The King of Fighters XIII/Kim: Difference between revisions

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== Kim ==
== Kim Kaphwan ==
{{KOFXIIIHyperGuideCharacterBox | KOFXIII-Kim_Face.png}}
{{KOFXIIIHyperGuideCharacterBox | KOFXIII-Kim_Face.png}}


{{Nutshell|
{{Nutshell|
Tae Kwon Do master and vigilante of justice, Kim continues his perfect KOF attendance legacy. While Kim is an solid offensive character with high and low pressure, and a multitude of hard knockdowns leading to tricky mixups, he's also being able to cancel into his safe special moves to continually lock the opponent down and force a mistake, all the while building meter at a fast rate. In addition to being incredibly safe, Kim's special moves Drive Cancel very naturally, making Kim great for getting the feel for the new subsystems of KOF XIII. Good control of Kim takes a moderate level of execution from a player as well as strong knowledge of how to apply close range pressure to take advantage of Kim's normals, frametraps, crossups, and guard damage output.
Tae Kwon Do master and vigilante of justice, Kim continues his perfect KOF attendance legacy. While Kim is an solid offensive character with {{high}} and {{low}} pressure, and a multitude of hard knockdowns leading to tricky mixups, he's also being able to {{cancel}} into his safe special moves to continually lock the opponent down and force a mistake, all the while building meter at a fast rate. In addition to being incredibly safe, Kim's special moves Drive Cancel very naturally, making Kim great for getting the feel for the new subsystems of KOF XIII. Good control of Kim takes a moderate level of execution from a player as well as strong knowledge of how to apply close range pressure to take advantage of Kim's normals, frametraps, crossups, and guard damage output.


}}
}}


== Video Walkthrough ==
== Video Walkthrough ==
<youtube>fpiPnhuSkLk</youtube>


== Move List ==
== Move List ==
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{{KOFXIIIMoveListHeader}}
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Standing Light Punch | kof.lp | 25 | chaincancel}}
{{MoveListRow | Standing Light Punch | {{kof.lp}} | 25 | chaincancel}}
{{MoveListRow | Standing Light Kick | kof.lk | 30 | cancel}}
{{MoveListRow | Standing Light Kick | {{kof.lk}} | 30 | cancel}}
{{MoveListRow | Standing Heavy Punch | kof.sp | 80 | supercancel}}
{{MoveListRow | Standing Heavy Punch | {{kof.sp}} | 80 | supercancel}}
{{MoveListRow | Close Heavy Punch | kof.sp | 70 | cancel}}
{{MoveListRow | Close Heavy Punch | Close {{kof.sp}} | 70 | cancel}}
{{MoveListRow | Standing Heavy Kick | kof.sk | 30+45 |}}
{{MoveListRow | Standing Heavy Kick | {{kof.sk}} | 30+45 | lowerbodyinv}}
{{MoveListRow | Close Heavy Kick | kof.sk | 70 | cancel}}
{{MoveListRow | Close Heavy Kick | Close {{kof.sk}} | 70 | cancel}}
{{MoveListRow | Crouching Light Punch | d + kof.lp | 25 | chaincancel cancel}}
{{MoveListRow | Crouching Light Punch | {{d}} + {{kof.lp}} | 25 | {{chaincancel}} cancel}}
{{MoveListRow | Crouching Light Kick | d + kof.lk | 30 | low chaincancel cancel}}
{{MoveListRow | Crouching Light Kick | {{d}} + {{kof.lk}} | 30 | {{low}} {{chaincancel}} cancel}}
{{MoveListRow | Crouching Heavy Punch | d + kof.sp | 70 | cancel}}
{{MoveListRow | Crouching Heavy Punch | {{d}} + {{kof.sp}} | 70 | cancel}}
{{MoveListRow | Crouching Heavy Kick | d + kof.sk | 80 | low softknockdown cancel}}
{{MoveListRow | Crouching Heavy Kick | {{d}} + {{kof.sk}} | 80 | {{low}} {{softknockdown}} cancel}}
{{MoveListRow | Blowback Attack | kof.sp + kof.sk | 75 | softknockdown specialcancel}}
{{MoveListRow | Blowback Attack | {{kof.sp}} + {{kof.sk}} | 75 | {{softknockdown}} specialcancel}}
{{MoveListRow | Jumping Light Punch | air kof.lp | Jump: 45<br>Hop: 40 | high cancel}}
{{MoveListRow | Jumping Light Punch | Air {{kof.lp}} | Jump: 45<br>Hop: 40 | {{high}} cancel}}
{{MoveListRow | Jumping Light Kick | air kof.lk | Jump: 45<br>Hop: 40 | high}}
{{MoveListRow | Jumping Light Kick | Air {{kof.lk}} | Jump: 45<br>Hop: 40 | high}}
{{MoveListRow | Jumping Heavy Punch | air kof.sp | Jump: 72<br>Hop: 70 | high}}
{{MoveListRow | Jumping Heavy Punch | Air {{kof.sp}} | Jump: 72<br>Hop: 70 | high}}
{{MoveListRow | Jumping Heavy Kick | air kof.sk | Jump: 70<br>Hop: 68 | high}}
{{MoveListRow | Jumping Heavy Kick | Air {{kof.sk}} | Jump: 70<br>Hop: 68 | high}}
{{MoveListRow | Jumping Blowback Attack | air kof.sp + kof.sk | Jump: 90<br>Hop: 80 | softknockdown cancel}}
{{MoveListRow | Jumping Blowback Attack | Air {{kof.sp}} + {{kof.sk}} | Jump: 90<br>Hop: 80 | {{softknockdown}} cancel}}
{{MoveListFooter}}
{{MoveListFooter}}


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{{KOFXIIIMoveListHeader}}
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Nerichagi  | f + kof.lk | 65 | high }}
{{MoveListRow | Nerichagi  | {{f}} + {{kof.lk}} | 65 | Standalone: {{high}} <br>Canceled into: specialcancel}}
{{MoveListRow | Nerichagi (canceled-into) | f + kof.lk | 65 | specialcancel}}
{{MoveListRow | Yopuchagi | {{f}} f + {{kof.lp}} | 45 | specialcancel}}
{{MoveListRow | Yopuchagi | f f + kof.lp | 45 | specialcancel whiffs crouchers}}
{{MoveListFooter}}
{{MoveListFooter}}


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{{KOFXIIIMoveListHeader}}
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Sakkyaku Nage | f or b + kof.sp or kof.sk (while close) | 100 | throw hardknockdown}}
{{MoveListRow | Sakkyaku Nage | {{f}} or {{b}} + {{kof.sp}} or {{kof.sk}} (while close) | 100 | {{throw}} hardknockdown}}
{{MoveListFooter}}
{{MoveListFooter}}


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{{KOFXIIIMoveListHeader}}
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Hangetsuzan | qcb + k | kof.lk : 60<br> kof.sk : 40&times;4<br> ex : 70+100 | drivecancel softknockdown}}
{{MoveListRow | Hangetsuzan | {{qcb}} + {{k}} | {{kof.lk}} : 60<br> {{kof.sk}} : 40&times;4<br> {{ex}} : 70+100 | {{drivecancel}} softknockdown}}
{{MoveListRow | Kuchugetsuzan | qcb + k | kof.lk : 75<br> kof.sk : 80<br> ex : 50&times;5 | aironly drivecancel <br> k : hardknockdown}}
{{MoveListRow | Kuchugetsuzan | {{qcb}} + {{k}} | {{kof.lk}} : 75<br> {{kof.sk}} : 80<br> {{ex}} : 50&times;5 | {{aironly}} {{drivecancel}} <br> {{k}} : {{hardknockdown}} <br> [[File:kof.sk.png]] : high}}
{{MoveListRow | Hishokyaku | qcf + k | k : 0+18&times;4+20<br> ex : 40&times;n | aironly drivecancel}}
{{MoveListRow | Hishokyaku | {{qcf}} + {{k}} | {{k}} : 0+18&times;4+20<br> {{ex}} : 40&times;n | {{aironly}} drivecancel}}
{{MoveListRow |  
{{MoveListRow |  
:Follow-up | Hishokyaku, then kof.sk | 4 |}}
:Follow-up | Hishokyaku, then {{kof.sk}} | 4 |}}
{{MoveListRow | Hienzan | d (charge) u + k | kof.lk : 70<br> kof.sk : 50+20&times;2<br> ex : 100+60+50 | softknockdown startupinv drivecancel}}
{{MoveListRow | Hienzan | {{d}} (charge) {{u}} + {{k}} | {{kof.lk}} : 70<br> {{kof.sk}} : 50+20&times;2<br> {{ex}} : 100+60+50 | {{softknockdown}} {{drivecancel}} <br> {{kof.lk}} : {{upperbodyinv}} <br> {{kof.sk}} : startupinv}}
{{MoveListRow |  
{{MoveListRow |  
:Tenshou Zan | kof.sk Hienzan, then d + kof.sk | 50 | hardknockdown}}
:Tenshou Zan | {{kof.sk}} Hienzan, then {{nowrap| {{d}} + {{kof.sk}} }} | 50 | hardknockdown}}
{{MoveListFooter}}
{{MoveListFooter}}


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{{KOFXIIIMoveListHeader}}
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Hou'oukyaku | qcb hcf + k | k : 0+5&times;2+10&times;5+150<br> ex : 0+10&times;2+20&times;5+40&times;3+80 | startupinv maxcancel <br> k : airok softknockdown <br> ex : hardknockdown}}
{{MoveListRow | Hou'oukyaku | {{qcb}} {{hcf}} + {{k}} | {{k}} : 0+5&times;2+10&times;5+150<br> {{ex}} : 0+10&times;2+20&times;5+40&times;3+'''80''' | {{airok}} {{startupinv}} {{maxcancel}} <br> {{k}} : {{softknockdown}} <br> {{ex}} : hardknockdown}}
{{MoveListRow | Hou'ouhitenkyaku | qcf qcf + k | 100 | startupinv}}
{{MoveListRow | Hou'ouhitenkyaku | {{qcf}} {{qcf}} + {{k}} | 100 | {{launch}} {{softknockdown}} <br> {{kof.lk}} : startupinv}}
{{MoveListRow | Rei Shiki: Hou'oukyaku | qcb hcf + kof.lp + kof.sp | 0+5&times;2+10&times;6+5+10&times;6+5+10&times;5+250 | startupinv hardknockdown | level3}}
{{MoveListRow | Rei Shiki: Hou'oukyaku | {{nowrap| {{qcb}} {{hcf}} + {{kof.lp}} + {{kof.sp}} }} | 0+5&times;2+10&times;6+5+10&times;6+5+10&times;5+'''250''' | {{hardknockdown}} | level3}}
{{MoveListFooter}}
{{MoveListFooter}}


== Apprentice Combos ==
== Console Changes ==
*EX Hishoukyaku (qcf+BD) has faster recovery. He can follow up with a normal move.
*Yopuchagi's (f f+A) hitbox has been enlarged, so it hits crouching opponents in hitstun state.
*Light Kuchugetsuzan (Air qcb+B) hits crouching opponents in hitstun state. However, the move's hitbox does not extend as far upward as before.
*Hangetsuzan (qcb+K) has slower recovery.
*Light Hienzan (d~u+K) has reduced invincibility, and it is now only upper-body invincibility.
*Hou'ou Hitenkyaku (qcf qcf+K) acts a bit differently than before. Both versions have slower recovery when whiffed.
**Light version: Has invincibility, thrusts opponent forward.
**Heavy version: No invincibility, thrusts opponent upward.
*Added EX Air Hou'oukyaku (Air qcb hcf+BD). It only has a few frames of invincibility after it becomes active.


== Strategy ==
== Strategy ==
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*'''Standing Light Punch ([[File:snka.gif]])''' - A standard anti-air jab against opponents hopping forward from a close range. This move no longer Kim's traditional 'Far [[File:snka.gif]]' that had a long reach and hit crouching opponents. Instead Kim uses what in passed games what his Close [[file:snka.gif]]. In short, Kim can anti-air hops without worrying about getting a Far [[File:snka.gif]] coming out and losing.
*'''Standing Light Punch ([[File:snka.gif]])''' - A standard anti-air jab against opponents hopping forward from a close range. This move no longer Kim's traditional 'Far [[File:snka.gif]]' that had a long reach and hit crouching opponents. Instead Kim uses what in passed games what his Close [[file:snka.gif]]. In short, Kim can anti-air hops without worrying about getting a Far [[File:snka.gif]] coming out and losing.


*'''Standing Light Kick ([[File:snkb.gif]])''' - Kim performs a high side kick with a 30° upward angle. This is a strong part of Kim's offense as it has fast speed while hitting crouching opponents on top of being cancelable into command normals and specials. Can be used to poke like Kim's previous Far [[File:snka.gif]] but with more application; Kim can chain cancel crouching light attacks into Standing Light Kick during his hitconfirms and adjust appropriately on hit or block, where the old Far [[File:snka.gif]] couldn't be combo'd into nor was it cancelable. Doesn't combo into [[File:qcb.gif]] + [[File:k.png]] oh hit, but makes for a good frametrap. A great poke and pressure move to annoy opponents with, although care must be taken to avoid having Kim's [[File:right.gif]] + [[File:snkb.gif]] come out when attempting to walk forward and press [[File:snkb.gif]].
*'''Standing Light Kick ([[File:snkb.gif]])''' - Kim performs a high side kick with a 30° upward angle. This is a strong part of Kim's offense as it has fast speed while hitting crouching opponents on top of being cancelable into command normals and specials. Can be used to poke like Kim's previous Far [[File:snka.gif]] but with more application; Kim can chain cancel crouching light attacks into Standing Light Kick during his hitconfirms and adjust appropriately on hit or block, where the old Far [[File:snka.gif]] couldn't be combo'd into nor was it cancelable. Doesn't combo into [[File:qcb.gif]] + [[File:kick.gif]] oh hit, but makes for a good frametrap. A great poke and pressure move to annoy opponents with, although care must be taken to avoid having Kim's [[File:right.gif]] + [[File:snkb.gif]] come out when attempting to walk forward and press [[File:snkb.gif]].
**Can be karacanceled on whiff into a special move to give Kim more range. Simply press [[File:snkb.gif]] then input the special quickly before the active frames come into affect.
**Can be karacanceled on whiff into a special move to give Kim more range. Simply press [[File:snkb.gif]] then input the special quickly before the active frames come into affect.


