Kim Kaphwan(KOFXI)

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Kim Kaphwan
キム・カッファン
KOFXI kim full.png
Tiers & Ranking
Tier: A+ to B
Ratio Cost: 5 Points
Properties
Damage Modifier: 1.0
Stun Modifier: 1.0
Crouch height (Tier): F

Colors

KOFXI kim S.png KOFXI kim X.png KOFXI kim T.png KOFXI kim C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI kim R1S.png KOFXI kim R1X.png KOFXI kim R1T.png KOFXI kim R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI kim L1S.png KOFXI kim L1X.png KOFXI kim L1T.png KOFXI kim L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
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.
Standing Attacks
Move Hitbox Startup Active Hit Guard Note
5A(c) Kofxi kim 5A(c).png 5 4 +5 +4
5A(f) Kofxi kim 5A(f).png 7 4 +0 -1
5B(c) Kofxi kim 5B(c).pngKofxi kim 5B(c) 2.png 7 3+2 +0 -1
5B(f) Kofxi kim 5B(f).png 8 3 -3 -4
5C(c) Kofxi kim 5C(c) 1.pngKofxi kim 5C(c) 2.png 5 2+3 +0 -1
5C(f) Kofxi kim 5C(f).png 10 2 +3 +2
5D(c) Kofxi kim 5D(c) 1.pngKofxi kim 5D(c) 2.png 11 5+3 +8 +7
5D(f) Kofxi kim 5D(f) 1.pngKofxi kim 5D(f) 2.png 9 3+3 +3 +2
5E Kofxi kim 5E.png 17 4 KD +0
GC Kofxi kim GC.png 7 4 KD -12
66A Kofxi kim 66A.png 9 3 KD -13
66A-A Kofxi kim 66A-A.png 9 5 KD -16* Super Cancel, Juggle Anywhere. *=against tall characters.
6B Kofxi kim 6B.png 18 3 +3 +2
6B(cancel) Kofxi kim 6B(cancel) 1.pngKofxi kim 6B(cancel) 2.png 22 3+3 +3 +2
Saving Shift Kofxi kim saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi kim 2A.png 5 3 +6 +5
2B Kofxi kim 2B.png 6 5 +4 +3
2C Kofxi kim 2C.png 9 6 +3 +2
2D Kofxi kim 2D.png 9 7 KD -5
Jump Attacks
Move Hitbox Startup Active Note
smalljump A Kofxi kim smalljump A.png 11 7
jump back A Kofxi kim jump back A.png 10 7 unique hitbox
jump up A Kofxi kim jump up A.png 6 7 unique hitbox
jump forward A Kofxi kim jump forward A.png 8 7 unique hitbox
smalljump B Kofxi kim smalljump B.png 4 8
jump back B Kofxi kim jump back B.png 5 6 unique hitbox
jump up B Kofxi kim jump up B.png 5 6 unique hitbox
jump forward B Kofxi kim jump forward B.png 5 6 unique hitbox
smalljump C Kofxi kim smalljump C 1.pngKofxi kim smalljump C 2.png 11 2+2
jump back C Kofxi kim jump back C 1.pngKofxi kim jump back C 2.png 10 2+3 unique hitbox
jump up C Kofxi kim jump up C 1.pngKofxi kim jump up C 2.png 10 2+3 unique hitbox
jump forward C Kofxi kim jump forward C 1.pngKofxi kim jump forward C 2.png 12 2+3 unique hitbox
smalljump back D Kofxi kim smalljump back D.png 10 2
smalljump up D Kofxi kim smalljump up D.png 10 2
smalljump forward D Kofxi kim smalljump forward D.png 10 2
jump back D Kofxi kim jump back D.png 13 6
jump up D Kofxi kim jump up D.png 11 7
jump forward D Kofxi kim jump forward D.png 11 7
smalljump E Kofxi kim smalljump E.png 10 4
jump E Kofxi kim jump E.png 10 6
jump 2B Kofxi kim jump 2B.png 13 - Active until landing. In Counterhit-State from F1.
