m (added video) |
(→Move List: frame data) |
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==Move List== | ==Move List== | ||
=== | === Close Standing Normals === | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">c5A</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Kim_c5A.png | |||
|subtitle= | |||
|caption= | |||
|name=c5A | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=6 | |||
|Stun=2 | |||
|Guard=Mid | |||
|Startup=3 | |||
|Active=3 | |||
|Recovery=4 | |||
|Total=9 | |||
|Hit Adv=+9 | |||
|Block Adv=+10 | |||
|Property=Whiff Cancel, Self Cancel | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header">c5B</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Kim_c5B.png | |||
|subtitle= | |||
|caption= | |||
|name=c5B | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=12 | |||
|Stun=2 | |||
|Guard=Mid | |||
|Startup=7 | |||
|Active=6 | |||
|Recovery=4 | |||
|Total=17 | |||
|Hit Adv=+6 | |||
|Block Adv=+7 | |||
|Property=Cancel | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header">c5C</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Kim_c5C.png | |||
|subtitle= | |||
|caption= | |||
|name=c5C | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=18 | |||
|Stun=4 | |||
|Guard=Mid | |||
|Startup=8 | |||
|Active=6 | |||
|Recovery=28 | |||
|Total=41 | |||
|Hit Adv=-10 | |||
|Block Adv=-11 | |||
|Property=Cancel | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header">c5D</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Kim_c5D.png | |||
|subtitle= | |||
|caption= | |||
|name=c5D | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=20x2 | |||
|Stun=4x2 | |||
|Guard=Mid | |||
|Startup=13 | |||
|Active=5+8 | |||
|Recovery=8 | |||
|Total=33 | |||
|Hit Adv=+7 | |||
|Block Adv=+8 | |||
|Property=Cancel | |||
|description= | |||
}} | |||
}} | |||
=== Far Standing Normals === | |||
===== <span class="invisible-header">f5A</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 43: | Line 136: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=f5A | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=4 | ||
|Stun=2 | |Stun=2 | ||
|Guard= | |Guard=Mid | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=7 | ||
|Recovery= | |Recovery=4 | ||
|Total= | |Total=17 | ||
|Hit Adv= | |Hit Adv=+5 | ||
|Block Adv= | |Block Adv=+6 | ||
|Property= | |Property=Cancel | ||
|description=Surprisingly long hitbox, and has more reach than | |description=Surprisingly long hitbox, and has more reach than 2A. Not necessary for his combo game, but not a bad poke regardless. Comes out fast and is pretty active for a jab. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">f5B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 66: | Line 159: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=f5B | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=10 | ||
|Stun=2 | |Stun=2 | ||
|Guard= | |Guard=Mid | ||
|Startup= | |Startup=12 | ||
|Active= | |Active=8 | ||
|Recovery= | |Recovery=9 | ||
|Total= | |Total=28 | ||
|Hit Adv= | |Hit Adv=-1 | ||
|Block Adv= | |Block Adv=0 | ||
|Property= | |Property=Cancel | ||
|description=Decently fast anti-air poke for catching opponents out of the air if Kim is unable to charge Hienzan or do an air-to-air | |description=Decently fast anti-air poke for catching opponents out of the air if Kim is unable to charge Hienzan or do an air-to-air jD. Decent ground poke as well, but it's possible to whiff against small/crouching characters. Very slightly more range than f5A | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">f5C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 90: | Line 183: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=f5C | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=16x2 | ||
|Stun= | |Stun=4x2 | ||
|Guard= | |Guard=Mid | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=4+7 | ||
|Recovery= | |Recovery=15 | ||
|Total= | |Total=32 | ||
|Hit Adv= | |Hit Adv=+1 | ||
|Block Adv= | |Block Adv=+2 | ||
|Property= | |Property= | ||
|description=Solid anti-air poke that hits twice. | |description=Solid anti-air poke that hits twice. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">f5D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 114: | Line 207: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=f5D | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=18x2 | ||
|Stun= | |Stun=4x2 | ||
|Guard= | |Guard=Mid | ||
