The King of Fighters XIII/Kim

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Kim

KOFXIII-Kim Face.png

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 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, and guard damage output.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
supercancel
Close Heavy Punch
kof.sp
70
cancel
Standing Heavy Kick
kof.sk
30+45
Close Heavy Kick
kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Nerichagi
f + kof.lk
65
high
Nerichagi (canceled-into)
f + kof.lk
65
specialcancel
Yopuchagi
f f + kof.lp
45
specialcancel whiffs crouchers

Throw

Name
Command
Damage
Special Properties (glossary)
Sakkyaku Nage
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hangetsuzan
qcb + k
kof.lk : 60
kof.sk : 40×4
ex : 70+100
drivecancel softknockdown
Kuchugetsuzan
qcb + k
kof.lk : 75
kof.sk : 80
ex : 50×5
aironly drivecancel
k : hardknockdown
Hishokyaku
qcf + k
k : 0+18×4+20
ex : 40×n
aironly drivecancel
Follow-up
Hishokyaku, then kof.sk
4
Hienzan
d (charge) u + k
kof.lk : 70
kof.sk : 50+20×2
ex : 100+60+50
softknockdown startupinv drivecancel
Tenshou Zan
kof.sk Hienzan, then d + kof.sk
50
hardknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Hou'oukyaku
qcb hcf + k
k : 0+5×2+10×5+150
ex : 0+10×2+20×5+40×3+80
startupinv maxcancel
k : airok softknockdown
ex : hardknockdown
Hou'ouhitenkyaku
qcf qcf + k
100
startupinv
Rei Shiki: Hou'oukyaku
qcb hcf + kof.lp + kof.sp
0+5×2+10×6+5+10×6+5+10×5+250
startupinv hardknockdown

Apprentice Combos

Strategy

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif+ Snka.gif) -
  • Crouching Light Kick (Down.gif+ Snkb.gif) -
  • Crouching Heavy Punch (Down.gif+ Snkc.gif) -
  • Crouching Heavy Kick (Down.gif+ Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Nerichagi (Right.gif + Snkb.gif) -
  • Nerichagi (Right.gif + Snkb.gif [Canceled Into]) -
  • Yopuchagi (Right.gifRight.gif + Snkb.gif) -

Throw

  • Sakkyaku Nage (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) -

Special Moves

  • Hangetsuzang (Qcb.gif + K.png) -
    • Ex.png Hangetsuzang (Qcb.gif + Snkb.gif + Snkd.gif) -
  • Kuchugetsuzan - (Air Qcb.gif + K.png) -
    • Ex.png Kuchugetsuzan - (Air Qcb.gif + Snkb.gif + Snkd.gif) -
  • Hishokyaku - (Air Qcf.gif + K.png) -
    • Followup - ([After Blocked Air Qcf.gif + K.png], Snkd.gif) -
    • Ex.png Hishokyaku - (Air Qcf.gif + Snkb.gif + Snkd.gif) -
  • Hienzan - (Charge Down.gif, Up.gif + K.png) -
    • Ex.png Hienzan - (Charge Down.gif, Up.gif + Snkb.gif + Snkd.gif) -
      • Tenshou Zan - ([Use Snkd.gif or Ex.png Hienzan, Then Down.gif + Snkd.gif) -

Desperation Moves

  • Hou'oukyaku (Qcb.gifHcf.gif + K.png) -
    • Ex.png Hou'oukyaku (Qcb.gifHcf.gif + Snkb.gif + Snkd.gif) -
  • Hou'ouhitenkyaku (Qcf.gifQcf.gif + K.png) -
  • Rei Shiki: Hou'oukyaku - (Qcb.gifQcf.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

  • Kim's Right.gifRight.gif + Snka.gif 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 Right.gifRight.gif + Snka.gif 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 Right.gifRight.gif + Snka.gif 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.Snkd.gif or j.Snkc.gif.
  • Kim's Qcb.gif + Snkb.gif is only -2 on block. Combined with a very fast close Snkc.gif and crouch Snkb.gif, he can abuse this slight disadvantage to do a lot of irritating "safe" blockstrings.
  • Kim's far standing Snkd.gif is 5 frame startup, making it one of the fastest long range moves in the game. It also links into close Snkc.gif or crouch Snkb.gif, 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.Snka.gif 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.Snka.gif, you can affect which side you end up on. Some examples include; cr.Snkb.gif - hop forward j.Snka.gif, cr.Snkb.gif x2 hyperhop/jump forward j.Snka.gif, cr.Snkb.gif x2 st.Snkb.gif superjump forward j.Snka.gif.

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 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.

100% Drive

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

Basic Strategy

Offense

Neutral/Defense

Advanced Strategy

Frame Data