jump 2D Kofxi kim jump 2D.png 14 - More horizontal movement than j.2B. Active until landing. In Counterhit-State from F1.
214P
Move Hitbox Startup Active Hit Guard Note
214P Kofxi kim 214P.png 11 3 -4 -5
214P>214P Kofxi kim 214P214P.png 11 4 -8 -9
214P>214P>66A Kofxi kim 214P214P66A.png 9 3 KD -13 Same hitbox as 66A.
214P>214P>66AA Kofxi kim 214P214P66AA.png 10* 5 KD -16* Same hitbox as 66AA. *=After 66A. *2=against tall characters.
214A>214A>214A Kofxi kim 214P214P214A.png 21 4 KD -9 Low Hit.
214C>214C>214C Kofxi kim 214P214P214C 1.pngKofxi kim 214P214P214C 2.png 18 2+2 KD -3* *=stand block. Can be crouched.
214P>9B Kofxi kim 214P9K.png 14 4 KD -19
214P>9B>2B Kofxi kim 214P9K2K.png 13 5 KD -17 Overhead.
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
214B Kofxi kim 214B 1.pngKofxi kim 214B 2.pngKofxi kim 214B 3.png 13*/17 1+2 +1 +0 F7-15 no Hurtbox on the feet. *=The 2nd Hit has 17F Startup.
214D Kofxi kim 214D 1.pngKofxi kim 214D 2.pngKofxi kim 214D 3.pngKofxi kim 214D 4.png 8*/17 3+3+4+3 KD -8 F8-24 not Hurtbox on the Feet. *=The 2nd Hit Has 17F Startup.
[2],8B Kofxi kim 28B 1.pngKofxi kim 28B 2.png 7 2+2 KD -18 F1-6 invul. 15F landing recovery. 40F charge time.
[2],8D Kofxi kim 28D 1.pngKofxi kim 28D 2.pngKofxi kim 28D 3.pngKofxi kim 28D 4.png 15 3+5+2 KD -26 F1-10 invul. F11-14 upper body invul. 17F landing recovery. 60F charge time.
[2],8D>2D Kofxi kim 28D2D 1.pngKofxi kim 28D2D 2.png 11 3+3 -41* Knockdown. *=whiff after [2],8D on block. Juggle anywhere.
[4],6B Kofxi kim 46B.png 16 5 KD -10 Hits low. 40F charge time.
[4],6D Kofxi kim 46D.png 16 8 KD -15 Hits low. 60F charge time.
[4],6K>2B Kofxi kim 46K2B.png 19 3 KD -10 No overhead. Juggle anywhere.
[4],6K>2D Kofxi kim 46K2D.png 23 5 KD -13 Overhead. Juggle anywhere.
22B Kofxi kim 22B 1.pngKofxi kim 22B 2.png 8 4 -8 -9 F3-11 invul on the feet. Negates projectiles during active time.
22D Kofxi kim 22D 1.pngKofxi kim 22D 2.png 22 6 KD -20 Hits OTG. F7-27 invul on the feet. Negates projectiles during active time.
21416B Kofxi kim 21416K.png 8 16 KD -5 F1-7 invul.
21416D Kofxi kim 21416K.png 8 22 KD -9 F1-7 invul.
j.21416B Kofxi kim jump 21416K.png 5 42 KD -14 F1-4 invul.
j.21416D Kofxi kim jump 21416K.png 6 42 KD -17 F1-5 invul.
236236B Kofxi kim 236236B 1.pngKofxi kim 236236B 2.png 11 4 KD -8 F1-7 invul. F8-10 upper body invul.
236236D Kofxi kim 236236D 1.pngKofxi kim 236236D 2.png 20 5 KD -8 F1-5 invul. F6-19 upper body invul.
21416E Kofxi kim 21416E 1.pngKofxi kim 21416E.png 5 22 KD -10 Juggle anywhere. F1-3 invul.
j.21416E Kofxi kim jump 21416E 1.pngKofxi kim jump 21416E 2.png 5 * KD -10 F1-4 invul. *=active until landing.

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 > 236263B, 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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