------------------------------------------------------------------------
The King of Fighters 2003
Character FAQ on Kim Kaphwan
For The JAMMA/MVS Arcade & The Neo*Geo Advance Entertainment System
By Raul Torrez (
[email protected])
This FAQ is Copyrghted Work 2004 Raul Torrez
------------------------------------------------------------------------
The King of Fighters 2003, SNK Playmore, Kim Kaphwan, other SNK Characters are
all Registered Trademarks and Copyrighted by SNK Playmore Corporation of Japan.
---------
Contents:
---------
I. Why Kim Kaphwan?
II. Kim's Bio and Info
III. KOF 2K3'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?
========================================================================
Kim has gone through some changes since 2k2/SvC. He's been sped up, as well as
the gameplay this year. Great as a Leader too. Where there are some flaws on
his moves, he still can be the offensive monster he was in 2k2.
========================================================================
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 '94-2003, 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
KoF'2003: Kim Kaphwan, Chang Koehan, Jhun Hoon
Kim's King of Fighters Background Music:
KoF'94: ????
KoF'95: Tiger
KoF'96: Seoul Road
KoF'97: None
KoF'98: Seoul Road/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
========================================================================
III. KoF2k3's 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
LDM- Leader Desperation Move
PK- must be pressed at same time (AB, CD, BC, etc.)
MSA- Multi-Shift Attack
Xx- can cancel move
x1- repeat number of times given
>- follow up
UB- Unblockable
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
Throws- f or b + C/D
Throw Escape- when grabbed, f or b + C/D
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)
Multi-Shift- BC or CD
Multi-Shift Attack- qcf + BC/CD
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 + 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, 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.
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.
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. Great to distance yourself from the opponent
and keep the pace going.
Multi-Shift- BC or CD
A new addition to KOF2k3. KOF has finally added a TAG SYSTEM to their game.
Multi-Shift is when your character can tag in another character on your team.
You can't tag out whenever you want. You must wait for the words above your
Power Guage to flash, "CHANGE OK". When performed, your character that is
switching out will do a taunt/pose, as he/her disappear with the words "CHANGE"
in yellow. As the character that has been tagged in, will then jump where the
last character was positioned. Once you Multi-Shift, you must wait 5 seconds to
Multi-Shift again. 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.
Multi-Shift Attack- qcf + BC/CD (requires 1 Power Stock)
When performed, your character will throw out a normal attack and leap out.
Then the character tagged in will leap in with a attack. If connected, it will
stun you opponent for a brief moment. With the stun on the MSA, you can then
follow up with a combo. If you peform the MSA while the opponent is in mid-air,
the opponent will be knocked into the air, where you can now juggle them. The
tagged character will land in the same position that the switched character was
located. You can also combo MSA from the STUN off some attacks, off juggles
from special moves/DM's, and command throws (Iori and Duo Lon). You can also be
hit out of a MSA if you not careful. You'll lose the power stock, but the
"CHANGE OK" message will remain.
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:
________________________________
-> |____________LEADER______________|
|________________________________|
|________________________________|
KIM
Jhun
Kyo
OK! I have Kim in, so I want to replace him with Kyo, so I would hit CD.
CHANGE
________________________________
|____________LEADER______________|
|________________________________|
-> |________________________________|
Kim
Jhun
KYO
OK! So I have Kyo in so I want to replace him with Jhun, but this time I do a
Mutli-Switch Attack (qcf + BC).
CHANGE
________________________________
|____________LEADER______________|
-> |________________________________|
|________________________________|
Kim
JHUN
Kyo
So now I have Jhun tagged in, but I want Kim back again. I'd hit BC!
CHANGE
________________________________
-> |____________LEADER______________|
|________________________________|
|________________________________|
KIM
Jhun
Kyo
Kim is back in battle.
------------------------------------------------------------------------
So in closing for TAGS, Character 1 = BC for C2
= CD for C3
Character 2 = BC for C1
= CD for C3
Character 3 = BC for C1
= CD for C2
Leader System-
While choosing a character in the Character Select Screen, the 1st character
you choose, will be your LEADER Character. This only means that they will be
assigned the LDM. While playing, you can indicate who your LEADER is by the
BLUE COLOR GAUGE.
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)
New addition to KOF2k3. LDM's are replacing the previous SDM's. It baiscally
the same as a SDM, but only the LEADER can use the SDM. LDM's take 2 Power
Stocks to use. SDM's must be done by presing 2 buttons, instead of one button.
