(→Advanced Strategy: Made Kim's Advanced Strategy section.) |
Lichmassacre (talk | contribs) m (→Special Moves) |
||
(55 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{TOClimit|3}} | |||
{{SVC Character Subnav|name=Kim Kaphwan}} | |||
''''' | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |||
! align="center" colspan="2" | 김갑환, Kim Kaphwan | |||
|- | |||
! 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 | |||
|- | |||
| '''Max Mode Needed?''' || Up to you | |||
|- | |||
| '''Tier Placement''' || Top Tier (S) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[image:Kimface.png|right]] | |||
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). | |||
'' | {{ ProConTable | ||
'' | | pros= | ||
'' | * '''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. | |||
* '''Can stop ground projectiles:''' Kim's stomp allows him to negate grounded projectiles. While not too commonly used, it's a neat boon. | |||
* '''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:''' 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:''' 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= | |||
* '''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. | |||
* '''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. | |||
* '''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. | |||
* '''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> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
== | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
== | |subtitle= | ||
|caption= | |||
* | |name=cl.A | ||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=13 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|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?) | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=3x2 | |||
|Counter Dmg=5 | |||
|Guard=Mid | |||
|G. Crush=3x2 | |||
|Stun=3x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=3, (5), 2 | |||
|Recovery=15 | |||
|Total=31 | |||
|Hit Adv=-5 | |||
|Block Adv=-7 | |||
|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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=12x2 | |||
|Counter Dmg=16 | |||
|Guard=Mid | |||
|G. Crush=11x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=3, (3), 3 | |||
|Recovery=19 | |||
|Total=32 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=12x2 | |||
|Counter Dmg=16 | |||
|Guard=Mid | |||
|G. Crush=16x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=5, (3), 3 | |||
|Recovery=11 | |||
|Total=32 | |||
|Hit Adv=+6 | |||
|Block Adv=+4 | |||
|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). | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=7 | |||
|Total=16 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* A good poke that cannot be normal canceled, but hits most of the crouching characters. It's very fast too | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=3 | |||
|Recovery=17 | |||
|Total=27 | |||
|Hit Adv=-8 | |||
|Block Adv=-10 | |||
|Invulnerability= | |||
|description=* Can be used as an anti-air, but a very risky one. Whiffs on low crouching chars and cannot be normal canceled. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=29 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=2 | |||
|Recovery=17 | |||
|Total=28 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* It's his CD attack from KoF 2002. You'll know you to use it(Or if you want, don't use it). Cannot be normal canceled. | |||
}} | |||
}} | |||
''''' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
= | {{MoveData | ||
''''' | |image= | ||
* | |subtitle= | ||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=14x2 | |||
|Counter Dmg=17 | |||
|Guard=Mid | |||
|G. Crush=16x2 | |||
|Stun=14x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=3, (11), 3 | |||
|Recovery=16 | |||
|Total=41 | |||
|Hit Adv='''1st= -10''' ; '''2nd= +1''' | |||
|Block Adv='''1st= -12''' ; '''2nd= -1''' | |||
|Invulnerability= | |||
|description=* Two kicks, one anti-air. Kim have good anti-air options(On his normals, Special Moves, and Supers). It's up to you to choose what better for him. | |||
}} | |||
}} | |||
= | ====Crouch Normals==== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=3 | |||
|Recovery=5 | |||
|Total=12 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* Another Punch... But it's good(Why a kick-based char can do better punches than his kicks?), unlike his standing version. Good to use on Light Attack chains, but as an ender for them(Mainly because it cannot chain with other Light Attacks, or even with itself, like on his standing counterpart). Can be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=5 | |||
|Recovery=5 | |||
|Total=15 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* This kick will help you on his great(And easy) combo strings. Use this move as a starter for his Light Attack chains(It's good because it hits low, and can chain into itself). Strangely enough, it cannot be normal canceled(Kim can cancel a punch, but cannot cancel a kick? That's very bad, SNK). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=6 | |||
|Recovery=13 | |||
|Total=27 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* An anti-air. Can be normal canceled(He has only one cancelable anti-air). Only that. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=29 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=7 | |||
|Recovery=20 | |||
|Total=35 | |||
|Hit Adv=SKD | |||
|Block Adv=-9 | |||
|Invulnerability= | |||
|description=* A simple knockdown kick. Like most of the other cr.HKs, it can be normal canceled, do cancel it if you need meter(And only that). | |||
}} | |||
}} | |||
====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. | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=7 | |||
