------------------------------------------------------------------------------ The King of Fighters XI Character FAQ on Kim Kaphwan For The AtomisWave Arcade Board & PlayStation 2 System (NTSC-J) By Raul Torrez (Kim_Kaphwan@netzero.net) This FAQ is Copyrghted Work 2006 Raul Torrez ------------------------------------------------------------------------------ The King of Fighters XI, SNK Playmore, Kim Kaphwan, and other SNK characters are all Registered Trademarks and Copyrighted by the SNK Playmore Corporation of Japan. --------- Contents: --------- I. What's Changed? II. Kim's Bio and Info III. KOFXI'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. Extra Stuff X. Updates XI. Closing and Credits ============================================================================== I. What's Changed? ============================================================================== Kim in terms of gameplay is still a solid character like previous KOF's. I'd place him at upper mid-tier. He's more 2k2 par, with some minor twiks here and there. He's gained a second command move (f, f + A, A) which is good for juggling purposes. His LDM is a bit faster than the previous year. He can chain cB, cA again, which is a big plus. With he is also one of the elite characters to have a sure fire juggle into his LDM. Aside from that, nothing has really changed..... except the updated 2k3 engine. ============================================================================== II. Kim's Bio and Info ============================================================================== Fighting Style: Tae Kwon Do Birthday: 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 '94-2003, The King of Fighters XI, The King of Fighters NeoWave, The King of Fighters Maximum Impact 1, The King of Fighters Maximum Impact 2, The King of Fighters '94 Re-Bout, The King of Fighters Pachinko, The King of Fighters Kyo, The King of Fighters R1, The King of Fighters "Battle de Paradise", The King of Fighters Ex 1, The King of Fighters Ex 2, Fatal Fury Special, Fatal Fury: First Contact, Fatal Fury: Wild Ambition, Real Bout: Fatal Fury, Real Bout: Fatal Fury 2, Real Bout: Fatal Fury Special, Real Bout: Fatal Fury "Dominated Mind", 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, Capcom vs. SNK 2 "Millionaire Fighting 2001", SNK vs. Capcom "CardFighter's Clash" SNK Card Set, SNK vs. Capcom "Card Clash 2", SNK vs. Capcom Chaos, NeoGeo Battle Coliseum, SNK vs. Capcom "Card Clash DS" 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 KoF'2001 : Kim Kaphwan, Chang Koehan, Choi Bounge, May Lee Jinju KoF'2002 : Kim Kaphwan, Chang Koehan, Choi Bounge KoF'2003 : Kim Kaphwan, Chang Koehan, Jhun Hoon KoF XI : Terry Bogard, Kim Kaphwan, Duck King Kim's King of Fighters Background Music: KoF'94: "Usa" (Tiger) KoF'95: Tiger KoF'96: Seoul Road KoF'97: None KoF'98: Seoul Road/Seoul Town KoF'99: The way to rebirth KoF'00: WILD PARTY KoF'01: Neri Chagi KoF'02: Let's go to Seoul KoF'03: Seoul Love KoF XI: Street Dancer ============================================================================== III. KoFXI's Basic Commands ============================================================================== Kim's Key Configuration: A- weak punch B- weak kick C- strong punch D- strong kick E- Knockdown Attack 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 LDM- Leader Desperation Move DC- DREAMCANCEL SP- Skill Point PK- must be pressed at same time (AB, CD, BC, etc.) QS- Quick-Shift SS- Saving Shift Xx- can cancel move x1- repeat number of times given >- follow up OTG- Off The Ground SC- Super Cancel ------- Basics: ------- Run- f, f (hold f while running) Dash Back- b, b Normal Jump- up Short Jump- tap d, uf/ d, u/ d, ub 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) Falling Recovery Roll Forward- f + AB (before hitting the ground) Roll Attack Cancel- while attacking, AB (requires 1 Power Stock) Throws- f or b + C/D Throw Escape- when grabbed, f or b + C/D Guard Escape Roll Forward- when blocking, AB / f + AB (requires 1 Power Stock) Guard Escape Roll Back- when blocking, b + AB (requires 1 Power Stock) Guard Cancel Knockdown Attack- when blocking, CD (requires 1 Power Stock) Multi-Shift- AC / BD Quick Shift- while attacking, AC / BD (requires 1 Skill Point) Saving Shift- while attacked, AC / BD (requires both Skill Points) Super Cancel- requires 1 Skill Point and 1 Power Stock Dream Cancel- requires 1 Skill Point and 3 Power Stocks Taunt- Start ------------------------------- Descriptions of Basic Commands: ------------------------------- -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. This year, you can roll while crouching. Remember though, you can be thrown or hit after the roll. -Falling Recovery Roll- before hitting the ground, AB -Falling Recovery Roll Forward- before hitting the ground, f + AB 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, or DM's that knock you down to the ground. You cannot recover from "Grounded / SLAM" attacks. The forward recovery roll is new to KOFXI. Roll Attack Cancel- while attacking, AB (requires 1 Power Stock) Returning from KoF2k2, in which you can CANCEL Normal Attacks such as A,B,C,D or E into a roll. You can use this as a mix-up or to close in on your opponent. There are some instances where you can use this in a combo (OSWALD). -Throw Escape- when grabbed, f or b + C/D If done correctly, you're character will push away the opponent about 3 steps away from you. Throw Escapes do not work in the air, against Benimaru, Jenet, Tizoc, Gato, Mai, Athena, Yuri, Clark, and Leona, since they all have air throws. GROUND ONLY! Throw Escapes don't work against command throws either. -Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1 Power Stock) 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. It also has slight invinciblity on start up. -Guard Cancel Knockdown Attack- when blocking, E (requires 1 Power Stock) When blocking an attack, your character will perform the CD Attack, which will knock the opponent away from you. Great to distance yourself from the opponent and keep the pace going. -Guard Indicator- This is located within your life gauge. With each attack you block, the closer you are to getting CRUSHED. As you get near the limit, the green meter with in the life gauge will begin to FLASH WHITE non-stop. Once the guard meter runs out, the word, "CRUSH!!" appears in the middle of the screen. At this time, your GUARD will be broken, while you're STUNNED for a brief moment. Thus, leaving you vulnerable for an attack. Once you've been GC, your Guard Status will return to normal. Even when taking block damage "WITHOUT" getting Guard Crushed, the meter will refill itself after a while. -Stun Gauge- The RED Gauge above your Life Gauge is the STUN GAUGE. Once this gauge depletes the RED METER, the words STUN! will appear on the screen. What follows is the opponent being dazed for a short period of time. This will allow you enough time to score free hits on the stunned opponent. After the opponent is his or shakes out of it by mashing on the buttons/moving the joystick, the gauge will return to normal. -Skill Gauge- There's a gauge above the power gauge that stores skill points. Skill Points allow you to use Super/Dream Cancels and Quick/Saving Shifts. The Skill Gauge automatically charges itself up at the beginning of the match. The recharging continues through out the whole match. The charging process takes up to a little over 10 seconds a SKILL POINT each. The gauge ONLY stores up to two Points MAX. -Multi-Shift- AC or BD This has been updated since KOF2k3. Multi-Shift is when you can tag in / out another character on your team. Unlike KOF2K3 where you had to wait for the message "Change OK!" to appear, KOFXI allows you to tag out your character whenever you want. When a Multi-Shift is performed, the character that is switching out will do a taunt/pose, as he/her disappear while the