There will be a RED Aura around the character to indicate that you successfully
pulled off the LDM.
Super Cancels- (requires 2 or 3 Power Stocks)
This feature is back from KoF2k2. Super Canceling allows you to cancel special
moves into DM/LDM'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/LDM. When the words on the screen flash "SCANCEL", this
indicates that you have successfully Super Canceled.
Counter Wire Attacks-
This feature from KoF2k1-2k2 also carried unto 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. Comes out
fast.
crouching- Low Jab which comes out fast and can be canceled into sC, Sanren
Geki x3, Hien Zan, Haki Kyaku, Hangetsu Zan, Ryuusei Raku, Neri Chagi, Hou'ou
Hiten Kyaku, or DM/LDM 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 DM/LDM Hou'ou Kyaku.
close- Standard Jab which hits high. Comes out fast and can be canceled into
sC, Sanren Geki x3, B Haki Kyaku, Hangetsu Zan, Ryuusei Raku, Neri Chagi,
Hou'ou Hiten Kyaku, and DM/LDM 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, Ryuusei
Raku, 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, Ryuusei Raku, Neri Chagi,
Hou'ou Hiten Kyaku, and DM/LDM 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 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, Ryuusei Raku, Neri Chagi, Hou'ou Hiten Kyaku, DM/LDM Hou'ou
Kyaku! You must be quick to cancel. Another great combo starter.
D (strong kick):
standing- Spinning Double Roundhouse Kick which comes out Very Fast unlike last
year. Can be used as a early anti-air.
crouching- Standard Sweep Kick with great reach and speed. Can cancel Sanren
Geki x3, Haki Kyaku, Hangetsu Zan, Hien Zan, Neri Chagi, Ryuusei Raku, Hou'ou
Hiten Kyaku, or DM/LDM 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, Ryuusei Raku, Neri Chagi,
Hou'ou Hiten Kyaku, and DM/LDM Hou'ou Kyaku! You can also cancel on the second
hit with Hangetsu Zan, Hou'ou Hiten Kyaku, or DM/LDM 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 (Guard 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
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, d + B/D
Ryuusei Raku- charge b, f + B/D
Sanren Geki- qcb + A/C x3
>Kuu Sa Jin- uf + B (follow up #1 after the 1st hit of Sanren Geki)
>Tenshou Kyaku- d + B (follow up #2 after Kuu Sa Jin)
Multi-Shift Attack- qcf + BC/CD
Taunt- Start
-Desperation Moves
Hou'ou Hiten Kyaku- qcf, qcf + B/D
Hou'ou Kyaku- qcb, db, f + B/D (air)
LDM Hiden Hou'ou Kyaku- qcb, db, f + BD (air)
-Super Cancels
B Hangetsu Zan
B Haki Kyaku
A Sanren Geki 3rd follow up
C Sanren Geki 3rd follow up
D Hien Zan (canceled on 3rd hit)
Ryuusei Raku (canceled on 1st hit)
Kuu Sa Jin- uf + B (follow up #1 after the 1st hit of Sanren Geki)
-Counter Wire Attacks
UNKNOWN
------------------
Move Descriptions:
------------------
Sakkyaku Nage- when close, f or b + C/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 this year and moves him 1
step forward, where the D version has almost the same recovery time as B Hien
Zan and moves Kim 2 steps foward. In 2k3, the D version can Super Canceled into
DM/LDM Hou'ou Kyaku on the last hit.
>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, d + 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 fast recovery time. The speed is a plus as
well. Hishou Kyaku can cross-up as well. Nice for chip damage and Guard Crush
Pressure.
Ryuusei Raku- charge b, f + B/D
Kim will slide across the screen with one leg, and finishing with an overhead
hit with the other leg. This move has been raped big time. Used to be on of
Kim's best pressure attacks. The B version suffers range, where the D version
doesn't......by much anyways. The D version, Kim will slide half screen and is
a overhead attack, unlike the B version which is not....WTF!. Ryuusei Raku can
be Super Canceled into DM/LDM Hou'ou Kyaku, but must be done before the
overhead hit comes out.
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 (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. This move is really fast.
>Tenshou Kyaku- d + B (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. This move lags alot. It's like he's
floating. If blocked, you can be punished after this move.