|Guard=Overhead | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup='''nj= 7''' ; '''dj= 9''' | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* This jumping attack is so... Annoying... For the opponent. Abuse of this move. If you used him in KoF 2002, you'll know this move too. This little punch(Another punch? With a Kick-based char?) has the same properties of that move(It can crossup, and you can easily combo after it). Here, you can cancel it(Time well) on his air Special and Super Moves. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup='''nj= 4''' ; '''dj= 3''' | |||
|Active='''nj= 7''' ; '''dj= 8''' | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* Just a kick without reach. Avoid this move. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=29 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=2, 3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* A fast kick that can be used as and air-to-air, or even as a jump-in attack(But for a jump-in, the j.A is better in my opinion, just saying). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=29 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* A kick with great reach that can crossup. Use the j.A instead(it's easier to crossup). You can use this as an air-to-air, or if you want more damage on combos(If you didn't like the j.A, I mean). | |||
}} | |||
}} | |||
===Command Normals=== | |||
{{MoveData | |||
|image= | |||
|subtitle=f.B | |||
|caption= | |||
|name=Neri Chagi | |||
|data= | |||
{{AttackData-SVC | |||
|version=Raw | |||
|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 | |||
|G. Crush=7x2 | |||
|Stun=10x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description= | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|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= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|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 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb P | |||
|caption= | |||
|name=Rekka Starter | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=10 | |||
|Counter Dmg=12 | |||
|Guard=Mid | |||
|G. Crush=4 | |||
|Stun=4 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Follows-up into either Sanren Geki or Sankuu Kyaku | |||
* Attack is the same regardless of button strength pressed | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb P x3 | |||
|caption= | |||
|name=Sanren Geki | |||
|data= | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage=10 | |||
|Counter Dmg=12 | |||
|Guard=Mid | |||
|G. Crush=4 | |||
|Stun=4 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=A Ender 3rd Rekka | |||
|Damage=14x2 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=8x2 | |||
|Stun=4x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=C Ender 3rd Rekka | |||
|Damage=14x2 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=8x2 | |||
|Stun=4x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A very important move(Or moves, right?). It's just one of those combo moves(You'll need to do 3 QCB+P inputs to get the 4 hits, or 2, in some cases), but can help him in his basic combos. The first and the second hit will be the same depending of the button pressed, and they are useful only on combos(They can be max canceled too, which will lead Kim to extremely damaging combos), but the last hit will change. In the A version, Kim will do his Command Move's animation. Which version he will use? I don't know how to say... It's... A mix of the two versions? Yeah, something like that. It will do 2 hits(But you cannot cancel any of them here), it will not connect with the other two kicks, and the second hit(only) will act as an overhead. Use if your opponent is blocking low everytime. Now in the C version, the things will get better. Kim will perform two kicks in the air, and it will combo after the two kicks, and you can max cancel the second one in his air Super/Exceed while in Max Mode. Very nice to use on combos(Especially the corner ones). Unlike on KoF 2002, you can choose the ender for the string. If you're using the C version, and(Let's suppose) the opponent is blocking it ''low'', you have the option to change the ender, like QCB+C(2x), QCB+A. Very nice. | |||
}} | |||
}} | |||
This is | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb P > uf K > d.K | |||
|caption= | |||
|name=Sankuu Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|subtitle=uf K | |||
|Damage=11 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=4 | |||
|Stun=4 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|subtitle=d.K | |||
|Damage=18 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=14 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This combination is just a variation of the above, but better on midscreen combos(It's the most used version in KoF 2002 too). There's no diference on the button pressed. And only the first hit can be max canceled(Because it's the same as the first hit of the move above). The third hit is an overhead too. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
' | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=qcb K | |||
|caption= | |||
|name=Hangetsu Zan | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb B | |||
|Damage=22 | |||
|Counter Dmg=24 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb D | |||
|Damage=13x3 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=11x3 | |||
|Stun=11x3 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A classic, and still good Special Move. Any version is good on Max Mode combos. The B version will do only one hit, and will not knock the opponent down, but the D version will do 3 hits, and will knock the opponent down on the last hit. Any version can be useful on Max Mode combos(You'll see more details about that later, and the A version can be super canceled in Max Mode). | |||
