Tutto Kim dalla A alla Z, solo esperti

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view post Posted on 27/12/2008, 13:03




The King of Fighters 2002 "Challenge to Ultimate Battle"
Character FAQ on Kim Kaphwan
For The MVS Arcade System & The Neo*Geo Home Cart System
By Raul Torrez ([email protected])
This FAQ is Copyrghted Work 2002-2003 Raul Torrez


The King of Fighters 2002, Playmore, Kim Kaphwan, other SNK Characters are all
Registered Trademarks and Copyrighted by SNK Playmore of Japan and Eolith.


Contents:
I. Why Kim Kaphwan?
II. Kim's Bio and Info
III. KoF2002'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. Why Kim Kaphwan?

This year Kim has changed alot. He'a lost and gained a few moves. He's got a
new Neutral Stance, Garou style! Mostly, Kim has been transformed into FF2 Kim.
2k2 Kim has become more combo friendly than the previous years. He's still has
great speed, but has been a little toned down in power. Either way, Kim is
still a great character this year.



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 '94-2002, 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, 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", SNK vs. Capcom Chaos

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'2001: Kim Kaphwan, Chang Koehan, Choi Bounge, May Lee
KoF'2002: Kim Kaphwan, Chang Koehan, Choi Bounge

Kim's King of Fighters Background Music:
KoF'94: ????
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


III. KoF2002 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 Desperation Move
HSDM- Hidden Super Desperation Move
PK- must be pressed at same time (AB, CD, BC, etc.)
Xx- can cancel move
x1- repeat number of times given
>- follow up
UB- Unblockable

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
Roll Canceling- when attacking, AB (requires 1 Power Stock)
Throws- f or b + C/D
Throw Escape- when grabbed, f or b + any button
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)
MAX Mode Activation- BC (requires 1 Power Stock)
MAX Mode CANCEL Activation- while attacking, BC (requires 2 Power Stocks)
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- when grabbed, f or b + any button
If done correctly, you're character will push away the opponent about 2 steps
away from you. Throw Escapes do 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. You can cancel in the middle of the CD Attack by
interrupting it with a special move or DM/SDM/HSDM.

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.

Roll Canceling- while attacking, AB (requires 1 Power Stock)
A new addition to KoF2k2, in which you can CANCEL Normal Attacks such as
A,B,C,D or a CD Attack into a roll. You can use this as a mix-up or to close in
on your opponent.

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. This year, the Guard Knockdown Attack deals
damage to the opponent. Great to distance yourself from the opponent though.
You can also Roll Cancel (AB) during the Guard Knockdown Attack.

MAX Mode Activation- BC (requires 1 Power Stock)
Returning from Kof'98 with new abilties. Max Mode occurs when you break a Power
Stock which results in your character posing while turning Yellow. MAX Mode has
a Time Limit of at least 17 seconds. During this time you are allowed to.....
-Perform a Desperation Move (free in MAX Mode)
-Perform a Hidden/Super Desperation Move (1 Power Stock)
-Perform MAX/Free Cancels on Normal/Special Moves (reduces 1/4 of the MAX Mode
Gauge each cancel)
-Perform Super Cancels for the DM/SDM's (at least 2 Power Stocks)
-Inflict 25% more damage on the opponent.
Note: WHITE Flashes will occur each time you cancel into a special move. Once a
DM/SDM/HSDM is performed, MAX Mode will end. You are allowed to MAX Cancel
Normal/Special Moves around 4-6 times. You cannot build up your Power Gauge
during MAX Mode.

MAX Mode CANCEL Activation- while attacking, BC (requires 2 Power Stocks)
Instead of breaking a stock which causes a slight DELAY, you can now CANCEL a
Normal/Command Move into MAX Mode without the DELAY. MAX Mode CANCEL Activation
takes 2 stocks to perform. 1 for the move cancel and the other for the MAX Mode
Activation. The recovery time is great on the CANCEL. This also opens the doors
for EXTENDED Combo Options.

Desperation Moves & Super Desperation Moves- (requires 1 or 2 Power Stocks)
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 5 stocks. Only certain DM's
can become SDM's. SDM's take 2 Power Stocks to use. 1 stock to activate into
MAX Mode and the other to perform the SDM. SDM's must be done by presing 2
buttons, instead of one button. There will be a RED flash to indicate that you
successfully pulled off the SDM.

Hidden Super Desperation Moves- (requires 2 Power Stocks)
A new addition to KoF2k2. In order to perform a HSDM, you're life gauge must be
at least 75-80% (1/4 or less) gone. Once that's been established, you must
activate into MAX Mode (1 Power Stock) and use another Power Stock for the
HSDM. This allows the character to pull off a Hidden Super Desperation Move.
The background will turn BLUE to indicate that you have successfully pulled off
the HSDM.

Super Cancels- (requires 2 or 3 Power Stocks)
This feature is back from KoF2k1. Super Canceling allows you to cancel special
moves into DM/SDM's. In order to Super Cancel, you must have a least 3 Power
Stocks at the most. 1 Power Stock to Super Cancel and 1 or 2 Power Stocks to
perform the DM/SDM. When the character starts to flash white, this indicates
that you have successfully Super Canceled.