|Startup= | |Startup=8 | ||
|Active= | |Active=7 (11) 9 | ||
|Recovery= | |Recovery=17 | ||
|Total= | |Total=51 | ||
|Hit Adv= | |Hit Adv=-3 | ||
|Block Adv= | |Block Adv=-4 | ||
|Property= | |Property= | ||
|description=Hits twice causing a nice amount of damage. Can combo into super. | |description=Hits twice causing a nice amount of damage. Can combo into super. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | === Crouching Normals === | ||
===== <span class="invisible-header">2A</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 137: | Line 232: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=2A | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=4 | ||
|Stun=2 | |Stun=2 | ||
|Guard= | |Guard=Mid | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=11 | ||
|Hit Adv= | |Hit Adv=+8 | ||
|Block Adv= | |Block Adv=+9 | ||
|Property= | |Property=Whiff Cancel, Self Cancel | ||
|description=Kim's | |description=Kim's 5A, but it's a low. This is how Kim racks up very high damage and stun as it easily combos into itself up to six times, and can be followed up with 2C. Great block pressure as well that comes out fast. Standard fare after 2C is to follow up with Hangetsuzan B. Kim also has the choice to follow up with 2D for a sweep if the Kim player needs it. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">2B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 160: | Line 255: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=2B | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=4 | ||
|Stun=2 | |Stun=2 | ||
|Guard= | |Guard=Low | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery=6 | ||
|Total= | |Total=15 | ||
|Hit Adv= | |Hit Adv=+5 | ||
|Block Adv= | |Block Adv=+6 | ||
|Property= | |Property=Cancel | ||
|description=Decent poke, but the range is no better than what | |description=Decent poke, but the range is no better than what 2A has to offer, on top of being slower. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">2C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 183: | Line 278: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=2C | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=16 | ||
|Stun=4 | |Stun=4 | ||
|Guard= | |Guard=Mid | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=7 | ||
|Recovery= | |Recovery=21 | ||
|Total= | |Total=33 | ||
|Hit Adv= | |Hit Adv=-4 | ||
|Block Adv= | |Block Adv=-5 | ||
|Property= | |Property=Cancel | ||
|description=Your go to tool for when you're dishing out the Kim combos. Standard fare is to go for | |description=Your go to tool for when you're dishing out the Kim combos. Standard fare is to go for 2C into Hangetsuzan B. Great low poke that makes for both an easy combo and free pressure, and if you follow up with Hangetsuzan, which you always should if it connects, it will be safe on block. Low commitment, high reward poke, even if it's a little slow. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">2D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 206: | Line 301: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=2D | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=16 | ||
|Stun=4 | |Stun=4 | ||
|Guard= | |Guard=Low | ||
|Startup= | |Startup=10 | ||
|Active= | |Active=10 | ||
|Recovery= | |Recovery=12 | ||
|Total= | |Total=31 | ||
|Hit Adv= | |Hit Adv=KD | ||
|Block Adv= | |Block Adv=+1 | ||
|Property= | |Property=Cancel | ||
|description=Faster version of | |description=Faster version of 2C that does about the same damage, but it knocks down, giving Kim an opportunity for okizeme pressure. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | === Air Normals === | ||
===== <span class="invisible-header">jA</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=FFS_Kim_jA.png | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=jA | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=6 | ||
|Stun= | |Stun=2 | ||
|Guard= | |Guard=Overhead | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=∞ | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=Has a smaller hitbox than jB/C, but reaches very slightly farther horizontally. Maybe there's some use for it, but jB/C is better to strike opponents above Kim regardless. Nothing special as a jump in unless you need the pinch of extra reach. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jB</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=FFS_Kim_jB-C.png | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=jB | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=12 | ||
