vs Billy
Billy, being the obvious zoner that he is, hops and hyper hops are going to be your best access point for his ground game; Kim's high-air game will be threatened a lot by Billy's Suzumeotoshi. Don't rely on Yopuchagi much to get in on him. Most of his mid-range game could be his Daikaitenkeri, which you shouldn't be afraid to trade against Kim's st.B. Close range will most likely be multiple cr.Bs, but pay attention to when he has meter, because it will be better to bait his EX Kyousyuuhisyoukon to punish or make him waste meter.
vs Athena
Athena is almost zoner-reliant, but still can produce a lot of close-range strategies pretty well. Be aware of Psycho Balls from long-range, especially EX versions as she'll try to meet you half way as you jump or hop over it. Keep somewhat of a distance at close range to avoid Psychic Throw, and be ready to halt completely once you see going for Shining Crystal Bit. Since Athena has a tendancy to be in the air a lot, best to utilize Yopuchagi if you see her hopping, or Kuchugetsuzan (make sure there's space between you two when you attempt it) or Hououkyaku in the air.
vs Benimaru
Benimaru has great close-to-mid attacks and defense, so you should be pretty cautious when approaching him. Raijin ken will be annoying to get around, especially when done in the air. Best move possibility against this Yopuchagi if you can preempt him. If you've got Beni close to the corner, don't let him grab you to reverse positions, or you'll be eating a nasty corner combo. Always be on the look out for a cross up with his j.D. As often as he might do it, try to make sure you're not in a cross up position, and you should only be crouching to prepare Hienzan (B version for Beni hopping usually, D for jumps). And if you expect an EX Benimaru Lancer out of him, EX Hangetsuzan is usually the best bet to hit him quickly while avoiding the lightning strike.
vs Chin
Being the smallest character in the game, be prepared to approach him differently. On ground guard, you'll have to switch a bit between standing guard and crouching guard. Crouching guard puts you at risk for Uronkochu, and the combo that follows. Kim can be taken a lot by Chin on the ground with his Suiho and countering Ryu Sogeki. You'll rarely see him in the Chokaroh stance, but don't be afraid to attack him there as he can't block in it. Kim has some better chances of hitting Chin with hops and sometimes jump attacks, but his CD in the air is one of the best in the game, so expect those if you meet him in the air.
vs Daimon
Kim's best bet against Daimon is mostly mid-range play, but don't be surprised if his st.B, st.D, or CD can reach you as you try hitting him, which can be beat out by Kim's st.CD, but not always. Jiraishin ensures he can hit you full-screen if you're trying to run away, and Kumotsukaminage means you shouldn't jump at him so much. Empty jumps and Kuchugetsuzans can usually catch him off guard. Daimon's biggest advances are running to grab you or hopping forward doing CD, best beat out by Kim's Yopuchagi if you expect him to hop, or Hienzan if you can time it right. It's best not to let Daimon intimidate you, even if it means constantly poking with st.B or st.A to stop him from trying to grab you, which is his priority.
vs Duo Lon
Duo is a heavy ground/mixup threat, so it's probably best to keep Kim airborne a little longer, especially since Duo's aerial game is kind of weak. Be careful of positioning as his Genmu Kyaku will hit wherever you are on the ground. Yopuchagi can be used freely more against him since Duo is usually looking for the Suteki Juryu combo mixup. Also be ready for him to change positions completely with his Hike Kyaku Zen/Ushiro teleports. Hishokyaku is a good asset agaisnt Duo for attacking or getting closer to him while out of range of most of his attacks, though if you bounce off of him after he defends, be ready to block low.
vs Elizabeth
Elizabeth being mostly a close-range character means more chances to advance on her. Like Benimaru's Raijin ken, Etincelles is a good keepaway projectile. Her Noble Blanc DM is works as well as Etincelles, but be aware of the EX being able to travel across the screen. Her one mid-to-long range asset is her Coup De Veine which can reach from a forth of the screen (A version) to half (C version). Avoid getting hit by Coup De Veine as it can be followed up to a decent super/corner combo, or by her Grand Rafale DM. And her Mistral is a good reminder to not always be close-range. If she has enough drive and meter, and the player is desperate enough, be aware of a possible NeoMax counter in her Etoile Filanto.
vs Hwa Jai
Hwa Jai is a character that can easily match Kim in aerial match-ups, even surpass him sometimes, so don't be quick to take Hwa from the air excessively. His TNT punch and his st.CD control his personal space really well. Hwa can be a little more aggressive against Kim with Dragon Tail and Dragon Kick, which might be a reason to wait for an opportunity to punish more often. Empty hopping might bait a Dragon Kick (B [anti-air] version) to attack. Dragon Tail can be beat out by Hienzan. If you find yourself above Hwa in the air, Hishokyaku will come in handy. Look out for Hwa's slide (df.B) to start a combo for him. Be aware of Dragon Backbreaker if you're doing a lot of blocking, or if Hwa is blocking a lot. Once Hwa activates Drink Pink, be very cautious about getting caught in longer combo strings.