Multi-Shift Attack- qcf + BC/CD
Kim will do his old CD attack from 2k1, where he backs up a bit and does a
forward kick. Can be performed only when the words "CHANGE OK" are above your
power gauge. Does a bit of damage and has invicibility start up. If Kim is
tagged in by the MSA, he'll leap in with his old jD animation from 2k1.
Remember though, Kim can be countered if he's tagged in.
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 your 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. 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, MSA, 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. Can't forget it has a huge hitbox too.
Hou'ou Kyaku- qcb, db, f + B/D (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, 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 or air-to-air attack 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. ;)
LDM Hiden Hou'ou Kyaku- qcb, db, f + BD (air)
His LDM Hou'ou Kyaku will have the background flash with RED 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
SDM. It can be Super Canceled off most of his moves. Plus, you can follow up a
juggle after the LDM. Any from a Hien Zan, MSA, or even another LDM for
overkill! Great air to air attack too.
========================================================================
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
(MSA)- Multi-Shift Attack
------------------------------------------------------------------------
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, A/C Sanren Geki x2 - 3-hits
cA/B, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 4-hits
cA/B, C Sanren Geki x3(SC), DM/LDM Hou'ou Kyaku - 15/22-hits
cA, cA, B Hien Zan - 3-hits
cA, cA, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 5-hits (C)
cA, cA, Sanren Geki x1, Kuu Sa Jin - 4-hits
cB, B Hien Zan - 2-hits
cB, cA, B Hien Zan - 3-hits
cB, cB, 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 - 6-hits
B Haki Kyaku(SC), DM/LDM Hou'ou Kyaku - 11/18-hits
cC, Neri Chagi - 3-hits
cC, D Hien Zan w/d + D follow up - 4-hits
cC, Haki Kyaku - 2-hits
cC, B Haki Kyaku(SC), DM/LDM Hou'ou Kyaku - 12/19-hits
cC, B Hangetsu Zan(SC), Hou'ou Kyaku - 12/19-hits
cC, B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, jA/B/C/D - 4-hits
cC, B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, MSA - 4-hits
cC, B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, Hishou Kyaku - 6-hits
cC, B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, DM/LDM Hou'ou Kyaku - 13/20-hits
cC, D Hangetsu Zan - 4-hits
cC, B Ryuusei Raku - 3-hits
cC, B Ryuusei Raku(SC), DM/LDM Hou'ou Kyaku - 12/19-hits
cC, Hou'ou Hiten Kyaku - 2-hits
cC, Hou'ou Hiten Kyaku, MSA - 3-hits
cC, Hou'ou Hiten Kyaku, jA/B/C/D - 3-hits
cC, Hou'ou Hiten Kyaku, Hishou Kyaku - 4-hits
cC, Hou'ou Hiten Kyaku, DM/LDM Hou'ou Kyaku - 12/19-hits
sA, sC - 3-hits
sB, B Haki Kyaku - 3-hits
sB, B Haki Kyaku(SC), DM/LDM Hou'ou Kyaku - 13/20-hits
sB, Sanren Geki x2 - 4-hits
sB, C Sanren Geki x1, Kuu Sa Jin - 4-hits
sB, C Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 5-hits (C)
sB, LDM Hou'ou Kyaku - 19-hits
sB, Hou'ou Hiten Kyaku, jA/B/C/D - 4-hits
sB, Hou'ou Hiten Kyaku, Hishou Kyaku - 6-hits
sB, B Hou'ou Hiten Kyaku, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 5-hits
sB(1), C Sanren Geki x3 - 5-hits
sB(1), C Sanren Geki x3(SC), DM/LDM Hou'ou Kyaku - 11/18-hits
sB(1), Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 4-hits
sB(1), D Haki Kyaku - 2-hits
sB(1), B Haki Kyaku(SC), DM/LDM Hou'ou Kyaku - 12/19-hits
sB(1), LDM Hou'ou Kyaku - 11/18-hits
sD, D Hangetsu Zan - 4-hits
sD, DM/LDM Hou'ou Kyaku - 12/19-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(SC), DM/LDM Hou'ou Kyaku - 12/19-hits
