SvC Chaos: SNK Vs Capcom/Kim Kaphwan: Difference between revisions

From SuperCombo Wiki
(→‎Introduction: Made Kim's Introduction.)
(→‎Normal Moves: Made Kim's Normal Moves section.)
Line 25: Line 25:
=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
Kim's normal moves are only one thing that makes him one of the best rushdown characters in the game. Learn how to use some of those below, and begin planning your strategies.


''s.LP -'' <br>
''s.LP -'' (Far) A good poke that cannot be normal canceled, but hits most of the crouching characters. It's very fast too (Close) 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?)<br>
''s.LK -'' <br>
''s.LK -'' (Far) Can be used as an anti-air, but a very risky one. Whiffs on low crouching chars and cannot be normal canceled. (Close) 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). <br>
''s.HP -'' <br>
''s.HP -'' (Far) 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. (Close) 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). <br>
''s.HK -''  
''s.HK -'' (Far) 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. (Close) It can look like, but it isn't an overhead. Can be canceled on either hit, but the cl.HP is just better than it(Because it is faster than this move).


''j.LP -''<br>
''j.LP -'' The Diagonal and the Neutral versions are the same. 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.<br>
''j.LK -''<br>
''j.LK -'' The Diagonal and the Neutral versions are the same. Just a kick without reach. Avoid this move.<br>
''j.HP -''<br>
''j.HP -'' The Diagonal and the Neutral versions are the same. 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.LP is better in my opinion, just saying).<br>
''j.HK -''
''j.HK -'' The Diagonal and the Neutral versions are the same. A kick with great reach that can crossup. Use the j.LP 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.LP, I mean).


''cr.LP -'' <br>
''cr.LP -'' 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.<br>
''cr.LK -'' <br>
''cr.LK -'' 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). <br>
''cr.HP -'' <br>
''cr.HP -'' An anti-air. Can be normal canceled(He has only one cancelable anti-air). Only that. <br>
''cr.HK -''
''cr.HK -'' 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).


==Throws==
==Throws==

Revision as of 21:57, 13 June 2016

"Train under me! Your weakness of spirit makes you vulnerable." By: Kim Kaphwan, Taekwondo Master

Introduction

Kimface.png

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

Kim's normal moves are only one thing that makes him one of the best rushdown characters in the game. Learn how to use some of those below, and begin planning your strategies.

s.LP - (Far) A good poke that cannot be normal canceled, but hits most of the crouching characters. It's very fast too (Close) 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?)
s.LK - (Far) Can be used as an anti-air, but a very risky one. Whiffs on low crouching chars and cannot be normal canceled. (Close) 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).
s.HP - (Far) 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. (Close) 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).
s.HK - (Far) 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. (Close) It can look like, but it isn't an overhead. Can be canceled on either hit, but the cl.HP is just better than it(Because it is faster than this move).

j.LP - The Diagonal and the Neutral versions are the same. 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.
j.LK - The Diagonal and the Neutral versions are the same. Just a kick without reach. Avoid this move.
j.HP - The Diagonal and the Neutral versions are the same. 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.LP is better in my opinion, just saying).
j.HK - The Diagonal and the Neutral versions are the same. A kick with great reach that can crossup. Use the j.LP 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.LP, I mean).

cr.LP - 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.
cr.LK - 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).
cr.HP - An anti-air. Can be normal canceled(He has only one cancelable anti-air). Only that.
cr.HK - 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).

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

Advanced Strategy

Match-Ups