|Stun= | |Stun=2 | ||
|Guard= | |Guard=Overhead | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=∞ | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=Good air-to-air for opponents above Kim. Not all that great as a jump in going down, but is safer compared to Kim's jA as it has a larger hitbox below his body, which extends past his hurtbox. jD is still the superior air-to-air move, but this move has its uses as a vertical attack. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jC</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=FFS_Kim_jB-C.png | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=jC | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=18 | ||
|Stun= | |Stun=4 | ||
|Guard=Overhead | |Guard=Overhead | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=21 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=Similar to jB. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">jD</span> ===== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=FFS_Kim_jD_2.png | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=jD | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=20 | ||
|Stun= | |Stun=4 | ||
|Guard=Overhead | |Guard=Overhead | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=17 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=Excellent jump-in and air to air move. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | === System Normals === | ||
===== <span class="invisible-header">Lane Blast</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=FFS_Kim_CD.png | ||
|image2=FFS Kim CD Back.png | |||
|subtitle= | |subtitle= | ||
|caption= | |caption=Front Lane | ||
|name= | |caption2=Back Lane | ||
|name=Lane Blast | |||
|input=C+D | |||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |version=Front Lane | ||
|Stun=2 | |Damage=22 | ||
|Stun=5 | |||
|Guard=Mid | |||
|Startup=14 | |||
|Active=13 | |||
|Recovery=10 | |||
|Total=36 | |||
|Hit Adv=KD | |||
|Block Adv=-4 | |||
|Property=Cancel | |||
|description=One of Kim's best tools that is safe on block thanks to being cancellable. Like 2C, cancelling into Hangetsuzan B makes free pressure while remaining safe, as well as an easy combo. | |||
}} | |||
{{AttackData-FFS | |||
|header=no | |||
|version=Back Lane | |||
|Damage=22 | |||
|Stun=5 | |||
|Guard=Mid | |||
|Startup=16 | |||
|Active=16 | |||
|Recovery=10 | |||
|Total=41 | |||
|Hit Adv=KD | |||
|Block Adv=-7 | |||
|Property=Cancel | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header">Lane Attack</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS Kim Lane Attack Front.png | |||
|image2=FFS_Kim_Lane_Attack.png | |||
|subtitle= | |||
|caption=Front Lane | |||
|caption2=Back Lane | |||
|name=Lane Attack | |||
|input=A/B/C/D from opposite lane | |||
|data=Kim has the same lane attack for punch and kick buttons. | |||
{{AttackData-FFS | |||
|version=A/B | |||
|Damage=20 | |||
|Stun=2 | |||
|Guard=Overhead | |Guard=Overhead | ||
|Startup= | |Startup=9 | ||
|Active= | |Active= | ||
|Recovery= | |Recovery=4 | ||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description=Standard fare for a lane attack. Hits a little below Kim's legs but nothing else is particularly interesting about his lane attack. | |||
}} | |||
{{AttackData-FFS | |||
|header=no | |||
|version=C/D | |||
|Damage=20 | |||
|Stun=4 | |||
|Guard=Overhead | |||
|Startup=9 | |||
|Active= | |||
|Recovery=4 | |||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=A slower high angle lane attack. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Dodge Attack</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=FFS_Kim_Dodge_Attack.png | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=Dodge Attack | ||
|input=6A during proximity guard | |||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=11 | ||
|Stun= | |Stun=5 | ||
|Guard= | |Guard=Mid | ||
|Startup= | |Startup=13 | ||
|Active= | |Active=11 | ||
|Recovery= | |Recovery=16 | ||
|Total= | |Total=39 | ||
|Hit Adv= | |Hit Adv=Air reset | ||
|Block Adv= | |Block Adv=-8 | ||
|Property= | |Property=Cancel, Upper-Body Invuln 1-23F, 32-39F | ||
|description= | |description=Pretty weak attack overall. You will likely forget Kim even has it, given it's bad range, albeit he has upper body invincibility. Hienzan and Hangetsuzan, or any of his exceptional normals, would be better than using his Dodge Attack. | ||