sD(1), D Hangetsu Zan - 4-hits
sD(1), B Hangetsu Zan(SC), DM/LDM Hou'ou Kyaku - 12/19-hits
sD(1), B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, MSA - 4-hits
sD(1), B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, jA/B/C/D - 4-hits
sD(1), B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, Hishou Kyaku - 6-hits
sD(1), B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, DM/LDM Hou'ou Kyaku - 13/20-hits
jA, DM/LDM Hou'ou Kyaku - 11/19-hits
jD, sC - 3-hits
jD, sC, Neri Chagi - 4-hits
jD, sC, D Haki Kyaku - 4-hits
jD, sC, B Haki Kyaku(SC), DM/LDM Hou'ou Kyaku - 14/21-hits
jD, sC, D Hangetsu Zan - 6-hits
jD, sC, D Haki Kyaku - 3-hits
jD, sC, B Ryuusei Raku - 5-hits
jD, sC, B Ryuusei Raku(SC), DM/LDM Hou'ou Kyaku - 14/21-hits
jD, sC, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 6-hits
jD, sC, DM Hou'ou Kyaku - 13-hits
jD, cB, cA, D Hien Zan w/d + D follow up - 4-hits
jD, sD(1), B Ryuusei Raku - 4-hits
jD, sD(1), B Ryuusei Raku(SC), DM/LDM Hou'ou Kyaku - 14/21-hits
jD, D Hien Zan w/d + D follow up - 5-hits
jD, cD - 2-hits
jD, sD - 3-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, jA - 2-hits
short jumping D, jA, DM/LDM Hou'ou Kyaku - 12/19-hits
Hishou Kyaku, sA - 4/8-hits
D Hien Zan, MSA - 4-hits (C)
D Hien Zan, sA, MSA - 5-hits (C)
DM Hou'ou Hiten Kyaku, Hishou Kyaku, sA, MSA - 5-hits (C)
------------------------------------------------------------------------
Advanced Combos
------------------------------------------------------------------------
cB, cA, DM/LDM Hou'ou Kyaku - 12/19-hits
cC, Hou'ou Hiten Kyaku, LDM Hou'ou Kyaku, sA, MSA - 21-hits (C)
sC, Hou'ou Hiten Kyaku, LDM Hou'ou Kyaku, B Hien Zan - 21-hits
sC, Hou'ou Hiten Kyaku, C Sanren Geki x3, LDM Hou'ou Kyaku, sA - 23-hits (must
delay Sanren Geki) (C)
sC, Hou'ou Hiten Kyaku, C Sanren Geki x3, DM Hou'ou Kyaku - 17-hits (must
delay Sanren Geki) (C)
sC, Hou'ou Hiten Kyaku, C Sanren Geki x3, LDM Hou'ou Kyaku - 22-hits (must
delay Sanren Geki) (C)
sC, Hou'ou Hiten Kyaku, C Sanren Geki x3, LDM Hou'ou Kyaku, B Hien Zan -
23-hits (must delay Sanren Geki) (C)
cA, sC, Hou'ou Hiten Kyaku, LDM Hou'ou Kyaku, LDM Hou'ou Kyaku - 38-hits
cA, sC, Hou'ou Hiten Kyaku, C Sanren Geki x3(SC), DM/LDM Hou'ou Kyaku -
17/24-hits (C)
cA, sC, Hou'ou Hiten Kyaku, C Sanren Geki x3(SC), LDM Hou'ou Kyaku, sA, MSA -
26-hits (C)
cA, B Haki Kyaku(SC), DM Hou'ou Kyaku (WHIFF), dash in cA, sC, D Hangetsu Zan -
7-hits
cA, B Haki Kyaku(SC), DM Hou'ou Kyaku (WHIFF), dash in cA, sC, B Haki
Kyaku(SC), DM Hou'ou Kyaku - 16-hits (can be done if near 2 Power Stocks)
cA, B Haki Kyaku(SC), DM Hou'ou Kyaku (WHIFF), dash in cA, sC, B Hangetsu
Zan(SC), DM Hou'ou Kyaku - 16-hits (can be done if near 2 Power Stocks)
cA, B Haki Kyaku(SC), DM Hou'ou Kyaku (WHIFF), dash in cA, C Sanren Geki x3 -
8-hits
cA, B Haki Kyaku(SC), DM Hou'ou Kyaku (WHIFF), dash in cA, C Sanren Geki
x3(SC), DM Hou'ou Kyaku - 17-hits (can be done if near 2 Power Stocks)
sC, B Haki Kyaku(SC), DM Hou'ou Kyaku (WHIFF), MSA - 4-hits
short jumping A, cB, cA, Hou'ou Hiten Kyaku, DM Hou'ou Kyaku - 14-hits
short jumping A, cA, sC, B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, DM/LDM Hou'ou
Kyaku - 16/23-hits (C)
short jumping A, cA, sC, B Hangetsu Zan(SC), Hou'ou Hiten Kyaku, Hishou Kyaku-
8-hits
short jumping A, cA, sC, B Hangetsu Zan(SC), B Hou'ou Hiten Kyaku, Sanren Geki
x1, Kuu Sa Jin, Tenshou Kyaku - 8-hits (C)
short jumping A, cA, sC, B Haki Kyaku(SC) DM/LDM Hou'ou Kyaku - 15/22-hits
short jumping A, cA, sC, LDM Hiden Hou'ou Kyaku - 21-hits
Note: anything after LDM Hou'ou Kyaku, can be followed up by a MSA or a sA into
MSA. You must have enough Stocks to do this.