words "CHANGE" appear in pink. Once the character has been tagged in, they will jump where the last character was positioned. But there's one flaw to Multi- Shift...... You can be hit out of it, so it's not really safe unless you knockdown your opponent or in a safe distance to perform it. -Multi-Shift System- I'll try to explain the MS System, so that you can understand how to get the character you want in the during battle. Note: Name of character with CAPS LOCKED is the person in battle. ------------------------------------------------------------------------------ Example: _____ / \ ______________________________ -> | KIM |______________________________| \_____/C2 \___________/C3 \___________| \___/ \___/ OK! I have Kim in, so I want to replace him with Kyo (C2), so I would hit AC. CHANGE _____ / \ ______________________________ -> | KYO |______________________________| \_____/C1 \___________/C3 \___________| \___/ \___/ OK! So I have Kyo in so I want to replace him with Kula (C3), so I'd hit BD. CHANGE _____ / \ ______________________________ -> | KULA |______________________________| \_____/C1 \___________/C2 \___________| \___/ \___/ So now I have Kula tagged in, but I want Kim (C1) back again. I'd hit AC! CHANGE _____ / \ ______________________________ -> | KIM |______________________________| \_____/C2 \___________/C3 \___________| \___/ \___/ Kim is back in battle. ------------------------------------------------------------------------------ So in closing for TAGS, Character 1 = AC for C2 = BD for C3 Character 2 = AC for C1 = BD for C3 Character 3 = AC for C1 = BD for C2 Quick Shift- while attacking, AC / BD (requires 1 Skill Point) This new feature allows you to interrupt your own attacks and immediately tags in one of your other characters. Your incoming character will come in to battle aerial. This allows you to hit the opponent with a aerial attack (ABCDE) or special aerial moves (if the character has access to them). You can perform branch combos from another quick shift, if you have both skill points. You may Quick Shift off normal attacks, some specials, and some Desperation Moves. Quick Shift can only be used on the ground. No aerial quick shifting. Saving Shift- while attacked, AC / BD (requires both Skill Points) A new addition to the SHIFT feature. This allows you to break/interrupt the opponent attacks and tags in another character who will do a aerial attack to stop the opponents pursuit. Overall, this feature SAVES your character from getting damaged or is just a safe tag out. You can only Save Shift during blocked/hit attacks, special moves, at the start of (L)DM's, or during a Quick Shift from the opponent. Throws and command throw cannot be Save Shifted. The incoming attack from the saving shift does no damage. If the attack hits as a COUNTER HIT, you may follow up with a juggle or attack. Saving Shift can only be done when one or both characters are still available in the match. -Leader System- After choosing your characters in the Character Select Screen, you're taking to a second screen to choose your LEADER character. The LEADER character has added abilites they can perform. They are given the ability to perform their LDM's and DREAMCANCEL. While playing, you can indicate who your LEADER is by the GREEN COLOR GAUGE. Your LEADER also play a part in the Judgement System. -Judgement System- Taken from SFIII comes the Judgement System. It's somewhat different than SF3, but still handles decisions on time over victories. As the match starts, the time counter start out YELLOW. As the match progresses, the time counters color will shift colors. This is determined on whose dominating the match with more hits. If the color changes RED, it's in Player 1's favor, if it changes to BLUE, it shifts to Player 2. There are ways to get the match in your favor, hitting the opponent with a LDM, KO'ing a single character, and hitting combos correctly. Once the timer hits ZERO, the match will be awarded to the player with their assigned color. There are rare cases where the time counter will stay neutral YELLOW. -Desperation Moves- (requires 1 Power Stock) DM's are your Super Moves. In order to use DM's, you must fill up the Power Gauge to stock a DM. You can store up to 5 stocks. Each character has there own number of DM assigned to them. -Leader Desperation Moves- (requires 2 Power Stocks) Another returning feature from KOF2k3. LDM's are replacing the previous SDM's (Super Desperation Moves). It's basically the same as a SDM, but only ONE character has possession of the ability. LDM's take 2 Power Stocks to use. Most all LDM correspond with the E button or CE. There will be a PINK Aura around the character to indicate that you successfully pulled off the LDM. -Super Cancels- (requires 1 Skill Point and 1 Power Stock) This feature is back from KoF2K3. Super Canceling allows you to cancel special moves into DM/LDM's. In order to Super Cancel, you must have a 1 Power Stock and 1 SKill Point. 1 Skill Point to Super Cancel and 1 Power Stock to perform the DM. When the words on the screen flash "SUPERCANCEL", this indicates that you have successfully Super Canceled. -Dream Cancels- (requires 3 Power Stocks and 1 Skill Point) New addition to the KOF Series. This ability allows you to Super Cancel your DM into a LDM. This can be only done by the LEADER character you assigned. If you decide to supercancel into a DM, then dreamcancel into a LDM, this method will use 3 power stocks and both skill points. You can DREAM CANCEL during the beginning or at a certain point. Depends on the type of DM you DreamCancel from. Each character has an assigned DM they can DreamCancel into. -Counter Wire Attacks- This feature is back from KOF2K3. These are attacks based on counter hits. Counter Wire Attacks occur during a counter hit, in which the opponent goes flying towards the wall and will be bounced back after hitting the wall. You can follow-up alot of stuff with this move. This is something to watch for in the future. ============================================================================== IV. Kim's Basic Moves ============================================================================== A (weak punch): -standing- Standard Jab which reaches out forward and hits mid-range. The speed is great on this move. This move is by far Kim's best poke / zone attack. The jab itself covers past Kim's sweep distance. -crouching- Low Jab which comes out fast and can be canceled into all of Kim's command / special moves. One of Kim's combo starters while crouching. -jumping- 45 degree angle downward jab which can be used as a cross-up. This move is has been nerfed BIG TIME. It comes out rather slow. It's still is however his BEST Short Jump Attack when near the opponent, using on a cornered opponent, or cross-up on crouched opponent. It has also lost the ability to cancel into his air d + K and air qcb, db, f + K DM. -close- Standard Jab which hits high. Comes out fast and can be canceled into all of Kim's command / special moves. Really great for a sure fire juggle LDM. ------------------------------------------------------------------------------ B (weak kick): -standing- High Snap Kick that comes out fast. It's not a useful move at all. -crouching- Quick Low Kick which comes out quite fast and can be linked into crouch A. This is how you'll be able to start most crouching strings / combos with Kim. -jumping- Vertical High Kick which comes out fast. Awful jump-in to start a crouching combo, but great if you're anticipating jumping attacks (Air-to-Air Attack). -close- An AUTO 2-hit of a Low and High Kick which comes out fast and can be canceled on the first or second hit into all of Kim's command / special moves. ------------------------------------------------------------------------------ C (strong punch): standing- Mid-Range Side Hook Kick which comes out fast. Great poke attack. Has quite the hit