}} | }} | ||
}} | }} | ||
===Throw=== | === Throws === | ||
===== <span class="invisible-header">C Throw</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 368: | Line 530: | ||
|caption= | |caption= | ||
|name=Sakkyaku Nage | |name=Sakkyaku Nage | ||
|input=Close 4/6C | |||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=26 | ||
|Stun=3 | |Stun=3 | ||
|Startup= | |Startup=1 | ||
|Active= | |Active=1 | ||
|Recovery= | |Recovery=/ | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv=/ | ||
|description=Kim's Throw. | |description=Kim's Throw. | ||
}} | }} | ||
}} | }} | ||
===Special Moves=== | === Special Moves === | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Hangetsuzan (214K)</span> ===== | |||
{{MoveData | {{MoveData | ||
| name = Hangetsuzan | | name = Hangetsuzan | ||
| input = | | input = 214B/D | ||
| subtitle = | | subtitle = | ||
| image = FFS_Kim_Hangetsuzan_7.png | | image = FFS_Kim_Hangetsuzan_7.png | ||
| image2 = FFS_Kim_Hangetsuzan_8.png | | image2 = FFS_Kim_Hangetsuzan_8.png | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| version | | version = B | ||
| Damage = 19 (4x2) | |||
| Damage = | |||
| Stun = 3 | | Stun = 3 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | Startup = 17 | ||
| Active = | | Active = 2+5 | ||
| Recovery = | | Recovery = 22 | ||
| Total = | | Total = 45 | ||
| Hit Adv = | | Hit Adv = Air reset | ||
| Block Adv = | | Block Adv = -1 | ||
| Property = | | Property = Airborne 7-16F | ||
| description = Kim's main combo ender. Fully safe on block. Reaches about halfway across the screen and comes out fast enough that it's a must in Kim's toolkit. The reward Kim receives makes his block pressure shine above the rest of the cast, and it deals great damage. Can be comboed from | | description = Kim's main combo ender. Fully safe on block. Reaches about halfway across the screen and comes out fast enough that it's a must in Kim's toolkit. The reward Kim receives makes his block pressure shine above the rest of the cast, and it deals great damage. Can be comboed from 2C as well as a simple punish or blockstring if the opponent gets caught by it. | ||
* -6 if only the first hit is blocked. -5 if only the second hit is blocked. | |||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| header = no | | header = no | ||
| version | | version = D | ||
| Damage = 24 (6x2) | |||
| Damage = | |||
| Stun = 6 | | Stun = 6 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | Startup = 26 | ||
| Active = | | Active = 3+6 | ||
| Recovery = | | Recovery = 27 | ||
| Total = | | Total = 61 | ||
| Hit Adv = | | Hit Adv = | ||
| Block Adv = | | Block Adv = -12 | ||
| Property = | | Property = Airborne 11-27F | ||
| description = Reaches the full stage, but is punishable on block, making it much more risky compared to Hangetsuzan B. Has slightly longer startup as well, so unless you have a clear read and need the approach, it's best not to use this version of the move at all. | | description = Reaches the full stage, but is punishable on block, making it much more risky compared to Hangetsuzan B. Has slightly longer startup as well, so unless you have a clear read and need the approach, it's best not to use this version of the move at all. | ||
* -15 if only the second hit is blocked. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Hienzan ([2]8K)</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Hienzan | | name = Hienzan | ||
| input = [2] | | input = [2]8B/D | ||
| subtitle = | | subtitle = | ||
| image = FFS_Kim_Hienzan_1.png | | image = FFS_Kim_Hienzan_1.png | ||
Line 435: | Line 598: | ||
| image4 = FFS_Kim_Hienzan_4.png | | image4 = FFS_Kim_Hienzan_4.png | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| version | | version = B | ||
| Damage = 14 (4x3) | |||
| Damage = | |||
| Stun = 3 | | Stun = 3 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | Startup = 7 | ||
| Active = | | Active = 3+4+4 | ||
| Recovery = | | Recovery = 31 | ||
| Total = | | Total = 48 | ||
| Hit Adv = | | Hit Adv = KD | ||
| Block Adv = | | Block Adv = -19 | ||
| Property = | | Property = Invincible 1-12F | ||