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*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - Kim steps forward into a kick to the opponent's lower leg but does not actually hit as a low attack. Fairly standard in terms of usage as a Close Heavy normal with all of the usual cancelable properties, and starts up faster than Kim's Close Heavy Kick, making it the more common choice within combos or situations where speed is needed. The low hitbox makes it less effective than Close Heavy Kick against opponents trying to jump out of close pressure or a throw attempt.
*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - Kim steps forward into a kick to the opponent's lower leg but does not actually hit as a low attack. Fairly standard in terms of usage as a Close Heavy normal with all of the usual cancelable properties, and starts up faster than Kim's Close Heavy Kick, making it the more common choice within combos or situations where speed is needed. The low hitbox makes it less effective than Close Heavy Kick against opponents trying to jump out of close pressure or a throw attempt.


*'''Standing Heavy Kick ([[File:snkd.gif]])''' - Kim moves forward, does a high kick at a 60° angle, moves forward again and follows up with a second kick. Controls the space above Kim's head very well and functions as an anti-air when timed. Very fast startup for a 'Far' ranged Heavy normal with huge range that reaches as far as Kim's Crouching Heavy Kick. Additionally, the second kick will hit crouching opponents and on hit a player can link Kim's Close Heavy Punch or Coruching Light Kick for a combo. Offers Kim a threatening range at which he can lead to a full combo that few other characters have. The tall hitbox of both Standing and Close Heavy Kicks make for great tools for anti-airing an opponent by running under their jump arc and attacking the vulnerable hitbox below. Despite covering the space in front of Kim well, Kim is left very vulnerable to sweeps and lows if whiffed, so smart spacing is key to this move.
*'''Standing Heavy Kick ([[File:snkd.gif]])''' - Kim moves forward, does a high kick at a 60° angle, moves forward again and follows up with a second kick. Imagine Akuma's Standing Roundhouse from SFIV but where the firsthit whiffs crouchers and the second hits all, with lower body invuln to bood. Controls the space above Kim's head very well and functions as an anti-air when timed. Very fast startup for a 'Far' ranged Heavy normal with huge range that reaches as far as Kim's Crouching Heavy Kick. Additionally, the second kick will hit crouching opponents and on hit a player can link Kim's Close Heavy Punch or Coruching Light Kick for a combo. Offers Kim a threatening range at which he can lead to a full combo that few other characters don't quite have. The tall hitbox of both Standing and Close Heavy Kicks make for great tools for anti-airing an opponent by running under their jump arc and attacking the vulnerable hitbox below.
**Kim has lower body invulnerability during the first kick, so while it may whiff crouchers it can pass through and punish low poke attempts.


*'''Close Heavy Kick (Close [[File:snkd.gif]])''' - A high kick resembling Standing Heavy Kick, but performed with Kim's opposite foot. For whatever reason, the activation range on this normal is one of the longest in the game (so long that trying to properly space Kim's Standing Heavy Kick will often result in this move instead), allowing Kim to use a Close normal from ranges much further than usual. Combined with the vertical hitbox it works great for anti-air purposes and if outside of the close range Kim's fast and similar Standing Heavy Kick will be used instead. The long range allows Kim to walk forward after a blockstring and continue peppering an opponent with hits. In cases where speed and damage matter, Close Heavy Punch is usually favored for the slightly longer cancelability window.
*'''Close Heavy Kick (Close [[File:snkd.gif]])''' - A high kick resembling Standing Heavy Kick, but performed with Kim's opposite foot. For whatever reason, the activation range on this normal is one of the longest in the game (so long that trying to properly space Kim's Standing Heavy Kick will often result in this move instead), allowing Kim to use a Close normal from ranges much further than usual. Combined with the vertical hitbox it works great for anti-air purposes and if outside of the close range Kim's fast and similar Standing Heavy Kick will be used instead. The long range allows Kim to walk forward after a blockstring and continue peppering an opponent with hits. In cases where speed and damage matter, Close Heavy Punch is usually favored for the slightly longer cancelability window.


*'''Crouching Light Punch ([[File:Down.gif]]+ [[File:snka.gif]])''' - A fairly standard Crouching Light Punch jab with as much range as Crouching Light Kick, allowing it to combo after two Crouching Light Kicks. While both lights are cancelable with Kim, Crouching Light Punch offers a slight different feel and frame advantage on block making it interesting to incorporate into a pressure string. Also since Kim lacks a grounded special move on any of his punches, ending a hitconfirm with this move allows for Kim's [[File:qcb.gif]][[File:hcf.gif]] + [[File:k.png]] DM to be more easily buffered. For example: cr.B, qcb,db,d + A, qcf + K. This reduces the chance canceling into [[File:qcb.gif]] + [[File:k.png]].
*'''Crouching Light Punch ([[File:Down.gif]]+ [[File:snka.gif]])''' - A fairly standard Crouching Light Punch jab with as much range as Crouching Light Kick, allowing it to combo after two Crouching Light Kicks. While both lights are cancelable with Kim, Crouching Light Punch offers a slight different feel and frame advantage on block making it interesting to incorporate into a pressure string. Also since Kim lacks a grounded special move on any of his punches, ending a hitconfirm with this move allows for Kim's [[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]] + [[File:kick.gif]] DM to be more easily buffered. For example: cr.B, qcb,db,d + A, qcf + K. This reduces the chance canceling into [[File:qcb.gif]] + [[File:kick.gif]].


*'''Crouching Light Kick ([[File:Down.gif]]+ [[File:snkb.gif]])''' - A fast and cancelable low kick. From close range Kim can chain three of his Light normals before committing to a cancel. Serves as Kim's main low threat, hitconfirm starter, and tripguard meaty. Pretty standard Crouching Light Kick, although one of the longer ones.
*'''Crouching Light Kick ([[File:Down.gif]]+ [[File:snkb.gif]])''' - A fast and cancelable low kick. From close range Kim can chain three of his Light normals before committing to a cancel. Serves as Kim's main low threat, hitconfirm starter, and tripguard meaty. Pretty standard Crouching Light Kick, although one of the longer ones.
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*'''Crouching Heavy Punch ([[File:Down.gif]]+ [[File:snkc.gif]])''' - Resembles a 'Low Forward" attack from Ryu only at a slight upward angle. This makes for a viable anti-air by having an opponent land on Kim's foot and works better for anti-airing horizontal jumping attacks than his Crouching Light Kick. Continuing with the Street Fighter feel, Kim can cancel this normal on hit and whiff. Has enough hitstun to combo into any of Kim's specials unlike with his Light attacks. Has less range than Kim's Crouching Heavy Kick and although not low-hitting it leaves Kim at a much larger frame advantage on block and is a little safer to whiff.
*'''Crouching Heavy Punch ([[File:Down.gif]]+ [[File:snkc.gif]])''' - Resembles a 'Low Forward" attack from Ryu only at a slight upward angle. This makes for a viable anti-air by having an opponent land on Kim's foot and works better for anti-airing horizontal jumping attacks than his Crouching Light Kick. Continuing with the Street Fighter feel, Kim can cancel this normal on hit and whiff. Has enough hitstun to combo into any of Kim's specials unlike with his Light attacks. Has less range than Kim's Crouching Heavy Kick and although not low-hitting it leaves Kim at a much larger frame advantage on block and is a little safer to whiff.


*'''Crouching Heavy Kick ([[File:Down.gif]]+ [[File:snkd.gif]])''' - A sweep kick and Kim's longest-reaching normal move. Cancelable this time around which can be used to make Kim safer on block by canceling into [[File:qcb.gif]] + [[File:k.png]]. Still punishable if hopped but reaches far enough to hit after three blocked Croughing Light Kicks. The range also makes for a great tripguard anti-air against far landing opponents.
*'''Crouching Heavy Kick ([[File:Down.gif]]+ [[File:snkd.gif]])''' - A sweep kick and Kim's longest-reaching normal move. Cancelable this time around which can be used to make Kim safer on block by canceling into [[File:qcb.gif]] + [[File:kick.gif]]. Still punishable if hopped but reaches far enough to hit after three blocked Croughing Light Kicks. The range also makes for a great tripguard anti-air against far landing opponents.


*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - Kim lifts his leg then thrusts straight forward, similar to his Standing Heavy Punch but with a bigger hitbox. The startup time is significantly longer, although the reach extends almost as long as his Crouching Heavy Kick. Pretty unsafe move to use without really knowing a spacing to set it up or counterpoke the opponent, but Kim has less risky poke options. Like all Blowback Attacks, whiff and hit cancelable.
*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - Kim lifts his leg then thrusts straight forward, similar to his Standing Heavy Punch but with a bigger hitbox. The startup time is significantly longer, although the reach extends almost as long as his Crouching Heavy Kick. Pretty unsafe move to use without really knowing a spacing to set it up or counterpoke the opponent, but Kim has less risky poke options. Like all Blowback Attacks, whiff and hit cancelable.


*'''Jumping Light Punch (Air [[File:snka.gif]])''' - Kim punches downward at a steep angle allowing for easy crossups when spaced. Works as a good air-to-ground normal, but the range is short and needs to hit deep in order for Kim to combo afterward. So while not Kim's ideal jump-in it gets the job done, but it functions best when up close at an ambiguous crossup situation. Depending on when you press j.[[File:snka.gif]], you can affect which side you end up on. Some examples include; cr.[[File:snkb.gif]] - hop forward j.[[File:snka.gif]], cr.[[File:snkb.gif]] x2 hyperhop/jump forward j.[[File:snka.gif]], cr.[[File:snkb.gif]] x2 st.[[File:snkb.gif]] superjump forward j.[[File:snka.gif]].<br>Also is cancelable on hit into aerial specials.  
*'''Jumping Light Punch (Air [[File:snka.gif]])''' - Kim punches downward at a steep angle allowing for easy crossups when spaced. Works as a good air-to-ground normal, but the range is short and needs to hit deep in order for Kim to combo afterward. So while not Kim's ideal jump-in it gets the job done, but it functions best when up close at an ambiguous crossup situation. Depending on when you press j.[[File:snka.gif]], you can affect which side you end up on. Some examples include; cr.[[File:snkb.gif]] - hop forward j.[[File:snka.gif]], cr.[[File:snkb.gif]] x2 hyperhop/jump forward j.[[File:snka.gif]], cr.[[File:snkb.gif]] x2 st.[[File:snkb.gif]] superjump forward j.[[File:snka.gif]].<br>Also is cancelable on hit into aerial specials.


*'''Jumping Light Kick (Air [[File:snkb.gif]])''' - Kim kicks almost directly upward in this fast kick. Kim's best aerial answer to opponents approaching from above Kim's current location as it covers the horizontal range in front of and above him.
*'''Jumping Light Kick (Air [[File:snkb.gif]])''' - Kim kicks almost directly upward in this fast kick. Kim's best aerial answer to opponents approaching from above Kim's current location as it covers the horizontal range in front of and above him.


*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - After a windup Kim kicks in a downward axe kick. Vulnerable at the startup to anti-airs, but makes up for this with its huge hitbox making it Kim's biggest air-to-ground approach with plenty of hitstun. Needs to be done fairly early from a hop to connect
*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - After a windup Kim kicks in a downward axe kick. Vulnerable at the startup to anti-airs, but makes up for this with its huge hitbox making it Kim's biggest air-to-ground approach with plenty of hitstun. Needs to be done fairly early from a hop to connect.