}} | |||
}} | |||
This is | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.qcf K | |||
|caption= | |||
|name=Hishou Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=11x5 | |||
|Counter Dmg=14 | |||
|Guard=Mid | |||
|G. Crush=10x5 | |||
|Stun=10x5 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is good. Kim has two versions of this move(The version changes depending of the game you're playing), which are: The descending one(Where he kicks and continues kicking until he lands), and the one that makes him bounce after the hit. Here, he will use the descending one(Like [[Choi Bounge (SvC)|Choi's]]). You cannot followup/max cancel it, but it's almost safe on block against some characters, and you can crossup with it. How many hits it can get? It's just depending of the character. The bigger he/she is, most hits he/she will get. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dd.K | |||
|caption= | |||
|name=Haki Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=dd.B | |||
|Damage=12 | |||
|Counter Dmg=16 | |||
|Guard=Mid | |||
|G. Crush=10 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dd.D | |||
|Damage=24 | |||
|Counter Dmg=29 | |||
|Guard=Mid | |||
|G. Crush=20 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is exactly the same from his KoF 2002 version(And he still can do his Haki cancel bug, and I don't know if that's really a bug/glitch. More details on the combos section, if I can explain the combo in there, I mean). This move can eat ground-based projectiles too(Only the ground wave will eat them, not Kim's legs). B version will not knockdown, but the D will. This move hits low, and can be max canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[d]~u K | |||
|caption= | |||
|name=Hien Zan | |||
|data= | |||
{{AttackData-SVC | |||
|version=[d]~u B | |||
|Damage=22 | |||
|Counter Dmg=26 | |||
|Guard=Mid | |||
|G. Crush=11 | |||
|Stun=11 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|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). | |||
}} | |||
{{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 | |||
|version=Tenshou Zan | |||
|subtitle=[d]~u D > d.D | |||
|Damage=10 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* (After the D version of Hien Zan) - The classic followup of the D Hien Zan. It will be an overhead too(Good if the opponent blocks it). Now if it hits after the Hien Zan, it will be a hard knockdown(The opponent cannot recovery roll from it after it hits). | |||
}} | |||
}} | |||
This is a | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 K | |||
|caption= | |||
|name=Hou'ou Hiten Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=32 | |||
|Counter Dmg=36 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is the same from his KoF 2002 version. Kim will perform a kick aiming up. The damage isn't that good, but don't worry about that(If you're new with Kim's game, you can juggle your opponent after the kick, and almost any attack can be used as a followup. If you're wanting to use this move to juggle your opponent two, or even infinite times, forget about that, but he has a possible loop with this move in Max Mode). There are differences between the two versions. In the B version, the kick will send the opponent a little away from Kim. But in the D version, the kick will send the opponent straight up! Use this version instead, it will help you on combos(But some combos will work with the B version). | |||
}} | |||
}} | |||
' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) qcb~db~f K | |||
|caption= | |||
|name=Hou'ou Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(3x7)+(25x2) | |||
|Counter Dmg=0, 3, 25 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is classic. Unlike in KoF 2002, he can use this move in the air(In KoF 2002, he can use his SDM version in the air only, and the DM in the ground only). Very nice to use on combos, and can be used as a followup to the Super above. You can use this move in the air, but near from the ground(By doing a simple backdash and doing the Super's input while you're in the middle of the dash). It's very unsafe if it is blocked or if it whiffs, so it's way better on combos. Trouble with the input? Just do QCB, QCF+K. Way easier now. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) {{Motion|214}}{{Motion|1}}{{Motion|6}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=Max Hou'Ou Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(3x12)+(24x5) | |||
|Counter Dmg=0, 3, 24 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup='''Ground:''' 1+9; '''Air:''' 1+6 | |||
|Active='''Ground:''' up to 26; '''Air:''' up to 42 | |||
|Recovery=40 | |||
|Total=Varies; 76~89 | |||
|Hit Adv=HKD (+46) | |||
|Block Adv=-12 | |||
|Invulnerability=1F~10F (full startup on both versions) | |||
|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. | |||
}} | |||
}} | |||
'' | ==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 Howard (SvC)|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 [https://www.youtube.com/watch?v=sMZUXFQD-xY 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== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
= | ===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. | |||
|- | |||
|(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. | |||
|- | |||
|} | |||
{| 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, 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=== | |||
{| 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 || 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! | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Kim Kaphwan]] |
Latest revision as of 02:32, 13 August 2024
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 | |
---|---|
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! |