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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.