NormalsClose* cl.
/
/
/
are cancel-able.
Standing* (to be updated)
Crouching*
/
/
/
are cancel-able.
*
links with
.
*
causes a techable KD.
Jumping*
can cancel into either his
+
/
or his air
~
+
.
Guard Cancel Tag AttackPressing the
button while blocking will allow Kim to attack with a kick similar to his cl.
, and he will then tag out.
ThrowSakkyaku Nage -
/
+
/
*Can be broken. Regular knockdown.
Command MovesNeri Chagi:
+
* This move is an overhead kick that doesn't combo from any normal moves. This kick can be canceled into, in which case this will hit twice, and the last hit is cancel-able.
Special MovesSaren Geki:
+
(up to 3 times)
* Kim does a mid kick combo that can causes a techable KD after the last hit.
Sankuu Kyaku:
+
(up to 3 times)
* Kim does another kick combo, but this one ends in an overhead kick. The overhead kick causes a non-techable KD.
Hangetsu Zan:
+
/
* This is the familiar flip kick that everyone who has fought Kim remembers seeing and hearing. The button strength determines the distance traveled and number of hits. Using
does 1 hit, but can super cancel. Using
does 3 hits. Both versions do cause a non-techable KD.
Haki Kyaku:
+
/
* This stomp move is great because it serves many purposes. For starters, using the
version allows Kim to cancel into a super. Using the
version doesn't allow a super cancel, but causes non-techable KD, but also serves as a way to crush ground projectiles. Both versions of this move cannot by reversed. (Testing to see if Shishioh can reverse this move).
Hishou Kyaky: (air)
+
/
* Kim does his dive kick. The only real benefit is that this move can be done instantly the moment Kim's feet no longer touch the ground.
Ryusei Kyaku:
~
+
/
* Kim does a low hitting slide kick to an aerial axe kick. Button strength determines the distance traveled, as well as changing the 2nd kick properties to either a non-KD hit, to a KD causing hit. Using
makes the 2nd hit an overhead. The low hit from both versions are super cancel-able.
Hien Zan:
~
+
/
* Kim does his flash kick. Using
allows Kim to super cancel into his air super. Both versions cause a techable KD.
Tenshou Zan: (while doing
version of Hien Zan) press
+
* This is the finisher to the
version of Hien Zan. Doing this prevents the opponent from teching after the KD. This is the better option to use instead of canceling to a super, since Kim has stronger combos that lead into his air super.
Kuu Sajin: charge
~
/
OR (air)
+
* Kim does double spin kicks in an upward angle. Using
does 2 hits, while
does 3 hits. All versions are super cancel-able and cause techable KD. Note that the
version tends to whiff on the first hit vs a grounded opponent. Using the air version, note that only
can be used.
Desperation MovesHou'ou Hiten Kyaku:
+
/
* Kim does a super kick that causes a juggle state to the opponent. Using
launches up and outward, while the
version launches straight up. If blocked, this move does 2 hits.
Hou'ou Kyaku:
+
/
(air OK)
* This is Kim's ranbu. When executed, Kim does a dash in the direction of the opponent. If Kim touches an opponent who isn't blocking, Kim does his ranbu attack dealing severe damage. If blocked, Kim just stops. If the ranbu whiffs, Kim continues to dash and then stops. Button strength determines the distance dashed. This move can be done in the air also. Most times, a
+
follow up is possible if the ranbu was successful, since this super can push the opponent into the corner, and this causes a non-techable KD.
A/D AssaultKim has no A/D Assaults.
Strats and combos (once posted) will be found here:
http://dreamcancel.com/wiki/index.php?title=Kim_Kaphwan_(NGBC)