So, I know its been quite some time, but I decided to add some more info for those Terry players that are having trouble with Kim.
Terry vs. Kim
Break down: Terry vs. Kim isn't as hard a match as some people think. Because Terry has such long range normals and he has his own charge reversal, it makes it so Kim cannot jump as easily on Terry. Also, without very complicated setups for crossups, Kim only has a few options outside of some specific instances where crossups are ambiguous or easy. The key is to find the holes where Kim can be hit out of for Terry and making quick use of them. There's also avoiding taking the bait in his ground game to punish him. Recognizing at what range and at what juncture Kim likes to do certain things, Terry can make Kim really sweat.
The traps - Kim has some fairly safe moves and semi-safe moves that you should keep track of. For example, his EX Hangetsuzan is safe. He will try to poke you out of anything you do and he likely will. His super (Hououhitenkyaku) is also safe. On knockdown, his EX Hienzan (A.K.A the Flash Kick) has 3 frames of start up. Most characters can only legitimately safe jump (Jump-in on someone and hit them through a non-invul reversal or block before they're hit by an invul reversal) a 4F reversal. Since it's a d~u motion, crossing him up won't matter. So trying to attempt a regular safejump when he has meter is a bad idea.
His far st.D, on block, is +3. It's his most positive move on block. It's also low crushes (Lower body invulnerability) so it'll go right over any low you use on the first hit. If you block it, be patient. His d.B, d.B, d.B, st.B string is safe even though st.B is -6. You can't punish it with Terry, but his pressure ends from there (He's also really far away!). His far st.C and st.CD are also safe because of the pushback. You're really far away from Kim and his pressure ends here so you're both at natural afterwards. He can't special cancel far st.C either, but he can cancel st.CD (Though, anything he cancels into probably isn't safe so it's just a nice zoning tool). His EX Hishokyaku (His air stomp special), on hit can be really crazy. Kim can jump on top of Terry and cross him up by special cancelling his normal into this move. So he can cross you up twice. Very dirty stuff as well as being safe on block too. For all of these situations. If you see them, block and reflect. Just take your time. Even great Kim's have to depend on unsafe things to get in damage so wait for that opportunity, space them out, and wait for them to make a mistake.
The holes - Now that we've identified what the traps are, lets identify his holes against Terry. Almost all of Kim's specials are unsafe on block or whiff. Any Hangetsuzan can be full punished by Terry's st.B. D Hangetsuzan pushes you a bit away from him, but it's so terrible on block that Terry can literally run forward and deck him with st.D. However, better Kim's aren't going to give you that window all the time so you need to know what other holes they'll use. Some Kim's will try to do his air Hangetsuzan. No version of it is safe. That's HD combo punishable The EX Air Hangetsuzan might be invulnerable, but if you block and wait, it's at least -1. You can throw him or beat out anything that's not EX Hienzan with d.B, st.C, or st.D. Even then, that's two meter to cover up a bad move.
St.B is -6 on block. The time where he's vulnerable is when Kim brings back his leg right after the kick. Just before he returns to neutral. That's your moment to strike. Pay attention to what the guy does. Even the best Kim's will fall into a pattern. Will he do two d.Bs, one down B, or three? If he does d.B, st.B, you can punish it with EX Rising Tackle and st.B, if he does two d.Bs, you can punish it with Terry's st.B!
You have a no meter punisher for Terry! You can follow it up with B Crackshoot, but that won't combo. With meter, you can punish big with a super or EX Burn Knuckle (Though the timing is rough). Either way, he can't use st.B as an easy pressure tool anymore.
Another thing to note is ff+A. If you're blocking high, ff+A will bounce off of you and rebound backwards. This not safe AT ALL. If he does nothing, you can hit him with A burn knuckle EASY. However, most Kim's won't do that. If you block high, they might try to hit you with Hangetsuzan or with a normal on the way back like st.B. That's fine. If you notice them do any of that and you have meter, EX Buster Wolf or EX Power Geyser will roll right through any follow up they do for extra damage (Except EX Hangetsuzan, but again that's waste of meter). You can also just block. Again, almost ALL of Kim's specials are NOT safe on block.
The other option is you can duck ff+A. If someone is auto-piloting Kim, holding down is your best bet. If you duck it, he doesn't rebound and you get a full combo anyway.
His best tool is his far st.D. This is a very odd pressure tool because it puts him in such high positive frames and very good spacing. You want to avoid blocking this at all costs. The best way to deal with it is to not deal with it. Like I said before, it low crushes, but it also hits high. This means you can duck under the first hit. If you throw out a d.A, you're still crouching, but d.A is a mid attack. You basically have a move that allows you to interrupt the move before it hits you. Just keep in mind where his far normals start in comparison to you and you can d.A through them. Terry combos into d.C for free so you can get a free combo off of Kim whenever he does that.
Tricks and tips
Although it's tempting, do not try to overuse crackshoot. Although he's charging down, you don't want to accidentally get hit with a flashkick. Use it a few times and throughout the round or bait them into trying to beat the move or in block strings you normally would end with crackshoot. Also, EX Crackshoot is perfect because you can set up hard knockdowns and Kim is habitually blocking low. Strings like sweep into D crackshoot or EX crackshoot will really hurt Kim in the long run.
On the offense, try to stay outside of his sweep range, which is long. Staying that far gives you enough time to react to anything he throws at you and poke him if he doesn't do anything. You also can take advantage of your hard knockdowns and test his reactions. Use empty jumps and hops to make Kim think you're trying to safe jump. In actuality, you want to jump earlier than that by just a little. You won't hit him, but you'll fool most people into thinking they can. If they're trigger happy, they'll use EX Hienzan and you get a free combo. If they don't and use his Hououhitenkyaku, you could roll before the super hits and punish the whiff or just block. Either way they're wasting meter and Kim without meter is pretty limited.
Above all, be patient and keep at it. Don't let him pressure you and use the windows to start your own offensive, whatever that may be.