The King of Fighters 2000 Character FAQ on Kim Kaphwan For The MVS Arcade System & The Neo*Geo Home Cart System By Raul Torrez (Kim_Kaphwan@tekken.cc) This FAQ is Copyrghted Work 2001 Raul Torrez The King of Fighters 2000, SNK, Kim Kaphwan, other SNK Characters are all Registered Trademarks and Copyrighted by SNK Corporation of Japan. (http://www.neogeo.co.jp) Contents: I. Why Kim Kaphwan? II. Kim's Bio and Info III. KoF2000's Basic Commands IV. Kim's Basic Moves V. Kim's Special Moves VI. Kim's Combos VII. Strategies VIII. Kim's Entrance and Winning Poses IX. Closing and Credits I. Why Kim Kaphwan? I decided to do this FAQ on Kim because, he's my HERO! As for him being my favorite character outta all the fighting games out there. He's a good guy that fights for justice! The reasons to play Kim are, that he has great speed, reach, power, and combos. Each year, Kim get's stronger. So, if you wanna learn more about Kim and how to use him, read on. II. Kim's Bio and Info Fighting Style: Tae Kwon Do Birthdate: December 21 Age: 30 Country: South Korea Blood Type: A Height: 176cm Weight: 78kg Hobbies: Karaoke Favorite Food: Yakiniku (Korean barbeque) Mastered Sport: Gymnastics Prized Things: His wife and two children Dislikes: Evil Seiyuu/Voice Actor: Satoshi Hashimoto First Appearance: Fatal Fury 2 Other Game Appearances: The King of Fighters '94-2000, The King of Fighters Kyo, The King of Fighters R1, Fatal Fury Special, Fatal Fury: First Contact, Real Bout: Fatal Fury, Real Bout: Fatal Fury 2, Real Bout: Fatal Fury Special, Garou: Mark of the Wolves (Cameo Appearance), Samurai Shodown 2 (Cameo Appearance), Capcom vs. SNK "Millennium Fight 2000", Capcom vs. SNK "Millennium Fight 2000" Pro, SNK vs. Capcom "CardFighter's Clash" SNK Card Set Anime Appearance: Fatal Fury 2: The New Battle Fatal Fury: The Motion Picture Kim's King of Fighters Team Members: KoF'94-98: Kim Kaphwan, Chang Koehan, Choi Bounge KoF'99-00: Kim Kaphwan, Chang Koehan, Choi Bounge, Jhun Hoon Kim's King of Fighters Background Music: KoF'94: ???? KoF'95: Tiger KoF'96: Seoul Road KoF'97: None KoF'98: Seoul Road KoF'99: The way to rebirth KoF'00: WILD PARTY Kim's Storyline: Kim is a very kind and honorable person, as well as being a master of Tae Kwon Do. He uses his Tae Kwon Do to fight for Justice. His goal, is to rid the world of evil, where he sees fit! Kim has his own Dojo, where he teaches his students Tae Kwon Do, as well for his two sons, Kim Jae Hoon and Kim Dong Hwan. Kim is also happily married to his beautiful wife, Myun. Being the current World Tae Kwon Do Champion, Kim enters numerous tournaments, such as The King of Fighters to look for challenges, meeting new faces, and ridding the tournaments of whatever evil surfaces from the shadows. Kim is great at reforming people who were once evil. His two students/partners (Chang Koehean and Choi Bounge) for the King of Fighters Tournaments, were once criminals. But, after some hard training/torture, their reformed from the ways of evil. That's Kim's goals in the KoF tournaments, reforming his students and teaching his ways of justice. In 1994, Kim first introduced his students/partners into the team tournaments of KoF. Since the rules changed because of the new host of the tournament, Rugal Bernstein. After the tournament, Choi and Chang demanded prize money for the tournament. Kim felt that he felled in training his students, so he told them that they needed harder training for the next tournament. This is were the torturing began. In 1995, Kim told his partners after the tournament that they would train even harder for the next tournament. In 1996, at the end of the tournament, Kim told Chang and Choi that they were reformed and free to go. After all the years of torture, Kim let them go free. So Chang and Choi were both full of joy! Each of them saying that they couldn't believe Kim let them go. They were also saying stuff about Kim in which he overheard and got pretty angry at them both. In 1997, the whole Orochi crisis got out of hand. But in the end, Justice would prevail. Good always wins over evil. In 1998, it was the year of resting and training for Kim. But, one day, Kim was visited by his