dectection too. crouching- Rising High Kick which comes out fast and can be canceled into all of Kim's command / special moves. Great anti-air attack as well. If you score a COUNTER HIT while the opponent is in mid-air, you can cancel into Hien Zan to score a decent juggle. jumping- Jumping Axe Kick. Comes out fast and has great priority too. You can use this as your air-to-air attack, as well as a cross-up attack. Crouching A/B/D or Standing A/B/C can be chained into after jump-in C. diagonal & short jumping- Jumping Axe Kick. Comes out fast as a jump-in. Can do the things I mentioned above (jumping C). close- An AUTO 2-hit Mid-Range Side Kick which is fast as it was in KOF2K3. Kim can no longer cancel on the first hit anymore, like the previous KOF. You can cancel on the second hit into all of Kim's command / special moves. This move is Kim's best standing combo starter. ------------------------------------------------------------------------------ D (strong kick): -standing- Spinning Double Roundhouse Kick which comes out very fast. This move can be used as an early anti-air attack. As in KOF2K3, both kicks can still combo into each other, giving the distance when used. -crouching- Standard Sweep Kick with great reach and speed. This attack is cancelable into all of Kim's command / special moves, even if the sweep does or does not hit. Doing this will allow you to catch the opponent off guard, which you can score free hits or add pressure too. Great for ending crouching poke strings. You can also combo Hiden Hou'ou Kyaku (qcb, db, f + E) off crouch D. -jumping- see below -diagonal & short jumping- Standard snap Kick which comes out fast. This is another of Kim's best jump-in attacks to start combos. This is also his cross-up move. If you charge down while doing the drop kick, you can perform Hien Zan immediately after you land. This move can be used as an air-to-air attack. -close- An AUTO 2-hit Axe Kick which is cancelable on the first or second hit into all of Kim's command / special moves. This move does quite a bit of damage on the GUARD GAUGE, as it did in NGBC. It takes 5/6 close D's to GUARD CRUSH!! - 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. While running, you can make your Forward Roll gain a bit more distance by just pressing AB while running. You will only advance a step or two forward. Press E Button (Guard Cancel Knockdown Attack) - When blocking Kim does a Snapping Side Kick. This sends the opponent flying full screen. ------------------------------------------------------------------------------ ============================================================================== V. Kim's Special Moves ============================================================================== -Throws- Sakkyaku Nage - when close, f or b + C/D -Command Moves- Kuuren Geki - during dash, f, f + A, 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 Zan - d + D (follow up after D Hien Zan) Hishou Kyaku - in air, d + B/D Ryuusei Raku - charge b, f + B/D, d + K Sanren Geki - qcb + A/C x3 >Kuuren Geki - f, f + A, A (follow up after qcb + P x2) >Sankuu Geki - uf + K, d + K (follow up after qcb + P x1) Taunt - Start -Desperation Moves Hou'ou Hiten Kyaku- qcf, qcf + B/D Hou'ou Kyaku- qcb, db, f + B/D (air) Hiden Hou'ou Kyaku- qcb, db, f + E (air) (LDM) -Super Cancels Kuuren Geki (canceled on 2nd Hit) (free cancel) B Hangetsu Zan B Haki Kyaku C Sanren Geki 3rd follow up D Hien Zan (canceled on 1st hit) Ryuusei Raku (canceled on 1st hit) -Dream Cancel- Hou'ou Kyaku -Counter Wire Attacks NONE ------------------ Move Descriptions: ------------------ -Sakkyaku Nage- when close, f or b + C/D Kim will grab the opponent and hop unto their shoulder, then giving the opponent a snap kick to the back of the head, which sends them across the screen and faced first into the pavement. Great throw to distance yourself from the opponent. A newly animated throw! Kuuren Geki - during dash, f, f + A, A A updated version of Kim's Kuuren Geki from KOF'99-2K1. Kim does a foward leaping snap kick, into a spinning hook kick. This move has a huge leap forward, which at times can miss the opponent and travel right over them in the process. This move can be delayed and becomes super cancelable into (L)DM Hou'ou Kyaku. This is also a hidden/glitch follow up to Sanren Geki (qcb+Px2, f, f + A, A). But cancelling into Sanren Geki loses it's super cancel ability, This move travel just outside of full screen range. Both hits comes out fast, but can be punished upon block. -Neri Chagi- f + B Kim's overhead axe kick which does 2 hits, high and low. Neri Chagi speed is quite good. The only use for it would have to be, when your opponent turtles a lot. If you see the opponent ducking a lot, do Neri Chagi. This move becomes cancelable from close A/B/C/D, but won't connect, due to it's slowness up close. Also note that when Neri Chagi becomes cancelable, the move LOSES its OVERHEAD PROPERTIES. If you manage to hit Neri Chagi when an opponent does / doesn't block after close A/B/C/D, you can cancel Neri Chagi's first or last hit with any of Kim's special moves or (L)DM's. -Hangetsu Zan- qcb + B/D Kim flips forward while doing an overhead hit with each foot and ending in a split position. Regardless of what the move likes like, its not an overhead attack. This move comes out fast. The B version has very short range, while the D version goes outside half screen range. The B version Hangetsu Zan can be canceled from close C and close D (first or second hit). It's one of Kim's great pressure moves off his crouching D. Both versions are completely safe when blocked, because of the push back effect. The B version can be super cancel into both desperation moves. -Haki Kyaku- d, d + B/D Kim uses his back foot to stomp on the ground, well the whole background shakes. The B version 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. B Haki Kyaku can be Super Canceled if close enough to the opponent into both desperation moves. The B Version is slightly slow on recovery, which is a first for Kim. The D version comes out very slow, but will knockdown the opponent when hit. Also, D version Haki Kyaku once again retains its OTG properties as it did in KOF2K1/NGBC. -Hien Zan- charge d, u + B/D Kim does a somersault kick up into the air. His original FF 2 Hein Zan. It's has great range and INVINCIBLITY start up too. Great anti-air attack, but hard to combo off of, unless you're close or in the corner. This move comes out at an up forward angle. The B version has the best start up / great recovery time and moves him 1 stepforward, where the D version has a sudden pause before coming out and moves Kim 2 steps forward. The problem with D Hien Zan is both the start up and recovery time. Also, the big leap forward leaves you vulnerable to the opponent. If you use the D version, be sure to combo it off of crouch C or if you anticaipate a jump-in attack. One good thing about the D Hien Zan is that if hit on a grounded opponent, you'll land right in time to perform Kim's LDM..... if you have him as a LEADER of course. >Tenshou Zan- d + D (follow up after D Hien Zan) The D Hien Zan can be followed up with d + D Tenshou Kyaku. Tenshou Kyaku is an overhead Axe Kick. Tenshou Kyaku sends the opponent flying SMACKDOWN to the ground. It has great damage for a follow up attack. The opponent can not roll recovery from this move either. -Hishou Kyaku- in air, d + B/D Kim does a series of bicycle kicks 30/45 degrees downward while in the air. This move is great, because the damage and fast recovery time. The speed is a plus as well, not to mention it safe when blocked. Hishou Kyaku can cross-up as well. This move offers nice chip damage and Guard Crush Pressure to boot. -Ryuusei Raku- charge b, f + B/D, d + K Kim will slide across the screen with one leg, and finishing with an overhead hit with the other leg. This move has been raped once again. This year, they