Counter Wire Attacks-
This feature from KoF2k1 also carried unto Kof2k2. 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. Comes out
fast.

crouching- Low Jab which comes out fast and can be canceled into sC, Sanren
Geki x3, Hien Zan, Haki Kyaku, Hou'ou Hiten Kyaku, or HSDM/DM Hou'ou Kyaku.
This is Kim's best crouching move cancel.

jumping- 45 degree angle downward jab which can be used as a cross-up. This
move is god. It still has the same animation as last year. It's his BEST Short
Jump Attack and cross-up. It's also cancelable into Hishou Kyaku and SDM Hou'ou
Kyaku.

close- Standard Jab which hits high. Comes out fast and can be canceled into
sC, Sanren Geki x3, B Haki Kyaku, Hou'ou Hiten Kyaku, and DM 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
strings/combos with Kim.

jumping- Vertical High Kick which comes out fast. Awful 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 Sanren Geki x3, 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 Hook Kick which comes out fast. Great poke attack.

crouching- Rising High Kick which comes out fast and can be canceled with
Sanren Geki x3, Haki Kyaku, Hangetsu Zan, Hien Zan, Hou'ou Hiten Kyaku, and DM
Hou'ou Kyaku! Great anti-air attack as well.

jumping- Jumping Axe Kick. Comes out fast and has great priority too. You can
use this as your air-to-air attack. Crouching A/B/D or Standing A/B/C is the
only thing that can combo in.

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 comes out VERY Fast this year.
Kim can no longer cancel on the first hit anymore, like the previous KoF's. You
can cancel on the second hit with either Sanren Geki x3, Haki Kyaku, Hangetsu
Zan, Neri Chagi, Hou'ou Hiten Kyaku, HSDM/DM Hou'ou Kykau! Another great combo
starter.


D (strong kick):
standing- Spinning Double Roundhouse Kick which comes out fast. Not much use
for this move.

crouching- Standard Sweep Kick with great reach and speed. Can cancel Sanren
Geki x3, Haki Kyaku, Hangetsu Zan, Hien Zan, Neri Chagi, Hou'ou Hiten Kyaku, or
SDM/DM Hou'ou Kyaku even if the sweep does or doesn't hit. Doing this will
allow you to catch the opponent off guard, which you can score free hits. Great
to end crouching poke strings. You can also CANCEL OUT cD without even seeing
the sweep come out. You must be fast though.

jumping- Standard snap Kick which comes out fast. See Below for more info.

diagonal & short jumping- Standard Snap 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 Sanren Geki x3, Haki Kyaku, Hangetsu Zan, Neri Chagi, Hou'ou Hiten
Kyaku, and HSDM/DM Hou'ou Kyaku! You can also cancel on the second hit with
Hangetsu Zan, Hou'ou Hiten Kyaku, or HSDM/DM 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. While running, you can make your
Forward Roll gain more distance by just pressing AB while running. The range
covers about half screen.

CD- (Knockdown Attack)
On the ground, Kim does a Snapping Side Kick. In the air, Kim does a Snapping
Side Kick. Very Slow to come out, if used on the ground. While performing Kim's
CD Attack, it can be canceled into special moves. Kim's CD Attack 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. You can also cancel in the middle of
Kim's CD Attack by interrupting it with a special move or DM/SDM/HSDM.



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
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
Sanren Geki- qcb + A/C x3
>Kuu Sa Jin- uf + B/D (follow up #1 after the 1st hit of Sanren Geki)
>Tenshou Kyaku- d + B/D (follow up #2 after Kuu Sa Jin)
Taunt- Start

-Desperation Moves
Hou'ou Hiten Kyaku- qcf, qcf + B/D
Hou'ou Kyaku- qcb, db, f + B/D
SDM Hou'ou Kyaku- qcb, db, f + BD (in air only)
HSDM Zero-Kyori Hou'ou Kyaku- when close, qcb, db, f + ABCD (UB)

-Super Cancels
B Hangetsu Zan
B Haki Kyaku
A Sanren Geki 3rd follow up
C Sanren Geki 3rd follow up (only in MAX Mode)
B/D Hien Zan (canceled on 1st hit)
Kuu Sa Jin- uf + B/D (follow up #1 after the 1st hit of Sanren Geki)

-Counter Wire Attacks
UNKNOWN


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.

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 does or doesn't block after
close A/B/C/D, you can cancel Neri Chagi's first or last hit with Hangetsu Zan,
Haki Kyaku, Sanren Geki, Hou'ou Hiten Kyaku, or DM/HSDM Hou'ou Kyaku. Neri
Chagi can also be MAX Mode Canceled.

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 and close D (first or second hit). It's one of Kim's great
pressure moves too. The D version is a Great Cancel move in MAX Mode too. B
version can super cancel into Hou'ou Hiten Kyaku or Hou'ou Kyaku.

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.

