<section begin="image"/>[[File:KOFXV Kim Profile.png|thumb|Kim is a very serious person with a strong and inherent sense of justice. As an expert in Taekwondo, he can stop any opponent attempt with his unpunishable kicking techniques.<br/>His excessive diligence is a thorn in the side of Luong and the man she loves: Kim’s free-spirited master, Gang-Il.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Kim Profile.png|thumb|Kim is a very serious person with a strong and inherent sense of justice. As an expert in Taekwondo, he can stop any opponent attempt with his unpunishable kicking techniques.<br/>His excessive diligence is a thorn in the side of Luong and the man she loves: Kim’s free-spirited master, Gang-Il.
Compared to the previous few entries, where his moveset was cut down, Kim has seen some of the biggest changes out of the veterans to the roster. Kim's rekka system has been reintroduced, and Naeryo Chagi (6B) now combos from heavies, making Kim an easier character to get into while retaining his high damage output. You don't need high execution to excel with Kim—his rekkas are very easy to perform (just one directional input instead of a quarter circle), and with a few directional inputs and button presses, you can do a lot of damage and still get good oki. Kim has also earned a new move, Hisen Kyaku (236P[P]) which is a slow but very safe move that Kim can use to bypass zoning attempts.
Compared to the previous few entries, where his moveset was cut down, Kim has seen some of the biggest changes out of the veterans to the roster. Kim's rekka system has been reintroduced, and Naeryo Chagi (6B) now combos from heavies, making Kim an easier character to get into while retaining his high damage output. You don't need high execution to excel with Kim—his rekkas are very easy to perform (just one directional input instead of a quarter circle), and with a few directional inputs and button presses, you can do a lot of damage and still get good oki. Kim has also earned a new move, Hisen Kyaku (236P[P]) which is a slow but very safe move that Kim can use to bypass zoning attempts.
Kim's big deal is his metered damage. He doesn't exactly need meter to survive and make an impact, but when he's got a bar or two, Kim's damage skyrockets. Kim is one of the only characters in the game who has access to a super that launches and allows for followups with Houou Hiten Kyaku (236236K[K]) which does mediocre damage on its own, but allows Kim to pile on a ton of damage and still get a hard knockdown. He can even transition to another super without having to spend two extra bars, making him an excellent candidate for battery or anchor position, as he doesn't have to spend as much meter as others to get a lot of damage.
While Kim isn't necessarily reliant on meter for his gameplan, he nonetheless absolutely thrives when he has a few bars stocked. Houou Hiten Kyaku (236236K[K]) is a launching super that can be followed up with any of his specials. With proper usage, he can even combo into his ranbu super without having to spend the extra bar that other characters do. This makes him especially powerful in mid and anchor positions, where he may have plenty of meter stocked.
While Kim's mid and close range game is excellent, he does have his flaws. While he is undoubtedly a rushdown character, he doesn't have a lot of moves that are hard to punish and lead to massive reward without spending meter, which means his pressure game can get predictable and lead to Kim getting punished himself if he doesn't resort to his metered tools. Furthermore, Kim's long-range options have either been nonexistent or lackluster, and that has not changed in this game, even with the addition of Hisen Kyaku; while it can travel over fireballs, its startup is punishable. This makes Kim reliant on using meter for both offense and pressure.
While Kim's mid and close range game is excellent, he does have his flaws. While he is undoubtedly a rushdown character, he doesn't have a lot of moves that are hard to punish and lead to massive reward without spending meter, which means his pressure game can get predictable and lead to Kim getting punished himself if he doesn't resort to his metered tools. Furthermore, Kim's long-range options have either been nonexistent or lackluster, and that has not changed in this game, even with the addition of Hisen Kyaku; while it can travel over fireballs, its startup is punishable. This makes Kim reliant on using meter for both offense and pressure.
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* '''placeholder''': placeholder.
* '''placeholder''': placeholder.
| cons=
| cons=
* '''placeholder''': placeholder.