old friend/rival, Jhun Hoon. They both argued about the ways of Justice and which methods they use to obtain it. So, Kim would train Chang, as for Jhun would train Choi. The goal was to see who could reform the students the best. In 1999, the rules were changed once again. A new host took over the tournament. This year, it was not 3 on 3. It was now 4 on 4. Of course 3 poeple would still duke it out, but the 4th person would be a striker for the team. Meaning, they could help their teamates a certain amount of times. At the end of the KoF'99 tournament, Kim and Jhun decided that they weren't reformed yet. Jhun told Choi that he would see to him, as Kim would see to Chang. So it was time to go back to more hard training. The torture never stops for poor Chang and Choi. A year passed by, as Kim was ready for the King of Fighters 2000 tournament. This will be the year of Justice, as the Korean Team gets prepared for the tournament of the New Millennium! III. KoF2000 Basic Commands Kim's Key Configuration: A- weak punch B- weak kick C- strong punch D- strong kick f- forward b- back u- up d- down Start- taunt qcf- quarter circle forward qcb- quarter circle back df- diagonally down forward db- diagonally down back uf- diagonally up forward ub- diagonally up back (air)- can be done in the air charge- hold the direction for at least 2 seconds DM- Desperation Move SDM- Super Deperation Move PK- must be pressed at same time (AB, CD, BC, etc.) Xx- can cancel move Basics: Run- f, f (hold f while running) Dash Back- b, b Normal Jump- up Quick Jump- d, uf/ d, u/ d, ub Emergency Attack Avoidance Forward- AB or f + AB Emergency Attack Avoidance Back- b + AB Falling Recovery Roll- AB before hitting the ground Throws- f or b + C/D Throw Escape- any button when grabbed Knockdown Attack- CD (can be done standing or in air) Guard Escape Roll Forward- when blocking, AB or f + AB (requires 1 stock of the Power Gauge) Guard Escape Roll Back- when blocking, b + AB (requires 1 stock of the Power Gauge) Guard Knockdown Attack- when blocking, CD (requires 1 stock of the Power Gauge) Striker Call- BC (requires 1 Striker Bomb) Special Striker Attack- BC after a throw (requires 1 Striker Bomb and 1 stock of the Power Gauge) Striker Replenish- Start (requires 1 stock of the Power Gauge) Counter Mode- ABC (consumes all 3 stocks of the Power Gauge) Armor Mode- BCD (consumes all 3 stocks of the Power Gauge) Taunt- Start Descriptions of Basic Commands: Falling Recovery Roll- AB before hitting the ground Whenever hit by an attack that knocks you to the ground, you can recover before hitting the pavement. This command will only work if hit by basic attacks, special attacks, DM's, and SDM's that knock ya on to the ground. Throw Escape- any button when grabbed This does not work in the air, against Benimaru, Mai, Athena, Yuri, Clark, and Leona, since they all have air throws. GROUND ONLY! Knockdown Attack- CD (air) If hit by this attack, the opponent will hit the ground. Think of this as a Fierce Attack. Not even the falling recovery roll will work after being hit by the Knockdown Attack. Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB Just like in KoF'98, using this command will enable your character to AVOID an attack from the opponent. Your character is INVINCIBLE for that breif moment of rolling. Remember though, you can be thrown or hit after the roll. Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1 stock of the Power Gauge) When blocking an attack, your character will roll forward or back from the opponent. This move can be used to distance yourself, if being pressure attacked. Guard Knockdown Attack- when blocking, CD (requires 1 stock of the Power Gauge) When blocking an attack, your character will perform the CD Attack, which will knock the opponent away from you. The only problem with the attack is that it does no damage to the opponent. Great to distance yourself from the opponent though. Striker Call- BC (requires 1 Striker Bomb) A Striker is the 4th character of the team, which is assigned to HELP/AID your character in the fight. Strikers play a big part in battle. Each Striker has a different ability to help the character. Unlike in