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[[File:CVS2_Kim_Data.png|right|500px]] | [[File:CVS2_Kim_Data.png|right|500px]] | ||
== Story == | == Story == | ||
'''Kim Kaphwan''' is a Korean Tae Kwon Do master. He is strict, and has a deep love for the idea of justice through learning martial arts. He had been the reigning champion of the martial art for quite some time when he was invited to the | '''Kim Kaphwan''' is a Korean Tae Kwon Do master. He is strict, and has a deep love for the idea of justice through learning martial arts. He had been the reigning champion of the martial art for quite some time when he was invited to the King of Fighters tournament, hosted by Wolfgang Krauser. He ended up losing to Terry, and openly admitted Terry to be a better fighter than him. Since then, the two have maintained a healthy rivalry/friendship, with Kim frequently staying in South Town to aid Terry in whatever adventures he has going on. Kim eventually has two sons, who become his future students as seen in Garou: Mark of the Wolves. One day, Kim saw that a rampage had started when Chang Koehan had escaped from prison and none of the police could stop him. Kim, enraged at this, went to fight Chang himself. During their fight, Choi Bounge jumped out to help Chang. Even in a 2 vs 1 against two convicted serial killers who even the police couldn't stop, Kim dispatched the two with ease. Seeing the potential in his power, Kim began his infamous Rehabilitation Project, where he would take wanted criminals and teach them about Tae Kwon Do and his strict, justice-based worldview. | ||
== Gameplay == | == Gameplay == | ||
Kim is a rushdown oriented character with solid mobility and some good tools for pressure. His combos are simple and fairly reliable, | Kim is a rushdown oriented character with solid mobility and some good tools for pressure. His combos are simple and fairly reliable, but some are punishable even on hit and many of his specials require you to charge which can limit how he does them. He has great tools for playing neutral as well, between some solid close-range pokes, his [4]6K Ryuseiraku slide that hits low, and some great anti-airs like his [2]8K Hienzan flash kicks. 214K Hangetsuzan is a fairly annoying flip kick special that jumps into the air and gets Kim in, and his j.236K Hishokyaku divekicks are useful multi-hitting divekicks as well. He has a very unique special in 22K Hakikyaku, a low hitting stomp that can super cancel for big damage combos. | ||
Kim even has a stance by doing 5HK or 22HK and then holding HK, with 5 different possible followups for the opponent to deal with. Setting it up over a knocked down opponent is a powerful way to use it, or even just threatening it after a blocked 5HK/22HK. However, what truly makes Kim as viable as he is would be his infinite. His 236236K Ho-o Hitenkyaku super launches the opponent for juggles, and by cancelling the level 2 version into a 22HK Hakikyaku, activating stance, and then kara-cancelling the stance LP into another 22HK, you can infinitely juggle them in the corner. With Kim's great rushdown ability, putting them in the corner isn't too hard, and if you can land this consistently you'll absolutely be stealing rounds. It isn't easy or damaging however, and you have to be in C-Groove with at least 2 bars of meter, limiting how you use it immensely. | Kim even has a stance by doing 5HK or 22HK and then holding HK, with 5 different possible followups for the opponent to deal with. Setting it up over a knocked down opponent is a powerful way to use it, or even just threatening it after a blocked 5HK/22HK. However, what truly makes Kim as viable as he is would be his infinite. His 236236K Ho-o Hitenkyaku super launches the opponent for juggles, and by cancelling the level 2 version into a 22HK Hakikyaku, activating stance, and then kara-cancelling the stance LP into another 22HK, you can infinitely juggle them in the corner. With Kim's great rushdown ability, putting them in the corner isn't too hard, and if you can land this consistently you'll absolutely be stealing rounds. It isn't easy or damaging however, and you have to be in C-Groove with at least 2 bars of meter, limiting how you use it immensely. | ||
=== Groove Selection === | === Groove Selection === | ||
'''Best - C:''' As stated above, C-Kim is the only Kim that can reliably access the infinite. This immediately puts C-Kim above the rest, as being able to perform the infinite is required at a high level. C-Kim does get other useful tools in general however, like an airblock to make his approach safer and a roll for RC specials. Kim's RC Hangetsuzan and RC Ryuseiraku can be very annoying in some situations. Consistent access to meter helps him in general as well, as it allows him to more often end combos in big damage and a knockdown without having charge. C-Kim doesn't get run or hop, but Kim has fine enough mixups and offense to live without them, though they definitely help. Even without the infinite, C-Kim is strong, and having consistent access to the infinite makes him even better. | '''Best - C:''' As stated above, C-Kim is the only Kim that can reliably access the infinite. This immediately puts C-Kim above the rest (if you can execute it), as being able to perform the infinite is required at a high level. C-Kim does get other useful tools in general however, like an airblock to make his approach safer and a roll for RC specials. Kim's RC Hangetsuzan and RC Ryuseiraku can be very annoying in some situations. Consistent access to meter helps him in general as well, as it allows him to more often end combos in big damage and a knockdown without having charge. C-Kim doesn't get run or hop, but Kim has fine enough mixups and offense to live without them, though they definitely help. Even without the infinite, C-Kim is strong, and having consistent access to the infinite makes him even better. Keep in mind most of the cast need to be standing to get the infinite started. | ||