* '''Limited Pressure''': Kim's safe meterless options are light Hangetsuzan in some cases and Hisen Kyaku which can be interrupted if the opponent sees it coming. He either needs to spend meter on EX Hangetsuzan, which doesn't lead to anything, or an EX rekka.
* '''placeholder''': placeholder.
* '''Legs Only Reach So Far''': Kim is very good at close-to-midrange but lacks any options further than that when dealing with zoning. Hisen Kyaku can work, but its slow speed means he can still be stuffed out if he's not careful.
Generally worse than far A, but has a higher hitbox, so it's a slightly better hop check.
* placeholder
placeholder
}}
}}
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* Both hits can be Quick Max or Super canceled, though spacing can make 236236B/D/BD whiff
* Both hits can be Quick Max or Super canceled, though spacing can make 236236B/D/BD whiff
A 2-hit kick that goes a good distance. It has no lower body invul so be careful throwing it out against a crouching opponent.
A 2-hit kick that goes a good distance. Hits very high and is Kim's best anti-air when he lacks charge.
}}
}}
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|moveId=kim_clc
|moveId=kim_clc
|description=
|description=
* placeholder
* Links from close A.
* placeholder
Decently high reach, cancellable, a standard but pretty good close C.
* placeholder
placeholder
}}
}}
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* Standing low
* Standing low
* The preferred starter for combos
* The preferred starter for combos
Excellent activation proximity, and very active, making it a strong meaty.
}}
}}
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|moveId=kim_2a
|moveId=kim_2a
|description=
|description=
* placeholder
Can be cancelled into 66A, but it's a very tight window, generally 214A/214AC is more reliable.
* placeholder
* placeholder
placeholder
}}
}}
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|moveId=kim_2b
|moveId=kim_2b
|description=
|description=
* placeholder
Standard.
* placeholder
* placeholder
placeholder
}}
}}
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|moveId=kim_2c
|moveId=kim_2c
|description=
|description=
* placeholder
* Command cancellable, but 6B will whiff at far ranges.
* placeholder
* Not a low.
* placeholder
Decent horizontal poke and combo starter, but vulnerable to hops.
placeholder
}}
}}
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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* placeholder
Kim's dedicated crossup button, but the small crossup box requires precise timing.
* placeholder
* placeholder
placeholder
}}
}}
====Jump B====
====Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* placeholder
* placeholder
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* placeholder
* placeholder
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* placeholder
* placeholder
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* placeholder
* placeholder
placeholder
placeholder
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=kim_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}
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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* placeholder
* placeholder
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|moveId=kim_6B
|moveId=kim_6B
|input=6B
|input=6B
|captions=
|hitboxCaptions= Raw Version, Cancel Version
|description=
|description=
* Combos into specials on cancel, unlike previous iterations.
* Combos into specials on cancel, unlike previous iterations.
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Taekwondo axe kick that hits overhead raw. Unlike in previous games, Kim is able to combo into specials if he cancels from a normal.
Taekwondo axe kick that hits overhead raw. Unlike in previous games, Kim is able to combo into specials if he cancels from a normal.
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|moveId=kim_214b,kim_214d,kim_214bd
|moveId=kim_214b,kim_214d,kim_214bd
|input=214B/D/BD
|input=214B/D/BD
|captions=
|hitboxCaptions= B Version, D Version, , ,EX Version
|description3=
|description3=
* Kim performs a leaping somersaulting crescent kick.
* Kim performs a leaping somersaulting crescent kick.
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|moveId=kim_j214b,kim_j214d,kim_j214bd
|moveId=kim_j214b,kim_j214d,kim_j214bd
|input=j.214B/D/BD
|input=j.214B/D/BD
|captions=
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Light and heavy air Hangetsuzan does a single hit while EX does two hits
* Light and heavy air Hangetsuzan does a single hit while EX does two hits
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|moveId=kim_28b,kim_28d,kim_28bd
|moveId=kim_28b,kim_28d,kim_28bd
|input=[2]8B/D/B+D
|input=[2]8B/D/B+D
|captions=
|hitboxCaptions= B Version, , D Version, , , , EX Version
|description3=
|description3=
* Kim does a rising back flip kick.