KoF'99, where you could only call out your striker when on the ground. The striker system has changed, so that you can call out the striker when in the air, knocked down, after DM's, attacking, or getting attacked. You are limited 3-5 striker bombs pre match. Striker Replenish- Start (requires 1 stock of the Power Gauge) Another new addition to KoF2000, in which you can get your Striker Bombs back. If you have a stock on your Power Gauge, you will replace your stock with a Striker Bomb. Only use if needed. Counter Mode- ABC (consumes all 3 stocks of the Power Gauge) When activated, the opponent will fall to the ground and your character will start to flash RED for at least 20 seconds. Once Counter Mode wears off, the Power Gauge won't come back for another 10 seconds. In Counter Mode, this is what it has to offer..... -Attacks inflict more damage. -You can use DM's all ya want. -You can use Guard Escape Rolling Forward/Back and Guard Knockdown Attack all ya want. -Can supercancel basic and special moves into DM's. -Some DM's come out faster than other DM's. Armor Mode- BCD (consumes all 3 stocks of the Power Gauge) When activated, your character will start to flash YELLOW for 10 seconds. Once Armor Mode wears off your Power Gauge won't come back for another 10 seconds. You can't perform DM's in Armor Mode. In Armor Mode, this is what it has to offer..... -Attacks inflict more damage. -You have Super Armor. -Take no Block damage while blocking special moves, and DM/SDM's. -You can use Guard Escape Rolling Forward/Back and Guard Knockdown Attack all ya want. -Can't be knocked down from most attacks. Desperation Moves & Super Desperation Moves- DM's and SDM's are your Super Moves. In order to use DM/SDM's, you must fill up the Power Gauge to stock a DM. You can store up to 3 stocks. Only certain DM's can be SDM's. SDM's take 3 stocks to use and must be done by presing 2 buttons, instead of one button. IV. Kim's Basic Moves A (weak punch): standing- Standard Jab which reaches out forward and hits mid-range. Comes out fast. crouching- Low Jab which comes out fast and can be canceled into Kuuren Geki or Haki Kyaku. jumping- 45 degree angle downward jab which can be used as a cross-up. The only move that can be linked with this jab is Standing C. close- Standard Jab which hits high. Comes out fast and can be canceled into Kuuren Geki or Haki Kyaku. B (weak kick): standing- High Snap Kick that comes out fast. crouching- Quick Low Kick which comes out fast and can be canceled into standing A or croching A/B. This is how you'll be able to start crouching combos with Kim. jumping- Vertical High Kick which comes out fast. Decent jump-in to start a crouching combo. Not much use for it though. close- An AUTO 2-hit of a Low and High Kick which comes out fast and can be canceled on the first hit with either Kuuren Geki, Haki Kyaku, Hangetsu Zan, Neri Chagi, and Ryuusei Raku. It can also be canceled on the second hit with the moves I stated above, except for Ryuusei Raku. Best followed up with B Haki Kyaku. C (strong punch): standing- Mid-Range Side Kick which comes out slow. Decent poke attack. crouching- Rising High Kick which comes out fast and can be canceled with Kuuren Geki, Haki Kyaku, Hangetsu Zan, Hien Zan, Ryuusei Raku, and Hou'ou Hiten Kyaku! Great anti-air attack as well. jumping- Vertical Front Snap Kick. Comes out fast, but useless none the less. Standing C is the only thing that can combo in. diagonal jumping- Upside down kick which comes out fast and good jump-in for a combo starter. close- An AUTO 2-hit Mid-Range Side Kick which comes out fast and can be cancel on the first hit either Kuuren Geki, Haki Kyaku, Hangetsu Zan, Neri Chagi, and Ryuusei Raku! Another great combo starter. D (strong kick): standing- Spinning Roundhouse Kick which comes out fast. Not much use for this move. crouching- Standard Sweep Kick with great reach and speed. Can cancel Kuuren Geki, Haki Kyaku, Hangetsu Zan, Hien Zan, Neri Chagi, and Ryuusei Raku if sweep doesn't hit. Doing this will allow you to catch the oppoenet off guard, which you can score free hits. jumping- Vertical Roundhouse Kick which comes out fast. Not much use for this move. Can