Capcom vs SNK 2/Kim

From SuperCombo Wiki

Introduction

CVS2 Kim Data.png

Story

Kim Kaphwan is a Korean Tae Kwon Do master. He is strict, and has a deep love for the idea of justice through learning martial arts. He had been the reigning champion of the martial art for quite some time when he was invited to the King of Fighters tournament, hosted by Wolfgang Krauser. He ended up losing to Terry, and openly admitted Terry to be a better fighter than him. Since then, the two have maintained a healthy rivalry/friendship, with Kim frequently staying in South Town to aid Terry in whatever adventures he has going on. Kim eventually has two sons, who become his future students as seen in Garou: Mark of the Wolves. One day, Kim saw that a rampage had started when Chang Koehan had escaped from prison and none of the police could stop him. Kim, enraged at this, went to fight Chang himself. During their fight, Choi Bounge jumped out to help Chang. Even in a 2 vs 1 against two convicted serial killers who even the police couldn't stop, Kim dispatched the two with ease. Seeing the potential in his power, Kim began his infamous Rehabilitation Project, where he would take wanted criminals and teach them about Tae Kwon Do and his strict, justice-based worldview.

Gameplay

Kim is a rushdown oriented character with solid mobility and some good tools for pressure. His combos are simple and fairly reliable, but some are punishable even on hit and many of his specials require you to charge which can limit how he does them. He has great tools for playing neutral as well, between some solid close-range pokes, his [4]6K Ryuseiraku slide that hits low, and some great anti-airs like his [2]8K Hienzan flash kicks. 214K Hangetsuzan is a fairly annoying flip kick special that jumps into the air and gets Kim in, and his j.236K Hishokyaku divekicks are useful multi-hitting divekicks as well. He has a very unique special in 22K Hakikyaku, a low hitting stomp that can super cancel for big damage combos.

Kim even has a stance by doing 5HK or 22HK and then holding HK, with 5 different possible followups for the opponent to deal with. Setting it up over a knocked down opponent is a powerful way to use it, or even just threatening it after a blocked 5HK/22HK. However, what truly makes Kim as viable as he is would be his infinite. His 236236K Ho-o Hitenkyaku super launches the opponent for juggles, and by cancelling the level 2 version into a 22HK Hakikyaku, activating stance, and then kara-cancelling the stance LP into another 22HK, you can infinitely juggle them in the corner. With Kim's great rushdown ability, putting them in the corner isn't too hard, and if you can land this consistently you'll absolutely be stealing rounds. It isn't easy or damaging however, and you have to be in C-Groove with at least 2 bars of meter, limiting how you use it immensely.

Groove Selection

Best - C: As stated above, C-Kim is the only Kim that can reliably access the infinite. This immediately puts C-Kim above the rest (if you can execute it), as being able to perform the infinite is required at a high level. C-Kim does get other useful tools in general however, like an airblock to make his approach safer and a roll for RC specials. Kim's RC Hangetsuzan and RC Ryuseiraku can be very annoying in some situations. Consistent access to meter helps him in general as well, as it allows him to more often end combos in big damage and a knockdown without having charge. C-Kim doesn't get run or hop, but Kim has fine enough mixups and offense to live without them, though they definitely help. Even without the infinite, C-Kim is strong, and having consistent access to the infinite makes him even better. Keep in mind most of the cast need to be standing to get the infinite started.

Useful - A/N/K: If the stomp infinite was more easily available, A-Kim would likely outrank C-Kim. A-Kim actually has very good synergy with CC as a whole, and his CC does pretty good damage overall. He maintains all of the things C-Kim has except airblock as well. Sadly, you can't end a CC in the infinite (if you could, A-Kim would likely be a top tier), meaning it loses out to C-Kim overall. N-Kim gets more mobility for rushdown, and one of the better guard cancel rolls thanks to his fast roll. While ending in a level 1 super doesn't do much damage, being able to end in level 1 Ho-okyaku consistently helps Kim convert more often without charge. His level 1 Ho-o Tenbukyaku divekick super is great at calling out anti-airs and air-to-airs, however a level 1 Ho-o Hitenkyaku is essentially useless. K-Kim gets run and hop, but also gets a huge damage buff when in Rage, making his offense even scarier. A stomp cancelled into level 3 Ho-okyaku will do great damage, and level 3 Hitenkyaku allows for juggles afterward for high damage. Still, big damage doesn't match to an infinite, leaving K-Kim by the wayside.

