Kim Kaphwan(KOFXI)
Kim Kaphwan キム・カッファン | |
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Tiers & Ranking | |
Tier: | A+ to B |
Ratio Cost: | 5 Points |
Properties | |
Damage Modifier: | 1.0 |
Stun Modifier: | 1.0 |
Crouch height (Tier): | F |
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Blk | Dmg | Stn | G-Dmg | Gauge | Note |
---|---|---|---|---|---|---|---|---|---|
5A(c) | 5 | 4 | +5 | +4 | 5 | 8 | 6 | 8 | |
5A(f) | 7 | 4 | +0 | -1 | 5 | 8 | 8 | 8 | |
5B(c) | 7/15 | 3+2 | +0 | -1 | 3+3 | 7+7 | 3+3 | 8+8 | |
5B(f) | 8 | 3 | -3 | -4 | 6 | 4 | 8 | 8 | |
5C(c) | 5/9 | 2+3 | +0 | -1 | 8+8 | 7+7 | 6+6 | 6+6 | |
5C(f) | 10 | 2 | +3 | +2 | 13 | 15 | 12 | 14 | |
5D(c) | 11/19 | 5+3 | +8 | +7 | 9+9 | 12+12 | 12+12 | 14+14 | |
5D(f) | 9/23 | 3+3 | +3 | +2 | 10+10 | 8+8 | 10+10 | 8+8 | |
5E | 17 | 4 | KD | +0 | 17 | 18 | 20 | 18 | |
GC | 7 | 4 | KD | -12 | 5 | 0 | 0 | 0 | |
2A | 5 | 3 | +6 | +5 | 5 | 7 | 6 | 8 | |
2B | 6 | 5 | +4 | +3 | 5 | 7 | 6 | 8 | |
2C | 9 | 6 | +3 | +2 | 13 | 15 | 12 | 14 | |
2D | 9 | 7 | KD | -5 | 12 | 13 | 14 | 14 | |
6B | 18 | 3 | +3 | +2 | 14 | 16 | 8 | 14 | Overhead |
6B(can) | 22/26 | 3+3 | +3 | +2 | 5+5 | 8+8 | 4+4 | 7+7 | |
66A | 9 | 3 | KD | -13 | 10 | 8 | 12 | 8 | |
>A | 9 | 5 | KD | -16* | 10 | 8 | 12 | 8 | *=against tall characters. Juggle anywhere. |
Saving Shift | ? | n* | / | / | 0 | 0 | / | 0 | Active until landing. 9F/10F recovery (hit/whiff). |
small A | 11 | 7 | 5 | 7 | 8 | 8 | |||
j.b.A | 10 | 7 | 4 | 8 | 8 | 8 | |||
j.u.A | 6 | 7 | 4 | 8 | 8 | 8 | |||
j.f.A | 8 | 7 | 4 | 8 | 8 | 8 | |||
small B | 4 | 8 | 6 | 7 | 8 | 8 | |||
j.B | 5 | 6 | 6 | 8 | 8 | 8 | |||
small C | 11 | 2+2 | 11 | 13 | 14 | 14 | |||
j.b.C | 10 | 2+3 | 12 | 14 | 14 | 14 | |||
j.u.C | 10 | 2+3 | 12 | 14 | 14 | 14 | |||
j.f.C | 12 | 2+3 | 12 | 14 | 14 | 14 | |||
small D | 10 | 2 | 12 | 13 | 14 | 14 | |||
j.b.D | 13 | 6 | 13 | 14 | 14 | 14 | |||
j.u.D | 11 | 7 | 13 | 14 | 14 | 14 | |||
j.f.D | 11 | 7 | 13 | 14 | 14 | 14 | |||
small E | 10 | 4 | 15 | 14 | 18 | 18 | |||
j.E | 10 | 6 | 16 | 20 | 18 | 18 | |||
j.2B | 13 | - | 13 | 14 | 16 | 6/12~13* | Active until landing. In Counterhit-State from F1. *listed as 6/8 in Conqueror's Guide. | ||
j.2D | 14 | - | 13 | 14 | 16 | 6/12~13* | More horizontal movement than j.2B. Active until landing. In Counterhit-State from F1. *listed as 6/8 in Conqueror's Guide. | ||
214P | 11 | 3 | -4 | -5 | 6 | 8 | 8 | 8/3 | |
214P>214P | 11 | 4 | -8 | -9 | 6 | 6 | 8 | 10/3 | |
214P>214P>66A | 9 | 3 | KD | -13 | 10 | 8 | 12 | 0/8 | Identical to 66A. |
214P>214P>66AA | 10* | 5 | KD | -16* | 10 | 8 | 12 | 8 | Identical to 66AA. *=After 66A. *2=against tall characters. |
214A>214A>214A | 21 | 4 | KD | -9 | 13 | 14 | 18 | 8/4* | Low Hit. *listed as 14/4 in conqueror's guide |
214C>214C>214C | 18 | 2+2 | KD | -3* | 4+4 | 4+4 | 5+5 | 8/3+3 | *=stand block. Can be crouched. |
214P>9K | 14 | 4 | KD | -19 | 7 | 7 | 10 | 8/3 | |
214P>9K>2K | 13 | 5 | KD | -17 | 8 | 8 | 8 | 5/4 | Overhead. Hard Knockdown. No meter gain on whiff, but counts as a special move (1 guard dmg). |
214B | 13*/17 | 1+2 | +1 | 16 | 17 | 14 | 8/3 | +0 | F7-15 no Hurtbox on the feet. *=The 2nd Hit has 17F Startup. |
214D | 8*/17 | 3+3+4+3 | KD | 7+7+4 | 3*6 | 3*12 | 10/3*2 | -8 | F8-24 not Hurtbox on the Feet. *=The 2nd Hit Has 17F Startup. |
[2],8B | 7 | 2+2 | KD | -18 | 14 | 18 | 17 | 11/4 | F1-6 invul. 15F landing recovery. 40F charge time. |