'''Useful - A/N/K:''' If the stomp infinite was more easily available, A-Kim would likely outrank C-Kim. A-Kim actually has very good synergy with CC as a whole, and his CC does pretty good damage overall. He maintains all of the things C-Kim has except airblock as well. Sadly, you can't end a CC in the infinite (if you could, A-Kim would likely be a top tier), meaning it loses out to C-Kim overall. N-Kim gets more mobility for rushdown, and one of the better guard cancel rolls thanks to his fast roll. While ending in a level 1 super doesn't do much damage, being able to end in level 1 Ho-okyaku consistently helps Kim convert more often without charge. His level 1 Ho-o Tenbukyaku divekick super is great at calling out anti-airs and air-to-airs, however a level 1 Ho-o Hitenkyaku is essentially useless. K-Kim gets run and hop, but also gets a huge damage buff when in Rage, making his offense even scarier. A stomp cancelled into level 3 Ho-okyaku will do great damage, and level 3 Hitenkyaku allows for juggles afterward for high damage. Still, big damage doesn't match to an infinite, leaving K-Kim by the wayside. | '''Useful - A/N/K:''' If the stomp infinite was more easily available, A-Kim would likely outrank C-Kim. A-Kim actually has very good synergy with CC as a whole, and his CC does pretty good damage overall. He maintains all of the things C-Kim has except airblock as well. Sadly, you can't end a CC in the infinite (if you could, A-Kim would likely be a top tier), meaning it loses out to C-Kim overall. N-Kim gets more mobility for rushdown, and one of the better guard cancel rolls thanks to his fast roll. While ending in a level 1 super doesn't do much damage, being able to end in level 1 Ho-okyaku consistently helps Kim convert more often without charge. His level 1 Ho-o Tenbukyaku divekick super is great at calling out anti-airs and air-to-airs, however a level 1 Ho-o Hitenkyaku is essentially useless. K-Kim gets run and hop, but also gets a huge damage buff when in Rage, making his offense even scarier. A stomp cancelled into level 3 Ho-okyaku will do great damage, and level 3 Hitenkyaku allows for juggles afterward for high damage. Still, big damage doesn't match to an infinite, leaving K-Kim by the wayside. | ||
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* '''Mixup:''' Kim naturally has solid mixup potential, with his Nerichagi overhead command and a great crossup, but adding in his stance makes it even better, where he can go between 5 different stance moves to beat out whatever the opponent does or even just reset back into stance | * '''Mixup:''' Kim naturally has solid mixup potential, with his Nerichagi overhead command and a great crossup, but adding in his stance makes it even better, where he can go between 5 different stance moves to beat out whatever the opponent does or even just reset back into stance | ||
* '''Supers:''' Kim has three useful supers, between his j.2363214K divekick super, a powerful launcher super in 236236K, and his 22K stomp cancels into his 21416K super for huge damage potential | * '''Supers:''' Kim has three useful supers, between his j.2363214K divekick super, a powerful launcher super in 236236K, and his 22K stomp cancels into his 21416K super for huge damage potential | ||
* '''Infinite:''' His defining trait is his cornered stomp infinite in C-Groove, which is difficult to do but will kill any character if he gets a solid enough hit. It's performed by doing 236236MK super, cancelling that into 22HK, activating stance from 22HK, doing stance LP, and cancelling stance LP's startup into another 22HK, looping the stance cancel multiple times until ending in a level 3 21416K super to kill them | * '''Infinite:''' His defining trait is his cornered stomp infinite in C-Groove, which is difficult to do but will kill any character if he gets a solid enough hit. It's performed by doing 236236MK super, cancelling that into 22HK, activating stance from 22HK, doing stance LP, and cancelling stance LP's startup into another 22HK, looping the stance cancel multiple times until ending in a level 3 21416K super to kill them, making his comeback potential in C very high | ||
|cons= | |cons= | ||
* ''' | * '''Low damage:''' Kim mainly pokes and tries to land level 3. Many moves need to be close or can't be comboed into, making his damage output not great in addition to very average damage supers and bad level 2 cancels outside of corner | ||
* '''Zoning:''' Kim can't zone out any opponents, and even moreso he struggles to deal with solid zoning himself sometimes | * '''Zoning:''' Kim can't zone out any opponents, and even moreso he struggles to deal with solid zoning himself sometimes | ||
* ''' | * '''Unsafe specials:''' Kim main guard damage tool qcb+k is punishable on block and hit depending on spacing, HK version being the easiest to punish, with LK being generally safe. Bad spacing can lead to being punished for big damage. Charge b~f+k also has a big gap between hits for punishes, can't be comboed into, and very negative on block, only safe by spacing (fast supers will hit) | ||
}} | }} | ||
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| Towel || Japan || C-Groove || Twitter: @TowelManX || Very dominant player, plays great footsies and applies even better pressure. <br> [https://youtu.be/obM2I8MAL74?t=63 Sample Match] | | Towel || Japan || C-Groove || Twitter: @TowelManX || Very dominant player, plays great footsies and applies even better pressure. <br> [https://youtu.be/obM2I8MAL74?t=63 Sample Match] | ||
|- | |- | ||
| masathu || Japan || A-Groove || N/A || A low tier hero of sorts, but Kim is definitely his strongest character. <br> [https://youtu.be/ | | masathu || Japan || A-Groove || N/A || A low tier hero of sorts, but Kim is definitely his strongest character. <br> [https://youtu.be/ZhLBE-6r530?si=AcpnbDx5cbvRNRx- Sample Match] | ||
|- | |- | ||
| Leezy || USA || K-Groove || N/A || Among Norcal's sea of K-Groovers, Leezy is arguably the best of them. His Kim is absolutely terrifying with great use of shorthops and stagger pressure to make him a surprisingly oppressive character. <br> [https://youtu.be/yg8qnC-O71o?t=6m0s Sample Match] | | Leezy || USA || K-Groove || N/A || Among Norcal's sea of K-Groovers, Leezy is arguably the best of them. His Kim is absolutely terrifying with great use of shorthops and stagger pressure to make him a surprisingly oppressive character. <br> [https://youtu.be/yg8qnC-O71o?t=6m0s Sample Match] | ||