link up Standing C to start a combo. diagonal jumping- Standard Drop Kick and his best jump-in to start combos. This is also his cross-up move. If you charge down while doing the drop kick, you can perform Hien Zan immediatly after ya land. Good air to air attack. close- Fast Axe Kick and AUTO 2-hit which can be canceled on the first hit into either Kuuren Geki, Haki Kyaku, Hangetsu Zan, Neri Chagi, Ryuusei Raku, and Hou'ou Hiten Kyaku! You can also cancel on the second hit with ONLY Hangetsu Zan. AB (Emergency Attack Avoidance Forward/Back) Kim will do a cartwheel forward or back to avoid the attack. Very Fast and Invincible at the start up of the move. CD- (Knockdown Attack) On the ground Kim pushes himself back for a Forward Kick. In the air, Kim does a Snapping Side Kick. This move is best used in the air. It's safer and will score you some hits over the opponent. Great jump-in too. V. Kim's Special Moves -Throws Kubi Kime Otoshi- when close, f or b + C Sakkyaku Nage- when close, f or b + D -Command Moves Kuuren Geki- f + A Neri Chagi- f + B -Special Moves Hangetsu Zan- qcb + B/D Haki Kyaku- d, d + B/D Hien Zan- charge d, u + B/D >Tenshou Kyaku- d + D (follow up after D Hien Zan) Hishou Kyaku- in air, qcf + B/D Ryuusei Raku- charge b, f + B/D Taunt- Start -Desperation Moves Hou'ou Hiten Kyaku- qcf, qcf + B/D Hou'ou Kyaku- qcb, db, f + B/D (air) SDM Hou'ou Kyaku- qcb, db, f + BD (air) -Striker Actions Striker Attack- Hishou Kyaku Striker Replenish- Start Another Striker- Kim Sue Il Move Descriptions: Kubi Kime Otoshi- when close, f or b + C Kim will grab the opponent by the shoulders, then putting his legs between the opponents neck, while slamming the opponent to the ground. Sakkyaku Nage- when close, f or b + D Kim will grab the opponent by the leg and shoulder, then tossing the opponent across the screen. Great throw to distance yourself from the opponent. Kuuren Geki- f + A Kim will do a forward hopping kick, then finishes it with another forward spin kick. Kuuren Geki has great reach! It goes past half screen. Kuuren Geki can also be canceled on the first hit with either Hishou Kyaku or Hou'ou Kyaku. This move plays a BIG FACTOR in Kim's combo's. Neri Chagi- f + B Kim's overhead axe kick which does 2 hits, high and low. Neri Chagi comes out slow, so be careful. The only use for it would have to be, when your opponent turtles a lot. If ya see the opponent ducking a lot, do Neri Chagi. This move can be canceled from close B/C/D, but won't connect, do to it's slowness. If you somehow hit Neri Chagi when opponent doesn't block after B/C/D, you can cancel Neri Chagi's first or last hit with ONLY Hangetsu Zan. Hangetsu Zan- qcb + B/D Kim flips forward while doing an overhead hit with each foot and ending in a split position. This move comes out fast. The B version has very short distance, while the D version goes half screen. Hangetsu Zan can be canceled from close C (only on first hit.) and close D (first or second hit). In Counter Mode, Hangetsu Zan can be supercanceled into Hou'ou Kyaku! Haki Kyaku- d, d + B/D Kim uses his back foot to stomp on the ground, as the whole background shakes. Both B/D versions come out fast, but the wave around the kick is how far it goes. Haki Kyaku eats up ground projectiles, but it's the timing of the kick that will stop them. Haki Kyaku can be supercanceled if close enough to the opponent into Hou'ou Kyaku, with or without Counter Mode. Hien Zan- charge d, u + B/D (Tenshou Kyaku d + D follow up after D Hien Zan) Kim does a somersault kick straight up in the air. Decent anti-air attack, but hard to combo off of, unless your close or in the corner. The B version has great recovery time, where the D version doesn't. The D Hien Zan can be followed up with d + D Tenshou Kyaku. Tenshou Kyaku is an upside down overhead hit. This move will give ya extra damage if followed up. Hishou Kyaku- in air, qcf + B/D Kim does a series of bicyle kicks 30/45 degrees downward from the air. This is a great move because the damage and recovery time. The speed is a plus as well. Hishou Kyaku can cross-up as well. Kim also has an infinite off this move, more on that later though. In Counter Mode, Hishou