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Kim Kaphawn Wiki Thread

Started by desmond_kof, December 06, 2011, 11:25:49 PM

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desmond_kof

http://dreamcancel.com/wiki/index.php?title=Kim_Kaphwan_%28XIII%29

If you have anything you like to add or point out (mistakes, bad info) share them here.

12/6/11: His wiki needs some details in the normals, command moves, specials and DM's section. He also needs some combo revisiting too.

"Do not place so much importance on winning. The fight itself has value."

Detox

Im having a hard time against Kyo and Andy
any idaes?


solidshark

#2
Adding these few to Kim's wiki for match-up strategies. These are general strategies, so if you've got any critiques or additions, please feel free to comment.

vs Ash
Most of Ash's game will be keep away and baiting an expected jump. Most of the time try to hop (not jump or super jump) over his projectiles. Stay grounded as much as possible, use st.B and st.D (less since it's slower) to break Ash's momentum. Anticipate Nivose as much as you would use Hienzan on someone jumping in on you.

vs Clark
Like Ralf, has a great standing C and decent D to keep you at bay, but will rush you down most of the time. Recommended for Kim to use more aerial and low attacks. Look out for his Gatling Attack as it comes out very fast and works as a great anti-air. Use combos starting with low B, st.B pokes for his hops, and use weak Hangetsuzan to bait Clark's attempt at SAB. However, a 3-4 hit strong Hangetsuzan will break the auto guard Clark's strong SAB. Youpuchagi, Hishokyaku, can be used to attack and bounce off of Clark, and keep j.B and Kuchugetsuzan handy for a lot of Clark's forward hops.


Quote from: Detox on December 20, 2011, 09:07:02 AM
Im having a hard time against Kyo and Andy
any idaes?

vs Kyo(XIII)
Kyo mostly played with a complete rushdown strategy. Occassionally he might spam multiple Yamabarai for zoning at different speeds (weak, strong, and EX), but those are easy to hop over. Defense against Kyo should mostly concentrate on low or overhead attacks that turn into 30%-70% attacks usually depending on his meter. Kyo's st.D, Kotokskio, and Oborogurma are all great attacks that can catch you off-guard if used independently, and Oniyaki is his standard anti-air. Yopuchagi and hop/hyper-hop j.C is a good way to get in on Kyo, and EX Hangetsuzan will catch off-guard most times. Baiting Hienzan is not always recommended as Kyo hops more than he jumps. For more offensive, use Kyo's tactics of cr.B for starters and hop j.C. Also if you're close to Kyo, vertically short-hopping could bait Kyo's Oniyaki so you can punish. Also cr.C can be a strong low attack for a combo beginner too.

vs Andy
Andy is a close-in fighter with decent zoning and aerial. Hishoken being a non-ground fireball means you'll have a tougher time avoiding them. He might often outmatch you in the air with j.CD and Shoryudan, so it's not recommended to constantly attack in the air.
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

Mr.Minionman

#3
QuoteNo Stock, No Drive Gauge

d.Bx3, s.B, ff+A, qcb+B (in air) = 202 dmg

   ... If you want more damage, and you confirm from a jumpin, you can substitute the low and stand B attacks for a cl.C or cl.D into ff+A.

I think this spot might need to be revised. While it's not necessarily false, if you do j.C, cl.C, ff+A, qcb+B  you get 239 damage, but simply confirming the combo with a jumpin will give you 259 damage (or, because you can't get three after a jumpin anywhere but the corner, 242 damage doing j.C, d.Bx2, s.B, ff+A, qcb+B). Course, I'm pretty sure if you were following it with anything else, proration would hit a bit harder.

Quote2 Stock, 0 Drive Gauge

d.B, d.A/s.C, qcf~qcf+B, ff+A, qcb~hcf+K (in air) 357/399 damage

d.Bx3, s.B, qcb+BD, ff+A, air EX qcb+BD, ff+A, qcb+D = 396 damage

d.Bx3, s.B, ff+A, qcf+BD, s.D, ff+A, qcb~hcf+K = 404 damage

j.D, s.D, qcb+BD, ff+A, air qcb+BD, ff+A, air qcb+D = 469 dmg

Also, this section was put in twice. In the second combo, you can replace the last ff+A qcb+D with a d~u+D~down+D, but considering it does the same damage, it's somewhat irrelevant.