| description = Kim has to charge Hienzan, but if the opponent jumps at him and it's been long enough, Hienzan gives Kim a free anti-air that knocks down. It even has some horizontal range to it that makes it effective for attacking big targets like Cheng or Big Bear. Comes out fairly fast with invincibility frames mixed in, so the only way to punish it is to trade, or if Kim picks the wrong version for the height he needs. That, or the opponent baits him into releasing it and they can punish Kim on the ground. | | description = Kim has to charge Hienzan, but if the opponent jumps at him and it's been long enough, Hienzan gives Kim a free anti-air that knocks down. It even has some horizontal range to it that makes it effective for attacking big targets like Cheng or Big Bear. Comes out fairly fast with invincibility frames mixed in, so the only way to punish it is to trade, or if Kim picks the wrong version for the height he needs. That, or the opponent baits him into releasing it and they can punish Kim on the ground. | ||
* Block Adv is from the second hit. | |||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| header = no | | header = no | ||
| version | | version = D | ||
| Damage = 22 (5x2) | |||
| Damage = | |||
| Stun = 6 | | Stun = 6 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | Startup = 9 | ||
| Active = | | Active = 3+4+4 | ||
| Recovery = | | Recovery = 37 | ||
| Total = | | Total = 56 | ||
| Hit Adv = | | Hit Adv = KD | ||
| Block Adv = | | Block Adv = -27 | ||
| Property = | | Property = Invincible 1-14F | ||
| description = Reaches the full screen vertically, but is also more punishable. Has slightly more horizontal range due to Kim travelling farther, but not by much. | | description = Reaches the full screen vertically, but is also more punishable. Has slightly more horizontal range due to Kim travelling farther, but not by much. | ||
* Block Adv is from the first hit. -20 when the second hit is blocked. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Hishou Kyaku (j2K)</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Hishou Kyaku | | name = Hishou Kyaku | ||
| input = | | input = j2B/D | ||
| subtitle = | | subtitle = | ||
| image = FFS_Kim_Divekick.png | | image = FFS_Kim_Divekick.png | ||
| image2 = FFS_Kim_Divekick_Followup.png | | image2 = FFS_Kim_Divekick_Followup.png | ||
| caption = | | caption = B/D | ||
| | | caption2 = Follow up | ||
| data = | | data = | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| subtitle = | | subtitle = | ||
| Damage = | | Damage = 15 (3) | ||
| Stun = 3 | | Stun = 3 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | Startup = 10 | ||
| Active = | | Active = 18 | ||
| Recovery = | | Recovery = 3 | ||
| Total = | | Total = | ||
| Hit Adv = | | Hit Adv = KD | ||
| Block Adv = | | Block Adv = | ||
| Property = | | Property = | ||
| description = The crux of Kim's gameplan. If his divekick is blocked, he do a follow up | | description = The crux of Kim's gameplan. If his divekick is blocked, he do a follow up jD, but the properties are not the same as jD, and has recovery frames as well, making it a follow-up you have to time if the opponent comes at you. Divekick gives Kim several uses: | ||
* Forward momentum no one else has instant access to | * Forward momentum no one else has instant access to | ||
* An easy punish tool that can punish pretty much anything on reaction | * An easy punish tool that can punish pretty much anything on reaction | ||
Line 498: | Line 660: | ||
* A corner escape | * A corner escape | ||
Since this is quintessential to Kim's gameplan, he will have to jump quite a lot and as such, you want to learn how to best utilize his divekick effectively, both as mobility and as a punish tool. Even with the follow up, Kim leaves himself vulnerable if divekick is blocked by the opponent despite him jumping pretty far back off of block. Not only can the opponent punish Kim, but it's a chance for them to escape the corner as well. Kim loses the hitbox for divekick if he's about to land, so although the move can hit the opponent's lower body, it is possible to whiff and have Kim go through a few recovery frames. Albeit rare, the move can cross up the opponent and hit them behind, but they will still fall back the direction Kim is facing. | Since this is quintessential to Kim's gameplan, he will have to jump quite a lot and as such, you want to learn how to best utilize his divekick effectively, both as mobility and as a punish tool. Even with the follow up, Kim leaves himself vulnerable if divekick is blocked by the opponent despite him jumping pretty far back off of block. Not only can the opponent punish Kim, but it's a chance for them to escape the corner as well. Kim loses the hitbox for divekick if he's about to land, so although the move can hit the opponent's lower body, it is possible to whiff and have Kim go through a few recovery frames. Albeit rare, the move can cross up the opponent and hit them behind, but they will still fall back the direction Kim is facing. | ||