Hien Zan- charge d, u + B/D
Kim does a somersault kick straight up in the air. Kim was given his FF2 Hien
Zan this year. It's got great range this time around. Has INVICIBLITY start up
too. Great anti-air attack, but hard to combo off of, unless your close or in
the corner. The B version has great recovery time and moves him 2 steps
forward, where the D version has slow recovery time and moves Kim half screen
distance. In MAX Mode, B version can cancel into Hou'ou Kyaku, while the D
version can cancel into SDM Hou'ou Kyaku.

>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
overhead Axe Kick. Tenshou Kyaku sends the opponent flying SMACKDOWN to the
ground. 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. Kim was
given his FF2 Hishou Kyaku this year. If Hishou Kyaku is blocked, Kim will flip
backwards and descend to the ground, which may result in punishment. The
recovery time on the blocked Hishou Kyaku isn't that great. The speed while
doing Hishou Kyaku is good. Hishou Kyaku can be used as a cross-up too. For
some odd reason, you can press D while he BOUNCES/REBOUNDS back from a
connected or blocked Hishou Kyaku. When D is pressed, he'll simply do his jD.
Great to space yourself from the opponent.

Sanren Geki- qcb + A/C x3
In the A version, Kim does 2 Spinning Roundhouse Kicks and a 2-hit Neri Chagi
to finish. In the C version, Kim does 2 Spinning Roundhouse Kicks and a 2-hit
Kuu Sa Jin to finish. A 4-hit Combo if A/C versions are connected. Deals out
great damage and a nice pressure too.

>Kuu Sa Jin- uf + B/D (follow up #1 after the 1st hit of Sanren Geki)
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.

>Tenshou Kyaku- d + B/D (follow up #2 after Kuu Sa Jin)
As soon as Kim does his Kuu Sa Jin follow up, he can then finish off with
Tenshou Kyaku. Tenshou Kyaku is an overhead Axe Kick. This move will send the
opponent back first unto the ground.

Taunt- Start
Kim gives a deep breath and says,"YO!" 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, and 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 KoFk2-2k1. Also on Counter Hit, Hou'ou Hiten
Kyaku does a little bit more damage.

Hou'ou Kyaku- qcb, db, f + B/D
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, then finishes with Tenshou
Kyaku. Hou'ou Kyaku goes full screeen, so it covers distance. Hou'ou Kyaku is
extremely fast and can beat out some moves at times. It can be used as an
anti-air too. 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. ;)

SDM Hou'ou Kyaku- qcb, db, f + BD (in air only)
His SDM Hou'ou Kyaku will have the background flash RED, then Kim will do a
long jump, while he starts off with Hishou Kyaku and does a longer version of
kicks and lifts the opponent with a series of Kuu Sa Jin's, then follows up
with Tenshou Kyaku as the finisher. The damage is nice on this SDM. It can be
Super canceled from the C version of Sanren Geki's 3rd follow up and the uf +
B/D follow up as well. Great air to air attack too.

HSDM Zero-Kyori Hou'ou Kyaku- when close, qcb, db, f + ABCD (UB)
Kim will slide 2 steps towards the opponent. If connected, Kim will have the
opponent STUNNED while he does a series of 8 Kicks, then finishes with a Hien
Zan. The damage won't be shown/dealt, until after the Hien Zan hits. Zero
Instance Hou'ou Kyaku does around 45% damage. It's a Unblockable attack too.
Zero-Kyori Hou'ou Kyaku is more like a Grab DM than anything. The range on it
is awful (around 2 character spaces away), so you have to be very close to the
opponent. You can combo into the HSDM though. Zero-Kyori Hou'ou Kyaku has
INVINCIBILITY Start Up, so it can be used as a great reversal/wake up move.