Anyway, I'm still working on learning Kim, (i.e fundamentals of the game through Kim), and the wiki has been a constant source for me. Hope this helps!

desmond_kof

Quote from: Mr.Minionman on September 02, 2012, 02:14:52 AM

I think this spot might need to be revised. While it's not necessarily false, if you do j.C, cl.C, ff+A, qcb+B  you get 239 damage, but simply confirming the combo with a jumpin will give you 259 damage (or, because you can't get three after a jumpin anywhere but the corner, 242 damage doing j.C, d.Bx2, s.B, ff+A, qcb+B). Course, I'm pretty sure if you were following it with anything else, proration would hit a bit harder.

You're right on that, I will revise that part for that combo. You can hit with with a j.D into s.Bx3 midscreen but the j.D has the cross-up (rather difficult for me) so doing 2 s.B's is okay for a bit less damage.

Quote from: Mr.Minionman on September 02, 2012, 02:14:52 AM
Also, this section was put in twice. In the second combo, you can replace the last ff+A qcb+D with a d~u+D~down+D, but considering it does the same damage, it's somewhat irrelevant.

Anyway, I'm still working on learning Kim, (i.e fundamentals of the game through Kim), and the wiki has been a constant source for me. Hope this helps!

I deleted that repeated combo (along with another repeated combo) and I'm still working on his corner combos at the moment. If you have anything you will like to submit for the wiki, please share it here. Thanks for the feedback!
"Do not place so much importance on winning. The fight itself has value."

solidshark

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.
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

solidshark

vs Kensou
Kensou being a little speedier than Kim means you really can't rest. His main threat stems from low hits (cr.B or st.B) into the Ryutouda rekkas. Jumping in on Kensou shouldn't be frequent unless he's being pressured and blocking with his vertical-hitting st.D and his Ryugakusai. As speedy as Sikuzanryukyaku is, smarter Kensou players can put you in a vortex position as you have to defend against low hits, the Chokyudan projectile, with the Sikuzanryukyaku to follow. If Kensou is in the air, assume he'll use Ryusogeki to dive in on you like Kim's Hishokyaku can.

vs Leona
Leona is very much a speed and aerial threat even for Kim, especially with her X-Calibur and V-Slasher. Her Strike Arch overhead is very valuable to her, and means you should be ready to go from blocking her cr.Bs to a standing block quickly. Be aware of Leona's Moon Slasher in case you feel like jumping/hopping too much at her. Baltic Launcher works almost as well as Beni's Raijinken, but can be beaten with a sweep if expected. Her Earring Bakuden is a great way to put you on the defense so she can advance on you; depending on the arch , your best bet might be to empty hop or jump back and land a Kuchugetsuzan or Hishokyaku. Since she has to rely on quick advances and pressuring more than most, it could be in your interests to fake her out with the CD cancel into special (Hangetsuzan is recommended, A or C depending on range). If you think you will meet her in the air, j.C is recommended if above her, and j.CD if you think you'll be on her level.

vs Mai
Mai being the most aerial user in the game means you'll have plenty of opportunities for Hienzan counterattacking, but she has a lot of aerial options, including a strong j.CD, the Musasabi No Mai evasion and dive, and aerial throw if you're jumping a lot too. If you can, best to maintain neutral or retreating jump space to set up for Hishokyaku or Kuchugetsuzan. On the ground, she has excellent normals that can reach far (st.D) and hit wide even (st.C). Strongest HD combo ability she has starts from cr.Bs, so be aware of blocking low. Hououkyaku in the air is great advantage to have. And if you expect a (string of) Ukihane soft veritcal dives, try to block correctly or counter with a weak Hienzan.

vs Mature
Mature is quite vicious with her slashing, meaning you'll probably be blocking Metal Massacre or Death Row a lot and GCAB or GCCD at least once in this match-up. Ebony Tears is a tall, slow-moving projectile that is a great lead-up for her to run forward or use Despair on you. The best defense in this case is a great offense. Just as she pressures you, pressuring back is the way to go. Anticipate Despair with a Hienzan (it's recommended that you respond according to the strength of her attack - weak for weak, strong for strong), or a back jump with  Kuchugetsuzan. At mid-range, EX Hangetsuzan is quicker than most of her moves, so be willing to use this, but mid-range also is her best option for using the Heaven's Gate DM. A quick reactionary Hououhitenkyaku can knock her out of the air decently, but not recommended against Despair often.