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| input = 5LP / Far LP | | input = 5LP / Far LP | ||
| subtitle = Far Light Punch | | subtitle = Far Light Punch | ||
| image = | | image = CVS2 Kim 5LP.png | ||
| caption = | | caption = | ||
| linkname = 5LP | | linkname = 5LP | ||
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| input = 5MP / Far MP | | input = 5MP / Far MP | ||
| subtitle = Far Medium Punch | | subtitle = Far Medium Punch | ||
| image = | | image = CVS2 Kim 5MP.png | ||
| caption = | | caption = | ||
| linkname = 5MP | | linkname = 5MP | ||
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| input = 5HP / Far HP | | input = 5HP / Far HP | ||
| subtitle = Far Heavy Punch | | subtitle = Far Heavy Punch | ||
| image = | | image = CVS2 Kim 5HP.png | ||
| caption = | | caption = | ||
| linkname = 5HP | | linkname = 5HP | ||
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| advBlock = -2 | | advBlock = -2 | ||
| invul = - | | invul = - | ||
| description = | | description = A decent poke to chunk an opponents guard or whiff punish, but able to be crouched by some characters. For list see [https://docs.google.com/document/d/1KRWeLdMKUnJTe751__-lwCk-qubG3_s2i5T5tvAIr3Q/edit?tab=t.0 Jayts move height doc] | ||
}} | }} | ||
}} | }} | ||
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| input = 5LK / Far LK | | input = 5LK / Far LK | ||
| subtitle = Far Light Kick | | subtitle = Far Light Kick | ||
| image = | | image = CVS2 Kim 5LK.png | ||
| caption = | | caption = | ||
| linkname = 5LK | | linkname = 5LK | ||
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| advBlock = +5 | | advBlock = +5 | ||
| invul = - | | invul = - | ||
| description = | | description = Extremely long light poke, with strong frame advantage. Can use to fish for counter hits and great for max range c.lk confirms into super. Very useful pressure tool. | ||
}} | }} | ||
}} | }} | ||
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| input = 5MK / Far MK | | input = 5MK / Far MK | ||
| subtitle = Far Medium Kick | | subtitle = Far Medium Kick | ||
| image = | | image = CVS2 Kim 5MK.png | ||
| caption = | | caption = | ||
| linkname = 5MK | | linkname = 5MK | ||
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| advBlock = +1 | | advBlock = +1 | ||
| invul = - | | invul = - | ||
| description = | | description = Primarily used as a decent anti-air which charge is not available or if you suspect an air block. | ||
}} | }} | ||
}} | }} | ||
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| input = 5HK / Far HK | | input = 5HK / Far HK | ||
| subtitle = Far Heavy Kick | | subtitle = Far Heavy Kick | ||
| image = | | image = CVS2 Kim 5HK.png | ||
| caption = | | caption = | ||
| linkname = 5HK | | linkname = 5HK | ||
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| damage = 1400 | | damage = 1400 | ||
| stun = 14 | | stun = 14 | ||
| cancel = | | cancel = Stance | ||
| guard = Mid | | guard = Mid | ||
| parry = Mid | | parry = Mid | ||
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| advBlock = -6 | | advBlock = -6 | ||
| invul = - | | invul = - | ||
| description = | | description = Great range, but not the best button due to lengthy start up. Holding down the kick button will put Kim into his stance allowing him access to follow up moves. | ||
}} | }} | ||
}} | }} | ||
=== Close Standing Normals === | === Close Standing Normals === | ||
=== <span class="invisible-header">clHP</span> === | === <span class="invisible-header">clHP</span> === | ||
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| input = cl.HP | | input = cl.HP | ||
| subtitle = Close Heavy Punch | | subtitle = Close Heavy Punch | ||
| image = | | image = CVS2 Kim cHP.png | ||
| caption = 2 Hit | | caption = First Hit | ||
| image2 = CVS2 Kim cHP 2.png | |||
| caption2 = Second Hit | |||
| linkname = cl.HP | | linkname = cl.HP | ||
| data = | | data = | ||
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| advBlock = -4 | | advBlock = -4 | ||
| invul = - | | invul = - | ||
| description = | | description = Not the best normal to use, but the first hit can be canceled into, but less damage than linking to c.mk. The second hit will launch into an air reset states, not allowing any follow ups. | ||
}} | }} | ||
}} | }} | ||
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| input = cl.LK | | input = cl.LK | ||
| subtitle = Close Light Kick | | subtitle = Close Light Kick | ||
| image = | | image = CVS2 Kim cLK.png | ||
| caption = | | caption = | ||
| linkname = cl.LK | | linkname = cl.LK | ||
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| advBlock = -3 | | advBlock = -3 | ||
| invul = - | | invul = - | ||
| description = | | description = A fast high hitting normal, will whiff on crouchers. Mainly used during custom combo in the corner for hit count. | ||
}} | }} | ||
}} | }} | ||
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| input = 2LP / cr.LP | | input = 2LP / cr.LP | ||
| subtitle = Crouching Light Punch | | subtitle = Crouching Light Punch | ||
| image = | | image = CVS2 Kim 2LP.png | ||
| caption = | | caption = | ||
| linkname = 2LP | | linkname = 2LP | ||
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| advBlock = +7 | | advBlock = +7 | ||
| invul = - | | invul = - | ||
| description = | | description = A standard light attack, used for chaining or linking into c.mk or close s.hp. | ||
}} | }} | ||
}} | }} | ||
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| input = 2MP / cr.MP | | input = 2MP / cr.MP | ||
| subtitle = Crouching Medium Punch | | subtitle = Crouching Medium Punch | ||
| image = | | image = CVS2 Kim 2MP.png | ||
| caption = | | caption = | ||
| linkname = 2MP | | linkname = 2MP | ||
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| advBlock = +3 | | advBlock = +3 | ||
| invul = - | | invul = - | ||
| description = | | description = Nothing too special about c.mp, not as good as others (Shotos, Kyo, etc). Does less damage than c.mk. | ||
}} | }} | ||
}} | }} | ||
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| input = 2HP / cr.HP | | input = 2HP / cr.HP | ||
| subtitle = Crouching Heavy Punch | | subtitle = Crouching Heavy Punch | ||