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 - 2-hits
cB, cB, cA - 3-hits
cB, cA, A/C Sanren Geki x2 - 4-hits
cA, sC - 3-hits
cA, A/C Sanren Geki x3 - 5-hits
cA, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 4-hits
cA, A Sanren Geki x3(*), DM Hou'ou Kyaku - 15-hits
cB, cA, B Hien Zan - 3-hits
cB, cB, cA, B Hien Zan - 4-hits
cB, cB, cA, D Hien Zan w/d + D follow up - 5-hits
cB, cA, D Hien Zan w/d + D follow up - 5-hits (6-hits if opponent in corner)
cB, cA, DM Hou'ou Kyaku - 12-hits
cB, cA, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 13-hits
cB, cA, Hou'ou Hiten Kyaku, Hishou Kyaku - 8-hits
B Haki Kyaku(*), DM Hou'ou Kyaku - 11-hits
cC, Neri Chagi - 3-hits
cC, D Hien Zan w/d + D follow up - 3-hits
cC, Haki Kyaku - 2-hits
cC, B Haki Kyaku(*), DM Hou'ou Kyaku - 12-hits
cC, B Hangetsu Zan(*), Hou'ou Kyaku - 12-hits
cC, B Hangetsu Zan(*), Hou'ou Hiten Kyaku, jCD - 4-hits
cC, B Hangetsu Zan(*), Hou'ou Hiten Kyaku, Hishou Kyaku - 8-hits
cC, B Hangetsu Zan(*), Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 13-hits
cC, D Hangetsu Zan - 4-hits
cC, Hou'ou Hiten Kyaku - 2-hits
cC, Hou'ou Hiten Kyaku, jCD - 3-hits
cC, Hou'ou Hiten Kyaku, Hishou Kyaku - 7-hits
cC, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 12-hits
sA, sC - 3-hits
sB, B Haki Kyaku - 3-hits
sB, B Haki Kyaku(*), DM Hou'ou Kyaku - 13-hits
sB, DM Hou'ou Kyaku - 12-hits
sB, Hou'ou Hiten Kyaku - 3-hits
sB, Hou'ou Hiten Kyaku, jCD - 4-hits
sB, Hou'ou Hiten Kyaku, Hishou Kyaku - 8-hits
sB, B Hou'ou Hiten Kyaku, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 5-hits
sB, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 13-hits
sB, HSDM Zero-Kyori Hou'ou Kyaku - 11-hits
sB(1), D Haki Kyaku - 2-hits
sB(1), B Haki Kyaku(*), DM Hou'ou Kyaku - 12-hits
sD, DM Hou'ou Kyaku - 12-hits
sD, D Hangetsu Zan - 4/5-hits
sD, HSDM Zero-Kyori Hou'ou Kyaku - 11-hits
sD(1), D Haki Kyaku - 2-hits
sD(1), Hou'ou Hiten Kyaku - 2-hits
sD(1), D Haki Kyaku - 2-hits
sD(1), B Haki Kyaku(*), DM Hou'ou Kyaku - 12-hits
sD(1), B Hangetsu Zan(*), DM Hou'ou Kyaku - 12-hits
sD(1), B Hangetsu Zan(*), Hou'ou Hiten Kyaku, jCD - 4-hits
sD(1), B Hangetsu Zan(*), Hou'ou Hiten Kyaku, Hishou Kyaku - 8-hits
sD(1), B Hangetsu Zan(*), Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 13-hits
jA, Hishou Kyaku - 6-hits
jA, SDM Hou'ou Kyaku - 19-hits
jD, sC - 3-hits
jD, sC, Neri Chagi - 4-hits
jD, sC, D Haki Kyaku - 4-hits
jD, sC, B Haki Kyaku(*), DM Hou'ou Kyaku - 10-hits
jD, sC, D Hangetsu Zan - 6-hits
jD, sC, D Haki Kyaku - 3-hits
jD, sC, C Sanren Geki x3 - 6-hits
jD, sC, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 6-hits
jD, sC, DM Hou'ou Kyaku - 13-hits
jD, sC. HSDM Zero-Kyori Hou'ou Kyaku - 12-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
jD, cD - 2-hits
short jumping C/D, cB, cA, B Hien Zan - 4-hits
short jumping C/D, cA, sC, D Hangetsu Zan - 6-hits
short jumping C/D, cA, sC, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 15-hits
short jumping C/D, short jumping D - 2-hits
short jumping C/D, jC/D - 2-hits
short jumping D, jB, Hishou Kyaku - 7-hits
short jumping D, jB, SDM Hou'ou Kyaku - 20-hits

===============
Advanced Combos
===============
cB, cB, cA, DM Hou'ou Kyaku - 13-hits
cB, cA, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 13-hits
cB, cA, Hou'ou Hiten Kyaku, D Hien Zan(*), DM Hou'ou Kyaku - 14-hits
cA, sC, Hou'ou Hiten Kyaku, D Hien Zan(*), Hou'ou Hiten Kyaku, D Hien Zan w/d +
D follow up - 11-hits
cA, sC, Hou'ou Hiten Kyaku, D Hien Zan(*), Hou'ou Hiten Kyaku, D Hien Zan(*),
Hou'ou Hiten Kyaku, Hishou Kykau - 13-hits
cA, sC, Hou'ou Hiten Kyaku, D Hien Zan(*), Hou'ou Hiten Kyaku, D Hien Zan(*),
DM Hou'ou Kyaku - 17-hits
cA, B Haki Kyaku(*), DM Hou'ou Kyaku (WHIFF), dash in cA, sC, D Hangetsu Zan -
8-hits
cA, B Haki Kyaku(*), DM Hou'ou Kyaku (WHIFF), dash in cA, sC, B Haki Kyaku(*),
DM Hou'ou Kyaku - 16-hits (can be done if near 2 Power Stocks)
cA, B Haki Kyaku(*), DM Hou'ou Kyaku (WHIFF), dash in cA, sC, C Sanren Geki x3
- 9-hits
short jumping A, cB, cA, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 14-hits
short jumping A, cA, sC, B Hangetsu Zan(*), Hou'ou Hiten Kyaku, DM Hou'ou
Kyaku- 16-hits
short jumping A, cA, sC, B Hangetsu Zan(*), Hou'ou Hiten Kyaku, Hishou Kyaku-
11-hits
short jumping A, cA, sC, B Hangetsu Zan(*), B Hou'ou Hiten Kyaku, Sanren Geki
x1, Kuu Sa Jin, Tenshou Kyaku - 8-hits
short jumping A, cB, cA, B Haki Kyaku(*) DM Hou'ou Kyaku - 14-hits
short jumping A, cA, sC, HSDM Zero-Kyori Hou'ou Kyaku - 13-hits