vs Maxima
Maxima has guard points galore, but you shouldn't let that nor his size intimidate you. Maxima's first lines of defense are his guard-point normals (st.C/D) and M4 Vapor Cannon, most of which can be beaten out by Kim's sweep. Having M19 Blitz Cannon means you should hop to Maxima more than jump at him. And though he's slow-moving, Maxima Press makes him a freight train if he manages to grab you, so be careful. Maxima is mostly vulnerable to low attacks, so cr.Bs into a few combos will make a big difference. Hangetsuzan can actually last against several Maxima moves with guard points, and he's very easy to knock out of the air with Hienzan.

vs Mr. Karate
The offensive beast himself, Mr. Karate poses a serious threat for all, including Kim, but he's beatable. Ko'ou-ken or Hi'en Shippukyaku is his usual ground advance, and Kohou and Hi'en Shippukyaku for aerial. Full-screen isn't an advantageous position with long-distance Ko'ou-ken and EX Shorankyaku able to catch you off-guard. As many options as he has for advancing, close-to-mid range is where you want to be against Karate. Jumping at him isn't recommeded against his strong Kohou or a quick Ryuuko Ranbu; an empty hop can bait a Kohou for you to take advantage. For Karate's Hakyokujin, since Kim doesn't have a projectile, you don't have to worry about the overhead counter. Hangetsuzan can work as intimidation or connecting. Hopping back plus an (EX) Hououkayku usually catches an advancing Karate off guard, and be ready to use Hienzan to counter his many j.CD attacks.

vs Raiden
Even moreso than Maxima, Raiden is a big wall that can get around and intimidate pretty well with j.CD and Giant Bomb. Poison Mist makes a decent keepaway, and being a grappler, it's smart not to always rush him down on the ground, despite Raiden being potentailly dead-game to Hangetsuzan and Yopuchagi. Use Hishokyaku and Kuchugetsuzan in moderation or you'll get caught by the Raiden Bomb. Pay attention to whether Raiden is doing any kicks or intentionally keeping distance, and he might be preparing to use Dropkick.

vs Ralf
Ralf definitely has an arsenal that makes for heavy striking. Jet Uppercut, Explosive Punch, and Vulcan Punch make for excellent anti-air options. An individual Yopuchagi shouldn't be tried just to close the distance, as Ralf's long-reaching normal can stop it. Gatling Attack, just like Clark is what he'll use to move forward. Close combat with Ralf is best usually, while being aware of Burning Hammer to try and stop you.  Empty hopping with net you a chance to damage him if he uses Explosive Punch. Just like with Shen, watch Ralf's meter; Galactica Phantom is easy damage for Ralf if he catches you off guard or hopping around.
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

solidshark

#7
vs Robert
Robert's annoyingly long legs are nearly as much a detrement as Kim's are a benefit. Robert's emphasis on kick attacks are what will give you the most problems. Normals like st.D are a great anti-air, st.B is just as good a poke as Kim's st.B. Hienshippukyaku is an even better zoning tool than his Ryugekiken fireball, and a common strategy would be to set-up Ryukgekiken and follow-up with Hienshippukyaku. Hienryujinkyaku's diving is similar to Kim's in arch. Ushirogeri, like Iori's Yuri Ori, is something to watch out for in-case you notice Robert triangle jumping off the wall. And being on the defensive against Robert leaves Kim open to Ryuren Geneikyaku. Mid-range against Robert feels like one of the only safe places, as he's well-equipped with up-close and somewhat frustrating at long distances. Best way to get in on Robert is probably an unexpected Kuchugetsuzan or Hishokyaku. Yopuchagi can be risky as his Ryugekiken or Hienshippukyaku can take care of that easily. And aerial Hououkyaku is Kim's most opportune DM possibility.

vs Ryo
Ryo being the most grounded and maybe the strongest of the Kyokugenryu fighters, means more of his moved are designed that he doesn't have to move around as much. Given that style, rushing him down is your best option, but a challenging one. Ryo's Kohken is among the best keepaway fireballs in the game, and having your moves parried by Jodanuke and Gedanuke can be big trouble if he counterattacks with something quickly. Hopping toward Ryo at mid-range with a j.C/D and starting a combo can avoid some parry problems. Be careful of the Hyochuwari overhead if you're ever on the defensive. Minus Ryo's j.CD and EX Ryukohranbu, getting in on Ryo from the air might be the easist way to get at Ryo.