| image = | | image = CVS2 Kim 2HP.png | ||
| caption = | | caption = | ||
| linkname = 2HP | | linkname = 2HP | ||
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| advBlock = -8 | | advBlock = -8 | ||
| invul = - | | invul = - | ||
| description = | | description = Mainly used as an early anti-air. Hit's extremely high and whiffs on crouchers, great reach and angle, but can be beaten by normals done early. | ||
}} | }} | ||
}} | }} | ||
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| input = 2LK / cr.LK | | input = 2LK / cr.LK | ||
| subtitle = Crouching Light Kick | | subtitle = Crouching Light Kick | ||
| image = | | image = CVS2 Kim 2LK.png | ||
| caption = | | caption = | ||
| linkname = 2LK | | linkname = 2LK | ||
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| advBlock = +4 | | advBlock = +4 | ||
| invul = - | | invul = - | ||
| description = | | description = A great ranged light attack with ok frame advantage. Your main way of landing max range super from lights (c.lk xx s.lk xx Super). | ||
}} | }} | ||
}} | }} | ||
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| input = 2MK / cr.MK | | input = 2MK / cr.MK | ||
| subtitle = Crouching Medium Kick | | subtitle = Crouching Medium Kick | ||
| image = | | image = CVS2 Kim 2MK.png | ||
| caption = | | caption = | ||
| linkname = 2MK | | linkname = 2MK | ||
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| advBlock = -1 | | advBlock = -1 | ||
| invul = - | | invul = - | ||
| description = | | description = An ok poke, not great range, but you main way of landing ranged punishes. | ||
}} | }} | ||
}} | }} | ||
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| input = 2HK / cr.HK | | input = 2HK / cr.HK | ||
| subtitle = Crouching Heavy Kick | | subtitle = Crouching Heavy Kick | ||
| image = | | image = CVS2 Kim 2HK.png | ||
| caption = | | caption = | ||
| linkname = 2HK | | linkname = 2HK | ||
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| advBlock = -10 | | advBlock = -10 | ||
| invul = - | | invul = - | ||
| description = | | description = A great ranged sweep, a bit on the slow side. Careful using, as fast supers can punish (Gigaton Blow, Sonic Hurricane, etc) | ||
}} | }} | ||
}} | }} | ||
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| input = j.LP | | input = j.LP | ||
| subtitle = Jumping Light Punch | | subtitle = Jumping Light Punch | ||
| image = | | image = CVS2 Kim jLP.png | ||
| caption = | | caption = | ||
| linkname = j.LP | | linkname = j.LP | ||
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| input = j.MP | | input = j.MP | ||
| subtitle = Jumping Medium Punch | | subtitle = Jumping Medium Punch | ||
| image = | | image = CVS2 Kim jMP.png | ||
| caption = | | caption = | ||
| linkname = j.MP | | linkname = j.MP | ||
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| input = j.HP | | input = j.HP | ||
| subtitle = Jumping Heavy Punch | | subtitle = Jumping Heavy Punch | ||
| image = | | image = CVS2 Kim jHP.png | ||
| caption = | | caption = | ||
| linkname = j.HP | | linkname = j.HP | ||
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| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = A decent jump in, can be canceled into air super. Works as instant overhead on fat crouchers. | ||
}} | }} | ||
}} | }} | ||
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| input = j.LK | | input = j.LK | ||
| subtitle = Jumping Light Kick | | subtitle = Jumping Light Kick | ||
| image = | | image = CVS2 Kim jLK.png | ||
| caption = | | caption = | ||
| linkname = j.LK | | linkname = j.LK | ||
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| input = j.MK | | input = j.MK | ||
| subtitle = Jumping Medium Kick | | subtitle = Jumping Medium Kick | ||
| image = | | image = CVS2 Kim jMK.png | ||
| caption = | | caption = | ||
| linkname = j.MK | | linkname = j.MK | ||
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| input = j.HK | | input = j.HK | ||
| subtitle = Jumping Heavy Kick | | subtitle = Jumping Heavy Kick | ||
| image = | | image = CVS2 Kim jHK.png | ||
| caption = | | caption = | ||
| linkname = j.HK | | linkname = j.HK | ||
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== Command Normals == | == Command Normals == | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Neri Chagi</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Neri Chagi | ||
| input = F+HK, 6HK | | input = F+HK, 6HK | ||
| subtitle = Overhead Kick | | subtitle = Overhead Kick | ||
| image = | | image = CVS2 Kim 6HK.png | ||
| caption = | | caption = | ||
| linkname = X | | linkname = X | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = - | | version = {{Motion|6}} + {{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = 1000 | | damage = 1000 | ||
| stun = 10 | | stun = 10 | ||
| cancel = | | cancel = Stance | ||
| guard = High | | guard = High | ||
| parry = Mid | | parry = Mid | ||
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| advBlock = +2 | | advBlock = +2 | ||
| invul = - | | invul = - | ||
| description = | | description = A standard overhead that is plus on block. Hold down HK to transition to stance. | ||
}} | }} | ||
}} | }} | ||
== Throws == | == Throws == | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Punch Throw</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Sakkyaku Nage | ||
| input = Near Opponent, 4/6HP | | input = Near Opponent, 4/6HP | ||
| subtitle = Punch Throw | | subtitle = Punch Throw | ||
| image = | | image = CVS2 Kim punchthrow.png | ||
| caption = | | caption = | ||
| linkname = Punch Throw Name | | linkname = Punch Throw Name | ||
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}} | }} | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Rengekikyaku</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Rengekikyaku | ||
| input = Near Opponent, 4/6HK | | input = Near Opponent, 4/6HK | ||
| subtitle = Kick Throw | | subtitle = Kick Throw | ||
| image = | | image = CVS2 Kim kickthrow.png | ||
| caption = | | caption = | ||
| linkname = Kick Throw Name | | linkname = Kick Throw Name | ||
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| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | | version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1900 | ||