Worst - P/S: P-Kim sounds alright on paper, but you have to give up charge in order to parry, meaining he rarely has a worthwhile meterless punish. In the rare instances he has meter, a level 3 super will do good damage, but it isn't an infinite. S-Kim has to give up neutral presence in order to charge for meter he really needs, and even then, a level 1 Kim super just isn't as threatening in neutral. S-Kim does get the ability to end with a solid knockdown and damage without charge every time when in Desperation, but it isn't as powerful as other S-Groove characters can be.


Kim is a rushdown and mixup character defined by his solid normals, good pressure and mixup ability, and his C-Groove infinite combo. He requires a lot of practice, and has to make his opponent get to the corner while maintaining at least a level 2 super meter, but if he does he can end a round immediatelly. Kim is best in C-Groove.

Difficulty: Medium
Tier: B+
Pros Cons
  • Aggression: Kim has lots of tools to keep himself in close range, or get into close range from a bit farther out
  • Neutral: He has a few solid pokes overall, and multiple good anti-airs to keep the opponent from freely moving around
  • Mixup: Kim naturally has solid mixup potential, with his Nerichagi overhead command and a great crossup, but adding in his stance makes it even better, where he can go between 5 different stance moves to beat out whatever the opponent does or even just reset back into stance
  • Supers: Kim has three useful supers, between his j.2363214K divekick super, a powerful launcher super in 236236K, and his 22K stomp cancels into his 21416K super for huge damage potential
  • Infinite: His defining trait is his cornered stomp infinite in C-Groove, which is difficult to do but will kill any character if he gets a solid enough hit. It's performed by doing 236236MK super, cancelling that into 22HK, activating stance from 22HK, doing stance LP, and cancelling stance LP's startup into another 22HK, looping the stance cancel multiple times until ending in a level 3 21416K super to kill them, making his comeback potential in C very high
  • Low damage: Kim mainly pokes and tries to land level 3. Many moves need to be close or can't be comboed into, making his damage output not great in addition to very average damage supers and bad level 2 cancels outside of corner
  • Zoning: Kim can't zone out any opponents, and even moreso he struggles to deal with solid zoning himself sometimes
  • Unsafe specials: Kim main guard damage tool qcb+k is punishable on block and hit depending on spacing, HK version being the easiest to punish, with LK being generally safe. Bad spacing can lead to being punished for big damage. Charge b~f+k also has a big gap between hits for punishes, can't be comboed into, and very negative on block, only safe by spacing (fast supers will hit)



Players to Watch

Name Country Groove Accounts Notes
Tetsu Japan C-Groove N/A Great Kim player. Lands the infinite with ease.
Sample Match
Towel Japan C-Groove Twitter: @TowelManX Very dominant player, plays great footsies and applies even better pressure.
Sample Match
masathu Japan A-Groove N/A A low tier hero of sorts, but Kim is definitely his strongest character.
Sample Match
Leezy USA K-Groove N/A Among Norcal's sea of K-Groovers, Leezy is arguably the best of them. His Kim is absolutely terrifying with great use of shorthops and stagger pressure to make him a surprisingly oppressive character.
Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH THE EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Kim 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 Y Mid Mid 3 4 8 15 +3 +3 -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Kim 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 800 8 N Mid Mid 5 5 15 25 +2 +2 -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Kim 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1300 13 N Mid Mid 9 4 24 37 -2 -2 -

A decent poke to chunk an opponents guard or whiff punish, but able to be crouched by some characters. For list see Jayts move height doc

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Kim 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 Y Mid Mid 6 6 8 20 +5 +5 -

Extremely long light poke, with strong frame advantage. Can use to fish for counter hits and great for max range c.lk confirms into super. Very useful pressure tool.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Kim 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 1000 10 Super Mid Mid 7 7 14 24 +1 +1 -

Primarily used as a decent anti-air which charge is not available or if you suspect an air block.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Kim 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1400 14 Stance Mid Mid 18 4 28 50 -6 -6 -

Great range, but not the best button due to lengthy start up. Holding down the kick button will put Kim into his stance allowing him access to follow up moves.

