m (→100% Drive) |
m (→100% Drive) |
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'''0 Bar''' | '''0 Bar''' | ||
*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) qcf+B ff+A xx air qcb+D'' - 551, 27 | *''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) qcf+B ff+A xx air qcb+D'' - 551, 27 | ||
This combo can be quite tricky. It requires you to be doing Hienzan as low as possible consistently so that the opponent is not juggled high, allowing you to not have to waste time waiting for them to come low enough again to Hienzan. If you juggle them too high then you will run out of HD bar before the final divekick. If you want, you can omit the fourth rep of the loop to make sure you get the ender, at the cost of roughly 20 damage. | This combo can be quite tricky. It requires you to be doing Hienzan as low as possible consistently so that the opponent is not juggled high, allowing you to not have to waste time waiting for them to come low enough again to Hienzan. If you juggle them too high then you will run out of HD bar before the final divekick. If you want, you can omit the fourth rep of the loop to make sure you get the ender, at the cost of roughly 20 damage.<br>Doing this combo in the corner results in slightly less damage due to the second qcb+D not hitting twice. | ||
'''1 Bar''' | '''1 Bar''' | ||
*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDSC) qcfqcf+k qcb+D charge d~u+D d+D'' - 618 29 | *''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDSC) qcfqcf+k qcb+D charge d~u+D d+D'' - 618 29 | ||
Possible to get 3 hits of qcb+D at the end into D Hienzan, requires very minute timing to walk backwards before the qcb+D so that you do not juggle the opponent too high during the attack. Damage is negligble, so not really important. | |||
*''(half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcb+BD charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcf+B ff+A xx air qcb+D'' - 542 19 | *''(half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcb+BD charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcf+B ff+A xx air qcb+D'' - 542 19 | ||
'''3 Bar''' | '''3 Bar''' | ||
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*''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 3 charge d~u+B (HDC) qcf+B qcbhcf+AC'' - 840, 7 | *''(near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 3 charge d~u+B (HDC) qcf+B qcbhcf+AC'' - 840, 7 | ||
**[http://www.youtube.com/watch?v=YDUkp2FMyww Demonstration video] | **[http://www.youtube.com/watch?v=YDUkp2FMyww Demonstration video] | ||
It is possible to do 4 reps of the HDC loop, and end with charge d~u+B - Super Cancel - qcbhcf+AC while still on the ground, but this is very difficult to do. | |||
=== Basic Strategy === | === Basic Strategy === |
Revision as of 06:36, 9 July 2011


Kim
In a nutshell
Tae Kwon Do master and vigilante of justice, Kim continues his perfect KOF attendance legacy. While Kim is an solid offensive character with high and low pressure, and a multitude of hard knockdowns leading to tricky mixups, he's also being able to cancel into his safe special moves to continually lock the opponent down and force a mistake, all the while building meter at a fast rate. In addition to being incredibly safe, Kim's special moves Drive Cancel very naturally, making Kim great for getting the feel for the new subsystems of KOF XIII. Good control of Kim takes a moderate level of execution from a player as well as strong knowledge of how to apply close range pressure to take advantage of Kim's normals, frametraps, crossups, and guard damage output.
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
kof.sk : 40×4
ex : 70+100
kof.sk : 80
ex : 50×5
k : hardknockdown
ex : 40×n
- Follow-up
kof.sk : 50+20×2
ex : 100+60+50
- Tenshou Zan
Desperation Moves
ex : 0+10×2+20×5+40×3+80
k : airok softknockdown
ex : hardknockdown
Apprentice Combos
Strategy
Normal Moves
- Standing Light Punch (
) - A standard anti-air jab against opponents hopping forward from a close range. This move no longer Kim's traditional 'Far
' that had a long reach and hit crouching opponents. Instead Kim uses what in passed games what his Close
. In short, Kim can anti-air hops without worrying about getting a Far
coming out and losing.
- Standing Light Kick (
) - Kim performs a high side kick with a 30° upward angle. This is a strong part of Kim's offense as it has fast speed while hitting crouching opponents on top of being cancelable into command normals and specials. Can be used to poke like Kim's previous Far
but with more application; Kim can chain cancel crouching light attacks into Standing Light Kick during his hitconfirms and adjust appropriately on hit or block, where the old Far
couldn't be combo'd into nor was it cancelable. Doesn't combo into
+
oh hit, but makes for a good frametrap. A great poke and pressure move to annoy opponents with, although care must be taken to avoid having Kim's
+
come out when attempting to walk forward and press
.