[2],8D | 15 | 3+5+2 | KD | -26 | 6+6+4 | 3*5 | 8+8* | 12/3*4 | F1-10 invul. F11-14 upper body invul. 17F landing recovery. *Conqueror's Guide lists 24, but the third hit never connects on guard. 60F charge time. |
>2D | 11 | 3+3 | KD | -41* | 10 | 5 | 18 | 8/4 | Followup to [2],8D. Hard Knockdown. *=whiff after [2],8D on block. Juggle anywhere. |
[4],6B | 16 | 5 | KD | -10 | 11 | 13 | 16 | 13/4 | Hits low. 40F charge time. |
[4],6D | 16 | 8 | KD | -15 | 13 | 14 | 18 | 10/4* | Hits low. 60F charge time. *Listed as 14/4 in Conqueror's Guide. |
[4],6K>2B | 19 | 3 | KD | -10 | 10 | 12 | 14 | 9/3 | No overhead. Juggle anywhere. Hard Knockdown. |
[4],6K>2D | 23 | 5 | KD | -13 | 10 | 14 | 22 | 9/3* | Overhead. Juggle anywhere. Hard Knockdown. *Listed as 10/3 in Conqueror's Guide. |
22B | 8 | 4 | -8 | -9 | 12 | 20 | 18 | 14/4 | F3-11 invul on the feet. Negates projectiles during active time. |
22D | 22 | 6 | KD | -20 | 14 | 20 | 20 | 15/4 | Hard Knockdown. Hits OTG. F7-27 invul on the feet. Negates projectiles during active time. |
21416B | 8 | 16 | KD | -5 | 37 | 0 | 0 | 0 | F1-7 invul. |
21416D | 8 | 22 | KD | -9 | 37 | 0 | 0 | 0 | F1-7 invul. |
j.21416B | 5 | 42 | KD | -14 | 37 | 0 | 0 | 0 | F1-4 invul. |
j.21416D | 6 | 42 | KD | -17 | 37 | 0 | 0 | 0 | F1-5 invul. |
236236B | 11 | 4 | KD | -8 | 25 | 0 | 0 | 0 | F1-7 invul. F8-10 upper body invul. |
236236D | 20 | 5 | KD | -8 | 26 | 0 | 0 | 0 | F1-5 invul. F6-19 upper body invul. |
21416E | 5 | 22 | KD | -10 | 51 | 0 | 0 | 0 | Juggle anywhere. F1-3 invul. |
j.21416E | 5 | * | KD | -10 | 51 | 0 | 0 | 0 | F1-4 invul. *=active until landing. |
Move | Hitbox | Startup | Active | Hit | Guard | Note |
---|---|---|---|---|---|---|
2A | ![]() |
5 | 3 | +6 | +5 | |
2B | ![]() |
6 | 5 | +4 | +3 | |
2C | ![]() |
9 | 6 | +3 | +2 | |
2D | ![]() |
9 | 7 | KD | -5 |
Special Attributes & Bugs
- Wakes up 4F faster on face up knockdown
- Wakes up 8F slower on face down knockdown
- Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
- Kim's Front Ukemi takes 26+1F instead of the regular 22+1F
- Kim's back roll has a shorter than normal duration: 1-24 invul, 5F recovery.
- Kim's back roll goes further than normal (206px instead of 160px)
Combos
Bread n Butter
- (2B>)2B>2A>214A>9K>2K: hard knockdown. use j.D as okizeme after (50/50 crossup).
- (2B>)2B>2A>214A>214A, then...
- 66AA>j.21416K: bread n butter with meter.
- QS: good quick shift setup.
- 236236K, (hyperjop j.C, land,) 66AA > j.21416K: example combo from 236236K.
- QS: the 21416K-super can be QSed, which can lead to bigger combos.
- Corner (2B>2A) or 5C/2C > 236236B, 2A whiff [2],8D-2D: combo into super, then into hard knockdown.
QS Combos
- Corner QS Kim > j.C/D > land > (2A link) 5C(2)>[4],6D-2D link 22D OTG: very useful shift combo with very high stun.
LDM Combos
- 2D > 21416E: sweep into juggle anywhere.
- [2],8D link 21416E: link into LDM. Works both midscreen and corner.
- Corner Guard Cancel E, link 21416E: only works when the opponent is cornered. Very unique combo, as nobody else can realistically combo from GCE.
Other Combos
Combo Clips from PI
Okizeme
Ground crossup after DOWN, by U-Rasia
Matchups
Vs Gato
According to Kyuntakuya 8:2 for Gato, very difficult matchup.
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- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
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