Close Standing Normals

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Kim cHP.png
First Hit
CVS2 Kim cHP 2.png
Second Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 600+800 6+8 1st Hit Only Mid Mid 4 16 24 44 Knock Up -4 -

Not the best normal to use, but the first hit can be canceled into, but less damage than linking to c.mk. The second hit will launch into an air reset states, not allowing any follow ups.

clLK

Close Short
Close Light Kick
cl.LK
CVS2 Kim cLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 600 6 Y Mid Mid 2 6 14 22 -3 -3 -

A fast high hitting normal, will whiff on crouchers. Mainly used during custom combo in the corner for hit count.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Kim 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 Y Mid Mid/Low 3 2 6 11 +7 +7 -

A standard light attack, used for chaining or linking into c.mk or close s.hp.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Kim 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 700 7 Y Mid Mid/Low 4 4 13 21 +3 +3 -

Nothing too special about c.mp, not as good as others (Shotos, Kyo, etc). Does less damage than c.mk.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Kim 2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200 12 N Mid Mid/Low 9 2 30 41 -8 -8 -

Mainly used as an early anti-air. Hit's extremely high and whiffs on crouchers, great reach and angle, but can be beaten by normals done early.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Kim 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 Y Low Low 3 4 7 14 +4 +4 -

A great ranged light attack with ok frame advantage. Your main way of landing max range super from lights (c.lk xx s.lk xx Super).

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Kim 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 900 9 Y Low Low 6 7 16 29 -1 -1 -

An ok poke, not great range, but you main way of landing ranged punishes.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Kim 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1300 13 Super Low Low 7 4 30 41 -10 -10 -

A great ranged sweep, a bit on the slow side. Careful using, as fast supers can punish (Gigaton Blow, Sonic Hurricane, etc)

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Kim jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 500 5 Super High Mid 5 22 - 27 - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Kim jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 700 7 Super High Mid 6 10 - 16 - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Kim jHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1200 12 Super High Mid 7 6 - 13 - - -

A decent jump in, can be canceled into air super. Works as instant overhead on fat crouchers.

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Kim jLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 600 6 Super High Mid 5 22 - 27 - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Kim jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 900 9 Super High Mid 5 7 - 12 - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Kim jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1200 12 Super High Mid 6 8 - 14 - - -

Placeholder

Command Normals

Neri Chagi

Neri Chagi
Overhead Kick
F+HK, 6HK
CVS2 Kim 6HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png + Hk.png 1000 10 Stance High Mid 31 2 20 53 +2 +2 -

A standard overhead that is plus on block. Hold down HK to transition to stance.

Throws

Punch Throw

Sakkyaku Nage
Punch Throw
Near Opponent, 4/6HP
CVS2 Kim punchthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1700 - - - - 3 1 13 17 - - -

Placeholder

Rengekikyaku

Rengekikyaku
Kick Throw
Near Opponent, 4/6HK
CVS2 Kim kickthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 1900 - - - - 5 1 13 19 - - -

Placeholder

Stance Moves

Kamae

Kamae
Stance
[HK]
CVS2 Kim stance.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold Hk.png, - - - - - 14 - 10 - - - None

Kim assumes a stance which can be canceled into 1 of 5 follow ups (LP, MP, HP, MK, LK, or MK). Transition to stance from s.hk, hk stomp, or overhead by holding down hk.

Shinkyaku

Shinkyaku
Stance LP
CVS2 Kim stance LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold Hk.png, Lp.png 800 8 SP/SU Mid High 9 8 20 37 -2 -2 None

A quick poke that can be canceled into a special or super. This move is the key to his infinite in the corner by kara canceling itself into another HK stomp.

Haishukyaku

Haishukyaku
Stance MP
CVS2 Kim stance MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold Hk.png, Mp.png 1200 12 None Mid High 18 6 20 44 0 0 None

A slow start-up kick that avoids low attacks.