vs Saiki
Being the command version of Ash, Saiki will be much more aggressive and tricky, especially if you're used to Ash style. Mostly you'll see Saiki using Kiyoku no Tsuki to projectile zone, Hanetsurube no Nata to counter or anti-air, and cr.B into Hiori no Kusabi comboing. Hyperhopping over the Kiyoku no Tsuki is doable, but not full-proof. Since you might find Saiki in the air a lot, be prepared to do one or a few Hienzans. Only attempt a Hishokyaku or hopping Kuchugetsuzan from mid-range. If Saiki is leaping around over you, he might be prepping the Yami Otoshi DM, so don't hesitate to backtrack or hop back into Kuchugetsuzan.

vs Takuma
This verison of Takuma without a command dp, but more fireball options with Ko Ou Ken and the shorter-reaching Kyoukugen Ko Ou means you'll have to maybe avoid more spamming, but don't have to hesitate as much to hit from the air. He's still dangerous in close range with Kyokugen Houken grab that opens you up for possibly a long combo string. Takuma's Hienshippukyaku has a fast speed that reaches far in the D version which will also lead to more combo's if you're get caught in it. As said before, Kim can expose Takuma a lot from the air. But don't rely on it the whole match, as he still has a great j.CD and a faster-moving Haohshikoken DM than others.

vs Terry
Terry has several remedies for Kim attacks if he reads you correctly. Power Wave is easy to avoid as a ground projectile, but it can set-up for a C verison of Burn Knuckle. Youpuchagi is a great counter to Power Wave on reaction. Burn Knuckle itself is a great forward attack, but if you guess which version correctly, can punish from the air or with a cross-up. Crack Shoot will be used if you're in the air lot, along with Rising Tackle and Power Geyser if they're willing to spend the meter. Terry's chaining cr.A to cr.C is one of his main strategies to use, so prepare to block low if you see him running at you.

vs Vice
Vice in some ways is a very opportune opponent for Kim. Even though she's a grapper at heart a lot, close-range is preferred. Mid or long-range can get you caught by Decide which is her easiest way to pull off a Negative Gain DM or an HD combo. She does have Mayhem to catch you out of the air, and splash if you're blocking low. Putting the pressure on her up-close or just a little bit out of grab-range works in your favor. Hangetsuzan and Yopuchagi as forward moves can be taken advantage of, and Hououkyaku in the air catches most of anything she tries.

vs Yuri
Yuri is a character that's ready to defend or attack from the air a lot. Saiha is one of the best anti-airs in the game, and should keep Kim hopping more than jumping. Seeing Yuri jump straigh-up vertically should be a sign of Raiouken fireballs coming down, which is best to block or run under. Jumping/hopping should mostly be anticipated as Houyoku, which the best remedy is a B or D Hienzan to counter attack; B or D would depend on if she right in-front of your position (D) or past that point (B).
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

solidshark

#8
Far Range
Hangetsuzan (B version) from a distance can be good for baiting a response; toward the end of the animation, observe your opponent and see if s/he reacts. Be ready to block if there's no response or an EX DM one. D version is not recommended as it will be punished if blocked. If you're willing to spend meter, EX Hangetsuzan is great for pressuring or catching your opponent off-guard with it's speed. Yopuchagi, assuming your opponent will not crouch, is good from far range (not across the screen), but must be followed up with something, otherwise leaving Kim to easily be punished from floating mid-air. A jumping opponent gives Kim an opportunity to use the Hououken DM (EX if possible) from air or the ground.

Mid Range
Kim's st.CD is good for standing pressuring, or cancelling into a special to reverse. st.B is a great poke that stop attempted moves, or link into Yopuchagi for a longer attack. st.C doesn't reach as far as st.CD, but still surprises and is quick enough to stop many attacks. Far.D is great as for ground pressure and dealing with hop-ins; you can use it multiple times, but you can still be stopped by many sweeps, so be careful.

Close Range
Kim is very dangerous up-close, with frame traps in Hienzan, his Nerichagi overhead, cl.C/D able to set great hit-confirms for Hangetsuzan, Nerichagi, Yopuchagi, and the Hououhitenkyaku DM if you feel like using meter to launch an opponent to start a juggle. st.A will stop a lot of attempted attacks in-close, and can link into st.B to follow up more attacks.

Cornered Opponent
When Kim's opponent is cornered, you have several options here. st.C - Nerichagi - (optional) qcb.B Hangetsuzan to put him in a short blockstring, while strong Hienzan can frame trap him. Nerichagi is usable by itself. Or you can fake retreat and hop back and use Kuchugetsuzan to overhead or if you think they'll be open.