*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - Kim kicks out a foot on each side of him, although it primarily hits in front of him. If spaced spot on, Kim can cross up the opponent with the Jumping Heavy Kick, and then land in front of the opponent. Combined with Kim's crossup Jumping Light Punch, this can lead to a scary 50/50 mixup. The startup falls between Jumping Heavy Punch and Jumping Light Punch, with this move having the greatest horizontal reach. because of this it can be used as an air-to-air approach against opponents lower than Kim. As an air-to-ground method it shines when done deep as a crossup, or when spaced out as far as possible.
*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - Kim kicks out a foot on each side of him, although it primarily hits in front of him. If spaced spot on, Kim can cross up the opponent with the Jumping Heavy Kick, and then land in front of the opponent. Combined with Kim's crossup Jumping Light Punch, this can lead to a scary 50/50 mixup. The startup falls between Jumping Heavy Punch and Jumping Light Punch, with this move having the greatest horizontal reach. because of this it can be used as an air-to-air approach against opponents lower than Kim. As an air-to-ground method it shines when done deep as a crossup, or when spaced out as far as possible.
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====Unique Attacks====
====Unique Attacks====


*'''Nerichagi ([[File:right.gif]] + [[File:snkb.gif]])''' - An overhead kick attack. It's not got the greatest speed, but the startup is slightly hidden in the animation. The range is pretty large, so can be sneaked into blockstrings from a fair distance, when the opponent is expecting a bog standard cr.b into sweep. Can be canceled into HD Mode for a combo, but doesn't allow enough time to be hitconfirmed when doing so.
*'''Nerichagi ([[File:right.gif]] + [[File:snkb.gif]])''' - An overhead axe kick attack. It's not got the greatest speed, but the startup is slightly hidden in the animation. The range is pretty large, so can be sneaked into blockstrings from a fair distance, when the opponent is expecting a bog standard cr.b into sweep. Can be canceled into HD Mode for a combo, but doesn't allow enough time to be hitconfirmed; a nice option but heavy commitment that should be 'felt out' by conditioning the opponent for low attacks.
*'''Nerichagi ([[File:right.gif]] + [[File:snkb.gif]] [Canceled Into])''' - This move doesn't combo off anything. With that in mind, works best to incorporate into blockstrings to create frametraps similar to Kyo's [[File:f.gif]] + [[File:snkb.gif]]. Due to the long range of the normal, Kim can perform three Crouching Light Kicks canceled into [[File:f.gif]] + [[File:snkb.gif]] and then cancel that into [[File:qcb.gif]] + [[File:k.png]]. If hit by the command normal, any special move will combo following it. This makes the aforementioned setup even more dangerous in the corner as Kim can link after hitting with [[File:qcb.gif]] + [[File:snkb.gif]] while remaining safe on block and the blockstring drains nearly half an opponent's guard meter.
*'''Nerichagi ([[File:right.gif]] + [[File:snkb.gif]] [Canceled Into])''' - This move doesn't combo off anything. With that in mind, works best to incorporate into blockstrings to create frametraps similar to Kyo's [[File:f.gif]] + [[File:snkb.gif]]. Due to the long range of the normal, Kim can perform three Crouching Light Kicks canceled into [[File:f.gif]] + [[File:snkb.gif]] and then cancel that into [[File:qcb.gif]] + [[File:kick.gif]]. If hit by the command normal, any special move will combo following it. This makes the aforementioned setup even more dangerous in the corner as Kim can link after hitting with [[File:qcb.gif]] + [[File:snkb.gif]] while remaining safe on block and the blockstring drains nearly half an opponent's guard meter.
*'''Yopuchagi ([[File:right.gif]][[File:right.gif]] + [[File:snka.gif]])''' - Kim leaps forward, travelling a fair distance and kicking at a high angle. When he hits an opponent, he rebounds and you can cancel. Kim is considered airborne during this move, and will go over pretty much all lows, and even grounded fireballs like Kyo's and Terry's. This can let you punish lots of moves on reaction if you are on point, allowing for many potential followup combos (comboing into [[File:qcb.gif]][[File:hcf.gif]] + [[File:k.png]], or [[File:qcb.gif]] + [[File:snkb.gif]]/[[File:snkb.gif]][[File:snkd.gif]] + followups). Unfortunately, it doesn't hit crouchers, so should definitely not be used in combos or blockstrings on them, and more for reactionary punishes or good reads.<br>This move can "wallbounce", as if Kim's kick connects to a wall then it's considered the same as if he hit an opponent. The difference is, Kim turns around after doing this. However when he does any other aerial move, Kim autocorrects himself to face the opponent. This can be used to really screw with the opponent's head since it looks really confusing to someone not used to it! You can also use to extend corner pressure a bit by chaining into ff.a and then coming back down with a quick j.[[File:snkd.gif]] or j.[[File:snkc.gif]].<br>
*'''Yopuchagi ([[File:right.gif]][[File:right.gif]] + [[File:snka.gif]])''' - Kim leaps forward, travelling a fair distance and kicking at a high angle. When he hits an opponent, he rebounds and you can cancel. Kim is considered airborne during this move, and will go over pretty much all lows, and even grounded fireballs like Kyo's and Terry's. This can let you punish lots of moves on reaction if you are on point, allowing for many potential followup combos (comboing into [[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]] + [[File:kick.gif]], or [[File:qcb.gif]] + [[File:snkb.gif]]/[[File:snkb.gif]][[File:snkd.gif]] + followups). Unfortunately, it doesn't hit crouchers, so should definitely not be used in blockstrings on them, and more for reactionary punishes or good reads.<br>This move can "wallbounce", as if Kim's kick connects to a wall then it's considered the same as if he hit an opponent. The difference is, Kim turns around after doing this. However when he does any other aerial move, Kim autocorrects himself to face the opponent. This can be used to really screw with the opponent's head since it looks really confusing to someone not used to it! You can also use to extend corner pressure a bit by chaining into ff.a and then coming back down with a quick j.[[File:snkd.gif]] or j.[[File:snkc.gif]].


====Throw====
====Throw====
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====Special Moves====
====Special Moves====
*'''Hangetsuzan ([[File:qcb.gif]] + [[File:k.png]])''' - Kim's classic frontward flip kick returns and is safer than ever. Will not combo off of Light attacks. [[File:snkb.gif]] version leaves Kim at -2 frames and due to pushback leaves Kim safe from nearly all attempts at being punished. Kim's safest special move to cancel in to on block or hit; a hit opponent will fly back into a soft knockdown although Kim has enough time to link a followup move after hitting in the corner. [[File:snkd.gif]] version hits three times and moves forward further. Due to the longer animation, it gives the player enough time to hitconfirm and Drive Cancel into any special/DM easily. If left uncanceled, the opponent will be knocked down and Kim cannot link a followup move. On block, Kim is closer to the opponent with less frame advantage leaving him more vulnerable to command grabs or close normals making it a poor choice up close. Either version deals significant guard damage, but the safer [[File:snkb.gif]] version is usually preferred for pestering an opponent. Know the reach difference between both versions, as only the [[File:snkb.gif]] version will whiff after three Crouching Light Kicks.
*'''Hangetsuzan ([[File:qcb.gif]] + [[File:kick.gif]])''' - Kim's classic frontward flip kick returns. Will not combo off of Light attacks. [[File:snkb.gif]] version leaves Kim a disadvantage and is punishable unless spaced from a far range. Still, this is Kim's 'safest' grounded special move to cancel in to on block or hit; a hit opponent will fly back into a soft knockdown although Kim has enough time to link a followup move after hitting in the corner. [[File:snkd.gif]] version hits three times and moves forward further. Due to the longer animation, it gives the player enough time to hitconfirm and Drive Cancel into any special/DM easily. If left uncanceled, the opponent will be knocked down and Kim cannot link a followup move. On block, Kim is heavily punishable. Either version deals significant guard damage, but the safer [[File:snkb.gif]] version is usually preferred for pestering an opponent. Know the reach difference between both versions, as only the [[File:snkb.gif]] version will whiff after three Crouching Light Kicks.
**'''[[File:Ex.png]] Hangetsuzan ([[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Hits twice, puts opponents in a juggle state, and has a faster startup speed, allowing it to combo off of Light Attacks. Can only be followed up against a cornered opponent; canceling two Light attacks into [[File:qcf.gif]][[File:qcf.gif]] + [[File:k.png]] would be a better idea against a midscreen opponent. Great off of any hitconfirm in the corner, leading into more damage and easy hard knockdowns.
**'''[[File:Ex.png]] Hangetsuzan ([[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Hits twice, puts opponents in a juggle state, and has a faster startup speed, allowing it to combo off of Light Attacks. Kim can combo afterward from midscreen and in the corner, and the EX version of Hangetsuzan is much safer on block than the standard versions so it's more viable for eking out a guard crush or committing to a blockstring ender. Great off of any hitconfirm in the corner, leading into more damage and easy hard knockdowns.
*'''Kuchugetsuzan - (Air [[File:qcb.gif]] + [[File:k.png]])''' - An aerial Hangetsuzan that hits once, but must be blocked high and puts opponents into a hard knockdown. Much more punishable on block than the grounded versions on block or whiff, so it is not a good idea to throw out much though it can be canceled into from Kim's j.A for a gimmick at times. Ideally should only be used in combos; not a smart move on offense. It does however, move you forward significantly so jumping back into this can work if you expect the opponent to do something in response to your jump. [[File:snkd.gif]] version has more horizontal reach and should be preferred in combos, but [[File:snkb.gif]] is the only one that combos from grounded opponents on from [[File:right.gif]] [[File:right.gif]] [[File:snka.gif]]
*'''Kuchugetsuzan - (Air [[File:qcb.gif]] + [[File:kick.gif]])''' - An aerial Hangetsuzan that hits once, causing a hard knockdown. The [[File:snkb.gif]] version connects from [[File:f.gif]][[File:f.gif]] + [[File:snka.gif]] and should be kept in combos since Kim's left at negative if blocked and the hit isn't even an overhead. Unfortunately for the defending opponent, Kim's [[File:snkd.gif]] version is an overhead and it's very safe on block in most instances. This gives Kim an tool for really pestering the opponent especially given how the move alters Kim's aerial trajectory, moving him horizontally forward before kicking. This allows him to mess with the opponent's reactions and anti-air timing and land a knockdown on hit or be safe on block.
**'''[[File:Ex.png]] Kuchugetsuzan - (Air [[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Ooh baybee! This move is Kim's main tool for extending any aerial combo and is very easy to be drive canceled into, while allowing a number of followup options at any given range, while being a monster in the corner. However it's a poor move to be used on its own. Easily Drive Canceled in to from [[File:down.gif]],[[File:up.gif]] + [[File:k.png]] or [[File:qcf.gif]] + [[File:k.png]], or when done from [[File:f.gif]][[File:f.gif]] + [[File:snka.gif]]. In the corner, allows Kim to link into [[File:down.gif]],[[File:up.gif]] + [[File:snkd.gif]] for a knockdown or into [[File:f.gif]][[File:f.gif]] + [[File:snka.gif]] for a longer combo.
**'''[[File:Ex.png]] Kuchugetsuzan - (Air [[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - This move is Kim's main tool for extending any aerial combo and is very easy to be drive canceled into, while allowing a number of followup options at any given range, while being a monster in the corner. However it's a poor move to be used on its own since it acts similarly to the [[File:snkb.gif]] Kuchugetsuzan and isn't an overhead. Easily Drive Canceled in to from [[File:down.gif]],[[File:up.gif]] + [[File:kick.gif]] or [[File:qcf.gif]] + [[File:kick.gif]], or when done from [[File:f.gif]][[File:f.gif]] + [[File:snka.gif]]. In the corner, allows Kim to link into [[File:down.gif]],[[File:up.gif]] + [[File:snkd.gif]] for a knockdown or into [[File:f.gif]][[File:f.gif]] + [[File:snka.gif]] for a longer combo.
*'''Hishokyaku - (Air [[File:qcf.gif]] + [[File:k.png]])''' - A downward divekick special that goes into an automatic 6-hit followup into soft knockdown on hit, or bounces Kim backward on block. The hitbox on this move is large, making it a strong ground-to-air and even air-to-air at times. While not too damaging on its own, it can be Drive Canceled into Air [[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]], or [[File:qcb.gif]][[File:hcf.gif]]+[[File:k.png]] for a followup. Kim moves back pretty far when the dive is blocked, making it difficult for some characters to punish, especially without using super meter. [[File:snkb.gif]] version moves downward at a steeper angle, while the [[File:snkd.gif]] dive kick attacks at a higher downward angle, giving it more horizontal reach.
*'''Hishokyaku - (Air [[File:qcf.gif]] + [[File:kick.gif]])''' - A downward divekick special that goes into an automatic 6-hit followup into soft knockdown on hit, or bounces Kim backward on block. The hitbox on this move is large, making it a strong ground-to-air and even air-to-air at times. While not too damaging on its own, it can be Drive Canceled into Air [[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]], or [[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]]+[[File:kick.gif]] for a followup. Kim moves back pretty far when the dive is blocked, making it difficult for some characters to punish, especially without using super meter. [[File:snkb.gif]] version moves downward at a steeper angle, while the [[File:snkd.gif]] dive kick attacks at a higher downward angle, giving it more horizontal reach.
**'''Followup - ([Air [[File:qcf.gif]] + [[File:k.png]]], [[File:snkd.gif]])''' - On hit or block, press [[File:snkd.gif]] and Kim sticks out both legs similar to his Jumping Heavy Kick. Combos from a successful divekick and resets the opponent but deals negligible damage. Works as a deterrent against approaching opponents when blocked.
**'''Followup - ([Air [[File:qcf.gif]] + [[File:kick.gif]]], [[File:snkd.gif]])''' - On hit or block, press [[File:snkd.gif]] and Kim sticks out both legs similar to his Jumping Heavy Kick. Combos from a successful divekick and resets the opponent but deals negligible damage. Works as a deterrent against approaching opponents when blocked.
**'''[[File:Ex.png]] Hishokyaku - (Air [[File:qcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - This divekick behaves like Kim's KOF 98 divekick in that instead of going into a 'ranbu' or bouncing off, Kim will continue his descent while hitting multiple times on the way down. Unfortunately, this move cannot be used as a crossup anymore. More hits connect the higher an opponent is hit, making it best used from at least full hop height. Kim is safe on block after this move, although the frame advantage is slim if not nonexistant. Kim can special and super cancel the landing recovery into pretty much anything, without using drive. Less useful than previous incarnations and overall not that great a way to spend meter.
**'''[[File:Ex.png]] Hishokyaku - (Air [[File:qcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - This divekick behaves like Kim's KOF 98 divekick in that instead of going into a 'ranbu' or bouncing off, Kim will continue his descent while hitting multiple times on the way down. Unfortunately, this move cannot be used as a crossup anymore. More kicks connect the higher an opponent is hit, making it best used from at least full hop height. Kim is safe on block after this move and can link into a combo on hit. This allows Kim to combo into this move from ( [[File:f.gif]][[File:f.gif]] + [[File:snka.gif]] ) and then combo off the Divekick to extend Kim's basic BnBs.
*'''Hienzan - (Charge [[File:down.gif]], [[File:up.gif]] + [[File:k.png]])''' - An upward kick special closely resembling Guile's Flashkick/Somersault in appearance and use. [[File:snkb.gif]] version moves forward a bit, giving it a longer horizontal hitbox, while Kim only travels about half the screen's height. A hit opponent is also put into a juggable state, allowing followups from the right setups or heights. [[File:snkd.gif]] version makes Kim fly vertically to the top of the screen while hitting up to three times and offering a respectable window of invulnerability, thus making a potential anti-air and reversal assuming an opponent is in close horizontal proximity. It can always be followed by [[File:down.gif]] + [[File:snkd.gif]] for a hard knockdown, or can be Drive Canceled on the last hit into Air [[File:qcb.gif]] + [[File:k.png]].
*'''Hienzan - (Charge [[File:down.gif]], [[File:up.gif]] + [[File:kick.gif]])''' - An upward kick special closely resembling Guile's Flashkick/Somersault in appearance and use. [[File:snkb.gif]] version moves forward a bit, giving it a longer horizontal hitbox, while Kim only travels about half the screen's height. A hit opponent is also put into a juggable state, allowing followups from the right setups or heights. The light version is only upper body invulnerable, so it's prone to trading against meaty jump-ins or sweeps. [[File:snkd.gif]] version makes Kim fly vertically to the top of the screen while hitting up to three times and and has startup invuln, thus making a potential anti-air and reversal assuming an opponent is in close horizontal proximity. It can always be followed by [[File:down.gif]] + [[File:snkd.gif]] for a hard knockdown, or can be Drive Canceled on the last hit into Air [[File:qcb.gif]] + [[File:kick.gif]]. Due to the slower startup of the heavy version and the lower weakness of the light version, Kim's better off blocking and breaking his charge in many instances when the opponent gets in, though thankfully Kim is well-equipped with competent normals for dealing with most situations.
**'''[[File:Ex.png]] Hienzan - (Charge [[File:down.gif]], [[File:up.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Has a larger window of invulnerability, has the horizontal hitbox reach of the [[FIle:snkb.gif]] version, hits twice, and can be followed up with [[File:down.gif]] + [[File:snkd.gif]]. Great hitbox and invuln for beating any incoming aerial approach and then giving the player a hard knockdown or Drive Cancel extension. Inside of combos, it's not much more notable than either normal versions.
**'''[[File:Ex.png]] Hienzan - (Charge [[File:down.gif]], [[File:up.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Has full body invuln and a fast startup; contains the horizontal hitbox reach of the [[FIle:snkb.gif]] version, hits twice, and can be followed up with [[File:down.gif]] + [[File:snkd.gif]]. Great hitbox and invuln for beating any incoming aerial approach and then giving the player a hard knockdown or Drive Cancel extension. Inside of combos, it's not much more notable than either normal versions.
***'''Tenshou Zan - ([Use [[File:snkd.gif]] or [[File:Ex.png]] Hienzan, Then [[File:down.gif]] + [[File:snkd.gif]])''' - After performing a [[File:snkd.gif]] or [[File:Ex.png]] Hienzan, Kim ends with a downward kick. Results in a hard knockdown and gives the player a reasonable frame advantage to set up the next offense or crossup. Can be done after a blocked Hienzan to possibly catch an opponent on the way down, but does not make the move any safer.
***'''Tenshou Zan - ([Use [[File:snkd.gif]] or [[File:Ex.png]] Hienzan, Then [[File:down.gif]] + [[File:snkd.gif]])''' - After performing a [[File:snkd.gif]] or [[File:Ex.png]] Hienzan, Kim ends with a downward kick. Results in a hard knockdown and gives the player a reasonable frame advantage to set up the next offense or crossup. Can be done after a blocked Hienzan to possibly catch an opponent on the way down, but does not make the move any safer.


