

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
hk 1st till 4th hit : 40x4
ex 1st hit :70
2nd hit : 100
hk : 80
ex 1st till 5th hit : 50x5
k : hardknockdown
ex : juggle
2nd till 5th hit : 18x4
6th hit : 20
ex : 40xn
k : juggle
- Follow-up
hk 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 : groundonly hardknockdown
2nd and 3rd hit : 5x2
4th till 9th hit : 10x6
10th hit : 5
11th till 16th : 10x6
17th hit: 5
18th to 22nd hit : 10x5
23rd hit: 250
Apprentice Combos
Strategy
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.
You can make Kim's flashkick Hienzan safe by drivecanceling it into a divekick in the the air.
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 ja is an extremely good crossup. Combined with his multitude of hard knockdowns, abuse it to do some ambigious mixups constantly.
Combos
Generally, with the exception of some Hienzan and Hououhitenkyaku 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
- (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 very close)
- cl.C xx qcb+D - 178, 19
- cr.B st.B xx charge d~u+D d+D - 173, 20 (difficult)
- cr.B cr.B cr.B/st.B xx charge d~u+B - 144, 15
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.