The King of Fighters '98: Ultimate Match/Kim Kaphwan: Difference between revisions

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=Introduction=
=Introduction=
=Moves List=
Kim has first-class anti-airs and plenty of other convenient moves. His moveset is generally less open now.
==Normal Moves==
 
==Special Moves==
=Moves list=
==Super Moves==
{| class="wikitable"
|-
! colspan="2" | Normal throws
|-
| Kubikime Otoshi
| (throw) '''f/b + C'''
|-
| Sakkyaku Nage
| (throw) '''f/b + D'''
|-
! colspan="2" | Command moves
|-
| Naeryeo Chagi
| '''f + B'''
|-
| Dora Yeop Chagi
| '''f + A'''
|-
! colspan="2" | Special moves
|-
| Hangetsuzan
| '''qcb + K'''
|-
| Hienzan
| '''d (charge) u + K'''
|-
| ┗ (Tenshōzan)
| (during strong Hienzan) '''d + K'''
|-
| Kūsajin
| '''d (charge) u + P'''
|-
| Ryūseiraku
| '''b (charge) f + K'''
|-
| Hishōkyaku
| (air) '''qcf + K'''
|-
| Hakikyaku
| '''d d + K'''
|-
| Sanrengeki
| '''qcb + P''', '''qcb + P''', '''qcb + P'''
|-
! colspan="2" | Super special moves
|-
| Hōōkyaku
| '''qcb db f + K''' (possible in midair)
|-
| Hōō Tenbukyaku
| (air) '''qcf hcb + K'''
|}
 
==Normal moves==
* st.A – irregularly long reach. It has been slowed down somewhat, but you can zone with just this and cr.A if you want.
* cr.D – long reach. It is now cancelable, so if you’re in trouble, it’s probably okay to whiff this one now.
* st.C – the recovery has been sped up, so you can now use this in zoning as well.
* j.CD – the hitbox is strong horizontally, so use it for air-to-air.
* j.A – excellent crossup ability; use this when jumping in.
 
==Command moves==
* Dora Yeop Chagi
:* '''f + A'''
:* Combos from strong attacks; cancelable even when not cancelled into. Pretty much just for combos.
----
* Naeryeo Chagi
:* '''f + B'''
:* Two-hit overhead (and perhaps the most characteristically authentic TKD move Kim uses). Its motion is a dead giveaway, but since the startup is now faster, it is easier to use than before.
 
==Special moves==
* Hienzan
:* '''d (charge) u + K'''
:* A godsend of an anti-air/interrupter with invincibility time on startup. The reach is long, and it springs pretty much straight up, so if the very tip of the weak version can touch the opponent, you aren’t very open, which is good. The weak version does two hits and the strong version does three. The invincibility time has been shortened, but in exchange, the weak version will now do two hits even for midair and glancing hits, and will reliably do knockdown.
* Tenshōzan (not in official movelist, but this is what it is)
:* '''d + D''' during strong Hienzan
:* Only for the strong version of Hienzan, but the Hienzan doesn’t have to touch the opponent for you to use this. When it hits, it does unrollable knockdown.
----
* Hangetsuzan
:* '''qcb + K'''
:* The strong version combos from strong attacks. Use the weak version in blockstrings; you aren’t too open even if it is blocked. The number of hits for both versions has been increased by one, and likewise they both do knockdown now.
----
* Hishōkyaku
:* '''qcf + K''' in midair
:* Kim swoops down diagonally, and does a multi-hit kick. If you jump over the opponent before activating it, Kim will swoop down ''away from'' them. There isn’t much landing stun, so it can be used for crossup and comboing into ground combos.
----
* Ryūseiraku
:* '''b (charge) f + K'''
:* A blockstring attack consisting of a low sliding kick followed by a hopping ax kick (not an overhead despite appearances). Obviously, this does not always combo. You aren’t that open if it is blocked, so use it for zoning.
----
* Kūsajin
:* '''d (charge) u + P'''
:* Kim rises while doing roundhouse kicks (two for weak, three for strong). As an anti-air, Hienzan has greater efficacy, but this one does more damage. Use it for combos from weak moves.
----
* Hakikyaku
:* '''d d + K'''
:* Stomping attack with a low-hit hitbox. It combos from strong attacks, and it is possible to cancel into Hōōkyaku. The strong version can now do OTG.
:* When you have no gauge, you can recover right away by canceling into Hōōkyaku (which will fail to activate because you have no gauge) in a phenomenon known as the “stomp glitch” (albeit a glitch that SNK seems to smile upon anyway), “''Hakikyan''” (Japanese: '''''Haki'''kyaku'' + '''''Kyan'''seru'' = “Haki Cancel”), and so forth. However, the recovery time for this has been increased from OG, so it is now harder to use (also, the timing is stricter, and it doesn’t do the opponent blocking shenanigans, and Kim doesn’t freeze up; so basically, it’s official, at least in this game).
:* When using EXTRA-style movement type, if you utilize the fact that your walking speed is faster, it makes this move simpler to use overall.
----
* Sanrengeki
:* '''qcb + P''', '''qcb + P''', '''qcb + P'''
:* The first two hits are a combo attack; the third hit is an overhead Naeryeo Chagi for weak or a single Kūsajin roundhouse for strong. It is safe in combos, and the weak version does unrollable knockdown. The recovery time of the first step is now bizarrely short, so you can now use it to zone, too.
 