vs Iori (XIII)
Iori's usual rushdown-style can be similar to Kim's in how aggressive they can often be. Iori's Yumebiki is a quick slash often used to start a combo string; best remedy against it would be sweeping or poking with st.B. Kui, Iori's overhead, can will be used often independently if you're crouch-blocking too much. Yur Ori catches in the air from behind, so expect a lot of cross-up attempts using that. Since Iori is usually on the offensive, he can be caught off guard a little more with Nerichagi, Hangetsuzan (B version), and Kuchugetsuzan, but don't forget about Tsuchitsubaki, Iori's grab.
vs Iori (EX)
The classic Iori style is a little more of a threat to Kim that Slash Iori is. Minus Gofu In Shinigami replacing Slash Iori's Kui for an overhead attack, the tactics for command normals remain the same. Oniyaki is a more dangerous anti-air, but easier to bait and punish with Kuchugetsuzan since it's a vertical attack. In his rushdown, EX Iori will attempt to grab you out of blocking with Kuzukaze to start a free combo. Pay attention when he uses Aoihana, as it can be cancelled or slightly delayed to catch you off guard. Hops easily avoid Yami Barai projectiles. If Iori has the meter and drive for an EX, though it's rare, be ready for En'ou NeoMax and try to avoid it with a backwards hop or jump.
vs Joe
Joe, like Hwa, controls his personal space well with st.CD and normals, but his attacks aren't as rushdown as Hwa's. Joe will play keep-away a bit with Hurricane Uppers; if he's throwing a lot of them out, try to hop or roll around them to Joe's mid-range, in-case he's waiting to bait you with Tiger Kick. Close-range, his Tiger kick has some invincibility to it, so don't expect to beat or trade against it. And his rushdown will mostly start with Slide, so be ready to defend low. If he spamming Hurricane Uppers a lot , and you have the meter, hitting Joe with Hououkyaku at it's highest hop arc, or lower jump arc can catch him. Mid-range on the ground, he can be caught off guard against an EX Hangetsuzan. One popular tactic with Joe spammers is if they're trying to keep you mid-screen, and they have the meter, Joe will break out Screw Straight NeoMax if you're trying to jump your way towards him.
vs K'
For Kim, K' is a character that almost dares you to come his way to get hit by his Eins Trigger and Second Shoot (projectile) or Second Shell (anti-air). Getting around the Eins Trigger and follow ups can be tricky. Sometimes it's better to sweep him, or hop.C/D onto K' in the middle of the Eins Trigger, before he follows up. His most commond rushdown is cr.B(x2) into Eins Trigger, so be ready to block low if he runs at you. His C version Crow Bites on wake-up is quick, so it's better to block after running up to him after a knockdown, even if to risk being grabbed. Expect a mid-screen Minute Spike every now and then, even if it's to try to low hit with the Narrow Spike follow-up. The only move Kim has that's faster is arguably his EX Hangetsuzan, but Hienzan can be a good answer to for it. If you're not expecting a Crow Bite or Second Shell follow-up, Hishokyaku can surpise K'.
vs Kim
A mirror match with Kim is really going to rely on a lot of yomi and reactions. It's important to remember everything you're capable of, and think ahead of your own moves to anticipate what's coming. While waiting for a lot of opportunities with Hienzan, Kuchugetsuzan, etc. the Kim that rushes down and pressures more is more the victorious Kim. Best to keep low pressure with cr.Bs and try Nerichagis or grabs to open them up.
vs King
Against the projectile queen of XIII, King can make getting to her an obstacle course, even for Kim. Rushing her down is the best way to win, but you have to get past many Venom Strikes usually, and once you get in-range of her, Trap Shot is a big hazard to avoid if you're hopping to her (B or D versions) or already on her (EX version). From mid-range, Tornado kick has great reach, and her own rushdown is assisted with a slide that can be comboed into. Hishokyaku and aerial Hououkyaku (on good yomi reads) can catch her off guard if she's prone to jumping a lot.
vs Kula
For Kim, Kula would be a somewhat easier version of K' to deal with. In some ways worse though, typically with getting caught in an infamous Kula corner combo. Her missed or baited Crow Bites leave her open for more combo opportunities. Diamond Breath can mostly be blocked or countered with hop.C. Even though Counter Shell is meant for projectiles, getting counterhit with it could put you in a counter-wire position, so be careful. Ray Spin is her most dangerous forward motion for you. Mostly if you can jump around it or strike from above with a Kuchugetsuzan or Hishokyaku. Her best rushdown stragetgy can be like yours, but the priority on her cl.C or the quickness of her cr.Bs shouldn't be taken lightly at all. For her DMs, if she's got the meter, be aware of Freeze Execution or Neo Freeze Execution the most as Foxy or Diana will hit across the screen, so restrict jumping or hopping a lot.
vs Kyo (EX)
Rekka Kyo is almost back to his 98 self, with having armored Rekkas. Compared to XIII Kyo, EX Kyo has many more attack variations to watch out for. His starting rekkas in 104 Shiki: Aragami (A version) and 115 Shiki: Dokugami (C Version) both have armor to them, as well as 100 Shiki Oniyaki, so don't be so will to trade blows as yours might get totally deflected. Yopuchagi has some luck with hitting off of them, but nothing guaranteed. His 75 Shiki: Kai doesn't automatically have two hits to it, so be aware of Kyo's possible fake out into a dangerous attack. R.E.D. Kick, especially EX with tracking, is much like Kim's Kuchugetsuzan, but starts from the ground, so expect his move to strike first, though Hienzan from the ground can hanlde him. This Kyo relying more on rushdown.