------------------------------------------------------------------------
TAG Combos
------------------------------------------------------------------------
sC, LDM Hou'ou Kyaku, sA, MSA Terry, dp + B, AB break, qcf, qcf + B/D - 22-hits
(C)
sC, LDM Hou'ou Kyaku, sA, MSA King, hcb + B, qcb, qcb + B - 31-hits (C)
sC, LDM Hou'ou Kyaku, sA, MSA Ash, qcf, qcf + B/D - 21/24-hits (C)
sC, B Hou'ou Hiten Kyaku, sA, dash MSA Jhun, qcf, uf, qcf + B - 17-hits
sC, B Hou'ou Hiten Kyaku, sA, dash MSA Yamazaki, qcf, qcf + A/C - 5/6-hits
sC, B Hou'ou Hiten Kyaku, sA, dash MSA Shingo, qcf, qcf + B/D - 9-hits
sC, LDM Hou'ou Kyaku, sA, MSA Yamazaki, qcf, qcf + A/C - 21/22-hits (C)
D Hien Zan, sA, MSA Iori, qcf, hcb + A - 14-hits (C)
cC, DM Hou'ou Hiten Kyaku, Hishou Kyaku, sA, MSA Iori, qcf, hcb + A - 14-hits
(C)
sC, DM Hou'ou Hiten Kyaku, Hishou Kyaku, sA, MSA King, qcb, qcb + B - 16-hits
(C)
cA, MSA Athena, hcb, f + AC, qcb + C, MSA Kim, DM Hou'ou Kyaku - 26-hits (C)
cA, MSA Duo Lon, cB, qcf + A, f + B, qcb + A, cB, qcf + A x3, qcf + D, uf + B,
D - 12-hits
cA, MSA Duo Lon, cA, f, hcb, f + A, dash cA, f, hcb, f + A, dash cA, qcf + A, f
+ B, qcb + A, cB, MSA Kim, sC, DM/LDM Hou'ou Kyaku - 22/29-hits
cA, MSA Duo Lon, cB, qcf + A, f + B, qcb + A, cB, qcf + A, f + B, qcb + A, cB,
qcf + A, f + B, qcb + A, MSA Terry, cB, cA, df + D, hcf + D, f, f + D(SC), qcb,
db, f + A - 21-hits (C)
"B" DM Hou'ou Hiten Kyaku, jC, MSA, use your imagination.
jC/D, MSA Terry, sC, f + C, hcf + D, f, f + D(SC), qcb, db, f + A - 7-hits
------------------------------------------------------------------------
Infinite Combos
------------------------------------------------------------------------
B Haki Kyaku Infinite:
cA, B Haki Kyaku(SC), DM Hou'ou Kyaku, dash in cA, B Haki Kyaku(SC), DM Hou'ou
Kyaku, dash in cA, B Haki Kyaku(SC), 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 be pushed back a step. While
pushed back, Kim is free to follow up with anything. You can do it continuously
until DM Hou'ou Kyaku comes out.
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.
========================================================================
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 (jA) 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), B Haki Kyaku (safest after
cD), or Ryuusei Raku. 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 of Power Stocks.
-------
DEFENSE
-------
Kim is not a turtler. In 2k3, it seems that the player/opponent can get GUARD
CRUSHED real easily. So you don't want to turtle up. But just in case, 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. 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 Guard Knockdown
Attack (CD while blocking). If your stuck in the corner, remember to use your
roll (AB) since you can use it while blocking or throw out a random MSA.
----------
Recovering
----------
Kim only has 4 wake up moves, his Hien Zan (charge d, u + B/D), B Ryuusei Raku,
DM Hou'ou Hiten Kyaku, and DM/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 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 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.