* Requires holding a downwards input for 30 frames (0.5 seconds) to charge.
* Light version is air invul. while Heavy and EX have full invul.
* Light version does one single hit while heavy does 3 separate hits.
* EX version has great range and can punish -4 moves depending on spacing and deals a hard knockdown
Kim's signature reversal flash kick, great as a reversal but requires charge and awareness of spacing to make sure it lands.
Kim's signature reversal flash kick, great as a reversal but requires charge and awareness of spacing to make sure it lands.
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|moveId=kim_j236b,kim_j236d,kim_j236bd
|moveId=kim_j236b,kim_j236d,kim_j236bd
|input=j.236B/D/BD
|input=j.236B/D/BD
|captions=
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* placeholder
Kim briefly pauses before descending downwards with a series of kicks, bouncing off of the opponents if he hits.
* placeholder
* Middling reward on hit. Massively unsafe unless you spend meter.
* placeholder
placeholder
Hishou Kyaku is a "divekick" of sorts. Meterless, Hishou Kyaku is a high-risk, low-reward move that's practically useless. With meter, Hishou Kyaku is a strong aerial offensive option that's plus on block and has good reward on hit.
}}
}}
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|moveId=kim_214a,kim_214c,kim_214ac
|moveId=kim_214a,kim_214c,kim_214ac
|input=214A/C/AC
|input=214A/C/AC
|captions=
|hitboxCaptions= Hitbox is the same for all versions.
|description3=
|description3=
* Kim does a roundhouse kick
* Kim does a roundhouse kick
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|moveId=kim_214a~4p,kim_214c~4p,kim_214ac~4p
|moveId=kim_214a~4p,kim_214c~4p,kim_214ac~4p
|input=214A/C/AC~4A/C
|input=214A/C/AC~4A/C
|hitboxCaptions= Hitbox is the same for A and EX version routes., C Version Route
|description3=
|description3=
* Kim follows up with a side kick in all three versions
* Kim follows up with a side kick in all three versions
|hitboxCaptions= Hitbox is the same for all versions.
|description3=
|description3=
* Kim deals an axe kick that deals a hard knockdown
* Kim deals an axe kick that deals a hard knockdown
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|moveId=kim_236a,kim_236c,kim_236ac
|moveId=kim_236a,kim_236c,kim_236ac
|input=236A/C/AC
|input=236A/C/AC
|captions=
|hitboxCaptions= A Version, C Version, EX Version
|description3=
|description3=
* Doesn't combo from heavies, but can be used in corner juggles.
* Doesn't combo from heavies, but can be used in corner juggles.
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}}
}}
===Hishou Kyaku===
===Hishou Kyaku during Hisen Kyaku===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kim_236a~k,kim_236c~k,kim_236ac~k
|moveId=kim_236a~k,kim_236c~k, kim_236p~bd
|input=236A/C/AC~B/D
|input=236A/C~B/D/BD
|captions=
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* placeholder
* B/D cannot actually hit off 236A, as Kim will land before active frames. BD will get two hits on hit
* placeholder
* From 236C, identical to 236B/D/BD
* placeholder
* Cannot be done from 236AC.
placeholder
Kim cancels the startup of Hisen Kyaku into Hishou Kyaku. From 236A, this can be used to quickly land and throw a turtling opponent.
}}
}}
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|moveId=kim_236236b,kim_236236d,kim_236236bd
|moveId=kim_236236b,kim_236236d,kim_236236bd
|input=236236B/D/BD
|input=236236B/D/BD
|captions=
|hitboxCaptions= Normal Version, Max Version
|description3=
|description3=
* B version sends the opponent flying away, allowing only 66A to follow up outside of the corner.
* B version sends the opponent flying away, allowing only 66A to follow up outside of the corner.
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|moveId=kim_214236b,kim_214236d,kim_214236bd
|moveId=kim_214236b,kim_214236d,kim_214236bd
|input=214236B/D/BD
|input=214236B/D/BD
|captions=
|hitboxCaptions= Normal Version, , Max Version
|description3=
|description3=
* placeholder
* Full invul.