made the overhead attack (d + K) a follow up. This used to be on of Kim's best pressure attacks. The speed on both versions are horrid. The only good thing about this move is the fact you can cancel out the slide animation with the added follow up. This basically turns the move into just a overhead attack. The slide will never hit. The B version suffers range, where the D version doesn't......by much anyways. The D version overhead follow up (d + D), Kim will slide half screen and is a overhead attack, unlike the d + B follow up which is not....WTF!. Ryuusei Raku can be Super Canceled into (L)DM Hou'ou Kyaku on the slide part. -Sanren Geki- qcb + A/C x3 In the A version, Kim does 2 Spinning Roundhouse Kicks into Ryuusei Raku low slide kick. In the C version, Kim does 2 Spinning Roundhouse Kicks and a 2-hit Double Dechagi. The damage isn't so hot, but it's still a nice pressure attack. The qcb + Px2 comes out quite quick, but of course the last follow up comes out slow. >Kuuren Geki- f, f + A, A (follow up after qcb + P x2) You can also link f, f + A, A after qcb + P x2. This deals out the best damage out of the other follow ups. One thing though, when linking the f, f + A, A you lose the super cancel ability it had. If you combo this on a crouched opponent, 50% of the time the move will go over them. >Sankuu Geki - uf + K, d + K (follow up after qcb + P x1) Kim performs 1 spinning roundhouse Kick, a jumping spin kick, into a spinning axe kick. As soon as Kim does his 1st Spinning Roundhouse Kick, he can follow up with Kuu Sa Jin. Kuu Sa Jin ascends 45 degrees upwards. This move is really fast. As soon as Kim does his Kuu Sa Jin follow up, he can then finish off with Tenshou Zan. Tenshou Zan is an overhead axe kick. This move will send the opponent back first unto the ground. This move lags alot. He's left in a floating state. If blocked, you can be punished after this move. -Taunt- Start Kim gives a deep breath and says, "Hmph!" while shruging his shoulders with his hands out. It's kinda like he's telling you to come on or you're boring. You can cancel out the taunt when he starts to raise his arms. -Hou'ou Hiten Kyaku- qcf, qcf + B/D Kim will do an Ascending High Kick to launch up the opponent in the air. You can follow up with anything from his special moves to, Quick Shift, or Hou'ou Kyaku! It's great for an anti-air attack. While the B version kicks the opponent away from Kim, the D version kicks the opponent STRAIGHT UP into the air like KOF2K-2K3. Also on Counter Hit, Hou'ou Hiten Kyaku does a little bit more damage. Can't forget it has a huge hit box too. -Hou'ou Kyaku- qcb, db, f + B/D (air) Ah, 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, and then finishes with Tenshou Zan. The grounded version of Hou'ou Kyaku range is half screen. The air version goes full screen, not to mention a long hit box. Hou'ou Kyaku is extremely fast and can beat out some moves at times. It can be used as an anti-air or air-to-air attack too. If Kim misses Hou'ou Kyaku, he stops for a moment to catch his footing. This is where he's most vulnerable. So be careful. -Hiden Hou'ou Kyaku- qcb, db, f + E (air) (LDM) His LDM Hou'ou Kyaku will have the background flash with a PINK Aura around himself. Kim will do a long jump, while he does a longer series of kicks and lifts the opponent with Hien Zan to finish the LDM. The damage is nice on this LDM. It can be Super Canceled off most of his moves. Plus, you can OTG with d, d + D after the LDM in the corner. Great air-to-air attack too. It's also hell of alot fastest this year. ============================================================================== VI. Kim's Combos ============================================================================== s- standing c- crouching j- jumping cX- cross-up (1)- cancel on first hit (C)- must be done in corner (SC)- Super Cancel (QS)- Quick-Shift ------------------------------------------------------------------------------ Beginner/Intermediate Combos ------------------------------------------------------------------------------ cA, cA - 2-hits cA, cA, qcb + P x2 - 4-hits cA, qcb + C x3, d, d + D - 6-hits (C) OTG cA, cA, qcb + P, uf + K, d + K - 5-hits cA, cA, qcb + P x2, f, f + A, A - 6-hits cA, cA, qcb + P x2, f, f + A, A, d, d + D - 7-hits OTG cA, qcb + C x3(SC), qcb, db, f + K - 15-hits cA, qcb + C x3(SC), qcb, db, f + E - 23-hits cA, qcb + C x3(SC), qcb, db, f + E, d, d + D - 24-hits (C) OTG cA, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E - 31-hits cA, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 32-hits (C) OTG cA, cA, charge d, u + B - 3-hits cA, qcb, db, f + K - 11-hits cA, qcb, db, f + K (DC), qcb, db, f + E - 27-hits cA, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 28-hits (C) OTG cA, sA, charge d, u + B - 3-hits cA, sA, qcb, db, f + K - 12-hits cA, sA, qcb, db, f + K (DC), qcb, db, f + E - 28-hits cA, sA, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 29-hits (C) OTG cA, sA, qcb, db, f + E - 20-hits cA, sA, qcb, db, f + E, d, d + D - 21-hits (C) OTG cA, sA, qcb + C x3 - 6-hits cA, sA, qcb + P, uf + K, d + K - 5-hits cA, sA, qcb + P x2, f, f + A, A - 6-hits cA, sA, qcb + P x2, f, f + A, A, d, d + D - 7-hits OTG cA, sA, qcb + C x3(SC), qcb, db, f + K - 15-hits cA, sA, qcb + C x3(SC), qcb, db, f + E - 24-hits cA, sA, qcb + C x3(SC), qcb, db, f + E, d, d + D - 25-hits (C) OTG cA, sA, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E - 32-hits cA, sA, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 33-hits (C) OTG cA, sC, qcb + P, uf + K, delay d + K - 6-hits cA, sC, qcb + P x2, f, f + A, A, d, d + D - 8-hits (C) OTG cA, sC, qcb + D - 6-hits cA, sC, qcb, db, f + K - 13-hits cA, sC, qcb, db, f + K (DC), qcb, db, f + E - 29-hits cA, sC, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 30-hits (C) OTG cA, sC, qcf, qcf + B, jE - 5-hits cA, sC, qcf, qcf + B, f, f + A, A - 6-hits cA, sC, qcf, qcf + B, f, f + A, A, qcb, db, f + K/E - 16/24-hits cA, sC, qcf, qcf + B, f, f + A, A, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 33-hits (C) OTG cA, sC, qcf, qcf + B, charge d, u + B - 5-hits (C) cA, sC, qcf, qcf + B, qcb, db, f + K - 14-hits cA, sC, qcf, qcf + B, qcb, db, f + K (DC), qcb, db, f + E - 30-hits cA, sC, qcf, qcf + B, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 31-hits (C) OTG cA, sC, qcf, qcf + B, QS - 4-hits cA, qcb, db, f + E - 19-hits cA, qcb, db, f + E, d, d + D - 20-hits (C) OTG cB, cB - 2-hits cB, cB, cA - 3-hits cB, cB, cA, charge d, u + B - 4-hits cB, cB, cA, qcb, db, f + K - 13-hits cB, cB, cA, qcb, db, f + K (DC), qcb, db, f + E - 29-hits cB, cB, cA, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 30-hits (C) OTG cB, cB, cA, qcb + P x2, f, f + A, A, d, d + D - 8-hits ()C OTG cB, cB, cA, qcb + P, uf + K, delay d + K - 6-hits cB, cA, qcb + C x3 - 6-hits cB, cA, qcb + P, uf + K, d + K - 5-hits cB, cA, qcb + P x2, f, f + A, A - 6-hits cB, cA, qcb + P x2, f, f + A, A, d, d + D - 7-hits OTG cB, cA, qcb + C x3(SC), qcb, db, f + K - 15-hits cB, cA, qcb + C x3(SC), qcb, db, f + E - 24-hits cB, cA, qcb + C x3(SC), qcb, db, f + E, d, d + D - 25-hits (C) OTG cB, cA, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E - 32-hits cB, cA, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 33-hits (C) OTG cB, cA, charge d, u + B - 3-hits cB, cA, qcb, db, f + K - 12-hits cB, cA, qcb, db, f + K (DC), qcb, db, f + E - 28-hits cB, cA, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 29-hits (C) OTG cB, cA, qcb, db, f + E - 20-hits cB, cA, qcb, db, f + E, d, d + D - 21-hits (C) OTG sB, d, d + B - 3-hits sB, d, d + B(SC), qcb, db, f + K - 13-hits sB, d, d + B(SC), qcb, db, f + K (DC), qcb, db, f + E - 29-hits sB, d, d + B(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 30-hits (C) OTG sB, qcb, db, f + K - 12-hits sB, qcb, db, f + K (DC), qcb, db, f + E - 28-hits sB, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 29-hits (C) OTG sB, qcf, qcf + B, jE - 4-hits sB, qcf, qcf + B, f, f + A, A - 5-hits sB, qcf, qcf + B, f, f + A, A, qcb, db, f + K/E - 15/23-hits sB, qcf, qcf + B, f, f + A, A, qcb, db, f + K (DC), qcb, db, f + E - 32-hits (C) OTG sB, qcf, qcf + B, charge d, u + B - 4-hits (C) sB, qcb + C x3(SC), qcb, db, f + K - 16-hits (C) sB, qcb + C x3(SC), qcb, db, f + E - 24-hits sB, qcb + C x3(SC), qcb, db, f + E, d, d + D - 25-hits (C) OTG sB, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E - 32-hits sB, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 33-hits (C) OTG sC, qcb + C x3 - 6-hits sC, qcb + P, uf + K, d + K - 5-hits sC, qcb + P x2, f, f + A, A - 6-hits sC, qcb + P x2, f, f + A, A, d, d + D - 7-hits OTG sC, qcb + C x3(SC), qcb, db, f + K - 15-hits sC, qcb + C x3(SC), qcb, db, f + E - 24-hits sC, qcb + C x3(SC), qcb, db, f + E, d, d + D - 25-hits (C) OTG sC, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E - 32-hits sC, qcb + C x3(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 33-hits (C) OTG sC, qcb + K - 3/5-hits sC, qcb + B(SC), qcb, db, f + K - 13-hits sC, qcb + B(SC), qcb, db, f + K (DC), qcb, db, f + E - 28-hits sC, qcb + B(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 29-hits (C) sC, qcf, qcf + B, jE - 4-hits sC, qcf, qcf + B, f, f + A, A - 5-hits sC, qcf, qcf + B, f, f + A, A, qcb, db, f + K/E - 15/23-hits sC, qcf, qcf + B, f, f + A, A, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 32-hits (C) OTG sC, qcf, qcf + B, charge d, u + B - 4-hits (C) sC, qcf, qcf + B, qcb, db, f + K - 13-hits sC, qcf, qcf + B, qcb, db, f + K (DC), qcb, db, f + E - 29-hits sC, qcf, qcf + B, qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 30-hits (C) OTG sC, qcf, qcf + B, QS - 4-hits sC, charge b, f + K - 3/4-hits sC, charge b, f + K(SC), qcb, db, f + K - 13-hits sC, charge b, f + K(SC), qcb, db, f + K (DC), qcb, db, f + E - 29-hits sC, charge b, f + K(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 30-hits (C) OTG sC, charge b, f + K(SC), qcb, db, f + E - 21-hits sC, charge b, f + K(SC), qcb, db, f + E, d, d + D - 22-hits (C) OTG sC, d, d + B - 3-hits sC, d, d + B(SC), qcb, db, f + K - 13-hits sC, d, d + B(SC), qcb, db, f + K (DC), qcb, db, f + E - 28-hits sC, d, d + B(SC), qcb, db, f + K (DC), qcb, db, f + E, d, d + D - 29-hits (C) OTG sC, d, d + B(SC), qcb, db, f + E - 21-hits sC, d, d + B(SC), qcb, db, f + E, d, d + D - 22-hits (C) OTG cC, charge d, u + D, d + D - 5-hits cC, charge d, u + D, qcb, db, f + E - 22-hits cC, charge d, u + D, qcb, db, f + E, d, d + D - 23-hits (C) OTG cD, qcb, db, f + E - 19-hits cD, qcb, db, f + E, d, d + D - 20-hits ------------------------------------------------------------------------------ Advanced Combos ------------------------------------------------------------------------------ sC, d, u + D, d + D - 6-hits sC, d, u + D, qcb, db, f + E - 23-hits sC, d, u + D, qcb, db, f + E, d, d + D - 24-hits (C) OTG sC, qcf, qcf + B, qcb + P, sA, qcb, db, f + E, d, d + D - 24-hits (C) OTG sC, qcf, qcf + B, jC, land, qcb, db, f + E - 22-hits sC, qcf, qcf + B, qcb + D, qcb, db, f + E, d, d + D - 25-hits (C) OTG sC, qcf, qcf + B, air d + B, qcb, db, f + E, d, d + D - 24-hits (C) OTG sC, qcf, qcf + B, qcb + C x2, f, f + A, A, d, d + D - 8-hits OTG jC, sC, qcf, qcf + B, qcb + C x2 delay, qcb + C, qcb, db, f + E, d, d + D - 26-hits (C) OTG Note: All combos involving LDM Hou'ou Kyaku can OTG d, d + D, if the LDM takes the opponent to the corner. ------------------------------------------------------------------------------ COUNTER HIT Combos ------------------------------------------------------------------------------ jCD, jCD - 2-hits jCD, charge d, u + B - 2-hits jCD, qcb, db, f + K/E - 11/19-hits jCD, qcb, db, f + K (DC), qcb, db, f + E - 27-hits jCD, jC/D, land, qcb, db, f + E, d, d + D - 21-hits (C) OTG jCD, jA, land, qcb, db, f + E - 20-hits jCD, f, f + A, A, qcb, db, f + K/E - 13/21-hits jCD, f, f + A, A, qcb, db, f + K (DC), qcb, db, f + E - sCD, qcb + P x2, f, f + A, land, qcb, db, f + E, d, d + D - 22-hits (C) sCD, qcb, db, f + K/E - 11/19-hits sCD, qcb, db, f + K (DC), qcb, db, f + E - 27-hits ------------------------------------------------------------------------------ Quick-Shift Combos ------------------------------------------------------------------------------ Kula- short jump C, sC, qcb + B, f + D (QS Kim), f, f + A, A, qcb, db, f + K/E 17/25-hits (DC optional) Kim- jC, sC, qcf, qcf + B (QS Gato), qcb + B, B x4, cC, qcf, qcf + B - 14-hits (C) Gato- jD, sD(1), qcb + B, B, cC, qcf, qcf + B (1)(QS Kim), qcb, db, f + E, d, d + D - 25-hits (C) OTG Kim- jC, sC, qcb + P x2 (QS Kyo), jD, sC, f + B, qcf + C, hcb + C (QS Kim), jD, sC, qcb, db, f + K/E - 13/31-hits (STUN! before DM on low defense characters) Kyo- short jump C, sC, f + B, qcf + C, hcb + C (QS Gato), jD, sC, qcf + C (QS Kim), jD, sC, qcb, db, f + K/E 29-hits Kim- jC, sC, qcb + D (QS Duck), jD, cA x2, sB, f + C, hcb, f + P, A, A, B, A, C, C, D, C, dp + E - 23-hits Duck- jD, cA x2, sB, f + C (QS Kim), jD, sC, qcb, db, f + K/E - 18/26-hits K'- short jump C, sC(1), f + B, qcb + B, qcb + B (QS Kim), sA, qcb, db, f + E, d, d + D - 24-hits (C) OTG Kim- short jump C, sC, qcb, db, f + K (QS Jenet), jD, sA, sC, qcf + D, d + D, qcf, qcf + B - 27-hits (C) Kim- short jump C, sC, qcb + P x2 (QS Terry), jD, sC, df + C, hcf + B, f, f + B(SC), qcf, qcf + K - 12-hits ============================================================================== VII. Strategies ============================================================================== ------- OFFENSE ------- Kim is PURE RUSHDOWN! His attacks are all pressure. He has been toned down power wise, but he still has what it takes to be one of the best! His got the poke strings and pressure moves to keep the opponent busy. He can also get that Power Gauge built up like no other. Running (sC) and short jumping C from afar are KEY with Kim. You can get yourself in the range of your opponent with Kim's short jump A/C/D/E. Kim's crouch D (sweep) is one of his best moves. Crouch D can cancel into special moves like qcb + K (Best Pressure after cD), d, d + B (safest after cD), or b, f + K. This applys more pressure to the opponent when blocking. A good example would be cB, cA, cD, into qcb + B. Let's say the sweep (crouch D) gets blocked, but they get hit by qcb + K. I'd say it's a Mistake PUNISHER. Not only does the opponent get hit by qcb + B, but you can Super Cancel into a DM or Quick Shift. Quick Shift itself can make your moves safe if blocked. Plus, you can increase more pressure with the incoming character. ------- DEFENSE ------- Kim is not a turtler. But just in case you're put in this type of situation, he's got a couple moves that can give him somewhat of a Defensive game. He's got 4 good Anti-Airs to keep the air friendly opponent away from you. Kim's got nice pokes to space himself out. His far sA is his best poke by far. Don't have Kim getting LOCKDOWN, especially in the corner. This can result with him losing alot of life. This isn't where you want to be. If that's the case, you may want to use your Guard Knockdown Attack (E while blocking). I can't stress this enough. This is a very important move that can turn the tables in your favoe. Use your guard cancel roll (AB/f+AB) when the opponent does a move or attack string that has bad recovery time. A good example would be during Kula's qcb + B. ---------- Recovering ---------- Kim only has 4 wake up moves, his Hien Zan (charge d, u + B), B Ryuusei Raku, Hou'ou Hiten Kyaku, and LDM Hou'ou Kyaku. Use his B Hien Zan if opponent is running/walking towards you. Use D Hien Zan if opponent jumps towards you while recovery. Use Hou'ou Hiten Kyaku if opponent jumps towards you while recovery. Only use LDM Hou'ou Kyaku as a wake up while opponent is next to you. But you must use it as a air LDM, so practicng Tiger Knee motions would help. The plus about using Hien Zan, Ryuusei Raku, and Hiten Hou'ou Kyaku is