==================
Counter Hit Combos
==================
sCD, D Hangetsu Zan - 2-hits
sCD, D Hangetsu Zan - 3/4-hits (C)
sCD, Sanren Geki x1, Kuu Sa Jin - 3-hits
sCD, Sanren Geki x2, B Hien Zan - -4-hits (C)
sCD, Sanren Geki x2, Hishou Kyaku - 7-hits (C)
sCD, Sanren Geki x2, jB/CD - 4-hits (C)
sCD, Sanren Geki x2, DM Hou'ou Kyaku - 13-hits (C)
sCD, Sanren Geki x2, SDM Hou'ou Kyaku - 21-hits (C)
sCD, C Sanren Geki x3 - 4-hits
sCD, B Hien Zan - 2-hits
sCD, D Hien Zan w/d + D follow up - 5-hits (C)
sCD, D Hien Zan(*), DM Hou'ou Kyaku - 12-hits (C)
sCD, Hou'ou Hiten Kyaku, D Hien Zan(*), DM Hou'ou Kyaku- 13-hits
sCD, Hou'ou Hiten Kyaku, Hishou Kyaku - 7-hits
sCD, Hou'ou Hiten Kyaku, jCD - 3-hits
sCD, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 12-hits
sCD, Hou'ou Hiten Kyaku, BC, C Sanren Geki x3(*), SDM Hou'ou Kyaku - 23-hits
sCD, DM Hou'ou Kyaku - 11-hits
sCD, SDM Hou'ou Kyaku - 19-hits
jCD, sCD - 2-hits
jCD, A/B/C/D - 2-hits
jCD, jA/B/C/D - 2-hits
jCD, D Hangetsu Zan - 2/3-hits
jCD, Sanren Geki x1 - 2-hits
jCD, Hishou Kyaku - 6-hits
jCD, B Hien Zan - 2-hits
jCD, D Hien Zan w/d + D follow up - 5-hits (C)
jCD, Hou'ou Hiten Kyaku, D Hien Zan(*), DM Hou'ou Kyaku- 13-hits
jCD, Hou'ou Hiten Kyaku, Hishou Kyaku - 7-hits
jCD, Hou'ou Hiten Kyaku, jCD - 3-hits
jCD, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 12-hits
jCD, Hou'ou Hiten Kyaku, BC, C Sanren Geki x3(*), SDM Hou'ou Kyaku - 23-hits
jCD, DM Hou'ou Kyaku - 11-hits
jCD, SDM Hou'ou Kyaku - 19-hits

===============
MAX Mode Combos
===============
sC, BC, dash in sC, Sanren Geki x2, D Hangetsu Zan, D Hien Zan w/d + D -
12-hits
sC, BC, dash in sC, Neri Chagi, Sanren Geki x1, B Hangetsu Zan(*), Hou'ou Hiten
Kyaku, DM Hou'ou Kyaku - 18-hits (C)
D Hien Zan(1), D Hangetsu Zan, D Hien Zan w/d + D - 7-hits
D Hien Zan(1), D Hangetsu Zan, C Sanren Geki x3(*), SDM Hou'ou Kyaku - 25-hits
D Hien Zan(1), B Hangetsu Zan(*), DM Hou'ou Hiten Kyaku, DM Hou'ou Kyaku -
13-hits
D Hien Zan(1), B Hangetsu Zan(*), DM Hou'ou Hiten Kyaku, D Hien Zan w/d + D -
7-hits
D Hien Zan(1), B Hangetsu Zan(*), DM Hou'ou Hiten Kyaku, jCD - 4-hits
D Hien Zan(1), B Hangetsu Zan(*), DM Hou'ou Hiten Kyaku, Hishou Kyaku - 8-hits
D Hien Zan(1), B Hangetsu Zan(*), DM Hou'ou Hiten Kyaku, BC, C Sanren Geki x2,
D Hangetsu Zan, D Hien Zan w/d + D - 12/13-hits (C)
D Hien Zan(1), C Sanren Geki x3(*), SDM Hou'ou Kyaku - 23-hits
sC, BC, dash in sC, C Sanren Geki x3(*), SDM Hou'ou Kyaku - 26-hits
jC/D, sC, BC, dash in sC, Sanren Geki x2, B Hangetsu Zan(*), Hou'ou Hiten
Kyaku, DM Hou'ou Kyaku - 19-hits
jC/D, sC, BC, dash in sC, B Haki Kyaku, Sanren Geki x2, B Hangetsu Zan(*),
Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 20-hits
jC/D, cA, sC, B Hangetsu Zan(*), Hou'ou Hiten Kyaku, BC, C Sanren Geki(*), SDM
Hou'ou Kyaku - 27-hits
jC/D, sC, Neri Chagi, BC, dash in far sC, B Hangetsu Zan(*), Hou'ou Hiten
Kyaku, DM Hou'ou Kyaku - 17-hits
jC/D, sC, BC, dash in sA, sC, HSDM Zero-Kyori Hou'ou Kyaku - 15-hits
jC/D, cA, sC, BC, dash in cA, B Haki Kyaku(*) DM Hou'ou Kyaku, dash in cA, B
Haki Kyaku(*) DM Hou'ou Kyaku, dash in cA, B Haki Kyaku(*) DM Hou'ou Kyaku,
dash in cA, B Haki Kyaku(*) DM Hou'ou Kyaku, dash in cA, B Haki Kyaku(*) DM
Hou'ou Kyaku, dash in cA, B Haki Kyaku(*) DM Hou'ou Kyaku, dash in sC, DM
Hou'ou Kyaku - 26-hits