* placeholder
Kim's classic ranbu, a trademark since Fatal Fury 2. Works as a reversal if you don't have charge.
* placeholder
placeholder
}}
}}
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|moveId=kim_j214236b,kim_j214236d,kim_j214236bd
|moveId=kim_j214236b,kim_j214236d,kim_j214236bd
|input=j.214236B/D/BD
|input=j.214236B/D/BD
|captions=
|hitboxCaptions= Hitbox is the same for all versions.
|description3=
|description3=
* placeholder
* NOT full invul.
* placeholder
Kim's classic ranbu, but airborne. Does slightly more damage, but has very little invulnerability. Generally saved for use as a combo ender after [2]8B or j.214B.
* placeholder
placeholder
}}
}}
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|moveId=kim_2141236cd
|moveId=kim_2141236cd
|input=2141236CD
|input=2141236CD
|captions=
|captions=[https://www.twitch.tv/trongang/clip/EsteemedAntediluvianMilkSoBayed-aJgvJNmWDbTV9q4k The Whiff Punisher.]
|description=
|description=
* placeholder
Strong Climax. Pretty good scaled damage. Covers a lot of distance very quickly and has almost a half second of invulnerability.
Kim Kaphwan is a defensive rushdown character who can easily contest his own space with his variety of far-reaching normals characteristic of his fighting style. Armed with an abundance of hard knockdowns, Kim can be a very tough opponent.
Compared to the previous few entries, where his moveset was cut down, Kim has seen some of the biggest changes out of the veterans to the roster. Kim's rekka system has been reintroduced, and Naeryo Chagi (6B) now combos from heavies, making Kim an easier character to get into while retaining his high damage output. You don't need high execution to excel with Kim—his rekkas are very easy to perform (just one directional input instead of a quarter circle), and with a few directional inputs and button presses, you can do a lot of damage and still get good oki. Kim has also earned a new move, Hisen Kyaku (236P[P]) which is a slow but very safe move that Kim can use to bypass zoning attempts.
While Kim isn't necessarily reliant on meter for his gameplan, he nonetheless absolutely thrives when he has a few bars stocked. Houou Hiten Kyaku (236236K[K]) is a launching super that can be followed up with any of his specials. With proper usage, he can even combo into his ranbu super without having to spend the extra bar that other characters do. This makes him especially powerful in mid and anchor positions, where he may have plenty of meter stocked.
While Kim's mid and close range game is excellent, he does have his flaws. While he is undoubtedly a rushdown character, he doesn't have a lot of moves that are hard to punish and lead to massive reward without spending meter, which means his pressure game can get predictable and lead to Kim getting punished himself if he doesn't resort to his metered tools. Furthermore, Kim's long-range options have either been nonexistent or lackluster, and that has not changed in this game, even with the addition of Hisen Kyaku; while it can travel over fireballs, its startup is punishable. This makes Kim reliant on using meter for both offense and pressure.
Overall, Kim is a solid character with the tools to get the job done, and can easily be more powerful in the right hands. Make the proper use of Kim's kit, and you may find yourself sweeping opponents with ease.
Kim Kaphwan is a defensive rushdown character who thrives on meter for massive damage and hard knockdowns.
Pros
Cons
Hard Knockdowns Galore: Kim can get meterless hard knockdowns, even from lights, making it easy for Kim to close the distance between him and the opponent after ending a combo.
Great Super Efficiency: Kim can chain his launching kick and ranbu supers practically back-to-back without having to spend two more bars of meter. This allows him to do a lot of damage without having to spend much in lower team positions.
placeholder: placeholder.
Limited Pressure: Kim's safe meterless options are light Hangetsuzan in some cases and Hisen Kyaku which can be interrupted if the opponent sees it coming. He either needs to spend meter on EX Hangetsuzan, which doesn't lead to anything, or an EX rekka.