- Standing Heavy Punch (
) - A completely horizontal side kick. Starts up slower than Standing Light Kick but carries with it more range while being DM-cancelable only. Can be incorporated into blockstrings to give a gap to allow the opponent to press a button or jump only to eat Kim's foot, but when used as a poke at mid range it lacks the vertical height to control the hop space, allowing opponents to soar over the leg and punish Kim.
- Close Heavy Punch (Close
) - Kim steps forward into a kick to the opponent's lower leg but does not actually hit as a low attack. Fairly standard in terms of usage as a Close Heavy normal with all of the usual cancelable properties, and starts up faster than Kim's Close Heavy Kick, making it the more common choice within combos or situations where speed is needed. The low hitbox makes it less effective than Close Heavy Kick against opponents trying to jump out of close pressure or a throw attempt.
- Standing Heavy Kick (
) - Kim moves forward, does a high kick at a 60° angle, moves forward again and follows up with a second kick. Controls the space above Kim's head very well and functions as an anti-air when timed. Very fast startup for a 'Far' ranged Heavy normal with huge range that reaches as far as Kim's Crouching Heavy Kick. Additionally, the second kick will hit crouching opponents and on hit a player can link Kim's Close Heavy Punch or Coruching Light Kick for a combo. Offers Kim a threatening range at which he can lead to a full combo that few other characters have. The tall hitbox of both Standing and Close Heavy Kicks make for great tools for anti-airing an opponent by running under their jump arc and attacking the vulnerable hitbox below. Despite covering the space in front of Kim well, Kim is left very vulnerable to sweeps and lows if whiffed, so smart spacing is key to this move.
- Close Heavy Kick (Close
) - A high kick resembling Standing Heavy Kick, but performed with Kim's opposite foot. For whatever reason, the activation range on this normal is one of the longest in the game (so long that trying to properly space Kim's Standing Heavy Kick will often result in this move instead), allowing Kim to use a Close normal from ranges much further than usual. Combined with the vertical hitbox it works great for anti-air purposes and if outside of the close range Kim's fast and similar Standing Heavy Kick will be used instead. The long range allows Kim to walk forward after a blockstring and continue peppering an opponent with hits. In cases where speed and damage matter, Close Heavy Punch is usually favored for the slightly longer cancelability window.
- Crouching Light Punch (
+
) - A fairly standard Crouching Light Punch jab with as much range as Crouching Light Kick, allowing it to combo after two Crouching Light Kicks. While both lights are cancelable with Kim, Crouching Light Punch offers a slight different feel and frame advantage on block making it interesting to incorporate into a pressure string. Also since Kim lacks a grounded special move on any of his punches, ending a hitconfirm with this move allows for Kim's
+
DM to be more easily buffered. For example: cr.B, qcb,db,d + A, qcf + K. This reduces the chance canceling into
+
.
- Crouching Light Kick (
+
) - A fast and cancelable low kick. From close range Kim can chain three of his Light normals before committing to a cancel. Serves as Kim's main low threat, hitconfirm starter, and tripguard meaty. Pretty standard Crouching Light Kick, although one of the longer ones.
- Crouching Heavy Punch (
+
) - Resembles a 'Low Forward" attack from Ryu only at a slight upward angle. This makes for a viable anti-air by having an opponent land on Kim's foot and works better for anti-airing horizontal jumping attacks than his Crouching Light Kick. Continuing with the Street Fighter feel, Kim can cancel this normal on hit and whiff. Has enough hitstun to combo into any of Kim's specials unlike with his Light attacks. Has less range than Kim's Crouching Heavy Kick and although not low-hitting it leaves Kim at a much larger frame advantage on block and is a little safer to whiff.
- Crouching Heavy Kick (
+
) - A sweep kick and Kim's longest-reaching normal move. Cancelable this time around which can be used to make Kim safer on block by canceling into
+
. Still punishable if hopped but reaches far enough to hit after three blocked Croughing Light Kicks. The range also makes for a great tripguard anti-air against far landing opponents.