}} | |||
{{AttackData-FFS | |||
| header = no | |||
| version = D | |||
| subtitle = | |||
| Damage = 22 (5) | |||
| Stun = 6 | |||
| Guard = Mid | |||
| Startup = 10 | |||
| Active = 12 | |||
| Recovery = 3 | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = | |||
| Property = | |||
| description = * Does more damage and has a steeper angle than the B version, allowing Kim to descend even faster. | |||
}} | |||
{{AttackData-FFS | |||
| header = no | |||
| version = Follow Up (after blocked) | |||
| subtitle = | |||
| Damage = 19 | |||
| Stun = 4 | |||
| Guard = Overhead | |||
| Startup = 5 | |||
| Active = 6 | |||
| Recovery = 3 | |||
| Total = | |||
| Hit Adv = | |||
| Block Adv = | |||
| Property = | |||
| description = | |||
}} | }} | ||
}} | }} | ||
Line 506: | Line 700: | ||
{{MoveData | {{MoveData | ||
|image=FFS_Kim_Super_2.png | |image=FFS_Kim_Super_2.png | ||
|subtitle= | |subtitle=When health is flashing | ||
|input=21416B+D | |||
|caption= | |caption= | ||
|name=Ho'oukyaku | |name=Ho'oukyaku | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage= | |Damage=48 (12) | ||
|Stun=4 | |Stun=4 | ||
|Guard= | |Guard=Mid | ||
|Startup= | |Startup=10 | ||
|Active= | |Active=25 | ||
|Recovery= | |Recovery=17 | ||
|Total= | |Total=51 | ||
|Hit Adv= | |Hit Adv=KD | ||
|Block Adv= | |Block Adv=+9 | ||
|Property= | |Property=Invincible 1-1F, Lower-Body Invincible 3-34F | ||
|description= | |description=Plus on block super that also pushes the opponent pretty far back. One of the only supers you can combo into in the game, does great damage, travels fast and has fast startup. The ridiculous frame advantage, chip damage and speed allow Kim to mercilessly bully opponents in the corner. He can still be shutout by projectiles, but the only other options the opponent have are to either do a jump attack, block or escape. The input is also not obnoxious, so it's easy to get a grasp of. | ||
}} | }} | ||
}} | }} |
Revision as of 18:41, 14 November 2024
Introduction
The Taekwondo master returns from Fatal Fury 2 to clash with the fighters of Fatal Fury Special, and he means business. In a game about reading and punishing your opponent, Kim's punish game is exceptional to the point he doesn't even have to play by the game's rules. An incredibly powerful anti-air reversal, a dive kick that can punish practically anything, and a simple but devastating combo game gives Kim precisely the tools he needs to force the rest of the cast to play at his own pace, or potentially risk the entire round. That is not to say he is perfect, as his strongest combos require getting pretty close, which in turn means he needs to rely on dive kick to gain momentum. However, as long as the Kim player isn't careless, getting in against anyone is a breeze.
Pros | Cons |
---|---|
|
|
Standing | Crouching | Jumping |
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Move List
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 3 | 4 | 9 | +9 | +10 | Whiff Cancel, Self Cancel |
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
12 | 2 | Mid | 7 | 6 | 4 | 17 | +6 | +7 | Cancel |
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 8 | 6 | 28 | 41 | -10 | -11 | Cancel |
c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
20x2 | 4x2 | Mid | 13 | 5+8 | 8 | 33 | +7 | +8 | Cancel |
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
4 | 2 | Mid | 7 | 7 | 4 | 17 | +5 | +6 | Cancel | |
Surprisingly long hitbox, and has more reach than 2A. Not necessary for his combo game, but not a bad poke regardless. Comes out fast and is pretty active for a jab. |
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Mid | 12 | 8 | 9 | 28 | -1 | 0 | Cancel | |
Decently fast anti-air poke for catching opponents out of the air if Kim is unable to charge Hienzan or do an air-to-air jD. Decent ground poke as well, but it's possible to whiff against small/crouching characters. Very slightly more range than f5A |
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16x2 | 4x2 | Mid | 7 | 4+7 | 15 | 32 | +1 | +2 | - | |
