Pro :
- Deals more than the average (More than Kyo, less than Iori/Hwa Jai)
That's how i see him for now.
After more plays :
- Might be able to deals more than the average if only nearly 99% of the opening weren't from d.B (or if I didn't use a d.B after a jumping attack :>) So Kim's output damage is in the average.
- Safe jumps everywhere
- Good frame traps
- Good air control
- Good zoning tools (far.C, far.D especially)
- Crazy pressure game, once you get on your opponent you can stick him until his death
Cons :
- Poor mixups (Except the High/Low after a knockdown) => 50/50 mixups crossup after some combos midscreen, in corner it's a traditionnal throw/ frame trap mixup but you are greatly advantaged.
- Can't deal that much without meter and have a hard time to build any, because he is laking of a practicable safe spacial move=> Irrelevant since after landing one combo you start your pressure game which will open on more combos. At least one Ex bar is great.
- Higher requirement in terms of execution to do the optimized combo than the majority of the cast (A step aside Ash though)=> Most of whose combos are useless except [far.D,d.B,s.B, ... ] which is difficult to confirm and to do but very powerful. In a corner opening d.B,d.B,s.B/s.C,ff.A,qcf.BD,s.D,qcb.B,d~u.D~d.D is worthing it too.
But you don't need to learn whose it's just a (great) plus.
- Kyo/Hwa Jai are better than him in roughly every situation
=> I think it's still true. But Kim's pressure is better than their.