===================================================================== Capcom vs SNK: Millenium Fight Kim Faq Version 1.00 By Edward Koo (edwardkoo@yahoo.com) ===================================================================== ===================================================================== TABLE OF CONTENTS ===================================================================== [1] VERSION HISTORY [2] INTRODUCTION [3] MOVES [3.1] Legend [3.2] Normal moves [3.3] Command/Special moves [3.4] Desperation moves [4] COMBOS [5] STRATEGIES [6] ACKNOWLEDGEMENTS [6.1] About the author [6.2] Credits and special thanks [6.3] Final words ===================================================================== [1] VERSION HISTORY ===================================================================== v1.0, 12 Feb 2001 - Initial release. ===================================================================== [2] INTRODUCTION ===================================================================== Kim has been one of the strongest characters since the Fatal Fury series. He's excellence in both offence and defence. Most of his moves allow you to play him as a turtle or mad bull. Well, in recent KOF series he's really crazy and unstoppable. And you think he's been weaken in this game? No way! ===================================================================== [3] MOVES ===================================================================== --------------------------------------------------------------------- [3.1] Legend --------------------------------------------------------------------- LP = light punch LK = light kick HP = heavy punch HK = heavy kick P = any punch K = any kick d = downward joystick direction u = upward joystick direction b = backward joystick direction f = forward joystick direction qcb = quarter circle back joystick motion qcf = quarter circle forward joystick motion hcb = half circle back joystick motion hcf = half circle forward joystick motion dp = uppercut joystick motion rdp = reverse uppercut joystick motion s = stand j = jump c = crouch cx = crossup jump hold = hold down a button charge = hold on a joystick direction release = release a button (air) = opponent is on air (close) = opponent is close to you (corner) = opponent is in corner (DM level)= desperation move and it's level --------------------------------------------------------------------- [3.2] Normal moves --------------------------------------------------------------------- sLP (***) - cancellable into any special move. - comboable into DM. - use it to intterrupt opponent's move. sLK (*)(close) - cancellable into any special move. - comboable into DM. - don't use it. sLK (****) - comboable into DM. - comboable into cHK. - abuse it to poke, interrupt and annoy your opponent. sHP (**)(close) - cancellable into any special move during the first hit. - comboable into DM during the first hit. - use it for style. sHP (**) - long range. - use it to interrupt projectile moves. sHK (**) - slow and long range. - hold it to switch stance, refer to command moves section for detail. cLP (***) - cancellable into any special move. - comboable into DM. - comboable into cHK. - use it to poke and for easier combo into DM. cLK (****) - cancellable into any special move. - comboable into DM. - official poking move :) cHP (****) - comboable into DM. - use it against air opponent, simply the best anti air move. cHK (****) - cancellable into any special move. - abuse it to sweep your opponent or cancel into qcb+K for tick damage. jLP (**) - use it as jump in attack when opponent is down. - use it against opponent without anti air move. jLK (**) - comboable into other normal moves such as cLK. - use it as jump in attack when opponent is down. - use it against opponent without anti air move. jHP (**) - comboable into other normal moves such as cLK. - only use it to attack air opponent. jHK (****) - comboable into other normal moves such as cLK. - use it for cross up attack. fHK (***) - overhead attack for high low game - i.e, fHK then cHK --------------------------------------------------------------------- [3.3] Command/Special moves --------------------------------------------------------------------- Hangetsu Zan: qcb+K (**) - use it to for tick damage only. - i.e, cHK -> Hangetsu Zan Hishou Kyaku: qcf+K (air) (****) - use it to pressure opponent and whenever you have chance for tick damage. - it'll recover fast enough for you to follow with other moves. - i.e, Hishou Kyaku then Houou Kyaku (qcb, db, f+K) Hien Zan: charge d then u+K (***) - the HK version can add one more hit with d+HK. - official anti air move. Haki Kyaku: d, d+K (*) - use it to scare/taunt your opponent :) Switch Stance: after sHK/fHK then hold HK then LP/LK/HP (**) - use the HP version for overhead attack. --------------------------------------------------------------------- [3.4] Desperation Moves --------------------------------------------------------------------- Houou Kyaku: qcb, db, f+K (*****) - use it to combo from normal moves. - use it to go through opponent's projectile. - use it against jump in opponent. Houou Tenbu Kyaku: qcf, hcb+K (air) (****) - cross up opponent and use it, most people will get caught! - try confuse opponent with Hishou Kyaku. ===================================================================== [4] COMBOS ===================================================================== I'll only list out the most useful and practical combos i think. You can always do these combos from ground, jumping attack or cross up jumping attack. 1) cLK -> cLP -> sLK -> cHK -> optionally do Hangetsu Zan (qcb+K) for tick damage in case the combo miss. 2) cLK -> cLK/cLP -> cLK/cLP -> Houou Kyaku (qcb, db, f+K) ===================================================================== [5] STRATEGIES ===================================================================== - master the above combos, it'll allow you to inflict serious damage in most situation. - poke with cLK for close range, sLK for mid range and sHP for long range. - use cHP against opponent's jumping attack. - master the timing and distance for cHK to sweep opponent constantly. - always try to cross up opponent with jHK. - confuse them with Hishou Kyaku (qcf+K (air)) and Houou Tenbu Kyaku (qcf, hcb+K (air)) when doing cross up attack. - punish projectile happy opponent with Houou Kyaku (qcb, db, f+K), it'll go through their projectile. ===================================================================== [6] ACKNOWLEDGEMENTS ===================================================================== --------------------------------------------------------------------- [6.1] About the author --------------------------------------------------------------------- Name : Edward Koo Email : edwardkoo@yahoo.com Homepage : i.am/edwardkoo --------------------------------------------------------------------- [6.2] Credits and special thanks --------------------------------------------------------------------- Sailor Bacon - for the move name and some general info. Mark - he's the one who let me guarantee that Kim is really strong in CvS. --------------------------------------------------------------------- [6.3] Final words --------------------------------------------------------------------- Your comments, infos, ideas, erratas and contributions are welcome. Thank you very much for reading this faq. --- Taekwando No Sensei Misemasho --- --- Taekwando Masters Are Watching --- Copyright 2001 Edward Koo All rights reserved.