===============
Infinite Combos
===============
B Haki Kyaku Infinite:

cA, B Haki Kyaku(*), DM Hou'ou Kyaku, dash in cA, B Haki Kyaku(*), DM Hou'ou
Kyaku, dash in cA, B Haki Kyaku(*), DM Hou'ou Kyaku, dash in cA, etc.....

=============================
Haki Kyaku "BUG" Explaination
=============================
This is a "BUG" from Kim's "Super Canceled" B Haki Kyaku. This "BUG" has been
around since KoF'98. You must have under 2 Power Stocks to perform this
infinite. Now when "Super Canceling" B Haki Kyaku, you must cancel it into DM
Hou'ou Kyaku. But instead of hitting B or D, you must HIT BOTH BD (qcb, db, f +
BD) If done correctly, Kim will "WHIFF" the DM and "FLASH" White. While
flashing white, Kim can follow up with anything. You can do it continuously
until DM Hou'ou Kyaku comes out. Think of the "FLASH" as a FREE Cancel.

Note: Kim must start with NO Power Stocks in order to get the FULL INFINITE
(18-Hits). It will become a semi infinite if you reach 2 Power Stocks. This is
because ONCE it "HITS" 2 Power Stocks, the "WHIFF" will no longer work.
Instead, Kim's DM Hou'ou Kyaku will come out. So always pay close attention to
the Power Gauge if attepting the Infinite. During the FREE Cancel on B Haki
Kyaku, you can jump cancel out of the move.


=============
Mock Infinite
=============
While opponent is near the corner:

cX jA, Hishou Kyaku, Hishou Kyaku, Hishou Kyaku, Hishou Kyaku, etc.....

Note: I've only gotten this to work ONLY on the CPU. It's really not an
infinite, but none the less.
When you cX with jA, Kim should be behind them. So during this time, Kim should
do his Hishou Kyaku. If done correctly, Kim should be kicking the opponent from
behind. As soon as you land, jump and do another Hishou Kyaku while the
opponent is in their backwards animation from recovering the last Hishou Kyaku.
You have a fast eye.


======
GLITCH
======
Hishou Kyaku:
When you cross-up with Kim's Hishou Kyaku, you can FREEZE the opponent. In
order to do this, you must have Kim CROSS-UP with Hishou Kyaku and hit the
opponent ONLY with the 1st 2-hits of Hishou Kyaku. This will cause the opponent
to FREEZE/LOCKUP until you hit him/her again. Also, the 2-hit Combo Counter
will be on the screen. During the FREEZE, you can build up your Power Gauge or
wait until the round ends. It's up to you?

Note: You cannot do Kim's Throws or HSDM Zero-Kyori Hou'ou Kyaku during the
FREEZE. You can also turn this GLITCH into an INFINITE too. Just keep repeating
the cX Hishou Kyaku. You'll continue to FREEZE the opponent until you screw up.
I've got up to only 6 Freezes, which is 12-hits on the combo counter.



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 and short jumping are KEY with Kim. You can get yourself in the range
of your opponent with Kim's short jump A/C/D.
Kim's cD (sweep) is one of his best moves. Kim's cD can cancel into special
moves like Hangetsu Zan (Best Pressure after cD). This applys more pressure to
the opponent when blocking. Example: You do Kim's cB, cA, cD, into B Hangetsu
Zan. let's say the sweep (cD) gets blocked, but they get hit by the B Hangetsu
Zan. I'd say it's a Mistake PUNISHER. Not only does the opponent get hit by the
B Hangetsu Zan, but you can Super Cancel into a Hou'ou Hiten Kyaku or Hou'ou
Kyaku.
You can also use Kim's B Haki Kyaku "Super Cancel BUG" to apply MAD pressure
and build alot of Meter fo Power Stocks.


=======
DEFENSE
=======
Kim is not a turtler. 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. but don't have Kim
getting LOCKDOWN. This can result with him losing alot of life. This isn't
where you want to be.
Kim's Hishou Kyaku can be used as a defensive move. This is because of the jD
animation that comes out after a blocked/hit Hishou Kyaku. So if the opponent
blocks you're Hishou Kyaku and decides to hit you before you recover, just use
the jD attack from Hishou Kyaku to punish your opponent. Hishou Kyaku is a
great excape move too, You can use it if TRAPPED in the corner. Even with the
help of the jD after Hishou Kyaku, it will keep you safe ans space out the
opponent.