====Desperation Moves====
====Desperation Moves====
*'''Hou'oukyaku ([[File:qcb.gif]][[File:hcf.gif]] + [[File:k.png]])''' - Kim's traditional "beat the crap out of them" ranbu super. Combos off of three light attacks from midscreen, making it a more damaging option to end with than [[File:down.gif]],[[File:up.gif]] + [[File:snkb.gif]]. Unfortunately in this version, he does not end with a hard knockdown so you can't really follow up after it. It's a slow and iffy reversal at best and is not that valuable in combos unless you are really low on Drive or too far to get into his other super. The aerial version is identical to the grounded version and can be used a s a risky air-to-air attempt but will deal no damage on a trade so it's not the best idea. Unsafe on block.
*'''Hou'oukyaku ([[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]] + [[File:kick.gif]])''' - Kim's traditional "beat the crap out of them" ranbu super. Unfortunately in this version, he does not end with a hard knockdown so you can't really follow up after it. It's a slow and iffy reversal at best and is not that valuable in combos unless you are really low on Drive or too far to get into his other super. The aerial version is identical to the grounded version and can be used a s a risky air-to-air attempt but will deal no damage on a trade so it's not the best idea. Unsafe on block.
**'''[[File:Ex.png]] Hou'oukyaku ([[File:qcb.gif]][[File:hcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - The EX version of this super starts up faster, does significantly more damage, and ends in with a hard knockdown, but can only be done on the ground, in contrast to many games where Kim can only do his SDM in the air. Regardless, it's a pretty high damage move, but the invulnerability window is still only on the startup. In terms of use it's easiest to land after three crouching light attacks, linked after [[File:qcb.gif]] + [[File:snkb.gif]] in the corner or after any aerial juggle state, or when used as a fast-moving punish, allowing the EX DM to punish blocked sweeps. It's interesting to be aware that the startup is actually slower than Kim's Close Heavy Punch, but the distance traveled makes up for it amd covers a punish range that is outside of the close normal activation ranges.
**'''[[File:Ex.png]] Hou'oukyaku ([[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - The EX version of this super starts up faster, does significantly more damage, and ends in with a hard knockdown. It's a pretty high damage move, but the invulnerability window is still only on the startup. Thanks to the Kim buffs in console, the move is as versatile as his regular DM. It's interesting to be aware that the startup is actually slower than Kim's Close Heavy Punch, but the distance traveled makes up for it and covers a punish range that is outside of the close normal activation ranges.
*'''Hou'ouhitenkyaku ([[File:qcf.gif]][[File:qcf.gif]] + [[File:k.png]])''' - Phoenix Kick! Kim kicks straight into the sky in front of him, reaching a very long way up. You may recognize this move from Blazblue, as Hazama's Houtenjin looks exactly the same and functions in the same way (Kim had his first though!). It's a juggling super that allows you to preform many different followups depending where you are on the screen, and also is a staple in Kim's combos involving Drive. It can function as a fairly effective anti air due to it's high reach and damaging opportunities afterwards. Kim sports a moderate amount of invulnerability during this move, making a reversal option that will hit an opponent out of an attack, but the actual DM startup isn't that fast which makes [[File:down.gif]],[[File:up.gif]] + [[File:p.gif]] a better reversal. Requires close proximity to an opponent to connect when performed against a grounded opponent.
*'''Hou'ouhitenkyaku ([[File:qcf.gif]]&times;2 + [[File:kick.gif]])''' - Phoenix Kick! Kim kicks straight into the sky in front of him, reaching a very long way up. You may recognize this move from Blazblue, as Hazama's Houtenjin looks exactly the same and functions in the same way (Kim had his first though!). It's a juggling super that allows you to preform many different followups depending where you are on the screen, and also is a staple in Kim's combos involving Drive. It can function as a fairly effective anti air due to it's high reach and damaging opportunities afterwards. Kim sports a moderate amount of invulnerability during this move, making a reversal option that will hit an opponent out of an attack, but the actual DM startup isn't that fast which makes [[File:down.gif]],[[File:up.gif]] + [[File:kick.gif]] a better reversal. Requires close proximity to an opponent to connect when performed against a grounded opponent. In console, the move was changed to give the B version more invul, but it will kick them away, meaning it cannot be followed up with most combos, whilst D has reduced invul and has the original upward juggle.
*'''Rei Shiki: Hou'oukyaku - ([[File:qcb.gif]][[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Another ranbu, but this time Kim goes DBZ and starts teleporting around mid combo as he pounds the opponent. He finishes it off with an extremely powerful and satisfying overhead kick. It's not the flashiest Neomax, but it does a LOT of damage, and has some more practical applications than others, as it's extremely fast and invincible and can combo from pretty much everything. A trick to keep in mind is that if you connect a [[File:right.gif]] [[File:right.gif]] [[File:snka.gif]] in neutral, either by being random or going over a fireball, air [[File:qcb.gif]]+[[File:snkb.gif]] + [[File:snkd.gif]] into NeoMax can suddenly net you do a truckload of damage. This requires 4 bars though, so is not terribly practical.
*'''Rei Shiki: Hou'oukyaku - ([[File:down.gif]][[File:downleft.gif]][[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Another ranbu, but this time Kim goes DBZ and starts teleporting around mid combo as he pounds the opponent. He finishes it off with an extremely powerful and satisfying overhead kick. It's not the flashiest Neomax, but it does a LOT of damage, and has some more practical applications than others, as it's extremely fast and can combo from pretty much everything. A trick to keep in mind is that if you connect a [[File:right.gif]] [[File:right.gif]] [[File:snka.gif]] in neutral, either by being random or going over a fireball, air [[File:qcb.gif]]+[[File:snkb.gif]] + [[File:snkd.gif]] into NeoMax can suddenly net you do a truckload of damage. This requires 4 bars though, so is not terribly useful.


=== Tips and Tricks ===
=== Tips and Tricks ===
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'''0 Bar'''
'''0 Bar'''


*''(standing opponent) (jump attack/st.D) cr.B cr.B st.B ff+A xx qcb+B'' - 183, 29 (remove a cr.b if neccessary)
*''(jump attack/st.D) cr.B cr.B st.B ff+A xx qcb+B'' - 183, 29 (remove a cr.b if neccessary)
*''(standing opponent) (jump attack/st.D) cl.C ff+A xx qcb+B'' - 179, 27
*''(jump attack/st.D) cl.C ff+A xx qcb+B'' - 179, 27
These are Kim's basic bnbs, and lead to hard knockdown for a mixup. However, because they only work on standing opponents, you'll need to be able to confirm the state of your opponent prior to doing the ff+a.
These are Kim's basic bnbs, and lead to hard knockdown for a mixup. In arcade, they only worked on standing opponents, but Kim was buffed so now they work universally.
*''cl.C/cr.C xx charge d~u+D d+D'' - 192, 21 (Must be close)
*''cl.C/cr.C xx charge d~u+D d+D'' - 192, 21 (Must be close)
*''(jump attack/st.D) cl.C xx qcb+D'' - 178, 19
Slightly more damaging alternative.
*''cr.B cr.B/st.B xx charge d~u+D d+D'' - 173, 20 (Difficult, must be close)
*''(jump attack/st.D) cr.B cr.B cr.B/st.B xx charge d~u+B'' - 144, 15 (with st.D remove a cr.B)
These are your meterless combos to do on crouchers. The D Hienzan combos are either difficult or require very close range so there are easier but less damaging alternatives listed.
*''(corner only) (jump attack/st.D) cl.C xx qcb+B charge d~u+D d+D'' - 242, 27
*''(corner only) (jump attack/st.D) cl.C xx qcb+B charge d~u+D d+D'' - 242, 27
This is your best corner meterless combo.
This is your best corner meterless combo.
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'''1 Bar'''
'''1 Bar'''


*''(jump attack) cl.C xx qcfqcf+k qcb+B ff+A xx qcb+D'' - 321, 33 (Must be close)
*''(jump attack) cl.C xx qcfqcf+D, qcb+B ff+A xx qcb+D'' - 302, 33
*''(jump attack) cr.B st.B xx qcfqcf+k qcb+B ff+A xx qcb+D'' - 295, 32 (Must be close)
Highest damage midscreen for 1 bar. However, won't work from distanced jumpin or st.D link.
These combos are your highest damage midscreen combos for 1 bar. However, they won't work from a st.D link or from a jumpin that isn't very deep.


*''(standing opponent)(jump attack/st.D) cl.C ff+A xx qcbhcf+k'' - 300, 15
*''(jump attack/st.D) cl.C xx qcb+BD, ff+A xx qcb+D'' - 301, 27
*''(standing opponent)(jump attack/st.D) cr.B st.B ff+A xx qcbhcf+k'' - 273, 14
*''(jump attack/st.D) cl.C ff+A xx qcbhcf+k'' - 300, 15
*''(jump attack/st.D) cl.C xx qcbhcf+k'' - 265, 17
If you start with 2 hit st.D you can actually do better damage by going into cl.C ff+A qcbhcf+K from the cl.C link.
These combos do less damage, but are more versatile and can be done off st.D and less deep jumpins, resulting in more damage than is shown here. Hou'oukyaku must be slightly delayed after the ff+A or you will get a divekick.
*''(jump attack/st.D) cr.B cr.B st.B ff+A xx qcbhcf+k'' - 291, 17
*''(jump attack/st.D) cr.B cr.B st.B xx qcb+BD, ff+A xx qcb+D'' - 289, 29
Basic low 1 bar combos. Hou'oukyaku must be slightly delayed after the ff+A or you will get a divekick.


