2 | 16 | Mid | 16x2 | 11x2 | - | - | 10 | 5, (3), 3 | 11 | 32 | +6 | +4 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | - | - | 5 | 4 | 7 | 16 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 7 | - | - | 7 | 3 | 17 | 27 | -8 | -10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 29 | Mid | 16 | 20 | - | - | 9 | 2 | 17 | 28 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14x2 | 17 | Mid | 16x2 | 14x2 | - | - | 8 | 3, (11), 3 | 16 | 41 | 1st= -10 ; 2nd= +1 | 1st= -12 ; 2nd= -1 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | - | - | 4 | 3 | 5 | 12 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | - | - | 5 | 5 | 5 | 15 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 18 | Mid | 16 | 16 | - | - | 8 | 6 | 13 | 27 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 29 | Mid | 16 | 20 | - | - | 8 | 7 | 20 | 35 | SKD | -9 | - | |
|
Jumping Normals
Note: Kim's jump buttons are the same regardless of jump direction but the hitboxes change very slightly between neutral and diagonal jumps.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | - | - | nj= 7 ; dj= 9 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Overhead | 7 | 7 | - | - | nj= 4 ; dj= 3 | nj= 7 ; dj= 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 29 | Overhead | 16 | 20 | - | - | 9 | 2, 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 29 | Overhead | 16 | 20 | - | - | 8 | 7 | - | - | - | - | - | |
|
Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raw | 13 | 18 | Overhead | 11 | 13 | - | - | 16 | 3 | 16 | 35 | +1 | -1 | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Canceled | 10x2 | 13 | Mid | 7x2 | 10x2 | - | - | - | - | - | - | - | - | - |
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 12 | Mid | 4 | 4 | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd Rekka | 10 | 12 | Mid | 4 | 4 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
A Ender 3rd Rekka | 14x2 | 18 | Mid | 8x2 | 4x2 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
C Ender 3rd Rekka | 14x2 | 18 | Mid | 8x2 | 4x2 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd Rekka uf K |
11 | 13 | Mid | 4 | 4 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka d.K |
18 | 20 | Mid | 8 | 14 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | 22 | 24 | Mid | 16 | 16 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | 13x3 | 18 | Mid | 11x3 | 11x3 | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11x5 | 14 | Mid | 10x5 | 10x5 | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dd.B | 12 | 16 | Mid | 10 | 0 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dd.D | 24 | 29 | Mid | 20 | 16 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[d]~u B | 22 | 26 | Mid | 11 | 11 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Tenshou Zan [d]~u D |
13x2 | 18 | Mid | 10x2 | 10x2 | - | - | - | - | - | - | - | - | - |
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Tenshou Zan [d]~u D > d.D |
10 | 13 | Mid | 7 | 7 | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
32 | 36 | Mid | 16 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(3x7)+(25x2) | 0, 3, 25 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(3x12)+(24x5) | 0, 3, 24 | Mid | 0 | 0 | 0 | X | Ground: 1+9; Air: 1+6 | Ground: up to 26; Air: up to 42 | 40 | Varies; 76~89 | HKD (+46) | -12 | 1F~10F (full startup on both versions) | |
|
Strategy
Basic Strategy
Kim's gameplan
Kim is a very good(and very simple) rushdown char to use. He can be great for players who like offensive strategies and simple combos. Kim is a good jumper too, but a thing that you'll need to is:"Where he will land?" That's the most important thing in Kim's jumping game. His j.A is very good to use on combos, because you can crossup with ease using it, but it's bad as an air-to-air, due to the reach of the punch. But if you need damage, you can use any heavy normal in the air. For an air-to-air you should use the the j.C/D, they are the best you can use. "But he's only offensive?" No. He can be pressured, like any other character(I mean, he can take one of Geese's infinites, like any other character in the game). If you want defensive options, you can do his Charge d, u+K(If you're going to use his D version, you can followup it with a d+D to get better damage). Another good option is the QCF(2x)+K super(Can be risky in some cases, but can work). If you hit with it, you can just followup with anything(Even supers, excluding itself) to do THAT damage on your opponent. In Max Mode, Kim just have to land a combo, and he won the round. He can do some very nice infinites and corner 200% combos(Or 100%, full health combos, I don't know how to say it), which makes him a dangerous character in Max Mode(Most characters are, don't worry).