==========
Recovering
==========
Kim only has 4 wake up moves, his Hien Zan (charge d, u + B/D), DM Hou'ou Hiten
Kyaku, and HSDM 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. D Hien Zan is
quite safe in MAX MODE, since you can cancel the 1st hit into Hangetsu Zan.
Use his DM Hou'ou Kyaku if opponent is running/walking towards you. Use DM
Hou'ou Hiten Kyaku if opponent jumps towards you while recovery.
Only use HSDM Hou'ou Kyaku as a wake up while opponent is next to you.


===================
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)
cB, cA, cD, Hangetsu Zan
cB, cA, cD, Haki Kyaku
cB, cA, Short Jump, cA, Sanren Geki x3/follow ups
cB, cA, A Sanren Kyaku x3 (Overhead/Low Mix-up)
cB, cA, C Sanren Kyaku x3 (High Mix Up)
cB, c/sA, Neri Chagi (Overhead Mix up)
cB, c/sA, Neri Chagi, Hangetsu Zan
cA, sB, Haki Kyaku
cB, cA, far sC/D
cB, cA, far sA, far sC/D
cB, cB, cA, cD
Far sA/C, Hishou Kyaku, REBOUND, D
cB, sB, Haki Kyaku
cB, sB, Neri Chagi
cB, sB, Neri Chagi, Hangetsu Zan
cB, sB, Neri Chagi, A/C Sanren Geki
cB, cA, cD, Roll Cancel (AB), cA, sC, Hangetsu Zan
cB, cA, cD, Roll Cancel (AB), cA, sC, Haki Kyaku
cB, cA, cD, Roll Cancel (AB), cA, sC, B Haki Kyaku(*), DM Hou'ou Kyaku, cA, sC,
Hangetsu Zan

It's always good to keep the pressure on the opponent. The Attack Strings will
have your Power Gauge FULL in no time.


=======================
Bread and Butter Combos
=======================
These are just some of Kim's combos that are a MUST LEARN.

cA, A Sanren Geki, Kuu Sa Jin, Tenshou Kyaku (qcb + A, uf + B, d + B) MUST
LEARN!
cA, sC, Hangetsu Zan
sB, B Haki Kyaku
B Haki Kyaku(*), DM Hou'ou Kyaku
cC, DM Hou'ou Hiten Kyaku


========
Pressure
========
You can use many of Kim's moves to Pressure the opponent.

-Roll Canceling (AB)
By using the Roll Cancel, you can continue to pressure the opponent after Poke
Strings. This will get you even more closer to the opponent. It's LOCKDOWN!

-Jumping CD Attack (CD in the air)
Best used if Short Jumping towards the opponent. This can help you keep up the
pressure. This stresses the opponent to block. If they try to retailiate, just
do Short Jumping Back CD. You might even score a Counter Hit.

-B Haki Kyaku (d, d + B)
You can use the Super Cancel BUG to apply tons of pressure and build meter. You
can do infinite pressure with B Haki Kyaku and Roll Canceling combained as
well. Just make sure you have at least
Example: cA, sC, Roll Cancel (AB), cA, sC, B Haki Kyaku(*), DM Hou'ou Kyaku,
dash in cA, sC, Roll Cancel (AB), cA, sC, B Haki Kyaku(*) DM Hou'ou Kyaku,
etc.....


=========
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 it's 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
A good anti-air against cross-up attacks. If you hit the opponent with a cC on
Counter Hit, hit them with a Hien Zan/Hou'ou Hiten Kyaku for a Counter Hit
follow up.

-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 Kykau, DM Hou'ou Kykau if connected. It tends to TRADE hits
with the opponent.

-DM Hou'ou Kyaku (qcb, db, f + B/D)
A great anti-air for opponents that like to do jump-ins.


===============
Air-to-Air Game
===============
-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.

-jCD
Probably his BEST Air-to-Air attack next to his SDM Hou'ou Kyaku. Best out most
moves. If connected on Counter Hit, you can land a Hishou Kyaku, jCD, or SDM
Hou'ou Kyaku.

-SDM Hou'ou Kyaku (in air, qcb, db, f + BD)
Beats out mostly anything. You can used this SDM as a Short Jump/Back Dash
Attack too.


===============================
Knockdown Attack Canceling (CD)
===============================
You may interupt Kim's CD Attack with a special move or DM/SDM/HSDM. This like
another pressure tactic. Kim can do his CD close to the opponent and if they
do/don't block it, you can follow up with Kim's Hangetsu Zan, Sanren Geki, or
Haki Kyaku. You can also BAIT your opponent towards you, just by throwing out
CD Attacks away from the opponent. If they jump towards you in a middle of
you're CD Attack, let them have a B Hangetsu Zan (Decent Anti-Air) or DM Hou'ou
Kyaku. CD Attack Canceling is something you should put into your gameplay.
Beware though, Kim's CD Attack animation is REALLY SLOW. So you must cancel at
the right Frames.