*''(jump attack) cr.B cr.B st.B xx qcb+BD'' - 224, 9
*''(corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+D d+D'' - 342, 33 (Must be close)
*''(jump attack) cr.B cr.B xx charge d~u+BD'' - 239, 10
*''(corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, charge d~u+D d+D'' - 313, 32 (Must be close)
These combos are your best options for damage from more distanced lows on crouchers. cr.B cr.B qcbhcf+K is possible but requires you to be very close anyway, so it's not really worth using.
These are your best 1 bar corner combos. However, your opponent either has to be completely in the corner, or very close for this to work.


*''(corner only)(jump attack) cl.C xx qcfqcf+k qcb+D charge d~u+D d+D'' - 361, 33 (Must be close)
*''(near corner)(standing opponent)(jump attack/st.D) cl.C ff+A xx air qcb+BD, charge d~u+D d+D'' - 333, 29
This is your best 1 bar corner combo. However, your opponent either has to be completely in the corner, or very close for this to work.
*''(near corner)(standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD, charge d~u+D d+D'' - 315, 37
These combos work a further distance from the corner. However, they require standing, so some alternatives might be necessary.


*''(near corner)(standing opponent)(jump attack/st.D) cl.C ff+A xx air qcb+BD charge d~u+D d+D'' - 333, 29
*''(near corner)(jump attack/st.D) cl.C xx qcb+BD, charge d~u+D d+D'' - 307 21
*''(near corner)(standing opponent)(jump attack/st.D) cr.B st.B ff+A xx air qcb+BD charge d~u+D d+D'' - 315, 31
*''(near corner)(jump attack/st.D) cr.B st.B xx qcb+BD, charge d~u+D d+D'' - 294 23
These combos work a further distance from the corner. However, they require standing, so some alternatives are neccessary.
To get the Hienzan to hit correctly here, make sure you roll forward from the down position, so Kim walks forwards slightly before executing the move.
These combos also work at a further distance, and on crouchers.


*''(near corner)(jump attack/st.D) cl.C xx qcb+BD charge d~u+D d+D'' - 334 21
 
*''(near corner)(jump attack/st.D) cr.B st.B xx qcb+BD charge d~u+D d+D'' - 318 23
*''anti air/reversal qcfqcf+B, ff+A qcb+D'' - 243, 20
*''(near corner)(jump attack/st.D) cl.C xx qcb+BD ff+A xx qcb+D'' - 328 27
 
*''(near corner)(jump attack/st.D) cr.B st.B xx qcb+BD ff+A xx qcb+D'' - 318 29
Best conversion off your super reversal midscreen. If for some bizzare reason you reversal someone when they are cornered then you could do any of the basic corner combos with qcfqcf+D instead.
These combos also work at a further distance, and importantly, on crouchers. The first two combos require you to be closer than the last two.


'''2 Bar'''
'''2 Bar'''


*''(jump attack) cl.C xx qcfqcf+k qcb+B ff+A xx qcbhcf+k'' - 425, 21 (Must be close)
*''(jump attack/st.D) cl.C xx ff+A xx qcbhcf+BD '' - 408, 15
*''(jump attack) cr.B st.B xx qcfqcf+k qcb+B ff+A xx qcbhcf+k'' - 390, 20 (Must be close)
*''(jump attack/st.D) cr.B cr.B st.B xx ff+A xx qcbhcf+BD '' - 395, 17
These two combos work midscreen but can't be done from further jumpins or a st.D.
Basic EX DM combos.


*''(jump attack/st.D) cl.C xx qcbhcf+BD '' - 377, 7
*''(near corner)(jump attack) cl.C xx qcfqcf+D, qcb+B, ff+A xx air qcb+BD, charge d~u+D d+D'' - 430, 35 (Must be close)
*''(jump attack/st.D) cr.B st.B xx qcbhcf+BD '' - 368, 9
*''(near corner)(jump attack) cr.B st.B xx qcfqcf+D, qcb+B, ff+A xx air qcb+BD, charge d~u+D d+D'' - 394, 34 (Must be close)
These combos will work after a st.D or distanced jumpin.
Respectively, this combo works from roughly 1/3 of the way to the corner and squeezes out some extra damage over the Hou'oukyaku ones. Its possible to get an additional hit of the aerial qcb+BD to up the damage by about 20, but its difficult.


*''(near corner)(jump attack) cl.C xx qcfqcf+k qcb+B ff+A xx air qcb+BD charge d~u+D d+D'' - 449, 35 (Must be close)
*''(corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, ff+A xx air qcb+BD, charge d~u+D d+D'' - 444, 41 (Must be close)
*''(near corner)(jump attack) cr.B st.B xx qcfqcf+k qcb+B ff+A xx air qcb+BD charge d~u+D d+D'' - 412, 34 (Must be close)
*''(corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, ff+A xx air qcb+BD, charge d~u+D d+D'' - 405, 40 (Must be close)
Respectively, this combo works from roughly 1/3 of the way to the corner and squeezes out some extra damage over the Hou'oukyaku ones.
Highest damage 2 bar combo in the corner, but you must be all the way in for this to work. As before, it won't work from greater distance. Damage can fluctuate depending on how many hits of qcb+D you are able to land. With 2 hits, you should get an extra hit on air qcb+BD resulting in higher damage.


*''(corner only)(jump attack) cl.C xx qcfqcf+k qcb+D ff+A xx air qcb+BD charge d~u+D d+D'' - 463, 41 (Must be close)
*''(corner only)(jump attack/st.D) cl.C xx qcb+B, qcbhcf+BD'' - 423, 13
*''(corner only)(jump attack) cr.B st.B xx qcfqcf+k qcb+D ff+A xx air qcb+BD charge d~u+D d+D'' - 423, 40 (Must be close)
This is the combo to use after a distanced jumpin or st.D when your opponent is right in the corner.
Highest damage 2 bar combo in the corner, but you must be all the way in for this to work. As before, it won't work from greater distance.


*''(corner only)(jump attack/st.D) cl.C xx qcb+B qcbhcf+BD'' - 423, 13
 
This is the combo to use after a distanced jumpin or st.D when your opponent is right in the corner.
*''anti air/reversal qcfqcf+B, ff+A xx qcbhcf+K'' - 350, 8
*''anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, ff+A xx air qcb+D'' - 378, 28
Second is a bit trickier to do midscreen, easy when they're nearer the corner though
*''(near corner) anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, charge d~u+D d+D'' - 383, 22
Slighty better when closer the corner.
 
 
'''3 Bar'''
*''(jump attack) cl.C xx qcfqcf+D, qcb+B ff+A xx qcbhcf+BD'' - 510, 21
Max damage 3 bar midscreen combo.
*''(jump attack) cl.C xx qcb+BD, ff+A xx qcbhcf+BD'' - 509, 15
*''(jump attack) cr.B cr.B st.B xx qcb+BD, ff+A xx qcbhcf+BD'' - 476, 17
Easier combo and a low version.
 
*''(corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, ff+A xx qcbhcf+BD'' - 529, 27 (Must be close)
*''(corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, ff+A xx qcbhcf+BD'' - 492,26 (Must be close)
3 bar corner combos.
 
 
*''anti air/reversal qcfqcf+B, ff+A qcbhcf+BD'' - 458, 8
*''(from 1/2 screen to corner) anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, charge d~u+D d+D'' - 462, 30
Damage on the second fluctuates wildly depending on how many hits of qcb+BD you can get. More damage the closer you are to the corner because of more hits.


==== 50% Drive ====
==== 50% Drive ====
'''0 Bar'''
'''0 Bar'''


*''(jump attack/st.D) cl.C xx qcb+D xx charge d~u+D d+D'' - 279, 33
*''(jump attack/st.D) cl.C xx qcb+D (DC) charge d~u+D d+D'' - 279, 33
This is the only combo really worth doing with drive without using bar.
This is the only combo really worth doing with drive without using bars.


'''1 Bar'''
'''1 Bar'''


*''(jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+k qcb+b ff+A xx qcb+D'' - 386, 45
*''(jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B, ff+A xx qcb+D'' - 370, 45
One of Kim's most staple meter + drive combos.
One of Kim's most staple meter + drive combos.
*''(near corner)(jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+k qcb+D charge d~u+D d+D'' - 415, 45
*''(near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (DC) qcb+D, charge d~u+D d+D'' - 408, 43
This nets you a bit more damage when you're near the corner.
This nets you a more damage when you're near the corner.
*''(standing opponent)(jump attack/st.D) cr.b cr.b st.B ff+A xx qcb+BD charge d~u+B (DC) qcb+D'' - 328, 35 (remove a cr.b if neccessary)
*''(standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (DC) air qcb+D'' - 328, 35 (remove a cr.b if neccessary)
*''(jump attack/st.D) cr.b cr.b st.B xx qcb+BD (DC) charge d~u+D d+D'' - 318, 23 (remove a cr.b if neccessary)
Low combo that let you net some good damage midscreen. However, it's definitely preferable to stick to the earlier qcfqcf+D combos if you are close enough, or the corner juggles if you are near the edge of the screen, as they don't need to use drive to get similar damage.
These are two low combos that let you net some good damage midscreen. However, it's definitely preferable to stick to the earlier qcfqcf+k combos if you are close enough, or the corner juggles if you are near the edge of the screen, as they don't need to use drive to get similar damage.
*''(near corner)(jump attack) cr.B st.B xx qcfqcf+D, charge d~u+B (DC) qcb+D, charge d~u+D d+D'' - 374, 42
Low combo for near the corner. Could use cr.B st.B qcb+BD into the same basic combo from a st.D link but previous cl.C ones suffice really.
 
 
*''anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcb+D'' - 289, 28
Lets you turn your flashkicks into some pain. B Hienzan is not discussed because its impractical to combo off it usually, seeing as it launches higher and there is no time to check before you cancel on the spacing.
 


'''2 Bar'''
'''2 Bar'''


*''(jump attack/st.D) cl.C xx qcb+d (SC) qcfqcf+k qcb+B ff+A xx qcbhcf+k'' - 469, 33
*''(jump attack/st.D) cl.C xx qcb+d (SC) qcfqcf+D, qcb+B ff+A xx qcbhcf+k'' - 453, 33
*''(1/2 screen to corner)(jump attack/st.D) cl.C xx qcb+d (SC) qcfqcf+k qcb+B ff+A xx qcb+BD charge d~u+D d+D'' - 482, 47
*''(jump attack/st.D) cl.C xx qcb+d (SC) qcbhcf+BD'' - 450, 19
**It is possible to get the qcb+BD to hit 4 times, resulting in a 500 damage combo instead. However, this can only be done with the right distance from the corner and the right height timing on qcb+B into ff+A
Negligble damage difference, but the first does more stun despite being harder.
*''(near corner)(jump attack/st.D) cl.C xx qcfqcf+k qcb+D (SC) qcfqcf+k qcb+D charge d~u+D d+D'' - 486, 45
 
The above 3 combo variants are all increasingly strict on distance to the corner, but the latter do higher damage.
*''(standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (SC) air qcbhcf+K'' - 408, 23 (remove a cr.B if neccessary)
Not really worth the drive compared to the basic EX DM combo from lows.


*''(jump attack/st.D) cr.B st.B xx qcfqcf+k qcb+D (SC) qcfqcf+k qcb+B ff+A xx qcb+D'' - 424, 44
*''(1/2 screen to corner)(jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B ff+A xx qcb+BD charge d~u+D d+D'' - 466, 37
*''(near corner)(jump attack/st.D) cr.B st.B xx qcfqcf+k qcb+D (SC) qcfqcf+k qcb+D charge d~u+D d+D'' - 445, 44
**It is possible to get the qcb+BD to hit 4 times, resulting in a higher damage combo. However, this can only be done with the right distance from the corner and the right height timing on qcb+B into ff+A
*''(near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (SC) qcfqcf+D, qcb+D, charge d~u+D d+D'' - 487, 51
Corner combo.
*''(jump attack/st.D) cr.B st.B xx qcfqcf+D, qcb+D (SC) qcfqcf+D, qcb+B, ff+A xx qcb+D'' - 392, 44
**Depending on how near to the corner you end, you could also do ''qcb+D, ff+A xxqcb+D'' (412, 50) or ''qcb+D, charge d~u+D d+D'' (413, 44) after the second qcfqcf+D
*''(near corner)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, charge d~u+B (SC) qcfqcf+D, qcb+D, charge d~u+D d+D'' - 445, 50
Some low confirms for damage.
Some low confirms for damage.
*''anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcbhcf+K'' - 372, 16
*''(2/3 of screen to corner) anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcb+BD,''
**''(ends in corner)  charge d~u+D d+D''- 385, 30
**''(ends near corner)  ff+A xx qcb+D''- 384, 36
'''3 Bar'''
*''(jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B ff+A xx qcbhcf+BD'' - 553, 33
*''(standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (SC) air qcbhcf+BD'' - 503, 23 (remove a cr.b if neccessary)
*''(near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (DC) air qcf+K, ff+A qcbhcf+K'' - 566, 33
*''(near corner)(jump attack) cr.b st.B xx qcfqcf+D, qcb+D, charge d~u+B (DC) air qcf+K, ff+A qcbhcf+K'' - 528, 32
*''anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcbhcf+K'' - 472, 16


==== 100% Drive ====
==== 100% Drive ====
All HD combos may also be started with a cr.B cr.B st.B chain instead to confirm from a low, or f+B to combo off an overhead. Any combo done in the corner will do slightly less damage due to the second hit of the second qcb+D in these combos not connecting.<br>To supercancel Kim's Hienzan into qcfqcf+K, you can use the buffer of, charge down, down forward, forward, up forward B, down, down forward, forward K ([2]369B 236K).
All HD combos may also be started with a cr.B cr.B st.B chain instead to confirm from a low, or f+B to combo off an overhead. Any combo done in the corner will do slightly less damage due to the second hit of the second qcb+D in these combos not connecting.
Bear in mind, all videos are from arcade, not console)


'''0 Bar'''
'''0 Bar'''
*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) air qcf+B ff+A xx air qcb+D'' - 551, 27
*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) air qcf+K ff+A xx air qcb+D'' - 549, 27
**[http://www.youtube.com/watch?v=TxKEjch0QkU Demonstration video]
**[http://www.youtube.com/watch?v=TxKEjch0QkU Demonstration video]
This combo can be quite tricky. It requires you to be doing Hienzan as low as possible consistently so that the opponent is not juggled high, allowing you to not have to waste time waiting for them to come low enough again to Hienzan. If you juggle them too high then you will run out of HD bar before the final divekick. If you want, you can omit the fourth rep of the loop to make sure you get the ender, at the cost of roughly 20 damage.
This combo can be quite tricky. It requires you to be doing Hienzan consistently low enough so that the opponent is not juggled high, so that you do not miss your Hangetsuzan. If you juggle them too low then you will run out of HD bar before the final divekick. If you want, you can omit the fourth rep of the loop to make sure you get the ender, at the cost of roughly 20 damage.


