The King of Fighters 2001 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 2002 Raul Torrez The King of Fighters 2001, SNK, Kim Kaphwan, other SNK Characters are all Registered Trademarks and Copyrighted by SNK Corporation of Japan and Eolith. Contents: I. Why Kim Kaphwan? II. Kim's Bio and Info III. KoF2001'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 needs one for KoF2k1. Well, that and he's my favorite character. He's different from last years King of Fighters Tournament. He's much faster and powerful. He's gained some moves as well as lost some too. 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 '94-2001, The King of Fighters Kyo, The King of Fighters R1, The King of Fighters "Battle de Paradise", 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, 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 "Millionare Fighting 2001", SNK vs. Capcom "CardFighter's Clash" SNK Card Set, SNK vs. Capcom "Card Clash 2" 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 KoF'01: Kim Kaphwan, Chang Koehan, Choi Bounge, May Lee 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 KoF'01: ???? 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. After the incident from last years Tournament, Kim still had Chang and Choi train as hard as ever. This years Tournament was gonna have a new edition to the Korean Team. Jhun would not be entering this years tournament. A young girl named May Lee would replace Jhun. Her goal is to be a Heroine and rid the world of evil. These are the kinda of ideals Kim likes. So, this will be the new a year of Justice, as the Korean Team gets prepared for the tournament of the New Millennium! III. KoF2001 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 >- follow up 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 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 Power Stock) Guard Escape Roll Back- when blocking, b + AB (requires 1 Power Stock) Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock) Striker Call 1- BC (requires 1 Power Stock) Striker Call 2- f or d + BC (requires 1 Power Stock) Striker Call 3- b + BC (requires 1 Power Stock) 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 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. Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock) 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 1- BC (requires 1 Power Stock) Striker Call 2- f or d + BC (requires 1 Power Stock) Striker Call 3- b + BC (requires 1 Power Stock) A Striker is a character in 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. You still can call Strikers out while performing a special move on the ground or in air. There's a new option this year, where you can select up to 3 Strikers on your team. You can also call all 3 out at the same time. Strikers have a BIG IMPACT on your fighter during the battle. Here's a list of what the Strikers do for the character..... -By picking 1 Striker, your 3 Fighters can get up to 2 Power Stocks. -By picking 2 Strikers, your 2 Fighters can get up to 3 Power Stocks. -By picking 3 Strikers, your 1 Fighter can get up to 4 Power Stocks. -By picking 0 Strikers, your 4 Fighters can get only 1 Power Stock. -The more Strikers you chose, the shorter your Power Gauge will be. Meaning, it will not take as long to bulid your Power Gauge. -Strikers have an IMAPCT on the Strength and Defense of your Fighters. More like a Ratio System. The less Strikers you have, the less powerful your Fighter becomes. The more Strikers you have, the more powerful your fighter becomes. 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 4 stocks (determining how many Strikers are chosing). Only certain DM's can be SDM's. SDM's take 2 Power Stocks to use and must be done by presing 2 buttons, instead of one button. Super Cancels- A new addition to KoF2k1, in which you can cancel special moves into DM/SDM's. In order to Super Cancel, you must have a least 2 Power Stocks at the most. 1 Stock to Super Cancel and the other to perform the DM/SDM. Critical Wire Attacks- A new addition to Kof2k1. These are attacks based on counters. Critical 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. Counter Wire Attacks- This is basicaly your Counter Attacks. If you hit a Counter Wire Attack, you'll be able to add more hits than before. Somewhat making infinites possible. 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. This move is god. I think it even got a new animation, because his arm extends farther than last year. It's his BEST Short Jump Attack and cross-up. It's also cancelable into Hishou Kyaku, Hou'ou Tenbu Kyaku, and Hou'ou Kyaku. close- Standard Jab which hits high. Comes out fast and can be canceled into Kuuren Geki, B Hangetsu Zan, B Haki Kyaku, Hou'ou Hiten Kyaku, and Hou'ou 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, B Haki Kyaku, Hangetsu Zan, Neri Chagi, Hou'ou Hiten Kyaku, and Hou'ou Kyaku. It can also be canceled on the second hit with the moves I stated above. Best followed up with B Haki Kyaku or DM. 