| stun = - | | stun = - | ||
| cancel = - | | cancel = - | ||
| guard = - | | guard = - | ||
| parry = - | | parry = - | ||
| startup = | | startup = 5 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 13 | ||
| total = | | total = 19 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
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}} | }} | ||
}} | }} | ||
== Stance Moves == | |||
=== <span class="invisible-header">Kamae</span> === | |||
{{MoveData | |||
| name = Kamae | |||
| input = [HK] | |||
| subtitle = Stance | |||
| image = CVS2 Kim stance.png | |||
| caption = | |||
| linkname = X | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Icon-Capcom|HK}}, | |||
| subtitle = | |||
| damage = | |||
| stun = | |||
| cancel = | |||
| guard = | |||
| parry = | |||
| startup = 14 | |||
| active = | |||
| recovery = 10 | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = None | |||
| description = Kim assumes a stance which can be canceled into 1 of 5 follow ups (LP, MP, HP, MK, LK, or MK). Transition to stance from s.hk, hk stomp, or overhead by holding down hk. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shinkyaku</span> === | |||
{{MoveData | |||
| name = Shinkyaku | |||
| input = Stance LP | |||
| subtitle = | |||
| image = CVS2 Kim stance LP.png | |||
| caption = | |||
| linkname = X | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Icon-Capcom|HK}}, {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9 | |||
| active = 8 | |||
| recovery = 20 | |||
| total = 37 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = None | |||
| description = A quick poke that can be canceled into a special or super. This move is the key to his infinite in the corner by kara canceling itself into another HK stomp. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Haishukyaku</span> === | |||
{{MoveData | |||
| name = Haishukyaku | |||
| input = Stance MP | |||
| subtitle = | |||
| image = CVS2 Kim stance MP.png | |||
| caption = | |||
| linkname = X | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Icon-Capcom|HK}}, {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 18 | |||
| active = 6 | |||
| recovery = 20 | |||
| total = 44 | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = None | |||
| description = A slow start-up kick that avoids low attacks. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Haisenkyaku</span> === | |||
{{MoveData | |||
| name = Haisenkyaku | |||
| input = Stance HP | |||
| subtitle = | |||
| image = CVS2 Kim stance HP.png | |||
| caption = | |||
| linkname = X | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Icon-Capcom|HK}}, {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 6 | |||
| recovery = 31 | |||
| total = 47 | |||
| advHit = DWN | |||
| advBlock = -11 | |||
| invul = None | |||
| description = A spin kick that will knock the opponent down on hit. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Setten Gedankyaku</span> === | |||
{{MoveData | |||
| name = Setten Gedankyaku | |||
| input = Stance LK | |||
| subtitle = | |||
| image = CVS2 Kim stance LK.png | |||
| caption = | |||
| linkname = X | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Icon-Capcom|HK}}, {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 22 | |||
| active = 14 | |||
| recovery = 17 | |||
| total = 53 | |||
| advHit = -5 | |||
| advBlock = -5 | |||
| invul = None | |||
| description = A slow stomp attack that hits low. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Neri Chagi</span> === | |||
{{MoveData | |||
| name = Neri Chagi | |||
| input = Stance MK | |||
| subtitle = | |||
| image = CVS2 Kim stance MK.png | |||
| caption = | |||
| linkname = X | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Icon-Capcom|HK}}, {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 23 | |||
| active = 2 | |||
| recovery = 17 | |||
| total = 42 | |||
| advHit = +5 | |||
| advBlock = +5 | |||
| invul = None | |||
| description = A slow overhead that allows c.lk to combo after, the key to mix-ups on knockdown when meter is available (knockdown, stance into block, overhead, or low) | |||
}} | |||
}} | |||
== Special Moves == | |||
=== <span class="invisible-header">Kusajin</span> === | |||
{{MoveData | |||
| name = Kusajin | |||
| input = [2]8P | |||
| subtitle = | |||
| image = CVS2 Kim 28P.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 3(9)3 | |||
| recovery = 34 | |||
| total = 54 | |||
| advHit = DWN | |||
| advBlock = -25 | |||
| invul = 5 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 800+600 | |||
| stun = 8+6 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 3(9)3(9)3 | |||
| recovery = 35 | |||
| total = 68 | |||
| advHit = DWN | |||
| advBlock = -38 | |||
| invul = 6 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 600+500+400 | |||
| stun = 6+5+4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 3(9)3(9)3 | |||
| recovery = 36 | |||
| total = 70 | |||
| advHit = DWN | |||
| advBlock = -39 | |||
| invul = 7 (Full) | |||
| description = A reversal attack that can trade due to invincibility ending on 1st active frame. Can be air blocked. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Hienzan</span> === | |||
{{MoveData | |||
| name = Hienzan | |||
| input = [2]8K | |||
| subtitle = | |||
| image = CVS2 Kim 28K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 14 | |||
| recovery = 39 | |||
| total = 57 | |||
| advHit = DWN | |||
| advBlock = -33 | |||
| invul = 4 (Full) 5-6 (Anti-air) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1500 | |||
| stun = 15 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 14 | |||
| recovery = 45 | |||
| total = 63 | |||
| advHit = DWN | |||
| advBlock = -39 | |||
| invul = 4 (Full) 5-6 (Anti-air) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = 2HK | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 14 | |||
| recovery = 52 | |||
| total = 70 | |||
| advHit = DWN | |||
| advBlock = -46 | |||
| invul = 6 (Full) | |||
| description = A reversal that can be air blocked, must be done deep to avoid trades. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Tenshozan</span> === | |||
{{MoveData | |||
| name = Tenshozan | |||
| input = 2HK after H Hienzan | |||
