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Capcom vs SNK: Millenium Fight
Kim Faq
Version 1.00
By Edward Koo (
[email protected])
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TABLE OF CONTENTS
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[1] VERSION HISTORY
[2] INTRODUCTION
[3] MOVES
[3.1] Legend
[3.2] Normal moves
[3.3] Command/Special moves
[3.4] Desperation moves
[4] COMBOS
[5] STRATEGIES
[6] ACKNOWLEDGEMENTS
[6.1] About the author
[6.2] Credits and special thanks
[6.3] Final words
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[1] VERSION HISTORY
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v1.0, 12 Feb 2001 - Initial release.
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[2] INTRODUCTION
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Kim has been one of the strongest characters since the Fatal Fury
series. He's excellence in both offence and defence. Most of his
moves allow you to play him as a turtle or mad bull. Well, in recent
KOF series he's really crazy and unstoppable. And you think he's
been weaken in this game? No way!
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[3] MOVES
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[3.1] Legend
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LP = light punch
LK = light kick
HP = heavy punch
HK = heavy kick
P = any punch
K = any kick
d = downward joystick direction
u = upward joystick direction
b = backward joystick direction
f = forward joystick direction
qcb = quarter circle back joystick motion
qcf = quarter circle forward joystick motion
hcb = half circle back joystick motion
hcf = half circle forward joystick motion
dp = uppercut joystick motion
rdp = reverse uppercut joystick motion
s = stand
j = jump
c = crouch
cx = crossup jump
hold = hold down a button
charge = hold on a joystick direction
release = release a button
(air) = opponent is on air
(close) = opponent is close to you
(corner) = opponent is in corner
(DM level)= desperation move and it's level
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[3.2] Normal moves
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sLP (***)
- cancellable into any special move.
- comboable into DM.
- use it to intterrupt opponent's move.
sLK (*)(close)
- cancellable into any special move.
- comboable into DM.
- don't use it.
sLK (****)
- comboable into DM.
- comboable into cHK.
- abuse it to poke, interrupt and annoy your opponent.
sHP (**)(close)
- cancellable into any special move during the first hit.
- comboable into DM during the first hit.
- use it for style.
sHP (**)
- long range.
- use it to interrupt projectile moves.
sHK (**)
- slow and long range.
- hold it to switch stance, refer to command moves section for
detail.
cLP (***)
- cancellable into any special move.
- comboable into DM.
- comboable into cHK.
- use it to poke and for easier combo into DM.
cLK (****)
- cancellable into any special move.
- comboable into DM.
- official poking move :)
cHP (****)
- comboable into DM.
- use it against air opponent, simply the best anti air move.
cHK (****)
- cancellable into any special move.
- abuse it to sweep your opponent or cancel into qcb+K for tick
damage.
jLP (**)
- use it as jump in attack when opponent is down.
- use it against opponent without anti air move.
jLK (**)
- comboable into other normal moves such as cLK.
- use it as jump in attack when opponent is down.
- use it against opponent without anti air move.
jHP (**)
- comboable into other normal moves such as cLK.
- only use it to attack air opponent.
jHK (****)
- comboable into other normal moves such as cLK.
- use it for cross up attack.
fHK (***)
- overhead attack for high low game
- i.e, fHK then cHK
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[3.3] Command/Special moves
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Hangetsu Zan: qcb+K (**)
- use it to for tick damage only.
- i.e, cHK -> Hangetsu Zan
Hishou Kyaku: qcf+K (air) (****)
- use it to pressure opponent and whenever you have chance for tick
damage.
- it'll recover fast enough for you to follow with other moves.
- i.e, Hishou Kyaku then Houou Kyaku (qcb, db, f+K)
Hien Zan: charge d then u+K (***)
- the HK version can add one more hit with d+HK.
- official anti air move.
Haki Kyaku: d, d+K (*)
- use it to scare/taunt your opponent :)
Switch Stance: after sHK/fHK then hold HK then LP/LK/HP (**)
- use the HP version for overhead attack.
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[3.4] Desperation Moves
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Houou Kyaku: qcb, db, f+K (*****)
- use it to combo from normal moves.
- use it to go through opponent's projectile.
- use it against jump in opponent.
Houou Tenbu Kyaku: qcf, hcb+K (air) (****)
- cross up opponent and use it, most people will get caught!
- try confuse opponent with Hishou Kyaku.
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[4] COMBOS
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I'll only list out the most useful and practical combos i think. You
can always do these combos from ground, jumping attack or cross up
jumping attack.
1) cLK -> cLP -> sLK -> cHK ->
optionally do Hangetsu Zan (qcb+K) for tick damage in case the
combo miss.
2) cLK -> cLK/cLP -> cLK/cLP -> Houou Kyaku (qcb, db, f+K)
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[5] STRATEGIES
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- master the above combos, it'll allow you to inflict serious damage
in most situation.
- poke with cLK for close range, sLK for mid range and sHP for long
range.
- use cHP against opponent's jumping attack.
- master the timing and distance for cHK to sweep opponent
constantly.
- always try to cross up opponent with jHK.
- confuse them with Hishou Kyaku (qcf+K (air)) and Houou Tenbu Kyaku
(qcf, hcb+K (air)) when doing cross up attack.
- punish projectile happy opponent with Houou Kyaku (qcb, db, f+K),
it'll go through their projectile.
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[6] ACKNOWLEDGEMENTS
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[6.1] About the author
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Name : Edward Koo
Email :
[email protected]
Homepage : i.am/edwardkoo
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[6.2] Credits and special thanks
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Sailor Bacon <
[email protected]>
- for the move name and some general info.
Mark
- he's the one who let me guarantee that Kim is really strong in CvS.
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[6.3] Final words
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Your comments, infos, ideas, erratas and contributions are welcome.
Thank you very much for reading this faq.
--- Taekwando No Sensei Misemasho ---
--- Taekwando Masters Are Watching ---
Copyright 2001 Edward Koo All rights reserved.