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| Close D (2 hits) > Hangetsuzan B or Ho’oukyaku | | Close D (2 hits) > Hangetsuzan B or Ho’oukyaku | ||
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| | | 7-12 | ||
| Easy super confirm, especially since st.D's duration gives you a ton of leg room to buffer his super input. And just like all of his other combos, it is safe on block, making it non-committal outside of st.D's startup. | | Easy super confirm, especially since st.D's duration gives you a ton of leg room to buffer his super input. And just like all of his other combos, it is safe on block, making it non-committal outside of st.D's startup. | ||
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Revision as of 22:17, 6 February 2021
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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Standing | Crouching | Jumping |
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Moves List
Ground Normals
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 2 | - | - | - | - | - | - | - | Ground | |
Surprisingly long hitbox, and has more reach than his cr.A jab. Not necessary for his combo game, but not a bad poke regardless. Comes out fast and is pretty active for a jab. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 2 | - | - | - | - | - | - | - | Ground | |
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 jump D. Decent ground poke as well, but it's possible to whiff against small/crouching characters. Very slightly more range than Kim's st.A. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 4 | - | - | - | - | - | - | - | Ground | |
Solid anti-air poke that hits twice. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 4 | - | - | - | - | - | - | - | Ground | |
Hits twice causing a nice amount of damage. Can combo into super. --U-Q |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 2 | - | - | - | - | - | - | - | Ground | |
Kim's st.A, but it's a low. This is how Kim racks up very high damage and stun as it easily combos into itself up to six times, and can be followed up with cr.C. Great block pressure as well that comes out fast. Standard fare after cr.C is to follow up with Hangetsuzan B. Kim also has the choice to follow up with cr.D for a sweep if the Kim player needs it. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 2 | - | - | - | - | - | - | - | Ground | |
Decent poke, but the range is no better than what cr.A has to offer, on top of being slower. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 4 | - | - | - | - | - | - | - | Ground | |
Your go to tool for when you're dishing out the Kim combos. Standard fare is to go for cr.C 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. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 4 | - | - | - | - | - | - | - | Ground | |
Faster version of cr.C that does about the same damage, but it knocks down, giving Kim an opportunity for okizeme pressure. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 5 | - | - | - | - | - | - | - | Ground | |
One of Kim's best tools that is safe on block thanks to being cancellable. Like cr.C, cancelling into Hangetsuzan B makes free pressure while remaining safe, as well as an easy combo. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 5 | - | - | - | - | - | - | - | Ground | |
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. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 0 | Overhead | - | - | - | - | - | - | Ground | |
Standard fare for a lane attack. Hits a little below Kim's legs but nothing else is particularly interesting about his lane attack. |
Air Normals
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 2 | Overhead | - | - | - | - | - | - | Air | |
Has more horizontal range than his jump B/C, but a shorter hitbox at the expense of coming out slightly faster. Maybe there's some use for it, but jump B/C is better to strike opponents above Kim regardless. Nothing special as a jump in unless you need the pinch of extra reach. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 2/4 | Overhead | - | - | - | - | - | - | Air | |
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 jump A as it has a longer hitbox below his body, which extends past his hurtbox. Jump D is still the superior air-to-air move, but this move has its uses as a vertical attack. |
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 4 | Overhead | - | - | - | - | - | - | Air | |
Excellent jump-in and air to air move. --U-Q |
Throw
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 3 | - | - | - | - | - | - | - | - | |
Kim's Throw. |
Special Moves
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 3/6 | - | - | - | - | - | - | - | Air | |
The crux of Kim's gameplan. If his divekick is blocked, he do a follow up j.D, but the properties are not the same as j.D, and has recovery frames as well, making it a follow-up you have to time if the opponent comes at you. There is also a difference between B and D, but D only deals slightly more damage (I think). Divekick gives Kim several uses:
Since this is quintessential to Kim's gameplan, he will have to jump quite a lot and as such, you want to learn how to best utilize his divekick effectively, both as mobility and as a punish tool. Even with the follow up, Kim leaves himself vulnerable if divekick is blocked by the opponent despite him jumping pretty far back off of block. Not only can the opponent punish Kim, but it's a chance for them to escape the corner as well. Kim loses the hitbox for divekick if he's about to land, so although the move can hit the opponent's lower body, it is possible to whiff and have Kim go through a few recovery frames. Albeit rare, the move can cross up the opponent and hit them behind, but they will still fall back the direction Kim is facing. |
Super Move
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | 4 | - | - | - | - | - | - | - | Ground super | |
Completely safe 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 that is hard to react to. He can still be shutout by projectiles, but the only other options the opponent have are to either do a jump attack, block or escape. The input is also not obnoxious, so it's easy to get a grasp of. |
Combos
Combo | Damage | Stun | Notes |
Close A x 1-6 > cr.C > Hangetsuzan B or Ho’oukyaku | 9-20 | Kim's standard BnB, which even on block is fully safe. If the entire combo connects, which depends on how many st.A's you can land, this will stun the opponent, thus giving Kim the chance to end the round with another combo. It will deal high damage even without most of the st.A attacks. | |
cr.A x 1-4 > cr.C > Hangetsuzan B or Ho’oukyaku | 9-16 | Kim's other BnB, which is also fully safe on block. Starts with a low instead of a high, and the more likely combo you'll perform, although you lose out on some range which means you can't connect as many cr.A attacks. You can also alternate between st.A and cr.A, but there's no reason to do this unless you need st.A's range to maybe connect an extra hit. | |
Close D (2 hits) > Hangetsuzan B or Ho’oukyaku | 7-12 | Easy super confirm, especially since st.D's duration gives you a ton of leg room to buffer his super input. And just like all of his other combos, it is safe on block, making it non-committal outside of st.D's startup. |