-------------------
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
cA, cA, cD, B Ryuusei Raku
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, cD, B Haki Kyaku (Use Super Cancel Bug)
cB, cA, far sC/D
cB, cA, far sA, far sC/D
cB, cB, cA, cD
Far sA/C, Hishou Kyaku, B Hien Zan
sA, cA, sC/D (His best Poke String IMO)
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, MSA
jC, cB, cB, short jump C, cA, sC
sC, A Sanren Geki x2, sA, dash in sC, "C" Sanren Geki x3, GUARD CRUSH!
jD, sC, A Sanren Geki x2/3, sA, dash in sC, into any special move (GUARANTEED
GUARD BREAK STRING!)
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.
cA, A Sanren Geki, Kuu Sa Jin, Tenshou Kyaku (qcb + A, uf + B, d + B) MUST
LEARN!
cA, sC, Hangetsu Zan (cA isn't nesscessary) MUST LEARN!
sB, B Haki Kyaku
sB, DM Hou'ou Kyaku
B Haki Kyaku(SC), DM Hou'ou Kyaku
cC, DM Hou'ou Hiten Kyaku
sC, DM Hou'ou Hiten Kyaku, DM/LDM Hou'ou Kyaku
sC, DM/LDM Hou'ou Kyaku MUST LEARN!
--------
Pressure
--------
You can use many of Kim's moves to Pressure the opponent.
-Multi-Shift Attack (qcf + BC/CD)
If you can incorporate this into the attacks strings and have your secondary
character continue where Kim left off on the pressure. You can also link Kim's
jA or cA into MSA. This way you know it's safe and can continue a combo on the
opponent with you other character who's going into battle. Ticking a MSA works
with cA, but half the time you'll be trading hits with a opponent who has great
reflexes.
-A Sanren Geki (qcb + A x3)
This move does have some Guard Crush Potential, but not as abusable as Kyo's 75
Shiki: Kai. On the other hand, you don't have to complete the whole move to
obtain the Guard Crush. for instance, just doing "A" Sanren Geki x2, dash in
sC, "C" Sanren Geki x3, "GUARD CRUSH!", Super Cancel into DM/LDM Hou'ou Kyaku.
Or you could just do 2 "A" Sanren Geki x3, then any normal/special attack,
"GUARD CRUSH!". Only problem with "GC String" is the spacing on the last hit of
"A" Sanren Geki. So it's best that you pressure it with sC, since it'll allow
Kim to be spaced out when doing the Sanren Geki. But then again, you could do
qcb + A x3, sA. Keep it plane and simple. Zone the opponent out, then you'll
have control of the match.
-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 Hien Zan or Ryuusei Raku. 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.
-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 Multi-Shift Attack combained as
well. Just make sure you have at least the Super Cancel down.
Example: cA, sC, B Haki Kyaku(SC), DM Hou'ou Kyaku, dash in cA, sC, B Haki
Kyaku(SC) DM Hou'ou Kyaku, MSA etc.....
cD into B Haki Kyaku is really good pressure too, since you have the BUG to
keep it going. So if the opponent blocked cA, cA, cD, B Haki Kyaku, you could
do DM cancel into a dash sC, B Haki Kyaku. Of course that's just one way to use
it.
-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.
----------------
Cross Up Attacks
----------------
-jC
Works well on Tall Characters.
-jD
Works well on Average Characters.
-Hishou Kyaku
Works well once your over the opponent. Forces them to switch block animation.
-jA
His main cross-up on all characters. Better use, 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 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.
-sD
Throwing this out early is a good anti-air. It's faster than what it was in 2k2.
-Multi-Shift Attack (qcf + BC/CD)
If you time it right, you can used this as a anti-air. Most likely, it tends to
trade hits and becomes a counter of sorts.
-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.
-LDM Hou'ou Kyaku (qcb, db, f + B/D)
A decent 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 if you don't get enough jump animation.
-LDM Hou'ou Kyaku (in air, qcb, db, f + BD)
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 come right to 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, B Hishou Kyaku (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/MSA. 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. You could also use Kim's B Haki Kyaku "BUG" as well.
- B Hishou Kyaku (in air, d + B)
Just simply jump back and do B Hishou Kyaku. It's best if low to the ground.
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. You can use the Multi-Shift Attack after both his
qcf, qcf + B/D and Hiden Hou'ou Kyaku. It just the matter of pairing Kim up
with good teammates that have great combo abilities.