| subtitle = | |||
| image = CVS2 Kim 28K 2HK.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|HK}}, {{Motion|2}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 4 | |||
| recovery = 30 | |||
| total = 42 | |||
| advHit = DWN | |||
| advBlock = -36 | |||
| invul = None | |||
| description = Follow up attack to HK Hienzan. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Ryuseiraku</span> === | |||
{{MoveData | |||
| name = Ryuseiraku | |||
| input = [4]6K | |||
| subtitle = | |||
| image = CVS2 Kim 46K.png | |||
| caption = First Hit | |||
| image2 = CVS2 Kim 46K 2.png | |||
| caption2 = Second Hit | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Motion|4}}, {{Motion|6}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400+1100 | |||
| stun = 4+11 | |||
| cancel = None | |||
| guard = Low, Mid | |||
| parry = Low, High | |||
| startup = 19 | |||
| active = 10(24)4 | |||
| recovery = 27 | |||
| total = 74 | |||
| advHit = DWN | |||
| advBlock = -11 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Motion|4}}, {{Motion|6}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 400+1200 | |||
| stun = 4+12 | |||
| cancel = None | |||
| guard = Low, Mid | |||
| parry = Low, High | |||
| startup = 19 | |||
| active = 15(25)5 | |||
| recovery = 27 | |||
| total = 81 | |||
| advHit = DWN | |||
| advBlock = -12 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Motion|4}}, {{Motion|6}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 400+1300 | |||
| stun = 4+13 | |||
| cancel = None | |||
| guard = Low, Mid | |||
| parry = Low, High | |||
| startup = 19 | |||
| active = 19(27)6 | |||
| recovery = 27 | |||
| total = 88 | |||
| advHit = DWN | |||
| advBlock = -13 | |||
| invul = None | |||
| description = One of the worst specials Kim has, with slow start up and easily countered. Can surprise an opponent on occasion and hits low, but hug gap between hits and punishable on block. Mostly safe on block due to spacing only. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Hangentsuzan</span> === | |||
{{MoveData | |||
| name = Hangentsuzan | |||
| input = 214K | |||
| subtitle = | |||
| image = CVS2 Kim 214K.png | |||
| caption = First Hit | |||
| image2 = CVS2 Kim 214K 2.png | |||
| caption2 = Second Hit | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500+800 | |||
| stun = 5+8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 18 | |||
| active = 3(3)3 | |||
| recovery = 27 | |||
| total = 54 | |||
| advHit = -4 | |||
| advBlock = -4 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 500+900 | |||
| stun = 5+9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 18 | |||
| active = 3(5)3 | |||
| recovery = 28 | |||
| total = 57 | |||
| advHit = -5 | |||
| advBlock = -5 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 500+1000 | |||
| stun = 5+10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 18 | |||
| active = 3(8)3 | |||
| recovery = 29 | |||
| total = 61 | |||
| advHit = -6 | |||
| advBlock = -6 | |||
| invul = None | |||
| description = A cartwheel attack with good damage and guard damage. The first hits whiffs on most characters that crouch for mk and hk versions. It's important to know when to use these attack, since done too close both the mk and hk versions are very punishable on hit or blow by normals and fast supers. When spaced only fast super will hit, the lk version is safe, but only combos from close. Smart use of this can cause high damage to an opponent's guard. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Hakikyaku</span> === | |||
{{MoveData | |||
| name = Hakikyaku | |||
| input = 22K | |||
| subtitle = | |||
| image = CVS2 Kim 22K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|2}}{{Motion|2}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 10 | |||
| active = 6 | |||
| recovery = 19 | |||
| total = 35 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|2}}{{Motion|2}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 11 | |||
| active = 6 | |||
| recovery = 20 | |||
| total = 37 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|2}}{{Motion|2}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = SU/Stance | |||
| guard = Low | |||
| parry = Low | |||
| startup = 12 | |||
| active = 6 | |||
| recovery = 21 | |||
| total = 39 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = None | |||
| description = A low-hitting stomp that is safe on hit and block. The HK version has special properties of being able to be canceled into rush super or stance (hold hk). | |||
This move is the key to his infinite in the corner by kara canceling lp follow up from HK stomp stance into another stomp. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Hishokyaku</span> === | |||
{{MoveData | |||
| name = Hishokyaku | |||
| input = j.236K | |||
| subtitle = | |||
| image = CVS2 Kim j236K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air, {{Motion|236}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 300xN | |||
| stun = 3xN | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = Varies | |||
| recovery = 14 | |||
| total = Varies | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air, {{Motion|236}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 300xN | |||
| stun = 3xN | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9 | |||
| active = Varies | |||
| recovery = 14 | |||
| total = Varies | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air, {{Motion|236}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 300xN | |||
| stun = 3xN | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = Varies | |||
| recovery = 14 | |||
| total = Varies | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = None | |||
| description = A dive kick that can be done very low to the ground to build meter or pressure. Done too close you can be thrown after (+/- 0). Key to many juggles post super, can juggle up to three times, builds good meter. | |||
}} | |||
}} | |||
== Super Moves == | |||
=== <span class="invisible-header">Houou Kyaku</span> === | |||
{{MoveData | |||
| name = Houou Kyaku | |||
| input = 21416K | |||
| subtitle = | |||
| image = CVS2 Kim 21416K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}}{{Motion|1}}{{Motion|6}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2400 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 24 | |||