'''1 Bar'''
'''1 Bar'''
*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) qcfqcf+k qcb+D charge d~u+D d+D'' - 618 29
*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) air qcf+K ff+A xx air qcbhcf+K'' - 623, 15
**[http://www.youtube.com/watch?v=o8mT7tXIw1w Demonstration video]
**[http://www.youtube.com/watch?v=uXcV1ZK1m9w Demonstration video]
Possible to get 3 hits of qcb+D at the end into D Hienzan, requires very minute timing to walk backwards before the qcb+D so that you do not juggle the opponent too high during the attack. Damage is negligble, so not really important.
 
*''(half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcb+BD charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcf+B ff+A xx air qcb+D'' - 542 19
**[http://www.youtube.com/watch?v=e9ppf7DTcLo Demonstration video]
This is the combo to use if you need to cover more distance to do your HD combo.


'''2 Bar'''
'''2 Bar'''
*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) qcfqcf+k qcb+B ff+A xx qcbhcf+K'' - 703 21
*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 3 charge d~u+B (HDC) air qcf+K qcbhcf+AC'' - 823, 7
Again, you can walk backwards slightly to do qcb+D instead, as netting the right height will allow you to do ff+A after it, but it's extremely difficult and the damage bonus is small.
**[http://www.youtube.com/watch?v=YDUkp2FMyww Demonstration video]
**[http://www.youtube.com/watch?v=qYT0BSw4SOs Demonstration video]
It is possible to do 4 reps of the HDC loop, and end with charge d~u+B - Super Cancel - qcbhcf+AC while still on the ground, but this is very difficult to do from neutral. The input should be charge down, down back, back, up B, down back, forward AC ([2]148B 1 6AC).
*''(over half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcb+BD ff+A xx air qcb+BD charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcf+B ff+A xx air qcb+D'' - 583 27
 
**[http://www.youtube.com/watch?v=4uo1ugOrooU Demonstration video]
*''(over half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D (HDC) charge d~u+B (HDC) qcbhcf+AC'' - 675, 7
This combo is for when you are over half screen distance away from the corner. Unfortunately, it's not quite a screen to screen, so you'll need to experiment to understand the proper range it's applicable at, just over 2/3 of the screen.
This combo is for when you are over half screen distance away from the corner. Avoid using it if you're close enough to use the previous ones.


'''3 Bar'''
'''3 Bar'''
*''(over half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D (HDC) charge d~u+B (HDC) qcb+D, charge d~u+B (HDC) air qcb+BD, charge d~u+B (HDC) qcb+D, charge d~u+B (HDC) air qcf+K,  qcbhcf+AC'' - 843, 7
The extra bar allows you to get to something of an HD loop in the corner from a far distance to get more damage.
Using bars past 3 is not advised. Pending console 100% HD combo.
=== Team Order ===
==== 1st position ====
'''Pros'''
*
'''Cons'''
*


*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 3 charge d~u+B (HDC) air qcf+B qcbhcf+AC'' - 840, 7
==== 2nd position ====
**[http://www.youtube.com/watch?v=YDUkp2FMyww Demonstration video]
'''Pros'''
It is possible to do 4 reps of the HDC loop, and end with charge d~u+B - Super Cancel - qcbhcf+AC while still on the ground, but this is very difficult to do. The input should be charge down, down back, back, up back B, down back, forward AC ([2]147B 1 6AC).
*
'''Cons'''
*


Using bars past 3 is not advised, however, as previous examples have shown, you could blow some extra meter to corner carry for the HD loop, then Neomax if you really need that damage on the last character. <br>[http://www.youtube.com/watch?v=GS5UldGAcYg Kim also has a 100% combo], but it requires 5 stocks and the corner to execute so it's not very practical.
==== 3rd position ====
'''Pros'''
*
'''Cons'''
*


=== Basic Strategy ===
=== Basic Strategy ===
Line 270: Line 344:


====Neutral/Defense====
====Neutral/Defense====


=== Advanced Strategy ===
=== Advanced Strategy ===


=== Frame Data ===
=== Frame Data ===
{{Navbox-KOF13}}
[[Category:The King of Fighters XIII]]

Latest revision as of 12:02, 12 April 2023

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Kim Kaphwan

KOFXIII-Kim Face.png

In a nutshell

Tae Kwon Do master and vigilante of justice, Kim continues his perfect KOF attendance legacy. While Kim is an solid offensive character with High.png and Low.png pressure, and a multitude of hard knockdowns leading to tricky mixups, he's also being able to Cancel.png into his safe special moves to continually lock the opponent down and force a mistake, all the while building meter at a fast rate. In addition to being incredibly safe, Kim's special moves Drive Cancel very naturally, making Kim great for getting the feel for the new subsystems of KOF XIII. Good control of Kim takes a moderate level of execution from a player as well as strong knowledge of how to apply close range pressure to take advantage of Kim's normals, frametraps, crossups, and guard damage output.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
Kof.lp.png
25
chaincancel
Standing Light Kick
Kof.lk.png
30
cancel
Standing Heavy Punch
Kof.sp.png
80
supercancel
Close Heavy Punch
Close Kof.sp.png
70
cancel
Standing Heavy Kick
Kof.sk.png
30+45
lowerbodyinv
Close Heavy Kick
Close Kof.sk.png
70
cancel
Crouching Light Punch
D.png + Kof.lp.png
25
Chaincancel.png cancel
Crouching Light Kick
D.png + Kof.lk.png
30
Low.png Chaincancel.png cancel
Crouching Heavy Punch
D.png + Kof.sp.png
70
cancel
Crouching Heavy Kick
D.png + Kof.sk.png
80
Low.png Softknockdown.png cancel
Blowback Attack
Kof.sp.png + Kof.sk.png
75
Softknockdown.png specialcancel
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png cancel
Jumping Light Kick
Air Kof.lk.png
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air Kof.sk.png
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air Kof.sp.png + Kof.sk.png
Jump: 90
Hop: 80
Softknockdown.png cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Nerichagi
F.png + Kof.lk.png
65
Standalone: High.png
Canceled into: specialcancel
Yopuchagi
F.png f + Kof.lp.png
45
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Sakkyaku Nage
F.png or B.png + Kof.sp.png or Kof.sk.png (while close)
100
Throw.png hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hangetsuzan
Qcb.png + K.png
Kof.lk.png : 60
Kof.sk.png : 40×4
Ex.png : 70+100
Drivecancel.png softknockdown
Kuchugetsuzan
Qcb.png + K.png
Kof.lk.png : 75
Kof.sk.png : 80
Ex.png : 50×5
Aironly.png Drivecancel.png
K.png : Hardknockdown.png
Kof.sk.png : high
Hishokyaku
Qcf.png + K.png
K.png : 0+18×4+20
Ex.png : 40×n
Aironly.png drivecancel
Follow-up
Hishokyaku, then Kof.sk.png
4
Hienzan
D.png (charge) U.png + K.png
Kof.lk.png : 70
Kof.sk.png : 50+20×2
Ex.png : 100+60+50
Softknockdown.png Drivecancel.png
Kof.lk.png : Upperbodyinv.png
Kof.sk.png : startupinv
Tenshou Zan
Kof.sk.png Hienzan, then D.png + Kof.sk.png
50
hardknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Hou'oukyaku
Qcb.png Hcf.png + K.png
K.png : 0+5×2+10×5+150
Ex.png : 0+10×2+20×5+40×3+80
Airok.png Startupinv.png Maxcancel.png
K.png : Softknockdown.png
Ex.png : hardknockdown
Hou'ouhitenkyaku
Qcf.png Qcf.png + K.png
100
Launch.png Softknockdown.png
Kof.lk.png : startupinv
Rei Shiki: Hou'oukyaku
Qcb.png Hcf.png + Kof.lp.png + Kof.sp.png
0+5×2+10×6+5+10×6+5+10×5+250
Hardknockdown.png

Console Changes

  • EX Hishoukyaku (qcf+BD) has faster recovery. He can follow up with a normal move.
  • Yopuchagi's (f f+A) hitbox has been enlarged, so it hits crouching opponents in hitstun state.
  • Light Kuchugetsuzan (Air qcb+B) hits crouching opponents in hitstun state. However, the move's hitbox does not extend as far upward as before.
  • Hangetsuzan (qcb+K) has slower recovery.
  • Light Hienzan (d~u+K) has reduced invincibility, and it is now only upper-body invincibility.
  • Hou'ou Hitenkyaku (qcf qcf+K) acts a bit differently than before. Both versions have slower recovery when whiffed.
    • Light version: Has invincibility, thrusts opponent forward.
    • Heavy version: No invincibility, thrusts opponent upward.
  • Added EX Air Hou'oukyaku (Air qcb hcf+BD). It only has a few frames of invincibility after it becomes active.