Haisenkyaku

Haisenkyaku
Stance HP
CVS2 Kim stance HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold Hk.png, Hp.png 1200 12 None Mid High 10 6 31 47 DWN -11 None

A spin kick that will knock the opponent down on hit.

Setten Gedankyaku

Setten Gedankyaku
Stance LK
CVS2 Kim stance LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold Hk.png, Lk.png 900 9 None Low Low 22 14 17 53 -5 -5 None

A slow stomp attack that hits low.

Neri Chagi

Neri Chagi
Stance MK
CVS2 Kim stance MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold Hk.png, Mk.png 900 9 None High High 23 2 17 42 +5 +5 None

A slow overhead that allows c.lk to combo after, the key to mix-ups on knockdown when meter is available (knockdown, stance into block, overhead, or low)

Special Moves

Kusajin

Kusajin
[2]8P
CVS2 Kim 28P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold D.png, U.png + Lp.png 1300 13 None Mid High 5 3(9)3 34 54 DWN -25 5 (Full)
Hold D.png, U.png + Mp.png 800+600 8+6 None Mid High 6 3(9)3(9)3 35 68 DWN -38 6 (Full)
Hold D.png, U.png + Hp.png 600+500+400 6+5+4 None Mid High 7 3(9)3(9)3 36 70 DWN -39 7 (Full)

A reversal attack that can trade due to invincibility ending on 1st active frame. Can be air blocked.

Hienzan

Hienzan
[2]8K
CVS2 Kim 28K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold D.png, U.png + Lk.png 1400 14 None Mid Mid 4 14 39 57 DWN -33 4 (Full) 5-6 (Anti-air)
Hold D.png, U.png + Mk.png 1500 15 None Mid Mid 4 14 45 63 DWN -39 4 (Full) 5-6 (Anti-air)
Hold D.png, U.png + Hk.png 800 8 2HK Mid Mid 4 14 52 70 DWN -46 6 (Full)

A reversal that can be air blocked, must be done deep to avoid trades.

Tenshozan

Tenshozan
2HK after H Hienzan
CVS2 Kim 28K 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold D.png, U.png + Hk.png, D.png + Hk.png 800 8 None Mid High 8 4 30 42 DWN -36 None

Follow up attack to HK Hienzan.

Ryuseiraku

Ryuseiraku
[4]6K
CVS2 Kim 46K.png
First Hit
CVS2 Kim 46K 2.png
Second Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hold B.png, F.png + Lk.png 400+1100 4+11 None Low, Mid Low, High 19 10(24)4 27 74 DWN -11 None
Hold B.png, F.png + Mk.png 400+1200 4+12 None Low, Mid Low, High 19 15(25)5 27 81 DWN -12 None
Hold B.png, F.png + Hk.png 400+1300 4+13 None Low, Mid Low, High 19 19(27)6 27 88 DWN -13 None

One of the worst specials Kim has, with slow start up and easily countered. Can surprise an opponent on occasion and hits low, but hug gap between hits and punishable on block. Mostly safe on block due to spacing only.

Hangentsuzan

Hangentsuzan
214K
CVS2 Kim 214K.png
First Hit
CVS2 Kim 214K 2.png
Second Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + Lk.png 500+800 5+8 None Mid High 18 3(3)3 27 54 -4 -4 None
Qcb.png + Mk.png 500+900 5+9 None Mid High 18 3(5)3 28 57 -5 -5 None
Qcb.png + Hk.png 500+1000 5+10 None Mid High 18 3(8)3 29 61 -6 -6 None

A cartwheel attack with good damage and guard damage. The first hits whiffs on most characters that crouch for mk and hk versions. It's important to know when to use these attack, since done too close both the mk and hk versions are very punishable on hit or blow by normals and fast supers. When spaced only fast super will hit, the lk version is safe, but only combos from close. Smart use of this can cause high damage to an opponent's guard.