Advanced Strategy
Canceling the d, d+B in normal mode (aka Doing Haki Cancels)
This is a very known glitch(or bug, I don't really know what is that), and very used by most of the advanced Kim players on the KoF '98 - 2002 era. First, I'll explain the glitch, and with that, the last combo on the normal combos list will be explained. First, you'll need to have less than 3 levels to cancel it(That means, you'll have to be outside of Max Mode), and yes, if you have 0 levels, you still can use this. You'll have to kind of "Super cancel" the d, d+B into the QCB, db, f+K. How? Just do this input: d, d+B, QCB, db, f+K. If you're needing help, just do this: d, d+B, (Hold d for a little time after the attack and go to) b, f+K(Using the shortcut now). If done correctly, Kim will flash white(after that, he'll go to his standing position), and you can followup with almost anything after the flash(That's how, and why the infinite works). I could get 16 hits(Beginning with 0 stocks) using the infinite, but I think he can get to 35-40 hits. Oh, while you hit with the infinite, you'll get meter, so pay attention on it(You'll need to know when you'll get on Max Mode), and don't worry about the opponent's meter(The d, d+B won't give him anything). If you're needing help with the Haki Cancels, I have a video here. There are some KoF 2002 tutorial videos about the Haki cancels, you should watch them later. Just jump to 1:19 and watch a player triyng to do Haki cancel combos(In the beginning of the video, you'll see some practical combos too, and without Haki Cancels). Good luck if you want to try them.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, qcb P > uf.K > d.K | TBA | TBA | TBA | TBA | Very nice as a BnB combo. You can use it everywhere too. It's better if you add a crossup jump attack in the combo, preferably his j.A. Practice this. If you miss any part of the combo, continue trying. |
(j.X,) cr.B, cr.A, qcb P > uf.K > d.K | TBA | TBA | TBA | TBA | Another version of the combo above, but starting with a low-hitting move. Only that. Note: For most of Kim's combos with cl.C included, you can substitute it with cr.B, cr.A if you like low starters. |
cr.B x1-2, cr.A, [d]~u B | TBA | TBA | TBA | TBA | Simple combo too. You'll be charging while you're crouching, so you just need to press u.B after the cr.A hits. If you want to add a jump attack before this combo, make sure Kim will crossup the opponent, but if not, just do one cr.B (Instead of two) on the opponent. This combo will not work with the D version too, sadly. |
(Corner only, j.X,) cl.C/cr.B, cr.A, qcb C x3 | TBA | TBA | TBA | TBA | Very great as a combo, but it can be used only in the corner. Remember that in Max Mode, the 3rd qcb C (two kicks) can be max canceled into the Exceed in the second kick. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, qcfx2 K, [d]~u D > d.D | TBA | TBA | TBA | TBA | Very useful to confirm that the Exceed will hit outside of Max Mode, but you can use the Super, or even the Charging move if you don't have meter. |
(j.X,) cl.C, qcfx2 K, qcb~db~f K / Exceed | TBA | TBA | TBA | TBA | |
[dd.B, Haki cancel > Dash, cr.A,]xN, (While in Max Mode) dd.B, qcb~db~f K / Exceed | Corner | TBA | TBA | TBA | Only while you're not in Max Mode. This is Kim's infinite outside of Max Mode. This combo is one of the reasons you should practice your Haki cancels. Might be possible midscreen off of a backhit. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, (qcb P(1),) qcb D, (C)[d]~u D > d.D | TBA | TBA | TBA | TBA | Very simple, but effective. It does almost half of one bar in damage terms, which is very nice. |
(Corner only, j.X,) cl.C, qcb C x3, (SC)qcb~db~f K / (SC)Exceed | TBA | TBA | TBA | TBA | This is a known combo, but very easy to begin if you're having trouble with the full health combos below. The combo can be hard if you add certain jump attacks other than j.A. |
(j.X,) [[d]~u D(1), (SC)qcf x2 K, walk/dash a little forward,]xN, (before Max Mode ends) qcf x2 K, qcb~db~f K / Exceed | TBA | TBA | TBA | TBA | This is a combo that originated from the KOF2002 Magic Plus bootleg, but it also works here which is very nice, simple, and damaging. You can do it everywhere too. For the charging part, don't worry, you'll have time to do that; you can even buffer it with a dash. But, you'll need to time well when you'll use the [d]~u D part and super cancel it. |
(j.X,) cr.A, qcb P(1), (C)qcb B, (SC)qcf x2 K, qcb~db~f K / Exceed | TBA | TBA | TBA | TBA | Pretty nice, beautiful, and very damaging. Use when you want. The bad part is only the normal move used, it's the best normal he can use to help in this combo. Haki Kyaku is here only if you want a low starter for the combo. |
(j.X,) dd.B, (C)qcb B, (SC)qcf x2 K, qcb~db~f K / Exceed | TBA | TBA | TBA | TBA | |
(Corner only, j.X,) cl.C, qcb B, (SC)qcf x2 K, [d]~u D(1), (SC)qcf x2 K, qcb C x3, (SC)Exceed | TBA | TBA | TBA | TBA | A little mix of his above combos. You should learn it, just to make sure you can kill your opponent in Max Mode. Use what you have learned here! |