| recovery = 6 | |||
| total = 38 | |||
| advHit = DWN | |||
| advBlock = -13 | |||
| invul = 8 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}{{Motion|1}}{{Motion|6}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3700 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 46 | |||
| recovery = 6 | |||
| total = 60 | |||
| advHit = DWN | |||
| advBlock = -13 | |||
| invul = 14 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}{{Motion|1}}{{Motion|6}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 5300 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 58 | |||
| recovery = 6 | |||
| total = 72 | |||
| advHit = DWN | |||
| advBlock = -13 | |||
| invul = 22 (Full) | |||
| description = Kim's main bread and butter for landing damage through counter hit lights or after a guard break. Not extremely powerful, but extremely versatile, able to combo from max range s.lk for lvl 2/3 and being a great punish tool for unsafe moves on block or anti air. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Houou Hitenkyaku</span> === | |||
{{MoveData | |||
| name = Houou Hitenkyaku | |||
| input = 236236K | |||
| subtitle = | |||
| image = CVS2 Kim 236236K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:10 | |||
| active = 6 | |||
| recovery = 24 | |||
| total = 44 | |||
| advHit = DWN | |||
| advBlock = | |||
| invul = 8 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 2500 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:10 | |||
| active = 6 | |||
| recovery = 24 | |||
| total = 44 | |||
| advHit = DWN | |||
| advBlock = | |||
| invul = 14 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 4000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:10 | |||
| active = 6 | |||
| recovery = 24 | |||
| total = 44 | |||
| advHit = DWN | |||
| advBlock = | |||
| invul = 22 (Full) | |||
| description = The part starter in C-groove and optimal A-groove ender for grounded combos. This move is good anti-air at level 2 and 3. Landing a level 1 in the corner allows for juggle combos with dive kicks and air super. | |||
In C-groove landing a level 2 will start his infinite. In A-groove, it allows triple dive kick post combo for damage and meter build. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Houou Tenbukyaku</span> === | |||
{{MoveData | |||
| name = Houou Tenbukyaku | |||
| input = j.2363214K | |||
| subtitle = | |||
| image = CVS2 Kim j2363214K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air, {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2200 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = Varies | |||
| recovery = 10 | |||
| total = Varies | |||
| advHit = DWN | |||
| advBlock = -26 | |||
| invul = 8 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air, {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3500 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = Varies | |||
| recovery = 10 | |||
| total = Varies | |||
| advHit = DWN | |||
| advBlock = -26 | |||
| invul = 14 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air, {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 5000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = Varies | |||
| recovery = 10 | |||
| total = Varies | |||
| advHit = DWN | |||
| advBlock = -26 | |||
| invul = 22 (Full) | |||
| description = A air super that has juggle potential, allowing it to combo after dive kick juggles. | |||
}} | |||
}} | |||
== Combos == | |||
For visual aids and combo trials, see SilentScope88's video: [https://youtu.be/_647Y8zTCj0?si=ojU33Avhb3Iq_qPT Kim Trials] | |||
c.lk, c.lk xx charge d, u+hk, d+k follow up | |||
c.lk, c.lk xx charge d, u+hp | |||
c.lp, c.mk xx qcb+lk | |||
c.lk, c.lp, c.mk xx qcb+hk (standing or fat crouchers, can be punished on hit) | |||
With Super: | |||
c.lk, c.lk, c.lk, s.lk xx lvl 2 or 3 rush super | |||
j.hp (instant overhead or after deep jump in) xx air super | |||
c.lk, c.lp, c.mk xx rush super | |||
c.lk, c.lk xx anti air super (fat crouchers or standing only) | |||
c.lk, c.lk xx anti air super (corner, fat crouchers or standing only), tiger knee dive kick x3, tiger knee air super | |||
Infinite: | |||
== Colors == | == Colors == |
Latest revision as of 03:37, 22 March 2025
Introduction
Story
Kim Kaphwan is a Korean Tae Kwon Do master. He is strict, and has a deep love for the idea of justice through learning martial arts. He had been the reigning champion of the martial art for quite some time when he was invited to the King of Fighters tournament, hosted by Wolfgang Krauser. He ended up losing to Terry, and openly admitted Terry to be a better fighter than him. Since then, the two have maintained a healthy rivalry/friendship, with Kim frequently staying in South Town to aid Terry in whatever adventures he has going on. Kim eventually has two sons, who become his future students as seen in Garou: Mark of the Wolves. One day, Kim saw that a rampage had started when Chang Koehan had escaped from prison and none of the police could stop him. Kim, enraged at this, went to fight Chang himself. During their fight, Choi Bounge jumped out to help Chang. Even in a 2 vs 1 against two convicted serial killers who even the police couldn't stop, Kim dispatched the two with ease. Seeing the potential in his power, Kim began his infamous Rehabilitation Project, where he would take wanted criminals and teach them about Tae Kwon Do and his strict, justice-based worldview.
Gameplay
Kim is a rushdown oriented character with solid mobility and some good tools for pressure. His combos are simple and fairly reliable, but some are punishable even on hit and many of his specials require you to charge which can limit how he does them. He has great tools for playing neutral as well, between some solid close-range pokes, his [4]6K Ryuseiraku slide that hits low, and some great anti-airs like his [2]8K Hienzan flash kicks. 214K Hangetsuzan is a fairly annoying flip kick special that jumps into the air and gets Kim in, and his j.236K Hishokyaku divekicks are useful multi-hitting divekicks as well. He has a very unique special in 22K Hakikyaku, a low hitting stomp that can super cancel for big damage combos.
