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==Move List== | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | Standing || align="center" | Crouching || align="center" | Jumping | | align="center" | Standing || align="center" | Crouching || align="center" | Jumping || align="center" | Taunting | ||
|- | |- | ||
| align="center"; valign="bottom" | [[File: | | align="center"; valign="bottom" | [[File:FFS_Kim_Stand.png]] || align="center"; valign="bottom" | [[File:FFS_Kim_Crouch.png]] || align="center"; valign="bottom" | [[File:FFS_Kim_Jump.png]] || align="center"; valign="bottom" | [[File:FFS_Kim_Taunt.gif]] | ||
|- | |- | ||
| align="center" | || align="center" | || align="center" | 54F (4+47+3) duration. | |||
|} | |} | ||
=== Close Standing Normals === | === Close Standing Normals === | ||
Line 543: | Line 544: | ||
|Damage=26 | |Damage=26 | ||
|Stun=3 | |Stun=3 | ||
|Guard=Throw | |||
|Startup=1 | |Startup=1 | ||
|Active=1 | |Active=1 | ||
|Recovery=/ | |Recovery=/ | ||
|Hit Adv= | |Hit Adv=KD | ||
|Block Adv=/ | |Block Adv=/ | ||
|description=Kim | |description= * Switches sides. | ||
<gallery class="mw-collapsible"> | |||
FFS Kim C Throw 1.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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==Strategy== | ==Strategy== | ||
===The Basics=== | ===The Basics=== | ||
===Advanced Strategy=== | ===Advanced Strategy=== | ||
==Match-ups== | |||
===Vs. Andy Bogard=== | |||
===Vs. Axel Hawk=== | |||
===Vs. Big Bear=== | |||
===Vs. Billy Kane=== | |||
===Vs. Cheng Sinzan=== | |||
===Vs. Duck King=== | |||
===Vs. Geese Howard=== | |||
===Vs. Joe Higashi=== | |||
===Vs. Jubei Yamada=== | |||
===Vs. Kim Kaphwan=== | |||
===Vs. Laurence Blood=== | |||
===Vs. Mai Shiranui=== | |||
===Vs. Ryo Sakazaki=== | |||
===Vs. Terry Bogard=== | |||
===Vs. Tung Fu Rue=== | |||
===Vs. Wolfgang Krauser=== | |||
{{Navbox-FFS}} | {{Navbox-FFS}} | ||
[[Category:Fatal Fury Special]] | [[Category:Fatal Fury Special]] | ||
[[Category:Kim Kaphwan]] | [[Category:Kim Kaphwan]] |
Latest revision as of 04:09, 5 March 2025
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 |
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Move List
Standing | Crouching | Jumping | Taunting |
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54F (4+47+3) duration. |
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 | Kara Cancel | |
The optimal combo starter. Links to itself a good number of times, especially when you hold forward while chaining them together. |
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
12 | 2 | Mid | 7 | 6 | 4 | 17 | +6 | +7 | Kara Cancel | |
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 8 | 6 | 28 | 41 | -10 | -11 | Kara Cancel | |
Links from close 5A, can combo into 214B. 2C does the same job and is easier to use, though. |
c5D
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 | Kara 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 | Kara 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. Links from c5A and can be used as an alternate combo ender instead of 2C -> 214B, doing less damage but more stun. |
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. Can be used as an anti-air, but f5C serves the same purpose and is much safer on whiff. |
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
4 | 2 | Mid | 4 | 3 | 5 | 11 | +8 | +9 | Kara Cancel | |
Similar to c5A but crouching. This is how Kim racks up very high damage and stun as it easily combos into itself up to 4 times and can link into 2C and 2D. Great block pressure as well that comes out fast. |
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
4 | 2 | Low | 5 | 5 | 6 | 15 | +5 | +6 | Kara 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 | Kara 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 | Kara Cancel | |
Faster version of 2C that does about the same damage, but it knocks down, giving Kim an opportunity for okizeme pressure. |
Jumping 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. |
Universal Mechanics
Lane Blast (CD)
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 | Kara 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
Sakkyaku Nage (4/6C)
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.
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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.
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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.
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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.
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Hishou Kyaku (j2K)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 15 (3) | 3 | Mid | 10 | 18 | 3 | - | KD | - | - | |
The crux of Kim's gameplan. 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. 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 | - | - | |
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Follow Up (after blocked) | 19 | 4 | Overhead | 5 | 6 | 3 | - | - | - | - | |
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Desperation Move
Ho'oukyaku (21416BD)
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 |
c5AxN, 2C > 214B/21416BD | 55/73 | 19/20 | Kim's standard punish combo, which even on block is fully safe. c5A whiffs on some crouching characters! It will deal high damage regardless of how many c5As are used, but if enough are linked then this will stun most characters and let Kim end the round with another combo. Damage/Stun values are with 6 c5As. |
2AxN, 2C > 214B/21416BD | 36/58 | 13/14 | Pretty much the same as using c5A, but will work on all crouchers. 2A does less damage than c5A and cannot be linked as many times due to inferior range, but if the opponent is standing or a tall croucher 2A can link to c5A just fine. Damage/Stun values are with 3 2As. |
c5D(2) > 214B/21416BD | 51/73 | 11/12 | Easy super confirm, especially since c5D's duration gives you a ton of leg room to buffer his super input. Just like all of his other combos, it is safe on block. |