Solid anti-air poke that hits twice. |
f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18x2 | 4x2 | Mid | 8 | 7 (11) 9 | 17 | 51 | -3 | -4 | - | |
Hits twice causing a nice amount of damage. Can combo into super. |
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
4 | 2 | Mid | 4 | 3 | 5 | 11 | +8 | +9 | Whiff Cancel, Self Cancel | |
Kim's 5A, but it's a low. This is how Kim racks up very high damage and stun as it easily combos into itself up to six times, and can be followed up with 2C. Great block pressure as well that comes out fast. Standard fare after 2C is to follow up with Hangetsuzan B. Kim also has the choice to follow up with 2D for a sweep if the Kim player needs it. |
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
4 | 2 | Low | 5 | 5 | 6 | 15 | +5 | +6 | Cancel | |
Decent poke, but the range is no better than what 2A has to offer, on top of being slower. |
2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 6 | 7 | 21 | 33 | -4 | -5 | Cancel | |
Your go to tool for when you're dishing out the Kim combos. Standard fare is to go for 2C into Hangetsuzan B. Great low poke that makes for both an easy combo and free pressure, and if you follow up with Hangetsuzan, which you always should if it connects, it will be safe on block. Low commitment, high reward poke, even if it's a little slow. |
2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Low | 10 | 10 | 12 | 31 | KD | +1 | Cancel | |
Faster version of 2C that does about the same damage, but it knocks down, giving Kim an opportunity for okizeme pressure. |
Air Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Overhead | 6 | ∞ | - | - | - | - | - | |
Has a smaller hitbox than jB/C, but reaches very slightly farther horizontally. Maybe there's some use for it, but jB/C is better to strike opponents above Kim regardless. Nothing special as a jump in unless you need the pinch of extra reach. |
jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
12 | 2 | Overhead | 6 | ∞ | - | - | - | - | - | |
Good air-to-air for opponents above Kim. Not all that great as a jump in going down, but is safer compared to Kim's jA as it has a larger hitbox below his body, which extends past his hurtbox. jD is still the superior air-to-air move, but this move has its uses as a vertical attack. |
jC
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 4 | Overhead | 7 | 21 | - | - | - | - | - | |
Similar to jB. |
jD
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
20 | 4 | Overhead | 6 | 17 | - | - | - | - | - | |
Excellent jump-in and air to air move. |
System Normals
Lane Blast
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Front Lane | 22 | 5 | Mid | 14 | 13 | 10 | 36 | KD | -4 | Cancel | |
One of Kim's best tools that is safe on block thanks to being cancellable. Like 2C, cancelling into Hangetsuzan B makes free pressure while remaining safe, as well as an easy combo. | |||||||||||
Back Lane | 22 | 5 | Mid | 16 | 16 | 10 | 41 | KD | -7 | Cancel |
Lane Attack
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A/B | 20 | 2 | Overhead | 9 | - | 4 | - | - | - | - | |
Standard fare for a lane attack. Hits a little below Kim's legs but nothing else is particularly interesting about his lane attack. | |||||||||||
C/D | 20 | 4 | Overhead | 9 | - | 4 | - | - | - | - | |
A slower high angle lane attack. |
Dodge Attack
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
11 | 5 | Mid | 13 | 11 | 16 | 39 | Air reset | -8 | Cancel, Upper-Body Invuln 1-23F, 32-39F | |
Pretty weak attack overall. You will likely forget Kim even has it, given it's bad range, albeit he has upper body invincibility. Hienzan and Hangetsuzan, or any of his exceptional normals, would be better than using his Dodge Attack. |
Throws
C Throw
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
26 | 3 | - | 1 | 1 | / | - | - | / | - | |
Kim's Throw. |
Special Moves
Hangetsuzan (214K)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 19 (4x2) | 3 | Mid | 17 | 2+5 | 22 | 45 | Air reset | -1 | Airborne 7-16F | |
Kim's main combo ender. Fully safe on block. Reaches about halfway across the screen and comes out fast enough that it's a must in Kim's toolkit. The reward Kim receives makes his block pressure shine above the rest of the cast, and it deals great damage. Can be comboed from 2C as well as a simple punish or blockstring if the opponent gets caught by it.