=======
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 you 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 sC is his Best Poke IMO. He can also
MAX Mode Cancel far sC and go MAX Cancel into D Hangetsu Zan.
You can MIX IT up and Run in with a sC and ROLL Cancel (while attacking, AB).
You may manage to get a free throw off or something else.
Running and rolling (roll only when next to the character) is good to get close
to or behind the opponent. You can also used this if you need to GAIN more
DISTANCE. The distance on the Roll will cover half screen (while running and
rolling anytime).


=====================
Building Power Stocks
=====================
The best way for building up for Power Stock is either doing Attack Strings or
B Haki Kyaku.

- 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 + 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. You could also use Kim's B Haki Kyaku "BUG" as well.

- B Hishou Kyaku (in air, qcf + B)
Just simply jump back and do B Hishou Kyaku. Just keep repeating till the
opponent catches on.
Example: jump back, B Hishou Kyaku, jump back, B Hishou Kyaku, etc.....


======
Throws
======
Kim can get throws off easy by simply "Tick Throwing". 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 jCD attack towards your opponent. When the CD Whiffs,
you'll land right next to the opponent and beable to get a FREE Throw in.



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 arms to her side, which she then does a
pose and goes into her fighting stance. Kim stretches each of his legs, then
goes into his fighting stance.

Entrance 3- (Kim vs. Iori Yagami, Vice, Mature, Ryuji Yamazaki, Billy Kane, New
Face Team/Orochi TEAM, K9999, Angel, Rugal Bernstein)
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, 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.



IX. Extras

======
Quotes
======

Quote 1- Towards mainly everyone
How about it? You'd become a Tae Kwon Do Champ!

Quote 2- Towards "Evil" characters
You never learn, do you? Time to teach you a lesson!

Quote 3- Towards Chang and Choi
You need work! Maybe a crash court in combat!

Quote 4- Towards May Lee
You've gotten better! But you're still a loser!


===================
Kim's Outfit Colors
===================
A Button- White Tae Kwon Do Gi, with Blue Trimming and a Blue Belt.
B Button- Black Tae Kwon Do Gi, with Red Trimming and a Red Belt.
C Button- Red Tae Kwon Do Gi, with Blue Trinmming and a Blue Belt.
D Button- Bright White Tae Kwon Do Gi, with Green Trimming and a Green Belt.



X. Updates

Version 0.5: January 3rd, 2003
-First Release

Version 1.0: January 30th, 2003
-First Update
-Added More Combos
-More Info
-Extra Section
-Corrected Typos/Mistakes

Version 1.5: August 10th, 2003
-Second Update
-Added More Combos
-More Info/Strats
-Corrected Even More Typo/Mistakes



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 stuff like MAX Mode 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!

Final Showdown for IMPROVING my Gameplay. Thanks again!

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 2002.

SNK Playmore for keeping SNK "ALIVE"!

King of Fighters 2002 OST, where I got Kim's info from.

My Neo*Geo AES System and King of Fighters 2002. Without them both, this FAQ
could not possible.

Kao Megura because I got Kim's move names from his KoF2001 FAQ. He also writes
great KoF FAQ's too. The man's The King of FAQ's!

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

Myself for staying up in the wee hours of the night to get this FAQ done.

And you for taking the time to read this FAQ.


Raul Torrez
Copyrighted (c) 2002-2003

 
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Command Techniques


Neri Chagi: F+FK


Basic overhead Axe Kick.

Special Attacks

Hangetsu Zan: QCB+K
Kim does a split kick that looks very much like one of Chun-Li's Special Attacks. I guess that it's an overhead like hers and is faster on the draw besides.

Hishou Kyaku: QCF+K (Air only)
Kim drops with a multi-hit bicycle kick. Good surprise attack that does decent damage.

Hien Zan: Charge D, U+K
Kim does a backflip kick that looks remarkably like Guile's Flash Kick, complete with an energy blade. This is Kim's air defense.

Haki Kyaku: D,D+K
Kim steps on his opponent's foot. Not nice :) You can cancel into the Houou Kyaku Super to be even less nice.

Switch Stance: Hold HK
Kim goes into an alternate fighting stance that can be followed by:
LP: Hopping straight up kick that goes over sweeps.
HP: An overhead Axe Kick.
LK: A straight forward spinning kick.

Super Moves

Houou Kyaku: QCB, HCF+K
Kim flies forward with a knee attack. If the move hits, he goes into a massive auto combo that ends in his Somersault Kick. The higher the level, the longer the combo.

Houou Tenbu Kyaku: QCF, HCB+K (Air Only)
This move starts with Kim dropping like his Hishou Kyaku, but he goes into a flurry of Somersault Kicks upon contact. The higher the level, the more kicks.

Houou Kiten Kyaku: QCF(x2)+K
Kim does a single mega kick that launches his opponent high into the air. This is a great way to set up for a Houou Kyaku, if you have the spare Super Meter.

Power Up Mode: Justice Loving Kim

Effect: Kim goes into a one legged stance like his KoF ‘99 partner Jhun. He has a new set of kicks that replace his basic attacks. These kicks combo nicely and they do good damage.
Downfall: Kim can no longer block. He dodges like Cody instead.



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1 replies since 27/12/2008, 13:03   177 views
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