MOVELIST

X Y Z Start
A B C

System

YB

Power charge

XA

Sidestep

/+ XA

Backward/Forward dodge

(When opponent attacks) or or

Parry

(While blocking) + P/K

Zero Counter (punch : high, kick : low)

Special Moves / Command Moves

+ HK

Neri Chagi

+ K

Haki kyaku - Ambition kick

+ P

Kuu SaJin - Void Sand Blaster

(hold) + K

HiEn Zan - Flying Swallow Slash

(after heavy HiEn Zan) HK

Tenshō Zan - Ascending Slash

(after heavy HiEn Zan) + HK

(?)

+ P (hold to delay)

Shakka Shuu - Miraculous Flame Strike

+ K

HanGetsu Zan - Half Moon Slash

(hold) + K

Ryuusei Raku - Comet Drop

(in air) + K

Hishō kyaku - Flying kick

(when landing from Hishō kyaku) + K

(?)

 

Super Moves

+ K

Hō'oo kyaku - Phoenix kick

+ K (air only)

Hō'oo Tenbu kyaku - Phoenix Heavenly Dance kick

+ K

Hō'oo Hiten kyaku - Phoenix Flying Heaven kick

+ P (air OK)

Hōyoku Tenshō kyaku - Phoenix Wing Ascension kick




Character informations

Name Kim Kaphwan (CvS 2 style)
Fighting style Tae Kwon Do
Combat notes Kick.

Details, some moves' secrets

Select him with the start button to get an "extra" mode, much more comboable - and less accurate to CvS2. A few combos there are based off his KoF incarnations.
Without holding start on the select screen, his comboability will mainly be similar to CvS2 :
-LP into LP, LK, crouch LP or crouch LK
-crouch LP into itself, stand LP, lk or crouch LK
By selecting him with start button, you can chain :
-Neri Chagi into Haki kyaku
-Haki kyaku into reversed Haki kyaku (same command)
-reversed Haki kyaku into HiEn Zan
-Neri Chagi does 2 hits but isn't overhead when comboed into
-and more...


DIAL-A-COMBO :
Some of these moves require the previous attack to connect (whether hit or blocked), while some don't.
-far HP cancels into Neri Chagi (f+K)
-close HP cancels into reversed Neri Chagi (f+K)
-Neri Chagi cancels into reversed Haki kyaku (d,d+K)
-reversed Neri Chagi cancels into Haki kyaku (d,d+K)
-Haki kyaku cancels into reversed Haki kyaku (d,d+K) (Haki kyaku doesn't need to connect)
-Haki kyaku cancels into reversed HP (from secondary stance) (f+HP) (Haki kyaku doesn't need to connect) the path that passes through this one kick (see graphic chart below) is the most damaging if you can get all 9 hits out of it, but also the hardest.
-reversed HP (from secondary stance) cancels into Kuu SaJin (short version) (up-forward+K) (doesn't need to connect)
-reversed Haki kyaku cancels into Kuu SaJin (short version) (up-forward+K)
Hint : if you have difficutlies inputing the up-forward+K after reversed HP or reversed Haki kyaku, hold the directions and hit all 3 kick buttons with a swift movement of the fingers.
-Kuu SaJin (short version) cancels into aerial Neri Chagi (d+K) get used to up-forward -> down... (doesn't need to connect)


You can start anywhere up to Haki kyaku (or HP from the secondary stance, here marked as "high kick - f+HP"), and you can go only downward.

