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=Introduction= | =Introduction= | ||
[[image:Kimface.png|right]] | [[image:Kimface.png|right]] | ||
Oh... 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 [[Kim 02|02 version]], you'll be used to a good part of his kick strings and stuff. Now for his pros and cons. | |||
'''''Kim's Good and Bad Things''''' | '''''Kim's Good and Bad Things''''' | ||
''Good Things:'' | |||
* | * Very easy to play and master; | ||
* | * Has a very decent walking speed and combos; | ||
* | * Has a very fast overhead; | ||
* Can stop ground projectiles; | |||
* He is almost the same as his KoF 2002 version; | |||
* Has some 100% combos and some infinites; | |||
* Can do damaging combos(In and outside of MAXIMUM Mode); | |||
* His Hou'ou Kyaku(QCB, db,f+K), can be used in the air too(While in KoF 2002, only his SDM version could be used in the air); | |||
* Has a very good Exceed that can substitute the Super mentioned above on combos. | |||
''Bad Things:'' | |||
* | * Can be easily punished on his Special/Super moves if they are blocked; | ||
* | * Don't have his Ryuusei Ranku(He would be OP with it, because that move hits low. Imagine if he could MAX cancel it the first hit); | ||
* Don't have good long range options(But he don't need them); | |||
* Isn't very good if he's pressured by the opponent. | |||
=Moves List= | =Moves List= |
Revision as of 13:41, 12 June 2016
Introduction
Oh... 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 02 version, you'll be used to a good part of his kick strings and stuff. Now for his pros and cons.
Kim's Good and Bad Things
Good Things:
- Very easy to play and master;
- Has a very decent walking speed and combos;
- Has a very fast overhead;
- Can stop ground projectiles;
- He is almost the same as his KoF 2002 version;
- Has some 100% combos and some infinites;
- Can do damaging combos(In and outside of MAXIMUM Mode);
- His Hou'ou Kyaku(QCB, db,f+K), can be used in the air too(While in KoF 2002, only his SDM version could be used in the air);
- Has a very good Exceed that can substitute the Super mentioned above on combos.
Bad Things:
- Can be easily punished on his Special/Super moves if they are blocked;
- Don't have his Ryuusei Ranku(He would be OP with it, because that move hits low. Imagine if he could MAX cancel it the first hit);
- Don't have good long range options(But he don't need them);
- Isn't very good if he's pressured by the opponent.
Moves List
Normal Moves
s.LP -
s.LK -
s.HP -
s.HK -
j.LP -
j.LK -
j.HP -
j.HK -
cr.LP -
cr.LK -
cr.HP -
cr.HK -
Throws
- Press AB when near
Kubikime Otoshi
- Press CD when near
Sakkyaku Nage
Command Moves
Neri Chagi
- f + B
Special Moves
Sanren Geki
- qcb + P (x3)
Sankuu Kyaku
- qcb + P,uf + K,d + K
Hangetsu Zan
- qcb + K
Hishou Kyaku
- qcf + K in air
Haki Kyaku
- d,d + K
Hien Zan
- Charge d,u + K
Tenshou Zan
- d + D after D Hien Zan
Super Moves
Hou'ou Hiten Kyaku
- qcf,qcf + K
Hou'ou Kyaku
- qcb,db,f + K (air)
Exceed Move
Hou'ou Kyaku
- qcb,db,f + BD (air)
The Basics
Basic Combos
1.-j.HP,close HP (2 hit),qcb+P,uf+K,d+K