- Blowback Attack (
+
) - Kim lifts his leg then thrusts straight forward, similar to his Standing Heavy Punch but with a bigger hitbox. The startup time is significantly longer, although the reach extends almost as long as his Crouching Heavy Kick. Pretty unsafe move to use without really knowing a spacing to set it up or counterpoke the opponent, but Kim has less risky poke options. Like all Blowback Attacks, whiff and hit cancelable.
- Jumping Light Punch (Air
) - Kim punches downward at a steep angle allowing for easy crossups when spaced. Works as a good air-to-ground normal, but the range is short and needs to hit deep in order for Kim to combo afterward. So while not Kim's ideal jump-in it gets the job done, but it functions best when up close at an ambiguous crossup situation. Depending on when you press j.
, you can affect which side you end up on. Some examples include; cr.
- hop forward j.
, cr.
x2 hyperhop/jump forward j.
, cr.
x2 st.
superjump forward j.
.
Also is cancelable on hit into aerial specials.
- Jumping Light Kick (Air
) - Kim kicks almost directly upward in this fast kick. Kim's best aerial answer to opponents approaching from above Kim's current location as it covers the horizontal range in front of and above him.
- Jumping Heavy Punch (Air
) - After a windup Kim kicks in a downward axe kick. Vulnerable at the startup to anti-airs, but makes up for this with its huge hitbox making it Kim's biggest air-to-ground approach with plenty of hitstun. Needs to be done fairly early from a hop to connect
- Jumping Heavy Kick (Air
) - Kim kicks out a foot on each side of him, although it primarily hits in front of him. If spaced spot on, Kim can cross up the opponent with the Jumping Heavy Kick, and then land in front of the opponent. Combined with Kim's crossup Jumping Light Punch, this can lead to a scary 50/50 mixup. The startup falls between Jumping Heavy Punch and Jumping Light Punch, with this move having the greatest horizontal reach. because of this it can be used as an air-to-air approach against opponents lower than Kim. As an air-to-ground method it shines when done deep as a crossup, or when spaced out as far as possible.
- Jumping Blowback Attack (Air
+
) - Kim kicks forward with a 30° upwards slant, making this normal function as an air-to-air that covers a range overlapping both Jumping Kicks. A strong air-to-air option given enough time to start up, providing the usual chance of inducing a free juggle state on an opponent on a counterhit. Whiffs crouching opponents, making for a bad air-to-ground approach.
Unique Attacks
- Nerichagi (
+
) - An overhead kick attack. It's not got the greatest speed, but the startup is slightly hidden in the animation. The range is pretty large, so can be sneaked into blockstrings from a fair distance, when the opponent is expecting a bog standard cr.b into sweep.
- Nerichagi (
+
[Canceled Into]) - This move pretty much has no use, it doesn't combo off anything. The only thing to keep in mind is the usual "late cancel" technique for all command normals, where if you cancel into a command normal very late, it retains it's uncancelable properties, allowing you to chain into an overhead instead of doing it raw.
- Yopuchagi (
+
) - Kim leaps forward, travelling a fair distance and kicking at a high angle. When he hits an opponent, he rebounds and you can cancel. Kim is considered airborne during this move, and will go over pretty much all lows, and even grounded fireballs like Kyo and Terry. This can let you punish lots of moves on reaction if you are on point, allowing for many potential followup combos (comboing into
+
, or
+
/
+ followups). Unfortunately, it doesn't hit crouchers, so should definitely not be used in combos or blockstrings on them, and more for reactionary punishes or good reads.
This move can "wallbounce", as if Kim's kick connects to a wall then it's considered the same as if he hit an opponent. The difference is, Kim turns around after doing this. However when he does any other aerial move, Kim autocorrects himself to face the opponent. This can be used to really screw with the opponent's head since it looks really confusing to someone not used to it! You can also use to extend corner pressure a bit by chaining into ff.a and then coming back down with a quick j.or j.
.
Throw
Special Moves
Desperation Moves
Tips and Tricks
Combos
Generally, with the exception of some Hienzan and Hou'ouhitenkyaku combos, nearly every combo that Kim has can also be started from a jump attack or from a st.D. st.D links into cl.C and cr.B, so keep these starting additions in mind. Crossups allow any combo to work as well.