Fighting skills notes
-Air HK is a cross-up move (it can hit an opponent behind you).
-Stand far LK is super cancelable.
-Reversed Haki kyaku hits low (can't be stand guarded), make use of its ability to be special/super canceled.
-Follow-up from Hishō kyaku knocks down.
-Shakka Shuu has autoblock properties while Kim is lifting his leg. It can't guard super moves, though.
-HiEn Zan and Kuu SaJin have an invincibility window at the beginning.
-Kuu SaJin (and qcb+P in "Start" mode) has a much better horizontal range, but HiEn Zan is better as an anti-air when the opponent is closer to you.
-Kuu SaJin light, medium and heavy do a maximum of 1, 2 or 3 hits, respectively. That's normal, don't ask.
-Opponent can recover from HiEn Zan HK follow-up, and D+HK will send him down immediately.
-Ryuusei Raku will be used as a punishment when you block an attack.
-HanGetsu Zan is an excellent rush-in attack, but the heavy version might go over short opponents that are too close. If you combo into it, use the medium version at best, the heavy one will be too slow anyway.
-In "Start" mode, HanGetsu Zan can also be done in air. Kim suddenly stops and does a flip. It is very fast for a special move, and it can serve as a good aerial defensive move.
-Kuu SaJin was removed from "Start" mode and replaced with a random qcb+P custom move.
-Hō'oo kyaku and Hō'oo Tenbu kyaku jump/dash back if blocked. Good to get away from punishment.
-Hōyoku Tenshō kyaku is an excellent anti-air, and is a good super for ground, close range. First hit of the first flip can't be air guarded (ground version only), second hit can't be low guarded.
-Hō'oo Tenbu kyaku has a great priority and can be safely used against most uppercuts, even supers ; and of course, it has an acceptable horizontal range, making it a very good air-to-ground attack. Hōyoku Tenshō kyaku makes Kim suddenly stops in mid-air and can even hit an opponent above him, it is thus better when the opponent is jumping as well - beware, though, of the slight delay at the beginning, you will probably get kicked out of it if the opponent is already attacking as well.
-Hō'oo Hiten kyaku is hard to hit with but will leave good juggle opportunities. Especially if you cancel the Lv2 with an Lv1 super. Better use it on a jumping-in opponent if you can time it right, as it can't be air-blocked.


A note about his Artificial Intelligence :
Be very careful. The guy knows the combo chart above, if you get caught in it, he might murder you faster than you would think.
Avoid the corners... He can start his combos more easily when he catches you there.
You should be able to counter him enough if you know your moves.
If you need to get away, he won't necessarily chase immediately after you, and anyway, he'll always need 2 HanGetsu Zans to cross the screen.
He basically uses his special moves to zoom toward you, and gets aggressive with his basic moves when he's close to combo you in the head ; also, he knows his anti-air moves. He might be a bit too fond of Hōyoku Tenshō kyaku, see if you can make him whiff and counter.
Staying close to the ground (crouching) might be an acceptable method. Knowing your own combos might be good to take the lead before he does.
It shouldn't be too hard to break his rythm, but he might still catch you off-guard anytime.

Other informations


"Aku wa yurusan !" "Evil is unforgivable !"
"Kakatte koi !" "Come and fight !"
"Taekwondo no shinzui, misemashō." "I'll show you the true spirit of Taekwondo."
"Yare yare." "Oh, please."
"Koko de kimeru !" Let's decide it here !"
"Todome da !" "This is the end !"
"Suki darake desu yo !" "You're full of openings !"
"Kore koso makoto no Taekwondo !" "Truly this is Taekwondo !"
"Naka naka no otemae ne." "You're quite skilled."


Current state :
As usual, it will never be a 100% version. I'm still dreaming of the Haiki geki (Jhun's qcb+P, also Kim's Wild Ambition version of the Haki kyaku)... Although this one might prove hard a I don't think I would just copy Jhun's version. Also, I did make the second kick of the Hiten kyaku (the downward one) but I can't see where I could put it :S
Version date : April 4 2007

Credits :
-Capcom, for CvS2
-SNK, for the character Kim Kaphwan
-Elecbyte, for Mugen
-the DreamSlayer and wuwo, for spriterips
-Warusaki3 and H'', for the CvS2 sparkset.
-Freddie/Edenbeast, for a couple of Maximum Impact 2 voices
-Winane, for the AI activation code.
-Phantom.of.the.Server, for a bunch of code stuffs and some random effects, and for providing clear screenshots of the palettes (my PCSX2 is all blurry :P)
-Dark Saviour, for a number of KoFisation hints
-NeoGouki, for Kuu SaJin velocities
-F, for a few more sprite edits (an intro, a victory pause and a taunt) and one more palette
-Kaihoku, for MBAC effects (the power charge)