| |||||||||||
D | 24 (6x2) | 6 | Mid | 26 | 3+6 | 27 | 61 | - | -12 | Airborne 11-27F | |
Reaches the full stage, but is punishable on block, making it much more risky compared to Hangetsuzan B. Has slightly longer startup as well, so unless you have a clear read and need the approach, it's best not to use this version of the move at all.
|
Hienzan ([2]8K)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 14 (4x3) | 3 | Mid | 7 | 3+4+4 | 31 | 48 | KD | -19 | Invincible 1-12F | |
Kim has to charge Hienzan, but if the opponent jumps at him and it's been long enough, Hienzan gives Kim a free anti-air that knocks down. It even has some horizontal range to it that makes it effective for attacking big targets like Cheng or Big Bear. Comes out fairly fast with invincibility frames mixed in, so the only way to punish it is to trade, or if Kim picks the wrong version for the height he needs. That, or the opponent baits him into releasing it and they can punish Kim on the ground.
| |||||||||||
D | 22 (5x2) | 6 | Mid | 9 | 3+4+4 | 37 | 56 | KD | -27 | Invincible 1-14F | |
Reaches the full screen vertically, but is also more punishable. Has slightly more horizontal range due to Kim travelling farther, but not by much.
|
Hishou Kyaku (j2K)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | ||
---|---|---|---|---|---|---|---|---|---|---|---|
15 (3) | 3 | Mid | 10 | 18 | 3 | - | KD | - | - | ||
The crux of Kim's gameplan. If his divekick is blocked, he do a follow up jD, but the properties are not the same as jD, and has recovery frames as well, making it a follow-up you have to time if the opponent comes at you. Divekick gives Kim several uses:
Since this is quintessential to Kim's gameplan, he will have to jump quite a lot and as such, you want to learn how to best utilize his divekick effectively, both as mobility and as a punish tool. Even with the follow up, Kim leaves himself vulnerable if divekick is blocked by the opponent despite him jumping pretty far back off of block. Not only can the opponent punish Kim, but it's a chance for them to escape the corner as well. Kim loses the hitbox for divekick if he's about to land, so although the move can hit the opponent's lower body, it is possible to whiff and have Kim go through a few recovery frames. Albeit rare, the move can cross up the opponent and hit them behind, but they will still fall back the direction Kim is facing. | |||||||||||
D | 22 (5) | 6 | Mid | 10 | 12 | 3 | - | KD | - | - | |
| |||||||||||
Follow Up (after blocked) | 19 | 4 | Overhead | 5 | 6 | 3 | - | - | - | - |
Super Move
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
48 (12) | 4 | Mid | 10 | 25 | 17 | 51 | KD | +9 | Invincible 1-1F, Lower-Body Invincible 3-34F | |
Plus on block super that also pushes the opponent pretty far back. One of the only supers you can combo into in the game, does great damage, travels fast and has fast startup. The ridiculous frame advantage, chip damage and speed allow Kim to mercilessly bully opponents in the corner. He can still be shutout by projectiles, but the only other options the opponent have are to either do a jump attack, block or escape. The input is also not obnoxious, so it's easy to get a grasp of. |
Combos
Combo | Damage | Stun | Notes |
Close A x 1-6 > cr.C > Hangetsuzan B or Ho’oukyaku | 9-20 | Kim's standard BnB, which even on block is fully safe. If the entire combo connects, which depends on how many st.A's you can land, this will stun the opponent, thus giving Kim the chance to end the round with another combo. It will deal high damage even without most of the st.A attacks. | |
cr.A x 1-4 > cr.C > Hangetsuzan B or Ho’oukyaku | 9-16 | Kim's other BnB, which is also fully safe on block. Starts with a low instead of a high, and the more likely combo you'll perform, although you lose out on some range which means you can't connect as many cr.A attacks. You can also alternate between st.A and cr.A, but there's no reason to do this unless you need st.A's range to maybe connect an extra hit. | |
Close D (2 hits) > Hangetsuzan B or Ho’oukyaku | 7-12 | Easy super confirm, especially since st.D's duration gives you a ton of leg room to buffer his super input. And just like all of his other combos, it is safe on block, making it non-committal outside of st.D's startup. |