Lichmassacre (talk | contribs) m (→Move List) |
Lichmassacre (talk | contribs) m (→Special Moves) |
||
Line 819: | Line 819: | ||
|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 847: | Line 847: | ||
{{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 865: | Line 865: | ||
{{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 893: | Line 893: | ||
{{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 908: | Line 908: | ||
|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= |
Revision as of 02:25, 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
A Ender 3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
C Ender 3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd Rekka uf K |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka d.K |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
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! |