Kim even has a stance by doing 5HK or 22HK and then holding HK, with 5 different possible followups for the opponent to deal with. Setting it up over a knocked down opponent is a powerful way to use it, or even just threatening it after a blocked 5HK/22HK. However, what truly makes Kim as viable as he is would be his infinite. His 236236K Ho-o Hitenkyaku super launches the opponent for juggles, and by cancelling the level 2 version into a 22HK Hakikyaku, activating stance, and then kara-cancelling the stance LP into another 22HK, you can infinitely juggle them in the corner. With Kim's great rushdown ability, putting them in the corner isn't too hard, and if you can land this consistently you'll absolutely be stealing rounds. It isn't easy or damaging however, and you have to be in C-Groove with at least 2 bars of meter, limiting how you use it immensely.
Groove Selection
Best - C: As stated above, C-Kim is the only Kim that can reliably access the infinite. This immediately puts C-Kim above the rest (if you can execute it), as being able to perform the infinite is required at a high level. C-Kim does get other useful tools in general however, like an airblock to make his approach safer and a roll for RC specials. Kim's RC Hangetsuzan and RC Ryuseiraku can be very annoying in some situations. Consistent access to meter helps him in general as well, as it allows him to more often end combos in big damage and a knockdown without having charge. C-Kim doesn't get run or hop, but Kim has fine enough mixups and offense to live without them, though they definitely help. Even without the infinite, C-Kim is strong, and having consistent access to the infinite makes him even better. Keep in mind most of the cast need to be standing to get the infinite started.
Useful - A/N/K: If the stomp infinite was more easily available, A-Kim would likely outrank C-Kim. A-Kim actually has very good synergy with CC as a whole, and his CC does pretty good damage overall. He maintains all of the things C-Kim has except airblock as well. Sadly, you can't end a CC in the infinite (if you could, A-Kim would likely be a top tier), meaning it loses out to C-Kim overall. N-Kim gets more mobility for rushdown, and one of the better guard cancel rolls thanks to his fast roll. While ending in a level 1 super doesn't do much damage, being able to end in level 1 Ho-okyaku consistently helps Kim convert more often without charge. His level 1 Ho-o Tenbukyaku divekick super is great at calling out anti-airs and air-to-airs, however a level 1 Ho-o Hitenkyaku is essentially useless. K-Kim gets run and hop, but also gets a huge damage buff when in Rage, making his offense even scarier. A stomp cancelled into level 3 Ho-okyaku will do great damage, and level 3 Hitenkyaku allows for juggles afterward for high damage. Still, big damage doesn't match to an infinite, leaving K-Kim by the wayside.
Worst - P/S: P-Kim sounds alright on paper, but you have to give up charge in order to parry, meaining he rarely has a worthwhile meterless punish. In the rare instances he has meter, a level 3 super will do good damage, but it isn't an infinite. S-Kim has to give up neutral presence in order to charge for meter he really needs, and even then, a level 1 Kim super just isn't as threatening in neutral. S-Kim does get the ability to end with a solid knockdown and damage without charge every time when in Desperation, but it isn't as powerful as other S-Groove characters can be.
Kim is a rushdown and mixup character defined by his solid normals, good pressure and mixup ability, and his C-Groove infinite combo. He requires a lot of practice, and has to make his opponent get to the corner while maintaining at least a level 2 super meter, but if he does he can end a round immediatelly. Kim is best in C-Groove. Difficulty: MediumTier: B+ |
|
Pros | Cons |
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Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
Tetsu | Japan | C-Groove | N/A | Great Kim player. Lands the infinite with ease. Sample Match |
Towel | Japan | C-Groove | Twitter: @TowelManX | Very dominant player, plays great footsies and applies even better pressure. Sample Match |
masathu | Japan | A-Groove | N/A | A low tier hero of sorts, but Kim is definitely his strongest character. Sample Match |
Leezy | USA | K-Groove | N/A | Among Norcal's sea of K-Groovers, Leezy is arguably the best of them. His Kim is absolutely terrifying with great use of shorthops and stagger pressure to make him a surprisingly oppressive character. Sample Match |
!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH THE EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!
Normal Moves
Far Normals
5LP
5MP
5HP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Far ![]() |
1300 | 13 | N | Mid | Mid | 9 | 4 | 24 | 37 | -2 | -2 | - |
A decent poke to chunk an opponents guard or whiff punish, but able to be crouched by some characters. For list see Jayts move height doc |
5LK
5MK
5HK
Close Standing Normals
clHP
clLK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Neri Chagi
Throws
Punch Throw
Rengekikyaku
Stance Moves
Kamae
Shinkyaku
Haishukyaku
Haisenkyaku
Setten Gedankyaku
Neri Chagi
Special Moves
Kusajin
Hienzan
Tenshozan
Ryuseiraku
Hangentsuzan
Hakikyaku
Hishokyaku
Super Moves
Houou Kyaku
Houou Hitenkyaku
Houou Tenbukyaku
Combos
For visual aids and combo trials, see SilentScope88's video: Kim Trials
c.lk, c.lk xx charge d, u+hk, d+k follow up
c.lk, c.lk xx charge d, u+hp
c.lp, c.mk xx qcb+lk
c.lk, c.lp, c.mk xx qcb+hk (standing or fat crouchers, can be punished on hit)
With Super:
c.lk, c.lk, c.lk, s.lk xx lvl 2 or 3 rush super
j.hp (instant overhead or after deep jump in) xx air super
c.lk, c.lp, c.mk xx rush super
c.lk, c.lk xx anti air super (fat crouchers or standing only)
c.lk, c.lk xx anti air super (corner, fat crouchers or standing only), tiger knee dive kick x3, tiger knee air super
Infinite:
Colors