Kyaku can be supercanceled into Hou'ou Kyaku! You can supercancel during Hishou Kyaku or on the last hit of it. You must be fast though. Ryuusei Raku- charge b, f + B/D Kim will slide across the screen with one leg, and finishing with an overhead hit with the other leg. This move comes out fast. The B version suffers range, where the D version doesn't. The D version, Kim will slide full screen. In Counter Mode, Ryuusei Raku can be supercanceled into Hou'ou Kyaku, but must be done before the overhead hit comes out. Taunt- Start Kim gives a deep breath, while shruging his shoulders with his hands out. It's kidda like he's telling you to come on or your boring. Hou'ou Hiten Kyaku- qcf, qcf + B/D Kim will do an Ascending High Kick to launch up the opponent in the air. Unlike in KoF'99, in which Kim launched the opponent into the air than finished with a Massive Neri Chagi. Now in KoF2000, you can follow up with anything from Hishou Kyaku, Hien Zan, CD Attack, Hou'ou Hiten Kyaku, and Hou'ou Kyaku! Hou'ou Kyaku- qcb, db, f + B/D (air) SDM Hou'ou Kyaku- qcb, db, f + BD (air) Kim's classic DM since Fatal Fury 2 in which he does a long jump towards the opponent. If connected, Kim does a series of kicks (he adds a punch at the start), then finishes with Hien Zan. His SDM Hou'ou Kyaku will have the background change Black and White, then Kim will do a longer version of kicks and lifts the opponent with Kuu Sa Jin, to follow up with Hien Zan as the finisher. Hou'ou Kyaku goes full screeen, so it covers distance. Hou'ou Kyaku can be done in the air as well, instead of the long jump, he'll do a flying long jump. Hou'ou Kyaku plays a big part Counter Mode, since must of his moves can supercancel into it. Hou'ou Kyaku is extremely fast and can beat out some moves at times. If Kim misses Hou'ou Kyaku, he gets this pissed off look and can be hit or worse right after the opponent blocks. So be careful. :) Striker Attack: Hishou Kyaku- BC (requires 1 Striker Bomb) When you call Kim out, he will jump in the battle with Hishou Kyaku. If Hishou Kyaku connects, Kim will follow up with Kuu Sa Jin. After Kuu Sa Jin, he will ascend to the ground and taunt you before leaving the battle by leaping off the screen. The reach for his Striker Attack is half screen, which is great. This move juggles, so your character in the battle can follow up with anything they want. Striker Replenish- Start (requires 1 stock of the Power Gauge) If you have 1 stock to use for a Striker Bomb, press Start. Kim will perform his taunt and give yourself a Striker Bomb. Use wisely, because you can't cancel outta a taunt like the previous KoF's. Another Striker: Kim Sue Il - BC (requires 1 Striker Bomb) Another Striker is a new addition to KoF2000. Each character has Another Striker besides themselves. So if ya pick Kim Kaphwan as your 4th person, you have to decide will it be Kim Kaphwan or Kim Sue Il as your Striker? So your choice is Kim Sue Il. Kim Sue Il runs out from the egde of the screen, doing his rushing cane attack. If attack connects, he then does Hisen Zan (which is his version of Hien Zan) and strikes a pose before leaving. Who is Kim Sue Il? Kim Sue Il is the Descendant of Kim Kaphwan. In 1996, Kim Sue Il starred in a game called Kizuna Encounter: Super Tag Battle, the sequel to Savage Reign. The game took place in the future. Kim Sue Il is a Justice Fighting Cop, which has Kim Kaphwan moves and Hou'ou Kyaku DM. Remember in KoF'98, Kim has Sanren Geki (where he kicks three times). Well, Kim Sue Il had that move too. Another thing about Kim Sue Il is his name. He is also known as Kim Young Mok in either the American or Japanese Version of Kizuna Encounter. I think it's the American Version. VI. Kim's Combos s- standing c- crouching j- jumping cX- cross-up (1)- cancel on first hit (Beginner/Intermediate Combos) cB, cA, Kuuren Geki - 4-hits cB, cA, D Hien Zan w/d + D follow up - 5-hits (6-hits if opponent in corner) cB, cB, cA, D Hien Zan - 4-hits cB, cB, cA, Kuuren Geki - 5-hits cB, cA, Kuuren Geki, B Hishou Kyaku - 4-hits Haki Kyaku, DM/SDM Hou'ou Kyaku - 22/13-hits cC, D Hien Zan w/d + D follow up - 5-hits cC, Haki Kyaku - 2-hits cC, D Hangetsu Zan - 4-hits