that there all quick shift cancelable. Meaning if you get baited or make a mistake, you can use one of your skill points to get out of the mess altogether. ------------------- Poke Attack Strings ------------------- Kim has a few strings which can keep the opponent at bay. His strings are based on how he gets to the opponent, either running or short jumping towards them with a jA/C/D. I'll list a few pokes such as..... cB, cA, cD (Bread and Butter String) cA, cD, f + B, qcb + K / qcb + P x2 cB, cA, cD, qcb + K cB, cA, cD, d, d + B cA, cA, cD, charge b, f + K cB, cB, Short Jump A, cA, Sanren Geki x3 / follow ups cB, cA, A Sanren Kyaku x2 cB, cA, C Sanren Kyaku x2 cB, c/sA, f + B (Overhead Mix up) cB, c/sA, f + B, Hangetsu Zan cB, cB, empty short jump, cB, throw cB, cA, cD, B Haki Kyaku (Use Super Cancel Bug) cB, cA, far sC/D cB, cA, far sA, far sC/D cB, cB, cA, sA (Best poke string IMO) cB, cB, cA, cD Far sA/C, Hishou Kyaku, B Hien Zan sA, cA, sC/D cB, cA, cD, qcb + D, quick shift jC, cB, cB, short jump C, cA, sC, qcb + P x2 It's always good to keep the pressure on the opponent. The Attack Strings will have your Power Gauge FULL in no time. Also, the strings with Neri Chagi involved will make it becomes cancelable into any of Kim's special/DM moves. ----------------------- Bread and Butter Combos ----------------------- These are just some of Kim's combos that are a MUST LEARN. cB, cA, qcb + A, uf + B, d + B cB, cA, qcb + P x2, f, f + A, A cB, cA, charge d, u + B cA, sC, qcb + D sC, qcb + D sC, qcb + C x2, qcb + A, SUPERCANCEL, qcb, db, f + K/E sC, d, d + B, SUPERCANCEL, qcb, db, f + K/E sC, qcb, db, f + K DREAMCANCEL, qcb, db, f + E sC, qcf, qcf + B, qcb, db, f + K/E -------- Pressure -------- You can use many of Kim's moves to Pressure the opponent. -Quick-Shift (AC/BD) You can incorporate this into blocked combo strings and have your secondary character continue where Kim left off on the pressure. You can also quick shift off qcf, qcf + B. This makes the DM safe on block, otherwise Kim would be punished during the recovery time. -A Sanren Geki (qcb + A x3) This move has lost it's Guard Crush Potential from 2K3, but it's still abusable. Since the A version can catch people off by surprise with the slide ender. Delaying this move is a plus too. that way you can mix it up with both A and C versions. On top of that, you can charge buffer into b, f + K, after qcb + A x2. This way you'll get the slide with longer range and a super cancel ability. -Hishou Kyaku (d + B/D) A good thing about this move is the command change. Since it's d + K, you can charge buffer into a d, u + K or b, f + K. But you must charge down as soon as you do the command. Remember too, sA makes it a safe move, just in case you screw up. -Standing A This applies mad pressure. This move should be thrown out after Sanren Geki x2, descending from Hishou Kyaku, or while running. This move should be abused like hell. It's safe on recovery time and excellent reach. -Standing C This has some hit box issues, but can serve the same purpose as stand A. ---------------- Cross Up Attacks ---------------- -Jumping C Works well on tall characters. -Jumping D Works well on average and tall characters. Only functions as a cross up on standing opponents. -Hishou Kyaku (d + K) Works well once you're over the opponent. This forces them to switch block animation. -Jumping A This is main cross-up on all characters. Beat used when opponent is crouching or waking up from a knockdown attack. --------- Anti-Airs --------- -Hien Zan (charge d, u + B/D) If you do decide to turtle up, always have Hien Zan charged. This way if the opponent jumps right at you, BAM! Hien Zan will knockdown the opponent. You can then take the opportunity to dash in there and and let them have some pokes strings. B Hien Zan is safer and better to use, because of its start up and recovery time. Only use D Hien Zan if you're really sure you can land it. Hien Zan can hit at GREAT RANGE, since the Cresent Slash from the kick covers so much range. -cC This is a great anti-air against cross-up attacks. If you hit a mid-air opponent with a crouch C on COUNTER HIT, you may follow up with d, u + B or qcf, qcf + B. -sD Throwing this out early is a good anti-air. It's fast as it was in 2k3. -Hou'ou Hiten Kyaku (qcf, qcf + B/D) Another great anti-air. It's a Anti-Air that will let you juggle the opponent with a jCD, Hishou Kyaku, DM Hou'ou Kyaku if connected. It tends to TRADE hits with the opponent, but has a huge hit box which will hit the character from miles away. -Hou'ou Kyaku (qcb, db, f + K/E) A decent anti-air for opponents that like to do jump-ins. Timing is everything while using this as an anti-air attack. --------------- Air-to-Air Game --------------- -jB Vertical kick that can be used if you can scout a jump-in. -jD A Good Jump Attack. Has nice range, but may not beat out some jump attacks. Best used as a back jump attack. -jC a Great Jump Attack. It can be used to jump attack forward, back, or straigth up into the air. Has priority over most moves. Only bad thing is, it suffers on range if you don't get enough jump animation. -Hou'ou Kyaku (in air, qcb, db, f + K/E) Beats out mostly anything. You can used this LDM as a short jump/back dash attack too. ------- Baiting ------- Another way to have the opponents come to you is to bait them out with attacks. Just do a series of random attacks to have them confused enough to be like "WTF?" and then advance towards you. Example 1: cB, cB, cB, cA, cB or cB, cB, cA, Hien Zan or Hiten Hou'ou Kyaku if opponent jumps. Example 2: b, b, f, f, jump ub, d + K (you can start gaining meter from this) You can also bait out wake up attacks. Just run/advance towards the opponent while they wake up, then as they perform their move start to backdash. This will leave the opponent opened for a mistake punisher attack. Whatever you throw out is entirely up to you. ------- Running ------- Kim's run comes in handy when you knockdown the opponent. You can either dash in with sC (cA, sC is optional), Hien Zan (you can charge d/f while running) or do Hangetsu Zan. It's best to sC with Hangetsu Zan. It will build up your Power Gauge and apply pressure to make Guard Crush a little more easier. Kim can use his RUN to Poke from afar. His Best Pokes would have to be his far sA, far sC, and far sD. I'd say his far sA is his Best Poke IMO. You can MIX IT up and Run in with a sC, dash back, and poke. You may manage to get a free throw off or something else. Running and rolling is useless in this game. Don't do it. If anything you can run and back dash/roll back. --------------------- Building Power Stocks --------------------- The best way for building up for Power Stock is either doing Attack Strings or B Haki Kyaku. -Poke Strings Just keep on them with it. Don't ease off and be sure to mix it up a little bit. -B Haki Kyaku (d, d + B) Mainly you just keep repeating the STOMP until the opponent starts to attack you. The best way of doing this would be either Knocking down the opponent and then do B Haki Kyaku's until they recover. You could also do Kim's Sakkyaku Nage (when close, f or b + C/D) and wait for them to recover. The Body Toss will space out Kim and the opponent, given Kim MORE time to build the power gauge up. -B Hishou Kyaku (in air, d + B) Just simply jump back and do B Hishou Kyaku. It's best if performed at short jump level. Just keep repeating till the opponent catches on. Example: jump back, B Hishou Kyaku, jump back, B Hishou Kyaku, etc..... ------ Leader ------ Having Kim as a leader is good. He can combo off both his Hou'ou Hiten Kyaku and LDM Hiden Hou'ou Kyaku. His LDM does as much damage as Oswald's Joker. Also, you can hit sure fire juggle off his stand A, clean or trade hit. His attack have great STUN potential. It just the matter of pairing Kim up
with good teammates (cough!"Kula, Oswald"cough!) that have great combo 
abilities.