Cornered
Not a good place for Kim to be at all. Use meter to Guard Cancel Roll or for a Blowback attack if you can. If you're crouching and notice your opponent blocking, a weak Hienzan is a good counter. If you want to risk the offensive when cornered, EX Hangetsuzan is best to use as quick as it outpaces most other specials.

With No Meter/No Drive
Kim's most consistent BnB is his cr.B(x2), st.B, Yopuchagi, Kuchugetsuzan from the air; an excellent BnB combo for meter building too. st.D puts up a great defense/offense moving forward. Keep the pressure on with varied attacks, with cr.B(s), overheads like Nerichagi, and aerial specials Kuchugetsuzan and Hishokyaku (best to follow up with a quick D, especially if opponent blocks). With neither Meter nor Drive, it's best to be as rushdown with Kim as possible, within reason. Kim can be very vulnerable to spamming and other long-distance attacks, so it's best to keep him close to land combos and gain meter.

With 1+ Meter/No Drive
With EX available, Kim's arsenal gets that much more deadly. EX Hangetsuzan opens a few possibilites that can lead to Yopuchagi, (EX) Hououken, or others. You can use EX Kuchugetsuzan to open up an unblocking or airborn opponent into a potential juggle with Yopuchagi or Hienzan. 

With No Meter/50%-100% Drive
Available drive gives Kim a few advantages. With half drive, you can do a few special cancels like cancelling the last hit of a Hangetsuzan into a Hienzan, or a Hienzan into a Kuchugetsuzan for extra damage. You can also do a HD combo without meter with several Hangetsuzan/Hienzan DCs, but best to save it for when you have meter to add even more damage.

With 1+ Meter/50%-100% Drive
With both meter and drive available, Kim is a beast for sure. Tactics like drive cancelling Hienzan into EX Kuchugetsuzan, or Hangetsuzan into the Hououhitenkyaku DM for juggling. You can also drive cancel off of any special you can hitconfirm off of, except Kuchugetsuzan.

Best Team Position
Point - Mid-tier
Kim as a rushdown-friendly character works relatively ok without meter or drive. He's got several options with specials and command normals by themselves, including overheads (Nerichagi & Kuchugetsuzan), anti-airs (Hienzan), etc. This is also the position where's he's most likely to get zoned with decent speed to move, but no projectiles to counter. For the most part, Kim has to be in close-proximity with his opponent 90% of the time, but he can do very well for himself with just that, even OCV if he's good enough.

Second - High-tier
Being viable with our without meter makes Kim a very good threat to put on second. Depending on his drive/meter position, he can successfully put weak or strong characters on defense, and save, spend, or build meter well depending on his teammates.

Anchor - Mid/High-tier
Kim being last can be very uplifting, or can rattle nerves if he's last, especially depending on meter status. Against most usual Anchors like Shen (who are probably equally armed with meter/drive), it's not guaranteed whether a player should be gung-ho with Kim or not. As most anchor positions look to hit-confirm cr.Bs or anything on the ground into an HD combo, more airborn attacks can be recommended for important strikes to break the opponents attack flow. And if Kim is last and a risk of being OCV'd, this is where Kim should practice patience and wait for solid hit-confirms. Come backs with Kim are very possible, but it will take a mostly concentrated effort to do so. Best to save/build meter and stick to BnBs until you get to the last your opponents anchor to ROCV (reverse OCV).
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

Amedø310

Added the following to the Tips section:

"Instant air qcb+K

qcb, b+K


Frame Traps and Links

(L) = Link

1.) st. A, cl. C (L)

2.) st. A, cl. D (L)

3.) cr. A, cl. C (L)

4.) cr. A, cr. C

5.) cr. A, cl. D (L)

6.) cr. A, far D

7.) cr. B, cl. C

8.) cr. B, cl. D

9.) last hit of far D, st. A (L)

10.) last hit of far D, cr. A (L)

11.) last hit of far D, st. B

12.) last hit of far D, cr. B (L)

13.) last of hit far D, cl. C (L)

14.) last of hit far D, cr. C

15.) last of hit far D, far D

16.) Instant air qcb+D, cr. A

17.) Instant air qcb+D, cr. B

18.) Instant air qcb+D, cl. C

19.) Instant air qcb+D, cl. D"

desmond_kof

Finally added Solidshark's strategy section (with a couple of notes of my own): http://dreamcancel.com/wiki/index.php?title=Kim_Kaphwan_(XIII)#Strategies
"Do not place so much importance on winning. The fight itself has value."