cC, D Ryuusei Raku - 3-hits cC, Hou'ou Hiten Kyaku - 2-hits sB, B Haki Kyaku - 3-hits sD, Kuuren Geki - 4-hits sD, Kuuren Geki(1), B Hishou Kyaku - 4-hits sD, D Hangetsu Zan - 4/5-hits sD(1), D Haki Kyaku - 2-hits sD(1), Hou'ou Hiten Kyaku - 2-hits jD, sC - 3-hits jD, sC(1), D Ryuusei Raku - 4-hits jD, sC(1), D Hangetsu Zan - 3-hits jD, sC(1), D Haki Kyaku - 3-hits jD, sC(1), Kuuren Geki - 4-hits jD, sC(1), Kuuren Geki(1), B Hishou Kyaku - 4-hits jD, cB, cA, D Hien Zan w/d + D follow up - 4-hits jD, D Hien Zan w/d + D follow up - 5-hits (Advanced Combos) cB, cB, cA, Kuuren Geki(1), DM/SDM Hou'ou Kyaku - 16/25-hits cB, cA, Hou'ou Hiten Kyaku, Hou'ou Kyaku - 15-hits sD, Kuuren Geki(1), DM/SDM Hou'ou Kyaku- 15/24-hits jD, sC(1), Kuuren Geki(1), DM/SDM Hou'ou Kyaku - 15/24-hits cX B Hishou Kyaku, cA, sC(1), Kuuren Geki(1), DM/SDM Hou'ou Kyaku - 18/27-hits (Very Flashy!) (Counter Mode Combos) D Hishou Kyaku, Hou'ou Kyaku - 17-hits D Hangetsu Zan, Hou'ou Kyaku - 14-hits sD, D Hangetsu Zan, Hou'ou Kyaku - 16-hits jD, sC(1), D Ryuusei Raku, Hou'ou Kyaku - 15-hits (Striker Combos) Striker: Robert Garcia 1. Call Robert, sD, B Haki Kyaku, Air SDM Hou'ou Kyaku - 32-hits 2. Call Robert, sD, B Haki Kyaku, D Hishou Kyaku, D Hien Zan w/d + D follow up - 15-hits Striker: King 1. Call King, Hou'ou Hiten Kyaku, Hou'ou Kyaku - 19-hits Striker: Kyo Kusanagi Call Kyo, sD, Kuuren Geki(1), SDM Hou'ou Kyaku - 27-hits Striker: Vanessa Call Vanessa, sD, D Hangetsu Zan, Hou'ou Kyaku - 20-hits (Counter Mode Only) VII. Strategies UNDER CONSTRUCTION VIII. Kim's Entrance and Winning Poses Entrance 1- Kim shakes each of his lega. After that, he says, "Ikuzo!" ("Let's go!") Then, goes into fighting stance. Entrance 2- (Kim vs. Jhun) Kim glances at Jhun in deep thought. After Jhun's done talking, Kim gives Jhun a grin with a twinkle in his eye. Then, goes into fighting stance. Entrance 3- (Kim vs. Chang) Chang will start saying something to Kim, but Kim with his hands on his waist, shakes his head in disgust saying, "Ikuzo!" ("Let's go!") Then, goes into fighting stance. Win Pose 1- Kim will wipe his head off and put both hands on his waist, saying, "Naka naka no otemai!" ("A good fight from a good friend!") Win Pose 2- Kim will perform a Low kick, Middle kick, High kick, and a Ascending High Kick. Kim will then go into his Junbi Stance, saying, "hwah!" Win Pose 3- While running his fingers through his hair, Kim puts his hand on the back of his head, which he then smiles with a twinkle coming from his teeth. Time Over Pose- Kim will shrug his shoulder with his hands out to the side, while making a goofy expression on his face. Note: Kim did this pose way back in Fatal Fury 2, whenever you picked him as a character on the character select screen. Striker Call Pose- Kim will stand in place while point his finger at the opponent saying, "Ikuzo!" ("Let's go!") Winning Quote- "My sons should know the fear battle, what a rush!" Losing Quote- "Carelessness is an awful enemy!" IX. Closing and Credits This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify from the FAQ in anyway. I made this Kim Kaphwan FAQ for people who are interested in learning him. If you have any contributions, comments, or corrections, fell free to e-mail me and I'll credit you. I'll update this FAQ soon. Everything I did on this FAQ is from the top of my head. Just playing Kim all these years in Fatal Fury/King of Fighters Series does that to ya! ;) I'd like to thank....... The LORD for blessing me everyday. Joku for showing me the way SNK with games like The Fatal Fury/King Of Fighters Series which led me to Kim Kaphwan. Not even you can't forget the countless hours we spent on KoF'96! Some fun times! SNK/Neo*Geo for creating Kim Kaphwan and The King of Fighters Series. The Future is Indeed Now! SNK's Offical King Of Fighters 2000 Home Page where I got Kim's Info. (http://www.neogeo.co.jp/kof00_en/toppage/00_index.htm) Kao Megura because I got Kim's move names from his KoF2000 FAQ. He also writes great KoF FAQ's too. The man's The King of FaQ's! http://www.gamefaqs.com for all the great faqs they have up. And you for taking the time to read this FAQ. Raul Torrez Copytrighted (c) 2001