---------------
Playing It Safe
---------------
-qcb + A x2 / qcb + A, uf + B / f, f + A, A
The d + B is trouble on Sankuu Geki. If blocked, you're pretty muched pwned! 
So All I have to say is if you're gonna do Sanren Geki with the follow up, 
just do the uf + B. Don't finish it if blocked. If you do any Sanren Geki 
string, do the A version of it. It's safe and spaces you out when blocked and 
sets the opponent up for a GUARD CRUSH if pressured enough. The Kuuren Geki is 
fast, but the landing time isn't so hot. If the qcb + P x2 is blocked, do not 
attempt this move.

-Pokes (sA and sC)
Poking is a good way to get things started and there also good at intrupting
other players moves. sC should be used for run and poke or during the end of
poke string attacks. sA should be your safe guard move. It'll protect you 
after certain moves like right after you land from Hishou Kyaku or Hien Zan. 
But out of both of them, sA is the best to use. It's faster than sC and has 
more range as well.


----------------------------------------------------
Mind Games after Hou'ou Hiten Kyaku (qcf, qcf + K)
----------------------------------------------------
A nice thing to do when you hit with qcf, qcf + K is doing mix-ups! What you
do is hit them with qcf, qcf + B/D and run towards the airborne opponent and
hit them with a "sC" or "sA". Timing for this is CRITICAL. You must hit the
opponent while they reach HEAD LENGTH to Kim. This makes makes sC (stand C)
CANCELABLE into ANY of his Special Moves. This tricks the opponent when they
land and recover from the sC juggle. He's some nasty set-ups after sC and so
on.....