0% Drive
0 Bar
- (standing opponent) (jump attack/st.D) cr.B cr.B st.B ff+A xx qcb+B - 183, 29 (remove a cr.b if neccessary)
- (standing opponent) (jump attack/st.D) cl.C ff+A xx qcb+B - 179, 27
These are Kim's basic bnbs, and lead to hard knockdown for a mixup. However, because they only work on standing opponents, you'll need to be able to confirm the state of your opponent prior to doing the ff+a.
- cl.C/cr.C xx charge d~u+D d+D - 192, 21 (Must be close)
- (jump attack/st.D) cl.C xx qcb+D - 178, 19
- cr.B cr.B/st.B xx charge d~u+D d+D - 173, 20 (Difficult, must be close)
- (jump attack/st.D) cr.B cr.B cr.B/st.B xx charge d~u+B - 144, 15 (with st.D remove a cr.B)
These are your meterless combos to do on crouchers. The D Hienzan combos are either difficult or require very close range so there are easier but less damaging alternatives listed.
- (corner only) (jump attack/st.D) cl.C xx qcb+B charge d~u+D d+D - 242, 27
This is your best corner meterless combo.
1 Bar
- (jump attack) cl.C xx qcfqcf+k qcb+B ff+A xx qcb+D - 321, 33 (Must be close)
- (jump attack) cr.B st.B xx qcfqcf+k qcb+B ff+A xx qcb+D - 295, 32 (Must be close)
These combos are your highest damage midscreen combos for 1 bar. However, they won't work from a st.D link or from a jumpin that isn't very deep.
- (standing opponent)(jump attack/st.D) cl.C ff+A xx qcbhcf+k - 300, 15
- (standing opponent)(jump attack/st.D) cr.B st.B ff+A xx qcbhcf+k - 273, 14
- (jump attack/st.D) cl.C xx qcbhcf+k - 265, 17
These combos do less damage, but are more versatile and can be done off st.D and less deep jumpins, resulting in more damage than is shown here. Hou'oukyaku must be slightly delayed after the ff+A or you will get a divekick.
- (jump attack) cr.B cr.B st.B xx qcb+BD - 224, 9
- (jump attack) cr.B cr.B xx charge d~u+BD - 239, 10
These combos are your best options for damage from more distanced lows on crouchers.
- (corner only)(jump attack) cl.C xx qcfqcf+k qcb+D charge d~u+D d+D - 361, 33 (Must be close)
This is your best 1 bar corner combo. However, your opponent either has to be completely in the corner, or very close for this to work.
- (near corner)(standing opponent)(jump attack/st.D) cl.C ff+A xx qcb+BD charge d~u+D d+D - 333, 29
- (near corner)(standing opponent)(jump attack/st.D) cr.B st.B ff+A xx qcb+BD charge d~u+D d+D - 315, 31
These combos work a further distance from the corner. However, they require standing, so some alternatives are neccessary.
- (near corner)(jump attack/st.D) cl.C xx qcb+BD charge d~u+D d+D - 334 21
- (near corner)(jump attack/st.D) cr.B st.B xx qcb+BD charge d~u+D d+D - 318 23
- (near corner)(jump attack/st.D) cl.C xx qcb+BD ff+A xx qcb+D - 328 27
- (near corner)(jump attack/st.D) cr.B st.B xx qcb+BD ff+A xx qcb+D - 318 29
These combos also work at a further distance, and importantly, on crouchers. The first two combos require you to be closer than the last two.
2 Bar
- (jump attack) cl.C xx qcfqcf+k qcb+B ff+A xx qcbhcf+k - 425, 21 (Must be close)
- (jump attack) cr.B st.B xx qcfqcf+k qcb+B ff+A xx qcbhcf+k - 390, 20 (Must be close)
These two combos work midscreen but can't be done from further jumpins or a st.D.
- (jump attack/st.D) cl.C xx qcbhcf+BD - 377, 7
- (jump attack/st.D) cr.B st.B xx qcbhcf+BD - 368, 9
These combos will work after a st.D or distanced jumpin.
- (near corner)(jump attack) cl.C xx qcfqcf+k qcb+B ff+A xx qcb+BD charge d~u+D d+D - 449, 35 (Must be close)
- (near corner)(jump attack) cr.B st.B xx qcfqcf+k qcb+B ff+A xx qcb+BD charge d~u+D d+D - 412, 34 (Must be close)
Respectively, this combo works from roughly 1/3 of the way to the corner and squeezes out some extra damage over the Hou'oukyaku ones.