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, Hou'ou Hiten Kyaku, and Hou'ou 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 & short jumping- Upside down kick which comes out fast and decent jump-in. 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 Hou'ou Hiten Kyaku! 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 if sweep does or doesn't hit. Doing this will allow you to catch the opponent off guard, which you can score free hits. jumping- Vertical Roundhouse Kick which comes out fast. Not much use for this move. diagonal & short jumping- Standard Drop Kick and one of his other 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 immediatly after ya land. Great 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, Hou'ou Hiten Kyaku, and Hou'ou Kyaku! You can also cancel on the second hit with Hangetsu Zan and Hou'ou Kyaku. 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 or as a short jump attack. 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 >Kuu Sa Jin- f, d, df + B/D (follow up after B Haki Kyaku) Hien Zan- charge d, u + B/D >Tenshou Kyaku- d + D (follow up after D Hien Zan) Hishou Kyaku- in air, qcf + B/D Taunt- Start -Desperation Moves Hou'ou Hiten Kyaku- qcf, qcf + B/D Hou'ou Tenbu Kyaku- qcf, qcf + B/D (in air only) Hou'ou Kyaku- qcb, db, f + B/D (air) SDM Hou'ou Kyaku- qcb, db, f + BD (air) -Striker Actions Striker Attack- Hishou Kyaku -Super Cancels B Haki Kyaku Kuu Sa Jin (follow up after B Haki Kyaku) -Critical Wire Attacks Unknown -Counter Wire Attacks D Haki Kyaku (I think?) 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. The second hit of Kuuren Geki is an overhead hit. Kuuren Geki cannot be canceled on the first hit(like in KoF'99-00), but can be canceled on the second hit with either Hishou Kyaku, Hou'ou Tenbu Kyaku, Hou'ou Kyaku. This move plays a BIG FACTOR in Kim's combo's and strategies. Neri Chagi- f + B Kim's overhead axe kick which does 2 hits, high and low. Neri Chagi comes out fast this year. 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 A/B/C/D, but won't connect, do to it's slowness up close. If you somehow hit Neri Chagi when opponent doesn't block after close A/B/C/D, you can cancel Neri Chagi's first (D Haki Kyaku) or last hit with 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). It's one of Kim's great pressure moves too. Haki Kyaku- d, d + B/D Kim uses his back foot to stomp on the ground, as 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 Hou'ou Kyaku. The D version comes out slow, but will knockdown the opponent if hit. The D version is also Kim's new infinite. Also, D Haki Kyaku is a great follow up after most of Kim's special moves. >Kuu Sa Jin- f, d, df + B/D (follow up after B Haki Kyaku) The B Haki Kyaku can be followed up with f, d, df + B/D Kuu Sa Jin. Last time Kim had Kuu Sa Jin, was back in KoF'98. No longer a normal special move, but a follow up. Kuu Sa Jin is 2 spin kicks, which ascend 45 degrees upward. Kuu Sa Jin is one of Kim's Super Cancels. Hien Zan- charge d, u + B/D 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. >Tenshou Kyaku- 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 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. Taunt- Start Kim gives a deep breath, while shruging his shoulders with his hands out. It's kinda 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 you can follow up with anything from Hishou Kyaku, Hien Zan, CD Attack, Hou'ou Tenbu Kyaku, and Hou'ou Kyaku! It's great for an anti-air attack. Hou'ou Tenbu Kyaku- qcf, qcf + B/D (in air only) Kim will descend down to the opponent with Tenshou Kyaku. If connected, Kim will do a series of Hien Zan's, then finishes it off with a Kuu Sa Jin. This can be used as a cross-up. Hou'ou Tenbu Kyaku can be canceled from a jA. Nice DM to use as an air-to-air game, if both characters are in the air. 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 Negetive, then Kim will do a longer version of kicks and lifts the opponent with a series of Hien Zan's, then follows up with Tenshou 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 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 Power Stock) 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 descend 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. VI. Kim's Combos s- standing c- crouching j- jumping cX- cross-up (1)- cancel on first hit (C)- must be done in corner (*)- Super Cancel (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 B Haki Kyaku, DM/SDM Hou'ou Kyaku - 13/22-hits (*) B Haki Kyaku, DM/SDM Hou'ou Kyaku, D Haki Kyaku - 14/23-hits (*) cC, D Hien Zan w/d + D follow up - 5-hits cC, Haki Kyaku - 2-hits cC, B Haki Kyaku, Kuu Sa Jin - 4-hits cC, B Haki Kyaku, Kuu Sa Jin, DM/SDM Hou'ou Kyaku - 16/25-hits (*) cC, B Haki Kyaku, Kuu Sa Jin, Hou'ou Tenbu Kyaku - 16-hits (*) cC, D Hangetsu Zan - 4-hits cC, Hou'ou Hiten Kyaku - 2-hits sB, B Haki Kyaku - 3-hits sD, Kuuren Geki - 4-hits sD, Kuuren Geki, B Hishou Kyaku - 5-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, - 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, DM/SDM