---------------
Playing It Safe
---------------
-Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku (qcb + A, uf + B, d + B)
One thing that sucks about this year is that the programmers made his B&B too
slow. Meaning, it's not safe and abusable as it was last year. The d + B is the
problem about this combo. 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.
-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 + B/D)
----------------------------------------------------
A nice thing to do when you hit with qcf, qcf + B/D 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 B/D Hangetsu Zan
sA/C, into Hishou Kyaku, sA
sC, into MSA (qcf + BC/CD)
while standing C, B/D Hien Zan (corner only)
jC, cA, into Sanren Geki mix-ups
jC, cA, into Neri Chagi (this makes Neri Chagi cancelable)
jC, cA, into sC, any special move
far sA, Ryuusei Raku
------
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.
-------------
MISCELLANEOUS
-------------
-Throws (f or b + C/D)
Since 2k3 has one throw per character and the recovery is insane on the throws
too. You can JUST FRAME a throw on recovery. Easy way to do this is to
knockdown, then throw out a close sA. Once the sA WHIFFS, this should put you
can the right frame to throw the opponent again.
-Back Dash (b, b)
During Kim's Back Dash, you can cancel into DM/LDM Hou'ou Kyaku.
-Jumpimg (A, B, C, D) / Standing Attacks (A, C, D)
Kim is able to link a MSA after his standing / jumping normals, while hitting
an airborne opponent. Now I've tried this out with several characters, and none
seem to be able to perfrom this. The reason Kim seems to connect with a MSA is
because of the STUN that's on his jumping / standing normals. At least, thats
what I think.....
========================================================================
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. Iori Yagami, Ash Crimson, Ryuji Yamazaki, Billy Kane, Kim
Kaphwan, Kusanagi, Adel, Mukai)
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.
Entrance 3- (Kim vs. Jhun Hoon)
Kim glances at Jhun in deep thought. Jhun who has his head down and arm hanging
on his side, begins to say something to Kim. After Jhun's done talking, Kim
gives Jhun a grin with a twinkle in his eye with a slight grin. Then, goes into
fighting stance (as does Jhun).
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!"
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
========================================================================
---------
1. Quotes
---------
Quote 1-
"Strength without justice is just violence. Got that?"
Quote 2-
"What a tough fight... But oh how I've matured!"
Quote 3-
"Violence is not the answer. Belief soothes a lost soul."
Quote 4-
"Immature! So immature! Tae Kwan Do is just what you need!"
Quote-5-(vs. Ash Crimson)
"Your might is not right. Repent... No, I shall make you!"
Quote 6-(vs. Shen Woo)
"You're just a brute! All the more reason to repent!"
Quote-7-(vs. Malin)
"Concealed weapons! Blasphemy! Repent while you still can!"
Quote 8-(vs. Kim Kaphwan/Mirror Image)
"You again? When will you stop impersonating me!"
----------------------
2. 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- Yellow Tae Kwon Di Gi, with Black Trimming and Black Belt.
D Button- Red Tae Kwon Do Gi, with Black Trinmming and a Black Belt.
---------
3. Ending
---------
(Kim with arms cross as the sun sets behind him)
Kim: "Just when I thought NESTS was crushed and there'd be peace in no time I'm
facing a mighty evil once more."
(Kim looks up into the sky where there is a star above him.)
Kim: "However...!!! No matter how great the evil is, I will invariably defeat
and skillfully rehabilitate it!"
(Kim looks up in the sky to the star at the edge of a cliff)
Kim: "Even if I die trying!"
(The backs of Chang and Jhun pans into the shot)
Chang: "That's a bit dramatic, don't you think, master?"
Jhun: "Aren't we all the victorious KOF comrades of Team Korea?"
Chang: "When we three unite, we can defeat any enemy!"
Jhun: "You said it. If we three fight together!"
(A shot of Kim turning towards Jhun and Chang with there backs still turned)
Kim: "Really?... You feel the same? I am not alone in my love of justice and
loathing of evil. I have allies with the same set of aspirations!"
(Now we see Kim pointing into the Sunset with Jhun whos arms are crossed and
Chang beside him)
Kim: "Let us vow to destroy evil! Let us vow to it's setting sun!"
Jhun: "With pleasure!"
Chang: "Of course, count me in!"
(We now see all three walking into the sunset with Kim placing his hands on
each of there backs)
Kim: "Everyone... Thank You!"
?: Hey, aren't you forgettin' somebody, buddy-boys!"