Strategy

Normal Moves

  • Standing Light Punch (Snka.gif) - A standard anti-air jab against opponents hopping forward from a close range. This move no longer Kim's traditional 'Far Snka.gif' that had a long reach and hit crouching opponents. Instead Kim uses what in passed games what his Close Snka.gif. In short, Kim can anti-air hops without worrying about getting a Far Snka.gif coming out and losing.
  • Standing Light Kick (Snkb.gif) - Kim performs a high side kick with a 30° upward angle. This is a strong part of Kim's offense as it has fast speed while hitting crouching opponents on top of being cancelable into command normals and specials. Can be used to poke like Kim's previous Far Snka.gif but with more application; Kim can chain cancel crouching light attacks into Standing Light Kick during his hitconfirms and adjust appropriately on hit or block, where the old Far Snka.gif couldn't be combo'd into nor was it cancelable. Doesn't combo into Qcb.gif + Kick.gif oh hit, but makes for a good frametrap. A great poke and pressure move to annoy opponents with, although care must be taken to avoid having Kim's Right.gif + Snkb.gif come out when attempting to walk forward and press Snkb.gif.
    • Can be karacanceled on whiff into a special move to give Kim more range. Simply press Snkb.gif then input the special quickly before the active frames come into affect.
  • Standing Heavy Punch (Snkc.gif) - A completely horizontal side kick. Starts up slower than Standing Light Kick but carries with it more range while being DM-cancelable only. Can be incorporated into blockstrings to give a gap to allow the opponent to press a button or jump only to eat Kim's foot, but when used as a poke at mid range it lacks the vertical height to control the hop space, allowing opponents to soar over the leg and punish Kim.
  • Close Heavy Punch (Close Snkc.gif) - Kim steps forward into a kick to the opponent's lower leg but does not actually hit as a low attack. Fairly standard in terms of usage as a Close Heavy normal with all of the usual cancelable properties, and starts up faster than Kim's Close Heavy Kick, making it the more common choice within combos or situations where speed is needed. The low hitbox makes it less effective than Close Heavy Kick against opponents trying to jump out of close pressure or a throw attempt.
  • Standing Heavy Kick (Snkd.gif) - Kim moves forward, does a high kick at a 60° angle, moves forward again and follows up with a second kick. Imagine Akuma's Standing Roundhouse from SFIV but where the firsthit whiffs crouchers and the second hits all, with lower body invuln to bood. Controls the space above Kim's head very well and functions as an anti-air when timed. Very fast startup for a 'Far' ranged Heavy normal with huge range that reaches as far as Kim's Crouching Heavy Kick. Additionally, the second kick will hit crouching opponents and on hit a player can link Kim's Close Heavy Punch or Coruching Light Kick for a combo. Offers Kim a threatening range at which he can lead to a full combo that few other characters don't quite have. The tall hitbox of both Standing and Close Heavy Kicks make for great tools for anti-airing an opponent by running under their jump arc and attacking the vulnerable hitbox below.
    • Kim has lower body invulnerability during the first kick, so while it may whiff crouchers it can pass through and punish low poke attempts.
  • Close Heavy Kick (Close Snkd.gif) - A high kick resembling Standing Heavy Kick, but performed with Kim's opposite foot. For whatever reason, the activation range on this normal is one of the longest in the game (so long that trying to properly space Kim's Standing Heavy Kick will often result in this move instead), allowing Kim to use a Close normal from ranges much further than usual. Combined with the vertical hitbox it works great for anti-air purposes and if outside of the close range Kim's fast and similar Standing Heavy Kick will be used instead. The long range allows Kim to walk forward after a blockstring and continue peppering an opponent with hits. In cases where speed and damage matter, Close Heavy Punch is usually favored for the slightly longer cancelability window.
  • Crouching Light Punch (Down.gif+ Snka.gif) - A fairly standard Crouching Light Punch jab with as much range as Crouching Light Kick, allowing it to combo after two Crouching Light Kicks. While both lights are cancelable with Kim, Crouching Light Punch offers a slight different feel and frame advantage on block making it interesting to incorporate into a pressure string. Also since Kim lacks a grounded special move on any of his punches, ending a hitconfirm with this move allows for Kim's Down.gifDownleft.gifHcf.gif + Kick.gif DM to be more easily buffered. For example: cr.B, qcb,db,d + A, qcf + K. This reduces the chance canceling into Qcb.gif + Kick.gif.
  • Crouching Light Kick (Down.gif+ Snkb.gif) - A fast and cancelable low kick. From close range Kim can chain three of his Light normals before committing to a cancel. Serves as Kim's main low threat, hitconfirm starter, and tripguard meaty. Pretty standard Crouching Light Kick, although one of the longer ones.
  • Crouching Heavy Punch (Down.gif+ Snkc.gif) - Resembles a 'Low Forward" attack from Ryu only at a slight upward angle. This makes for a viable anti-air by having an opponent land on Kim's foot and works better for anti-airing horizontal jumping attacks than his Crouching Light Kick. Continuing with the Street Fighter feel, Kim can cancel this normal on hit and whiff. Has enough hitstun to combo into any of Kim's specials unlike with his Light attacks. Has less range than Kim's Crouching Heavy Kick and although not low-hitting it leaves Kim at a much larger frame advantage on block and is a little safer to whiff.
  • Crouching Heavy Kick (Down.gif+ Snkd.gif) - A sweep kick and Kim's longest-reaching normal move. Cancelable this time around which can be used to make Kim safer on block by canceling into Qcb.gif + Kick.gif. Still punishable if hopped but reaches far enough to hit after three blocked Croughing Light Kicks. The range also makes for a great tripguard anti-air against far landing opponents.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Kim lifts his leg then thrusts straight forward, similar to his Standing Heavy Punch but with a bigger hitbox. The startup time is significantly longer, although the reach extends almost as long as his Crouching Heavy Kick. Pretty unsafe move to use without really knowing a spacing to set it up or counterpoke the opponent, but Kim has less risky poke options. Like all Blowback Attacks, whiff and hit cancelable.
  • Jumping Light Punch (Air Snka.gif) - Kim punches downward at a steep angle allowing for easy crossups when spaced. Works as a good air-to-ground normal, but the range is short and needs to hit deep in order for Kim to combo afterward. So while not Kim's ideal jump-in it gets the job done, but it functions best when up close at an ambiguous crossup situation. Depending on when you press j.Snka.gif, you can affect which side you end up on. Some examples include; cr.Snkb.gif - hop forward j.Snka.gif, cr.Snkb.gif x2 hyperhop/jump forward j.Snka.gif, cr.Snkb.gif x2 st.Snkb.gif superjump forward j.Snka.gif.
    Also is cancelable on hit into aerial specials.
  • Jumping Light Kick (Air Snkb.gif) - Kim kicks almost directly upward in this fast kick. Kim's best aerial answer to opponents approaching from above Kim's current location as it covers the horizontal range in front of and above him.
  • Jumping Heavy Punch (Air Snkc.gif) - After a windup Kim kicks in a downward axe kick. Vulnerable at the startup to anti-airs, but makes up for this with its huge hitbox making it Kim's biggest air-to-ground approach with plenty of hitstun. Needs to be done fairly early from a hop to connect.
  • Jumping Heavy Kick (Air Snkd.gif) - Kim kicks out a foot on each side of him, although it primarily hits in front of him. If spaced spot on, Kim can cross up the opponent with the Jumping Heavy Kick, and then land in front of the opponent. Combined with Kim's crossup Jumping Light Punch, this can lead to a scary 50/50 mixup. The startup falls between Jumping Heavy Punch and Jumping Light Punch, with this move having the greatest horizontal reach. because of this it can be used as an air-to-air approach against opponents lower than Kim. As an air-to-ground method it shines when done deep as a crossup, or when spaced out as far as possible.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Kim kicks forward with a 30° upwards slant, making this normal function as an air-to-air that covers a range overlapping both Jumping Kicks. A strong air-to-air option given enough time to start up, providing the usual chance of inducing a free juggle state on an opponent on a counterhit. Whiffs crouching opponents, making for a bad air-to-ground approach.

Unique Attacks

  • Nerichagi (Right.gif + Snkb.gif) - An overhead axe kick attack. It's not got the greatest speed, but the startup is slightly hidden in the animation. The range is pretty large, so can be sneaked into blockstrings from a fair distance, when the opponent is expecting a bog standard cr.b into sweep. Can be canceled into HD Mode for a combo, but doesn't allow enough time to be hitconfirmed; a nice option but heavy commitment that should be 'felt out' by conditioning the opponent for low attacks.
  • Nerichagi (Right.gif + Snkb.gif [Canceled Into]) - This move doesn't combo off anything. With that in mind, works best to incorporate into blockstrings to create frametraps similar to Kyo's F.gif + Snkb.gif. Due to the long range of the normal, Kim can perform three Crouching Light Kicks canceled into F.gif + Snkb.gif and then cancel that into Qcb.gif + Kick.gif. If hit by the command normal, any special move will combo following it. This makes the aforementioned setup even more dangerous in the corner as Kim can link after hitting with Qcb.gif + Snkb.gif while remaining safe on block and the blockstring drains nearly half an opponent's guard meter.
  • Yopuchagi (Right.gifRight.gif + Snka.gif) - Kim leaps forward, travelling a fair distance and kicking at a high angle. When he hits an opponent, he rebounds and you can cancel. Kim is considered airborne during this move, and will go over pretty much all lows, and even grounded fireballs like Kyo's and Terry's. This can let you punish lots of moves on reaction if you are on point, allowing for many potential followup combos (comboing into Down.gifDownleft.gifHcf.gif + Kick.gif, or Qcb.gif + Snkb.gif/Snkb.gifSnkd.gif + followups). Unfortunately, it doesn't hit crouchers, so should definitely not be used in blockstrings on them, and more for reactionary punishes or good reads.
    This move can "wallbounce", as if Kim's kick connects to a wall then it's considered the same as if he hit an opponent. The difference is, Kim turns around after doing this. However when he does any other aerial move, Kim autocorrects himself to face the opponent. This can be used to really screw with the opponent's head since it looks really confusing to someone not used to it! You can also use to extend corner pressure a bit by chaining into ff.a and then coming back down with a quick j.Snkd.gif or j.Snkc.gif.

Throw

  • Sakkyaku Nage (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) - Kim body tosses an opponent leading to a hard knockdown. They do both place the opponent in a 'back turned' state, allowing the Kim player to potentially do some tricky crossups on cornered opponents. Against midscreen opponents, Kim can run forward into a hyperhop j.A for a crossup or fake a crossup with j.A/j.C/j.D. When wanting a more safe followup, performing a full superjump toward the opponent can be timed to be a safe jump. Puts an opponent in a scary situation either way.

Special Moves

  • Hangetsuzan (Qcb.gif + Kick.gif) - Kim's classic frontward flip kick returns. Will not combo off of Light attacks. Snkb.gif version leaves Kim a disadvantage and is punishable unless spaced from a far range. Still, this is Kim's 'safest' grounded special move to cancel in to on block or hit; a hit opponent will fly back into a soft knockdown although Kim has enough time to link a followup move after hitting in the corner. Snkd.gif version hits three times and moves forward further. Due to the longer animation, it gives the player enough time to hitconfirm and Drive Cancel into any special/DM easily. If left uncanceled, the opponent will be knocked down and Kim cannot link a followup move. On block, Kim is heavily punishable. Either version deals significant guard damage, but the safer Snkb.gif version is usually preferred for pestering an opponent. Know the reach difference between both versions, as only the Snkb.gif version will whiff after three Crouching Light Kicks.
    • Ex.png Hangetsuzan (Qcb.gif + Snkb.gif + Snkd.gif) - Hits twice, puts opponents in a juggle state, and has a faster startup speed, allowing it to combo off of Light Attacks. Kim can combo afterward from midscreen and in the corner, and the EX version of Hangetsuzan is much safer on block than the standard versions so it's more viable for eking out a guard crush or committing to a blockstring ender. Great off of any hitconfirm in the corner, leading into more damage and easy hard knockdowns.
  • Kuchugetsuzan - (Air Qcb.gif + Kick.gif) - An aerial Hangetsuzan that hits once, causing a hard knockdown. The Snkb.gif version connects from F.gifF.gif + Snka.gif and should be kept in combos since Kim's left at negative if blocked and the hit isn't even an overhead. Unfortunately for the defending opponent, Kim's Snkd.gif version is an overhead and it's very safe on block in most instances. This gives Kim an tool for really pestering the opponent especially given how the move alters Kim's aerial trajectory, moving him horizontally forward before kicking. This allows him to mess with the opponent's reactions and anti-air timing and land a knockdown on hit or be safe on block.
    • Ex.png Kuchugetsuzan - (Air Qcb.gif + Snkb.gif + Snkd.gif) - This move is Kim's main tool for extending any aerial combo and is very easy to be drive canceled into, while allowing a number of followup options at any given range, while being a monster in the corner. However it's a poor move to be used on its own since it acts similarly to the Snkb.gif Kuchugetsuzan and isn't an overhead. Easily Drive Canceled in to from Down.gif,Up.gif + Kick.gif or Qcf.gif + Kick.gif, or when done from F.gifF.gif + Snka.gif. In the corner, allows Kim to link into Down.gif,Up.gif + Snkd.gif for a knockdown or into F.gifF.gif + Snka.gif for a longer combo.
  • Hishokyaku - (Air Qcf.gif + Kick.gif) - A downward divekick special that goes into an automatic 6-hit followup into soft knockdown on hit, or bounces Kim backward on block. The hitbox on this move is large, making it a strong ground-to-air and even air-to-air at times. While not too damaging on its own, it can be Drive Canceled into Air Qcb.gif + Snkb.gif + Snkd.gif, or Down.gifDownleft.gifHcf.gif+Kick.gif for a followup. Kim moves back pretty far when the dive is blocked, making it difficult for some characters to punish, especially without using super meter. Snkb.gif version moves downward at a steeper angle, while the Snkd.gif dive kick attacks at a higher downward angle, giving it more horizontal reach.
    • Followup - ([Air Qcf.gif + Kick.gif], Snkd.gif) - On hit or block, press Snkd.gif and Kim sticks out both legs similar to his Jumping Heavy Kick. Combos from a successful divekick and resets the opponent but deals negligible damage. Works as a deterrent against approaching opponents when blocked.
    • Ex.png Hishokyaku - (Air Qcf.gif + Snkb.gif + Snkd.gif) - This divekick behaves like Kim's KOF 98 divekick in that instead of going into a 'ranbu' or bouncing off, Kim will continue his descent while hitting multiple times on the way down. Unfortunately, this move cannot be used as a crossup anymore. More kicks connect the higher an opponent is hit, making it best used from at least full hop height. Kim is safe on block after this move and can link into a combo on hit. This allows Kim to combo into this move from ( F.gifF.gif + Snka.gif ) and then combo off the Divekick to extend Kim's basic BnBs.
  • Hienzan - (Charge Down.gif, Up.gif + Kick.gif) - An upward kick special closely resembling Guile's Flashkick/Somersault in appearance and use. Snkb.gif version moves forward a bit, giving it a longer horizontal hitbox, while Kim only travels about half the screen's height. A hit opponent is also put into a juggable state, allowing followups from the right setups or heights. The light version is only upper body invulnerable, so it's prone to trading against meaty jump-ins or sweeps. Snkd.gif version makes Kim fly vertically to the top of the screen while hitting up to three times and and has startup invuln, thus making a potential anti-air and reversal assuming an opponent is in close horizontal proximity. It can always be followed by Down.gif + Snkd.gif for a hard knockdown, or can be Drive Canceled on the last hit into Air Qcb.gif + Kick.gif. Due to the slower startup of the heavy version and the lower weakness of the light version, Kim's better off blocking and breaking his charge in many instances when the opponent gets in, though thankfully Kim is well-equipped with competent normals for dealing with most situations.
    • Ex.png Hienzan - (Charge Down.gif, Up.gif + Snkb.gif + Snkd.gif) - Has full body invuln and a fast startup; contains the horizontal hitbox reach of the Snkb.gif version, hits twice, and can be followed up with Down.gif + Snkd.gif. Great hitbox and invuln for beating any incoming aerial approach and then giving the player a hard knockdown or Drive Cancel extension. Inside of combos, it's not much more notable than either normal versions.
      • Tenshou Zan - ([Use Snkd.gif or Ex.png Hienzan, Then Down.gif + Snkd.gif) - After performing a Snkd.gif or Ex.png Hienzan, Kim ends with a downward kick. Results in a hard knockdown and gives the player a reasonable frame advantage to set up the next offense or crossup. Can be done after a blocked Hienzan to possibly catch an opponent on the way down, but does not make the move any safer.