Legs Only Reach So Far: Kim is very good at close-to-midrange but lacks any options further than that when dealing with zoning. Hisen Kyaku can work, but its slow speed means he can still be stuffed out if he's not careful.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
mid
super
5
4
11
+0
-2
-
30
60
Very long st.A. Good for pestering the opponent or keeping them at range.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
mid
super
6
5
9
+1
-1
-
30
60
One frame slower than far A
Generally worse than far A, but has a higher hitbox, so it's a slightly better hop check.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
mid
super
9
3
20
-2
-4
-
70
120
Cannot be ducked. Forces standing on hit.
A snap kick with a large hitbox that activates so fast during the animation, you might be wondering how it hit that far. Uniquely forces standing on crouching opponents, but doesn't special cancel.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40)
mid
super
11
2 (7) 2
20
-1
-3
-
70 (35+35)
120 (60+60)
First hit can be ducked, second can not.
Both hits can be Quick Max or Super canceled, though spacing can make 236236B/D/BD whiff
A 2-hit kick that goes a good distance. Hits very high and is Kim's best anti-air when he lacks charge.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
mid
command
5
3
23
-5
-7
-
70
120
Links from close A.
Decently high reach, cancellable, a standard but pretty good close C.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
-
command
6
8
16
-3
-3
-
70
120
Standing low
The preferred starter for combos
Excellent activation proximity, and very active, making it a strong meaty.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
cl.AA
cl.AA
48 (25+25)
Mid
-
6
-
-
-5
-7
-
-
60
cl.AAX
cl.AAX
70 (25+25+25)
Mid
-
6
-
-
-5
-7
-
-
60
placeholder
placeholder
placeholder
A serviceable Rush given that Kim can go into it from cl.B, a standing low, and cl.AAB ends with 214D.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60 [50]
high [mid]
super [special]
24 [18]
2 [2]
22 [19]
-3 [0]
-5 [-2]
-
60
60 [60]
Combos into specials on cancel, unlike previous iterations.
Taekwondo axe kick that hits overhead raw. Unlike in previous games, Kim is able to combo into specials if he cancels from a normal.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
40
mid
special
13 [11]
7
31
-20
-19
-
40
40
Special cancelable on hit only.
Kim is airborne for the duration of the move.
placeholder
Kim performs a flying kick that travels about midscreen. The properties of this move vary depending on if the move hits or is blocked. On hit, Twio Yop Chagi is special cancellable and can cancel into either of his two aerial special attacks. If no special move is inputted, Kim will simply bounce off the opponent to a fair distance away. On block, the move is not special cancellable, and Kim will not bounce off the opponent, leaving him right next to the opponent. Therefore, while this move is relatively safe on hit, it is extremely punishable on block.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
80
mid
super
15
2
22
SKD (+31)
-5
-
60
80
D
D
120 (40+40+40)
Mid
super
17
4 (3) 2
31
SKD (+23)
-14
-
120 (40*3)
120 (40*3)
BD
BD
140 (70+70)
Mid
-
15
4 (3) 2
19
SKD (+37)
-2
-
0
80 (40+40)
Kim performs a leaping somersaulting crescent kick.
B version hits once while D version hits 3 times
B version allows Kim to juggle into B/BD Hienzan in the corner
While light Hangetsuzan is unsafe on block, the pushback allows him to stay safe outside of specific punishes.
Heavy Hangetsuzan is limited to hit confirms as is punishable on block.
EX Hangetsuzan is safe on block but does not offer a juggle state like the light version.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
60
mid
super
15
3
11 on ground
SKD (+29~+36)
-7~+0
-
40
60
D
D
80
Mid
super
17
3
13 on ground
HKD (+38~+44)
-7~-1
-
60
80
BD
BD
100 (20+80)
Mid
-
15
4 (3) 3
12 on ground
SKD (+33~+36)
-4~+2
-
0
100 (50+50)
Light and heavy air Hangetsuzan does a single hit while EX does two hits
D version deals a hard knockdown on hit
Light and EX versions allow for juggles
Light and EX air Hangetsuzan allows for Kim to get extended juggles into Sanren Geki/Hienzan depending on the route.