Kim: "Huh? How was that...? Must be hearing things. Anyway, let us three from
hereon battle against evil!"
Kim, Chang, Jhun: "Hah, Hah, Hah, Hah!"
(Now it pans back to Choi who we see is behind a tree)
Choi: "U-Uh... Hey, Buddy-Boys."
Kim, Chang, Jhun: "Hah, Hah, Hah, Hah, Hah!"
Choi: "Getting kinda chilly here..."
--------------
4. Damage Data
--------------
Dm- Damage
C.Dm- Counter Damage
G.C- Guard Crush
/- A/C or B/D
-------------------
Normal Attack Data:
-------------------
Close A - Dm: 7 C.Dm: 9 G.C: 6
Close B - Dm: 6x2 C.Dm: 8x2 G.C: 6
Close C - Dm: 9x2 C.Dm: 11x2 G.C: 12
Close D - Dm: 10x2 C.Dm: 12x2 G.C: 12
Far A - Dm: 8 C.Dm: 10 G.C: 8
Far B - Dm: 9 C.Dm: 11 G.C: 8
Far C - Dm: 15 C.Dm: 17 G.C: 14
Far D - Dm: 15x2 C.Dm: 17x2 G.C: 14
Crouch A - Dm: 7 C.Dm: 9 G.C: 6
Crouch B - Dm: 7 C.Dm: 9 G.C: 6
Crouch C - Dm: 14 C.Dm: 16 G.C: 12
Crouch D - Dm: 15 C.Dm: 17 G.C: 12
Jump A - Dm: 7 C.Dm: 9 G.C: 8
Jump B - Dm: 8 C.Dm: 10 G.C: 8
Jump C - Dm: 14 C.Dm: 16 G.C: 14
Jump D - Dm: 15 C.Dm: 17 G.C: 14
Note: This set also goes with diagonal jumping.
--------------------
Special Attack Data:
--------------------
Sakkyaku Nage - Dm: 18 C.Dm: 18 G.C: 0
Neri Chagi - Dm: 16 (14x2) C.Dm: 18 (16x2) G.C: 8 (6)
Multi-Shift Attack - Dm: 8 C.Dm: 9 G.C: 0 (retreat)
Multi-Shift Attack - Dm: 8 C.Dm: 9 G.C: 0 (Tagged)
Guard Knockdown Attack - Dm: 0 C.Dm: 0 G.C: 0
Hangetsu Zan - Dm: 16/11x3 C.Dm: 18/13 G.C: 14/12
Haki Kyaku - Dm: 14/16 C.Dm: 16/18 G.C: 18/20
Hien Zan - Dm: 14/10x2 C.Dm: 16/10 G.C: 17/8
> Tenshou Kyaku - Dm: 10 C.Dm: 10 G.C: 18
Hishou Kyaku - Dm: 6+2x5 C.Dm: 8, 2 G.C: 6 + 2
Sanren Geki x 3 - Dm: 8 + 10 + 10x2/12 C.Dm: 10 + 12 + 12/14 G.C: 16 + 18 +
16/12
> follow ups - Dm: 10 + 14 C.Dm: 12 + 16 G.C: 18, 16
Ryuusei Raku - Dm: 12 + 14/18 + 12 C.Dm: 14 + 16/20 + 16 G.C: 16 + 14/18 + 22
Hou'ou Hiten Kyaku - Dm: 22/24 C.Dm: 24/26 G.C: 0
Hou'ou Kyaku - Dm: 0 + 3 x8 + 24 C.Dm: 0 G.C: 0
Hiden Hou'ou Kyaku - Dm: 0 + 3 x15 + 42 C.Dm: 0 G.C: 0
========================================================================
X. Updates
========================================================================
Version 0.5: March 22nd, 2004
-First Release
Version 1.0: June 5th, 2004
-fixed small errors
-added a couple combos & Strats!
Version 1.5 October 29th, 2004
-added a couples combos and strats
========================================================================
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 MSA combos and other stuff. 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 The King of Fighters Series. The Future is Indeed Now!
SNK Playmore for developing The King of Fighters 2003 and keeping SNK "ALIVE"!
http://www.snkplaymore.jp/official/kof2003/english/index.html, where I got
Kim's info from.
My Neo*Geo AES System and King of Fighters 2003. Without them both, this FAQ
could not possible.
The King of Fighters 2003 Flame of Nova MOOK. Got a bunch of info from that
MOOK and DVD.
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! 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 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) 2004