Hou'ou Kyaku - 17/26-hits cB, cA, Hou'ou Hiten Kyaku, Hou'ou Kyaku - 15-hits short jumping A, cB, cA, Hou'ou Hiten Kyaku, x3 D Haki Kyaku - 7-hits short jumping A, cB, cA, B Haki Kyaku, Kuu Sa Jin, DM/SDM Hou'ou Kyaku- 18/27-hits (*) short jumping A, cB, cA, B Haki Kyaku, Kuu Sa Jin, DM/SDM Hou'ou Tenbu Kyaku- 19-hits (*) sD, Kuuren Geki, DM/SDM Hou'ou Kyaku- 16/25-hits jD, sC(1), Kuuren Geki, DM/SDM Hou'ou Kyaku - 16/25-hits cX B hishou Kyaku, cA, sA, Kuuren Geki, DM/SDM Hou'ou Kyaku - 19/28-hits cX B Hishou Kyaku, cA, sC(1), Kuuren Geki, DM/SDM Hou'ou Kyaku - 19/28-hits (Very Flashy!) (Infinite Combos) When the opponent is in the corner and air do..... B Hishou Kyaku, B Hishou Kyaku, B Hishou Kyaku, B Hishou Kyaku, and so forth. (C) Note: You have to get 1-hit off on each B Hishou Kyaku. Also, the easiest way to do B Hishou Kyaku over and over again is by doing qcf, uf + B. My highest is 33-hits! Timing is very critcial. When opponent is in the corner do..... D Haki Kyaku, D Haki Kyaku, D Haki Kyaku, D Haki Kyaku, D Haki Kyaku, D Haki Kyaku, and so forth. (C) Note: This only works if Haki Kyaku is a Counter Hit/Counter Wire Attack. A good starter for it would be Kim's Kubi Kime Otoshi (f or b + C). Another way is to knockdown your opponent and wait as they recover. As they recover, you see the character stand up backwards. Now when there backwards, start D Haki Kyaku. Hitting them from behind, makes Haki Kyaku unblockable. I've ALMOST beat Ingis like this one time. Timing is very critical. (Striker Combos) None Haven't fooled around with Strikers yet. UPDATE this part later. VII. Strategies Kim is best played offensive, he's got nothing like projectiles or anything to keep him away from the opponent. Short Jumping plays a vital role for Kim. The man is pure rush down. Short Jumping with jC/D are his means of getting close to the opponent. Short Jumping CD Attacks are great too. You can play lots of mix up games with Short Jumpimg, suck as throws, DM's, adn special moves. Kim's cross-up game revolves around his jA mostly. jA is great in many ways, because it can cancel into Hishou Kyaku, Hou'ou Tenbu Kyaku, and Hou'ou Kyaku. I would say Kim's bread and butter combo would be his cB, cA, cD. cD is Kim's best friend while rushing down. cD can be canceled into Hangetsu Zan (his best pressure after cD) or Kuuren Geki. A nice pattren with Kuuren Geki (f + A) would be cB, cA, f + A, Hishou Kyaku, f + A. You can have a great mix up game with Kuuren Geki. I mean the recovery time is the best. Sakkyaku Nage (f or b + D) is a nice throw in which distances yourself away from the character. After the throw, start doing B Haki Kyaku's to build your Power Gauge. Hishou Kyaku is a good move with good chip damage (if blocked) and nice recovery time. But, it's better to use as a cross-up sometimes. D Haki Kyaku is nasty in this game. You can do cD, D Haki Kyaku or Hou'ou Kyaku, D Haki Kyaku or Hou'ou Tenbu Kyaku, D Haki Kyaku or Hou'ou Hiten Kyaku, x3 D Haki Kyaku or Hangetsu Zan, D Haki Kyaku or B Haki Kyaku, Kuu Sa Jin, D Haki Kyaku or Hien Zan, D Haki Kyaku. I'm sure you got the picture. I don't like Striker in this game. If I use them, there used as a means of defense. That the way I see it, but I could change my mind. Hou'ou Hiten Kyaku is a great anti-air attack. If people like jumping towards you, just use it. It's great for the follow up benifits too. Running with Kim is great. It seems that Eolith toned up runnnng a notch. Running and rolling (roll only when next to the character) is good to get close to or behind the opponent. Running and Kuuren Geki or cD is a nice way to mix it up. Well, that's all I have for now. I'll come up with more stuff later though. VIII. Kim's Entrance and Winning Poses Entrance 1- Kim stretchs each of his legs. After that, he says, "Ikuzo!" ("Let's go!") Then, Kim goes into his fighting stance. Entrance 2- (Kim vs. May Lee) May Lee says something to Kim with her hands covered over her mouth. Kim stretches each of his legs, then goes into his fighting stance. Entrance 3- (Kim vs. Iori Yagami, NEST Team, Original Zero, Ingis) Kim stands with his back slightly turn and his head turn to the background. Kim proceeds to turn his head and then he begins to open his eyes slowly, while rising his arm slowly to point at the Evil Character. During this, he says, "Ikuzo!" ("Let's go!"). Then, Kim goes into his 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!" 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 pointing his finger at the opponent saying, "Ikuzo!" ("Let's go!") 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 with more stuff like Striker Combos and other stuff. 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 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! Eolith for devloping The King of Fighters 2001. King of Fighters 2001 OST, where I got Kim's info from. My Neo*Geo AES System and King of Fighters 2001. Without them both, this FAQ could not possible. 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) 2002