Being a special move, it's a good counterhit tool against people randomly mashing during your pressure string. If they hold up, Dong will recover in time from the stomp to anti-air. You have a massive +13 frames on hit or block, you can run in a bit and remain in blockstring/combo. QCF+B This stomp is a strong rushdown tool, but you must be close for it to land.The double hit makes it annoying to jd + guard cancel, and when cancelled from a normal it is an annoying tool that prevents jump outs. The safest thing to do is usually to JD or backdash. QCB+K Whether this hits or is guarded, you're at -1 frame.Don't forget to feint cancel your throws, just in case they didn't throw. tick throws are viable with Dong, his clC goes up and option-selects against escape jumps.st A It is quite positive on block/hit, allowing you to run back in after one and reapply pressure.Be patient and find the time to throw in a safe special to build meter while playing keep away and unpredictably run or jump in when you need to create an opening. Big damage comes when Dong has meter, but it is difficult for him to build meter. He has a special low and a special overhead allowing him to create some annoying mixups. The advantage he has over other characters is his ability to easily attack his opponent no matter where he is or what he is doing. Kim Dong Hwan is a hit and run character. His main tool for low pokes will be his stomp specials, due that they had a good recovery to combo a normal in middle range combat or special in close combat.Īnd also he had a useful P-Power Only Move to rushdown but sadly its the only effective and useful one. He is a top-mid tier due that his speed is very fast and effective, and also he doesn't need feint cancel to make more damage, his weakness can be about long and middle range, due that his options are more about air overhead than rushdowns. His normals are shorts but quick,but the main game will be about charge for his Aerial Super Move and attack the opponent with a overhead jump in and combo it and finishing with his anti aerial special. Kim Dong Hwan is a character that is speciallized in aerial and anti air moves. Note : after air super, you can link another air super, followed by a DP (in the corner).j4C crossup (iori kick) > 2C xx 236236B.far A > cr A xx 236236236 C~A (kara cancelling the crA).D xx 2AC > jA 236236 A (only on standing).2B > 2C xx 2AC 2362369 A (tigerknee air super).236 D > run > DP C (can cross under before the DP to switch sides).You can also do a very short walk after the feint) A > 2C xx 6AC > 2D (More consistant on P2 where there is less pushback.236 B > run A xx 623 A (You can skip the A if not close enough).236 B > run D xx 63214 C (You can skip the D if not close enough).jA>C (air target) > D xx 214 B (less damage but safer if unsure about hit or guard).D xx 63214 C => highest non meter damage, however it is unsafe on block and requires very close range.Can be punished with supers or when not spaced properly. It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo. Try to use this feint for Dong, it has less pushback. Super Jump : Dong cannot JD during a superjump, allowing opponent to anti air Wall jump : Dong retain his air JD ability after wall jump => good tool to corner escape KD means the attack will knock the opponent down. signifies how many disadvantage frames the attacker has. + signifies how many advantage frames the attacker has. Start Up = How many start up frames a move/attack has. Just allows characters to not pass through each other. Push Box: Has no bearing on hurt/hit boxes. This appears when blocking or using a counter move. Guard/Counter Box: The Guard Box or Counter Box. Projectile Box: Hit box on a projectile attack Your opponent will be thrown in this field if not in block or hit stun. Throw Box/Range: Active throw frames and range. A move is invincible if the Hurt Box is absent. 1 ~ 15F invincible, the final stage missile decision