------------------------------------------------------------------------ The King of Fighters 2003 Character FAQ on Kim Kaphwan For The JAMMA/MVS Arcade & The Neo*Geo Advance Entertainment System By Raul Torrez (Kim_Kaphwan@netzero.net) 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