Heavy air Hangetsuzan can only be combo'd into against an airborne opponent.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
70
Mid
super
4
6
47 (18 on ground)
SKD (+14)
-34~-32
full body against physical air strike 1-5
60
80
D
D
90 (50+20+20)
Mid
super
8
12
55 (24 on ground)
SKD (+11)
-43
full body 1-12
90 (50+20+20)
70 (50+20)
BD
BD
170 (60+30+30+50)
Mid
-
4
5 (6) 5 (21) 7
41 (21 on ground)
HKD (+30)
-66
Full Body: 1 to 8 (8 Frames)
0
50
Requires holding a downwards input for 30 frames (0.5 seconds) to charge.
Kim's signature reversal flash kick, great as a reversal but requires charge and awareness of spacing to make sure it lands.
Hienzan (Follow Up)
Hienzan (Follow Up)
[2]8D~2D
[2]8D~2D
D
D
50
Mid
-
8 (16)
7
39 (23 on ground)
HKD (+23)
-53
-
60
-
Kim does a downward heel kick, sending his opponent to the ground
Hard knockdown ender after heavy Hienzan
The hard knockdown from the follow-up doesn't give Kim enough time for a safe jump, however Kim has enough advantage to do a meaty on his opponent's wake up
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
70 (0+17+17+17+19)
mid
super
11
Active until on ground
10
SKD (+1~+4)
-28
-
0
0
D
D
70 (0+17+17+17+19)
mid
super
11
Active until on ground
10
SKD (+1~+4)
-28
-
0
0
BD
BD
106 (50+30+30)
Mid
-
15
Active until on ground
14
SKD (+37~+39)
+1~+3
-
0
80 (20*4)
Kim briefly pauses before descending downwards with a series of kicks, bouncing off of the opponents if he hits.
Middling reward on hit. Massively unsafe unless you spend meter.
Hishou Kyaku is a "divekick" of sorts. Meterless, Hishou Kyaku is a high-risk, low-reward move that's practically useless. With meter, Hishou Kyaku is a strong aerial offensive option that's plus on block and has good reward on hit.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
40
Mid
super
10
5
20
-4
-6
-
30
40
C
C
40
Mid
super
15
5
26
-10
-12
-
30
40
AC
AC
40
Mid
-
12
5
18
-2
-4
-
0
40
Kim does a roundhouse kick
All versions have the same animation, but the heavy version is noticeably slower
Light and EX versions can be juggled into easily, with the heavy version being more strict on the timing
Kim's starter to his rekka series and limited to hit confirms.
A/AC versions can be combo'd into from lights while C version can only be confirmed from heavies.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
45
Mid
super
12
5
22
-6
-8
-
30
40
C
C
45
Mid
super
16
5
32
-16
-18
-
30
40
AC
AC
45
Mid
-
12
5
22
-6
-8
-
0
40
Kim follows up with a side kick in all three versions
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
80 (50+30)
Mid
super
20
8
33
HKD (+30)
-16
-
70 (40+30)
80 (40+40)
C
C
80
Mid
super
17
5
36
HKD (+61)
-22
-
40
40
AC
AC
60 (20+40)
Mid
-
12
7 (4) 7
24
HKD (+39)
-12
-
0
80 (40+40)
Light version does a 2 hit axe kick while the heavy version does a flying kick.
Both light and heavy deal a hard knockdown
Both hits of the light version are super cancelable
EX version launches the opponent
Ender to Kim's grounded rekka series.
At farther ranges, the light ender will whiff, leaving Kim vulnerable to punishes.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
45
Mid
super
14
4
40
SKD (+10)
-25
-
30
40
D
D
45
Mid
super
14
4
40
SKD (+10)
-25
-
30
40
BD
BD
45
Mid
-
14
4
40
SKD (+16)
-25
-
0
40
Kim does a leap forward into a rising kick
Common hit confirm if Kim is too far to finish his grounded series.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
50
High
super
12
5
30
HKD (+34)
-16
-
50
50
D
D
50
High
super
12
5
30
HKD (+34)
-16
-
50
50
BD
BD
50
High
-
12
5
30
Juggle (+33)
-16
-
0
40
Kim deals an axe kick that deals a hard knockdown
EX version deals a ground bounce
Common ender to rekka from lights and/or juggle combos.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
100
Mid
super
21
3
18
SKD (+33)
-2
-
80
80
C
C
120
Mid
super
34
6
12
SKD (+36)
+3
-
80
100
AC
AC
80
Mid
-
26
4
17
SKD (33: Tech / 60: Non-tech)
-2
Projectile Invincibility: 5 to 24 (20 frames)
0
80
Doesn't combo from heavies, but can be used in corner juggles.