- (corner only)(jump attack) cl.C xx qcfqcf+k qcb+D ff+A xx qcb+BD charge d~u+D d+D - 463, 41 (Must be close)
- (corner only)(jump attack) cr.B st.B xx qcfqcf+k qcb+D ff+A xx qcb+BD charge d~u+D d+D - 423, 40 (Must be close)
Highest damage 2 bar combo in the corner, but you must be all the way in for this to work. As before, it won't work from greater distance.
- (corner only)(jump attack/st.D) cl.C xx qcb+b qcbhcf+BD - 423, 13
This is the combo to use after a distanced jumpin or st.D when your opponent is right in the corner.
50% Drive
0 Bar
- (jump attack/st.D) cl.C xx qcb+D xx charge d~u+D d+D - 279, 33
This is the only combo really worth doing with drive without using bar.
1 Bar
- (jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+k qcb+b ff+A xx qcb+D - 386, 45
One of Kim's most staple meter + drive combos.
- (near corner)(jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+k qcb+D charge d~u+D d+D - 415, 45
This nets you a bit more damage when you're near the corner.
- (standing opponent)(jump attack/st.D) cr.b cr.b st.B ff+A xx qcb+BD charge d~u+B (DC) qcb+D - 328, 35 (remove a cr.b if neccessary)
- (jump attack/st.D) cr.b cr.b st.B xx qcb+BD (DC) charge d~u+D d+D - 318, 23 (remove a cr.b if neccessary)
These are two low combos that let you net some good damage midscreen. However, it's definitely preferable to stick to the earlier qcfqcf+k combos if you are close enough, or the corner juggles if you are near the edge of the screen, as they don't need to use drive to get similar damage.
2 Bar
- (jump attack/st.D) cl.C xx qcb+d (SC) qcfqcf+k qcb+B ff+A xx qcbhcf+k - 469, 33
- (1/2 screen to corner)(jump attack/st.D) cl.C xx qcb+d (SC) qcfqcf+k qcb+B ff+A xx qcb+BD charge d~u+D d+D - 482, 47
- It is possible to get the qcb+BD to hit 4 times, resulting in a 500 damage combo instead. However, this can only be done with the right distance from the corner and the right height timing on qcb+B into ff+A
- (near corner)(jump attack/st.D) cl.C xx qcfqcf+k qcb+D (SC) qcfqcf+k qcb+D charge d~u+D d+D - 486, 45
The above 3 combo variants are all increasingly strict on distance to the corner, but the latter do higher damage.
- (jump attack/st.D) cr.B st.B xx qcfqcf+k qcb+D (SC) qcfqcf+k qcb+B ff+A xx qcb+D - 424, 44
- (near corner)(jump attack/st.D) cr.B st.B xx qcfqcf+k qcb+D (SC) qcfqcf+k qcb+D charge d~u+D d+D - 445, 44
Some low confirms for damage.
100% Drive
All HD combos may also be started with a cr.B cr.B st.B chain instead to confirm from a low, or f+B to combo off an overhead.
0 Bar
- (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) qcf+B ff+A xx air qcb+D - 551, 27
This combo can be quite tricky. It requires you to be doing Hienzan as low as possible consistently so that the opponent is not juggled high, allowing you to not have to waste time waiting for them to come low enough again to Hienzan. If you juggle them too high then you will run out of HD bar before the final divekick. If you want, you can omit the fourth rep of the loop to make sure you get the ender, at the cost of roughly 20 damage.
Doing this combo in the corner results in slightly less damage due to the second qcb+D not hitting twice.
1 Bar
- (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDSC) qcfqcf+k qcb+D charge d~u+D d+D - 618 29
Possible to get 3 hits of qcb+D at the end into D Hienzan, requires very minute timing to walk backwards before the qcb+D so that you do not juggle the opponent too high during the attack. Damage is negligble, so not really important.
- (half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcb+BD charge d~u+B (HDC) qcb+D charge d~u+B (HDC) air qcf+B ff+A xx air qcb+D - 542 19
3 Bar
- (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 3 charge d~u+B (HDC) qcf+B qcbhcf+AC - 840, 7
It is possible to do 4 reps of the HDC loop, and end with charge d~u+B - Super Cancel - qcbhcf+AC while still on the ground, but this is very difficult to do.