==Super special moves==
* Hōōkyaku
:* '''qcb db f + K''' (possible in midair)
:* Kim rushes, floating somewhat, and does a Ranbu if he makes contact with the opponent. If blocked, he will still Ranbu and do chip damage, but it leaves you really open. The move has a short invincibility time on startup, and can combo from weak moves.
----
* Hōō Tenbukyaku
:* '''qcf hcb + K''' in midair
:* Kim swoops down and kicks the opponent (like Hishōkyaku), and if he successfully hits, he does a Ranbu. You can’t use this very much, just because there won’t be many opportunities to do so.
 
=Combos=
==Basic==
=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=

Revision as of 02:22, 15 August 2008

Introduction

Kim has first-class anti-airs and plenty of other convenient moves. His moveset is generally less open now.

Moves list

Normal throws
Kubikime Otoshi (throw) f/b + C
Sakkyaku Nage (throw) f/b + D
Command moves
Naeryeo Chagi f + B
Dora Yeop Chagi f + A
Special moves
Hangetsuzan qcb + K
Hienzan d (charge) u + K
┗ (Tenshōzan) (during strong Hienzan) d + K
Kūsajin d (charge) u + P
Ryūseiraku b (charge) f + K
Hishōkyaku (air) qcf + K
Hakikyaku d d + K
Sanrengeki qcb + P, qcb + P, qcb + P
Super special moves
Hōōkyaku qcb db f + K (possible in midair)
Hōō Tenbukyaku (air) qcf hcb + K

Normal moves

  • st.A – irregularly long reach. It has been slowed down somewhat, but you can zone with just this and cr.A if you want.
  • cr.D – long reach. It is now cancelable, so if you’re in trouble, it’s probably okay to whiff this one now.
  • st.C – the recovery has been sped up, so you can now use this in zoning as well.
  • j.CD – the hitbox is strong horizontally, so use it for air-to-air.
  • j.A – excellent crossup ability; use this when jumping in.

Command moves

  • Dora Yeop Chagi
  • f + A
  • Combos from strong attacks; cancelable even when not cancelled into. Pretty much just for combos.

  • Naeryeo Chagi
  • f + B
  • Two-hit overhead (and perhaps the most characteristically authentic TKD move Kim uses). Its motion is a dead giveaway, but since the startup is now faster, it is easier to use than before.

Special moves

  • Hienzan
  • d (charge) u + K
  • A godsend of an anti-air/interrupter with invincibility time on startup. The reach is long, and it springs pretty much straight up, so if the very tip of the weak version can touch the opponent, you aren’t very open, which is good. The weak version does two hits and the strong version does three. The invincibility time has been shortened, but in exchange, the weak version will now do two hits even for midair and glancing hits, and will reliably do knockdown.
  • Tenshōzan (not in official movelist, but this is what it is)
  • d + D during strong Hienzan
  • Only for the strong version of Hienzan, but the Hienzan doesn’t have to touch the opponent for you to use this. When it hits, it does unrollable knockdown.

  • Hangetsuzan
  • qcb + K
  • The strong version combos from strong attacks. Use the weak version in blockstrings; you aren’t too open even if it is blocked. The number of hits for both versions has been increased by one, and likewise they both do knockdown now.

  • Hishōkyaku
  • qcf + K in midair
  • Kim swoops down diagonally, and does a multi-hit kick. If you jump over the opponent before activating it, Kim will swoop down away from them. There isn’t much landing stun, so it can be used for crossup and comboing into ground combos.

  • Ryūseiraku
  • b (charge) f + K
  • A blockstring attack consisting of a low sliding kick followed by a hopping ax kick (not an overhead despite appearances). Obviously, this does not always combo. You aren’t that open if it is blocked, so use it for zoning.

  • Kūsajin
  • d (charge) u + P
  • Kim rises while doing roundhouse kicks (two for weak, three for strong). As an anti-air, Hienzan has greater efficacy, but this one does more damage. Use it for combos from weak moves.

  • Hakikyaku
  • d d + K
  • Stomping attack with a low-hit hitbox. It combos from strong attacks, and it is possible to cancel into Hōōkyaku. The strong version can now do OTG.
  • When you have no gauge, you can recover right away by canceling into Hōōkyaku (which will fail to activate because you have no gauge) in a phenomenon known as the “stomp glitch” (albeit a glitch that SNK seems to smile upon anyway), “Hakikyan” (Japanese: Hakikyaku + Kyanseru = “Haki Cancel”), and so forth. However, the recovery time for this has been increased from OG, so it is now harder to use (also, the timing is stricter, and it doesn’t do the opponent blocking shenanigans, and Kim doesn’t freeze up; so basically, it’s official, at least in this game).
  • When using EXTRA-style movement type, if you utilize the fact that your walking speed is faster, it makes this move simpler to use overall.

  • Sanrengeki
  • qcb + P, qcb + P, qcb + P
  • The first two hits are a combo attack; the third hit is an overhead Naeryeo Chagi for weak or a single Kūsajin roundhouse for strong. It is safe in combos, and the weak version does unrollable knockdown. The recovery time of the first step is now bizarrely short, so you can now use it to zone, too.

Super special moves

  • Hōōkyaku
  • qcb db f + K (possible in midair)
  • Kim rushes, floating somewhat, and does a Ranbu if he makes contact with the opponent. If blocked, he will still Ranbu and do chip damage, but it leaves you really open. The move has a short invincibility time on startup, and can combo from weak moves.

  • Hōō Tenbukyaku
  • qcf hcb + K in midair
  • Kim swoops down and kicks the opponent (like Hishōkyaku), and if he successfully hits, he does a Ranbu. You can’t use this very much, just because there won’t be many opportunities to do so.

Combos

Basic

The Basics

Advanced Strategy

Match-Ups