Can be canceled into Hishou Kyaku by pressing B or D.
C version can go directly over opponents.
Leaves Kim close, but is safe on block.
Brand new move. Kim performs a leaping spin kick that sends him forward. Similar to his light Hangetsuzan, this move can be used to continuously apply pressure while keeping Kim safe. Just be careful, as it has a lot of startup so it can be easy to punish.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A to K
A to K
-
-
-
11
-
10
-
-
-
-
-
C to K
C to K
70 (0+17+17+17+19)
mid
super
11
Active until on ground
10
SKD (+1~+4)
-28 (Lowest height) to -31 (Highest height)
-
0
0
Any version to BD
Any version to BD
-
Mid
-
15
Active till landing
14
SKD
3 (Lowest height) to 1 (Highest height)
-
-
-
B/D cannot actually hit off 236A, as Kim will land before active frames. BD will get two hits on hit
From 236C, identical to 236B/D/BD
Cannot be done from 236AC.
Kim cancels the startup of Hisen Kyaku into Hishou Kyaku. From 236A, this can be used to quickly land and throw a turtling opponent.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
130
Mid
Advanced, Climax
15
5
44
HKD (+73)
-30
Full Body: 1 to 3 (3 Frames) / Full body against physical air strike 1 - 19
0
0
D
D
130
Mid
Advanced, Climax
18
5
44
HKD (+73)
-30
Full body 1-3 / Full body against phisical air strike 1 - 22
0
0
BD
BD
270 (120+150)
Mid
Climax
10
5
44
HKD (+62)
-30
full body 1-15
0
0
B version sends the opponent flying away, allowing only 66A to follow up outside of the corner.
D version sends the opponent straight up, allowing Kim to follow up with anything he wants.
BD triggers a ground bounce, limiting follow ups to [2]8X and 2141236CD
Kim's mighty kick. A fantastic super that allows him to extend a combo to pile on more damage and set up a hard knockdown.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
200 (0+5+5+10*3+15+15+130)
Mid
Advanced, Climax
11
17
40
HKD (+50)
-28
full body 1-11
0
0
D
D
200 (0+5+5+10*3+15+15+130)
Mid
Advanced, Climax
11
17
40
HKD (+50)
-28
full body 1-11
0
0
BD
BD
355 (0+5*2+10*3+15*3+50+50+170)
Mid
Climax
5
17
40
HKD (+50)
-28
full body 1-5
0
0
Full invul.
Kim's classic ranbu, a trademark since Fatal Fury 2. Works as a reversal if you don't have charge.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
205 (0+5*3+10+5+10+15+150)
Mid
Advanced, Climax
11
Active until on ground
29
HKD (+50)
-48~-37
full body 1-3
0
0
D
D
205 (0+5*3+10+5+10+15+150)
Mid
Advanced, Climax
11
Active until on ground
29
HKD (+50)
-48~-37
full body 1-3
0
0
BD
BD
360 (0+5*3+10*2+5+10+15*2+20*3+40+180)
Mid
Climax
6
Active until on ground
30
HKD (+51)
-51~-40
full body 1st frame
0
0
NOT full invul.
Kim's classic ranbu, but airborne. Does slightly more damage, but has very little invulnerability. Generally saved for use as a combo ender after [2]8B or j.214B.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
460 (0+10*5+10*11+100+200) Min: 245
Mid
-
8
17
62
HKD (+24)
-60
full body 1-24
0
0
Strong Climax. Pretty good scaled damage. Covers a lot of distance very quickly and has almost a half second of invulnerability.