sA/C, into qcb + K
sA/C, into air d + K, sA
cC, into Quick Shift (AC/BD)
while standing C, charge d, u + K (corner only)
jC, cA, into Sanren Geki mix-ups
jC, cA, into f + B (this makes Neri Chagi cancelable)
jC, cA, into sC, any special move
far sA, charge b, f + D


------
Throws
------
Kim can get throws off easy by simply "Tick Throwing" or waiting for them to
recover. Tick Throwing is done by hitting a opponent with a cA/B, then walk up
and throw. While waking up from an attack, you can get a throw in. You can 
also "WHIFF" a jC attack towards your opponent. When the jC Whiffs, you'll 
land right next to the opponent and be able to get a FREE Throw in. Whiffing 
attacks works wonders in the corner.


-------------
MISCELLANEOUS
-------------
-qcb + P x2, f, f + A, A (Glitch Chain)
During the 2nd qcb + P, input f, f + A, A. He had one in NGBC, so I guess he 
needs one in this game as well.

-Back Dash (b, b)
During Kim's Back Dash, you can cancel into DM/LDM Hou'ou Kyaku.

-Haki Kyaku (d, d + B)
Kim can no longer do his qcb, db, f + K free cancel bug after d, d + B. Boo!


==============================================================================
VIII. Kim's Entrance and Winning Poses
==============================================================================
Entrance 1- Kim has his hands against his hips. Then he begins to stretch each
of his legs. After that, he says, "Iku zo!" ("Let's go!") Then, Kim goes into
his fighting stance.

Entrance 2- (Kim vs. EVIL Characters/Kim)
Kim stands with his back slightly turned towards the background. Kim proceeds
to turn his head and then he begins to slowly open his eyes with a glare, 
while raising his arm slowly up to point at the Evil Character. During this, 
he says, "Aku wa yurasan!" ("Evil cannot be forgiven!"). Then, Kim goes into 
his fighting stance.

Win Pose 1- Kim wipes his head and put both hands on his waist, saying, "Naka
naka no otemai!" ("A good fight from a good friend!")

Win Pose 2- Kim performs a 3 kick kata (Low kick, Middle Kick, High Kick, and 
a Ascending High Kick), in which he then goes into his Junbi Stance, saying,
"hwah!"

Time Over Pose- Kim shrugs 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.

Tag Out Pose-
Kim will stand in place, while he points his finger towards the opponent.

Time Over Pose- Kim shrugs 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.


==============================================================================
IX. Extras Stuff
==============================================================================
Coming Soon!


==============================================================================
X. Updates
==============================================================================
Version 0.5: July 28th 2006
-First Release


==============================================================================
XI. 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, feel free to e-mail me and I'll credit you. I'll update this FAQ 
soon with more information. Everything I did on this FAQ is from the best of 
my knowledge.


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 forget the 
countless hours we spent on KoF'96! Some fun times!

Final Showdown for IMPROVING my Gameplay. Thanks again!

SNK for creating all the wonderful characters in this game. The Future is
Indeed Now!

SNK Playmore for developing King of Fighters XI and keeping SNK "ALIVE"!

My PlayStation 2 and King of Fighters XI. Without them both, this FAQ could
not possible.

Various KOFXI match videos.

Kao Megura, because I borrowed Kim's move names from his KoF2003 FAQ. He has 
also written other great FAQ's as well. The best FAQ writer who still can't be 
topped! Rest in Peace, and may The Lord watch over you.

http://www.gamefaqs.com for hosting my FAQ along with many other great FAQ's
they have up.

Myself for staying up late at night to get this FAQ done.

And you for taking the time to read this FAQ.


Raul Torrez
Copyrighted (c) 2006