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== Strategy == | == Strategy == | ||
=== Move Analysis === | |||
==== Normal Moves ==== | |||
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==== Unique Attacks ==== | |||
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==== Throw ==== | |||
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==== Special Moves ==== | |||
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==== Desperation Moves ==== | |||
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=== Tips and Tricks === | === Tips and Tricks === |
Revision as of 01:42, 2 July 2011


Kim
In a nutshell
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
kof.sk 1st till 4th hit : 40x4
ex 1st hit: 70
2nd hit: 100
kof.sk : 80
ex 1st till 5th hit: 50x5
k : hardknockdown
2nd till 5th hit: 18x4
6th hit: 20
ex : 40xn
- Follow-up
kof.sk 1st hit: 50
2nd till 3rd hit: 20x2
ex 1st hit: 100
2nd hit: 60
3rd hit: 50
- Tenshou Zan
Desperation Moves
2nd and 3rd hit: 5x2
4th till 8th hit: 10x5
9th hit: 150
ex 1st hit: 0
2nd and 3rd hit: 10x2
4th till 8th hit: 20x5
9th till 11th hit: 40x3
12th hit: 80
k : airok softknockdown
ex : hardknockdown
2nd and 3rd hit: 5x2
4th till 9th hit: 10x6
10th hit: 5
11th till 16th hit: 10x6
17th hit: 5
18th to 22nd hit: 10x5
23rd hit: 250
Apprentice Combos
Strategy
Move Analysis
Normal Moves
Unique Attacks
Throw
Special Moves
Desperation Moves
Tips and Tricks
- Kim's ff+a does not hit crouchers, so avoid using it in strings where the opponent is crouching. However, if you do accidentally do it, the actual hitbox of the attack sticks out for a really long time, so an opponent may miss the somewhat small window on the punish, since as soon as kim stops skidding he can act again.
- Kim's ff+a travels a significant distance when its not done as part of a combo or it just misses in general, roughly 1/2 of the screen. Kim is also considered airborne during this move, so it will go over ground fireballs such as Kyo's or low moves in general. Due to the speed of it, it can be used to punish Kyo's fireball on reaction, or catch opponent's unawares, as unless they are crouch blocking it will probably connect, leading into many potential combos, and if it's blocked you can safely end in a divekick.
- Kim's ff+a 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 jd or jc.
- Kim's qcb b is only -2 on block. Combined with a very fast close c and crouch b, he can abuse this slight disadvantage to do a lot of irritating "safe" blockstrings.
- Kim's far standing d is 5 frame startup, making it one of the fastest long range moves in the game. It also links into close c or crouch b, meaning throwing this move out on neutral can lead to very big rewards, especially considering it covers many angles and will stop most jumps. However it will lose to most low angled moves, such as a sweep.
- Kim's j.a is an extremely good crossup. Combined with his multitude of hard knockdowns, abuse it to do some ambigious mixups constantly. Depending on when you press j.a, you can affect which side you end up on. Some examples include; cr.B - hop forward j.a, cr.B x2 hyperhop/jump forward j.a, cr.B x2 st.B superjump forward j.a.
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 Bar, 0% Drive
- (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.
0 Bar, 50% Drive
- (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, 0% Drive
- (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.
1 Bar 50% Drive
- (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 0% Drive
- (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.
2 Bar 50% Drive
- (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 gradually increase in damage depending on how close you are to the corner.
- (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.
2 Bar 100% Drive
3 Bar 100% Drive
- (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
- Demonstration video