Desperation Moves

  • Hou'oukyaku (Down.gifDownleft.gifHcf.gif + Kick.gif) - Kim's traditional "beat the crap out of them" ranbu super. Unfortunately in this version, he does not end with a hard knockdown so you can't really follow up after it. It's a slow and iffy reversal at best and is not that valuable in combos unless you are really low on Drive or too far to get into his other super. The aerial version is identical to the grounded version and can be used a s a risky air-to-air attempt but will deal no damage on a trade so it's not the best idea. Unsafe on block.
    • Ex.png Hou'oukyaku (Down.gifDownleft.gifHcf.gif + Snkb.gif + Snkd.gif) - The EX version of this super starts up faster, does significantly more damage, and ends in with a hard knockdown. It's a pretty high damage move, but the invulnerability window is still only on the startup. Thanks to the Kim buffs in console, the move is as versatile as his regular DM. It's interesting to be aware that the startup is actually slower than Kim's Close Heavy Punch, but the distance traveled makes up for it and covers a punish range that is outside of the close normal activation ranges.
  • Hou'ouhitenkyaku (Qcf.gif×2 + Kick.gif) - Phoenix Kick! Kim kicks straight into the sky in front of him, reaching a very long way up. You may recognize this move from Blazblue, as Hazama's Houtenjin looks exactly the same and functions in the same way (Kim had his first though!). It's a juggling super that allows you to preform many different followups depending where you are on the screen, and also is a staple in Kim's combos involving Drive. It can function as a fairly effective anti air due to it's high reach and damaging opportunities afterwards. Kim sports a moderate amount of invulnerability during this move, making a reversal option that will hit an opponent out of an attack, but the actual DM startup isn't that fast which makes Down.gif,Up.gif + Kick.gif a better reversal. Requires close proximity to an opponent to connect when performed against a grounded opponent. In console, the move was changed to give the B version more invul, but it will kick them away, meaning it cannot be followed up with most combos, whilst D has reduced invul and has the original upward juggle.
  • Rei Shiki: Hou'oukyaku - (Down.gifDownleft.gifQcf.gif + Snka.gif + Snkc.gif) - Another ranbu, but this time Kim goes DBZ and starts teleporting around mid combo as he pounds the opponent. He finishes it off with an extremely powerful and satisfying overhead kick. It's not the flashiest Neomax, but it does a LOT of damage, and has some more practical applications than others, as it's extremely fast and can combo from pretty much everything. A trick to keep in mind is that if you connect a Right.gif Right.gif Snka.gif in neutral, either by being random or going over a fireball, air Qcb.gif+Snkb.gif + Snkd.gif into NeoMax can suddenly net you do a truckload of damage. This requires 4 bars though, so is not terribly useful.

Tips and Tricks

Combos

Generally, with the exception of some Hienzan and Hou'ouhitenkyaku combos, nearly every combo that Kim has can also be started from a jump attack or from a st.D. st.D links into cl.C and cr.B, so keep these starting additions in mind. Crossups allow any combo to work as well.

0% Drive

0 Bar

  • (jump attack/st.D) cr.B cr.B st.B ff+A xx qcb+B - 183, 29 (remove a cr.b if neccessary)
  • (jump attack/st.D) cl.C ff+A xx qcb+B - 179, 27

These are Kim's basic bnbs, and lead to hard knockdown for a mixup. In arcade, they only worked on standing opponents, but Kim was buffed so now they work universally.

  • cl.C/cr.C xx charge d~u+D d+D - 192, 21 (Must be close)

Slightly more damaging alternative.

  • (corner only) (jump attack/st.D) cl.C xx qcb+B charge d~u+D d+D - 242, 27

This is your best corner meterless combo.

1 Bar

  • (jump attack) cl.C xx qcfqcf+D, qcb+B ff+A xx qcb+D - 302, 33

Highest damage midscreen for 1 bar. However, won't work from distanced jumpin or st.D link.

  • (jump attack/st.D) cl.C xx qcb+BD, ff+A xx qcb+D - 301, 27
  • (jump attack/st.D) cl.C ff+A xx qcbhcf+k - 300, 15

If you start with 2 hit st.D you can actually do better damage by going into cl.C ff+A qcbhcf+K from the cl.C link.

  • (jump attack/st.D) cr.B cr.B st.B ff+A xx qcbhcf+k - 291, 17
  • (jump attack/st.D) cr.B cr.B st.B xx qcb+BD, ff+A xx qcb+D - 289, 29

Basic low 1 bar combos. Hou'oukyaku must be slightly delayed after the ff+A or you will get a divekick.

  • (corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+D d+D - 342, 33 (Must be close)
  • (corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, charge d~u+D d+D - 313, 32 (Must be close)

These are your best 1 bar corner combos. However, your opponent either has to be completely in the corner, or very close for this to work.

  • (near corner)(standing opponent)(jump attack/st.D) cl.C ff+A xx air qcb+BD, charge d~u+D d+D - 333, 29
  • (near corner)(standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD, charge d~u+D d+D - 315, 37

These combos work a further distance from the corner. However, they require standing, so some alternatives might be necessary.

  • (near corner)(jump attack/st.D) cl.C xx qcb+BD, charge d~u+D d+D - 307 21
  • (near corner)(jump attack/st.D) cr.B st.B xx qcb+BD, charge d~u+D d+D - 294 23

To get the Hienzan to hit correctly here, make sure you roll forward from the down position, so Kim walks forwards slightly before executing the move. These combos also work at a further distance, and on crouchers.


  • anti air/reversal qcfqcf+B, ff+A qcb+D - 243, 20

Best conversion off your super reversal midscreen. If for some bizzare reason you reversal someone when they are cornered then you could do any of the basic corner combos with qcfqcf+D instead.

2 Bar

  • (jump attack/st.D) cl.C xx ff+A xx qcbhcf+BD - 408, 15
  • (jump attack/st.D) cr.B cr.B st.B xx ff+A xx qcbhcf+BD - 395, 17

Basic EX DM combos.

  • (near corner)(jump attack) cl.C xx qcfqcf+D, qcb+B, ff+A xx air qcb+BD, charge d~u+D d+D - 430, 35 (Must be close)
  • (near corner)(jump attack) cr.B st.B xx qcfqcf+D, qcb+B, ff+A xx air qcb+BD, charge d~u+D d+D - 394, 34 (Must be close)

Respectively, this combo works from roughly 1/3 of the way to the corner and squeezes out some extra damage over the Hou'oukyaku ones. Its possible to get an additional hit of the aerial qcb+BD to up the damage by about 20, but its difficult.

  • (corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, ff+A xx air qcb+BD, charge d~u+D d+D - 444, 41 (Must be close)
  • (corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, ff+A xx air qcb+BD, charge d~u+D d+D - 405, 40 (Must be close)

Highest damage 2 bar combo in the corner, but you must be all the way in for this to work. As before, it won't work from greater distance. Damage can fluctuate depending on how many hits of qcb+D you are able to land. With 2 hits, you should get an extra hit on air qcb+BD resulting in higher damage.

  • (corner only)(jump attack/st.D) cl.C xx qcb+B, qcbhcf+BD - 423, 13

This is the combo to use after a distanced jumpin or st.D when your opponent is right in the corner.


  • anti air/reversal qcfqcf+B, ff+A xx qcbhcf+K - 350, 8
  • anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, ff+A xx air qcb+D - 378, 28

Second is a bit trickier to do midscreen, easy when they're nearer the corner though

  • (near corner) anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, charge d~u+D d+D - 383, 22

Slighty better when closer the corner.


3 Bar

  • (jump attack) cl.C xx qcfqcf+D, qcb+B ff+A xx qcbhcf+BD - 510, 21

Max damage 3 bar midscreen combo.

  • (jump attack) cl.C xx qcb+BD, ff+A xx qcbhcf+BD - 509, 15
  • (jump attack) cr.B cr.B st.B xx qcb+BD, ff+A xx qcbhcf+BD - 476, 17

Easier combo and a low version.

  • (corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, ff+A xx qcbhcf+BD - 529, 27 (Must be close)
  • (corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, ff+A xx qcbhcf+BD - 492,26 (Must be close)

3 bar corner combos.


  • anti air/reversal qcfqcf+B, ff+A qcbhcf+BD - 458, 8
  • (from 1/2 screen to corner) anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, charge d~u+D d+D - 462, 30

Damage on the second fluctuates wildly depending on how many hits of qcb+BD you can get. More damage the closer you are to the corner because of more hits.

50% Drive

0 Bar

  • (jump attack/st.D) cl.C xx qcb+D (DC) charge d~u+D d+D - 279, 33

This is the only combo really worth doing with drive without using bars.

1 Bar

  • (jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B, ff+A xx qcb+D - 370, 45

One of Kim's most staple meter + drive combos.

  • (near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (DC) qcb+D, charge d~u+D d+D - 408, 43

This nets you a more damage when you're near the corner.

  • (standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (DC) air qcb+D - 328, 35 (remove a cr.b if neccessary)

Low combo that let you net some good damage midscreen. However, it's definitely preferable to stick to the earlier qcfqcf+D combos if you are close enough, or the corner juggles if you are near the edge of the screen, as they don't need to use drive to get similar damage.

  • (near corner)(jump attack) cr.B st.B xx qcfqcf+D, charge d~u+B (DC) qcb+D, charge d~u+D d+D - 374, 42

Low combo for near the corner. Could use cr.B st.B qcb+BD into the same basic combo from a st.D link but previous cl.C ones suffice really.


  • anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcb+D - 289, 28

Lets you turn your flashkicks into some pain. B Hienzan is not discussed because its impractical to combo off it usually, seeing as it launches higher and there is no time to check before you cancel on the spacing.


2 Bar

  • (jump attack/st.D) cl.C xx qcb+d (SC) qcfqcf+D, qcb+B ff+A xx qcbhcf+k - 453, 33
  • (jump attack/st.D) cl.C xx qcb+d (SC) qcbhcf+BD - 450, 19

Negligble damage difference, but the first does more stun despite being harder.

  • (standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (SC) air qcbhcf+K - 408, 23 (remove a cr.B if neccessary)

Not really worth the drive compared to the basic EX DM combo from lows.

  • (1/2 screen to corner)(jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B ff+A xx qcb+BD charge d~u+D d+D - 466, 37
    • It is possible to get the qcb+BD to hit 4 times, resulting in a higher damage combo. However, this can only be done with the right distance from the corner and the right height timing on qcb+B into ff+A
  • (near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (SC) qcfqcf+D, qcb+D, charge d~u+D d+D - 487, 51

Corner combo.

  • (jump attack/st.D) cr.B st.B xx qcfqcf+D, qcb+D (SC) qcfqcf+D, qcb+B, ff+A xx qcb+D - 392, 44
    • Depending on how near to the corner you end, you could also do qcb+D, ff+A xxqcb+D (412, 50) or qcb+D, charge d~u+D d+D (413, 44) after the second qcfqcf+D
  • (near corner)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, charge d~u+B (SC) qcfqcf+D, qcb+D, charge d~u+D d+D - 445, 50

Some low confirms for damage.


  • anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcbhcf+K - 372, 16
  • (2/3 of screen to corner) anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcb+BD,
    • (ends in corner) charge d~u+D d+D- 385, 30
    • (ends near corner) ff+A xx qcb+D- 384, 36

3 Bar

  • (jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B ff+A xx qcbhcf+BD - 553, 33
  • (standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (SC) air qcbhcf+BD - 503, 23 (remove a cr.b if neccessary)
  • (near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (DC) air qcf+K, ff+A qcbhcf+K - 566, 33
  • (near corner)(jump attack) cr.b st.B xx qcfqcf+D, qcb+D, charge d~u+B (DC) air qcf+K, ff+A qcbhcf+K - 528, 32


  • anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcbhcf+K - 472, 16

100% Drive

All HD combos may also be started with a cr.B cr.B st.B chain instead to confirm from a low, or f+B to combo off an overhead. Any combo done in the corner will do slightly less damage due to the second hit of the second qcb+D in these combos not connecting. Bear in mind, all videos are from arcade, not console)

0 Bar

  • (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) air qcf+K ff+A xx air qcb+D - 549, 27

This combo can be quite tricky. It requires you to be doing Hienzan consistently low enough so that the opponent is not juggled high, so that you do not miss your Hangetsuzan. If you juggle them too low then you will run out of HD bar before the final divekick. If you want, you can omit the fourth rep of the loop to make sure you get the ender, at the cost of roughly 20 damage.

1 Bar

  • (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) air qcf+K ff+A xx air qcbhcf+K - 623, 15


2 Bar

  • (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 3 charge d~u+B (HDC) air qcf+K qcbhcf+AC - 823, 7

It is possible to do 4 reps of the HDC loop, and end with charge d~u+B - Super Cancel - qcbhcf+AC while still on the ground, but this is very difficult to do from neutral. The input should be charge down, down back, back, up B, down back, forward AC ([2]148B 1 6AC).

  • (over half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D (HDC) charge d~u+B (HDC) qcbhcf+AC - 675, 7

This combo is for when you are over half screen distance away from the corner. Avoid using it if you're close enough to use the previous ones.

3 Bar

  • (over half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D (HDC) charge d~u+B (HDC) qcb+D, charge d~u+B (HDC) air qcb+BD, charge d~u+B (HDC) qcb+D, charge d~u+B (HDC) air qcf+K, qcbhcf+AC - 843, 7

The extra bar allows you to get to something of an HD loop in the corner from a far distance to get more damage.

Using bars past 3 is not advised. Pending console 100% HD combo.

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