Hakikyaku

Hakikyaku
22K
CVS2 Kim 22K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngD.png + Lk.png 1000 10 SU Low Low 10 6 19 35 -1 -1 None
D.pngD.png + Mk.png 1100 11 SU Low Low 11 6 20 37 -2 -2 None
D.pngD.png + Hk.png 1200 12 SU/Stance Low Low 12 6 21 39 -3 -3 None

A low-hitting stomp that is safe on hit and block. The HK version has special properties of being able to be canceled into rush super or stance (hold hk).

This move is the key to his infinite in the corner by kara canceling lp follow up from HK stomp stance into another stomp.

Hishokyaku

Hishokyaku
j.236K
CVS2 Kim j236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcf.png + Lk.png 300xN 3xN None Mid High 8 Varies 14 Varies 0 0 None
In Air, Qcf.png + Mk.png 300xN 3xN None Mid High 9 Varies 14 Varies 0 0 None
In Air, Qcf.png + Hk.png 300xN 3xN None Mid High 10 Varies 14 Varies 0 0 None

A dive kick that can be done very low to the ground to build meter or pressure. Done too close you can be thrown after (+/- 0). Key to many juggles post super, can juggle up to three times, builds good meter.

Super Moves

Houou Kyaku

Houou Kyaku
21416K
CVS2 Kim 21416K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.pngDb.pngF.png + Lk.png 2400 0 None Mid High 4:4 24 6 38 DWN -13 8 (Full)
Qcb.pngDb.pngF.png + Mk.png 3700 0 SP/SU Mid High 4:4 46 6 60 DWN -13 14 (Full)
Qcb.pngDb.pngF.png + Hk.png 5300 0 None Mid High 4:4 58 6 72 DWN -13 22 (Full)

Kim's main bread and butter for landing damage through counter hit lights or after a guard break. Not extremely powerful, but extremely versatile, able to combo from max range s.lk for lvl 2/3 and being a great punish tool for unsafe moves on block or anti air.

Houou Hitenkyaku

Houou Hitenkyaku
236236K
CVS2 Kim 236236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png + Lk.png 2000 0 None Mid High 4:10 6 24 44 DWN - 8 (Full)
Qcf.pngQcf.png + Mk.png 2500 0 SP/SU Mid High 4:10 6 24 44 DWN - 14 (Full)
Qcf.pngQcf.png + Hk.png 4000 0 None Mid High 4:10 6 24 44 DWN - 22 (Full)

The part starter in C-groove and optimal A-groove ender for grounded combos. This move is good anti-air at level 2 and 3. Landing a level 1 in the corner allows for juggle combos with dive kicks and air super.

In C-groove landing a level 2 will start his infinite. In A-groove, it allows triple dive kick post combo for damage and meter build.

Houou Tenbukyaku

Houou Tenbukyaku
j.2363214K
CVS2 Kim j2363214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcf.png Hcb.png + Lk.png 2200 0 None Mid High 4:4 Varies 10 Varies DWN -26 8 (Full)
In Air, Qcf.png Hcb.png + Mk.png 3500 0 SP/SU Mid High 4:4 Varies 10 Varies DWN -26 14 (Full)
In Air, Qcf.png Hcb.png + Hk.png 5000 0 None Mid High 4:4 Varies 10 Varies DWN -26 22 (Full)

A air super that has juggle potential, allowing it to combo after dive kick juggles.

Combos

For visual aids and combo trials, see SilentScope88's video: Kim Trials

c.lk, c.lk xx charge d, u+hk, d+k follow up

c.lk, c.lk xx charge d, u+hp

c.lp, c.mk xx qcb+lk

c.lk, c.lp, c.mk xx qcb+hk (standing or fat crouchers, can be punished on hit)

With Super:

c.lk, c.lk, c.lk, s.lk xx lvl 2 or 3 rush super

j.hp (instant overhead or after deep jump in) xx air super

c.lk, c.lp, c.mk xx rush super

c.lk, c.lk xx anti air super (fat crouchers or standing only)

c.lk, c.lk xx anti air super (corner, fat crouchers or standing only), tiger knee dive kick x3, tiger knee air super

Infinite:

Colors

Kim CvS2 colors.png


CvS2 Wiki Navigation

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