st. A is a long jab that is good for mid-range poking and zoning
st. B is a high side kick that is good for stopping hops and hyper hops at a mid-range distance. Whiffs on some crouching characters. It might activate cl.B if the opponent is too close.
st. C is a high aiming snap kick that may accidentally come out when you want to do a cl.C
st. D is a high double roundhouse kick which can be used as a jump or hop checker but it has slow-start up and bad recovery
Close
cl. A/B/C/D are all special cancel-able
cl. A is a shoulder height jab which may be helpful for hitting opponents who may try to hop at you at a very close range, or may try to jump out of the corner
cl. B are two side kicks that can easily combo into qcb+A/C. The second hit may whiff if you arent close enough.
cl. C is a two hit side kick that can easily confirm and cancel into into Kim's special moves and DM's.
cl. D is a two axe kick that is cancel-able into specials but has push back on hit which may cause whatever it is cancelled into to whiff
Crouching
cr. A/B/C/D are all cancel-able
cr. A is a crouching jab which can be used for close range poking, and can easily combo into qcb+A/C
cr. B is a low light kick that can be used to start combos or to use as a low poke
cr. C is a high aiming kick which can function as a grounded anti-air uppercut but it isn't very fast
cr. D is a sweep that has decent range, and can be whiff canceled into special moves, and cancelled if blocked
Jumping
j. A is air-cancel-able
j. A is a jumping jab that can cross-up and/or start combos. Must be inputted early to be released if you would like to confirm into a grounded normal for a combo.
j. B is a high kick that can be used to poke opponents who are already jumping. Whiffs on crouching opponents.
j. C is a jumping axe kick that can be used as an early air-to-air attack, or as a jump-in attack to start combos. Can whiff on crouching opponents if released too early.
j. D is a jump kick that has a downward angle that is good for air-to-ground approaches and to start combos. It can also cross-up as well.
Blowback
st. CD is a strong, delayed side kick that can be used as a preemptive anti-air to as a stagger during offensive pressure
j.CD is a jumping side kick, good for air-to-air. Can whiff on crouching opponents if released too early.
Normal Moves
Throws
Kubikime Otoshi - (b/f + C) close
this throw flips the enemy face down for a possible backturned okizeme glitch setup
If cancelled into, becomes 2 hitter, both hits are cancellable, but loses overhead property
Cannot connect from anything
Special Moves
Haki Kyaku - (d, d, + B/D)
Hits low
B version is super cancellable
B version has a feature where if you don't have enough stock to super cancel (ie. less than 2 stocks), you can do the Hou'ou Kyaku input and Kim will cancel this move. If successful, Kim will flash in white (see last vid for examples)
D version is hard knockdown, not super cancellable
B version goes short rage, D version goes around halfscreen
B version normally super cancellable, D version only super cancellable in max mode (can also cancel into SDM Kuuchuu Hou'ou Kyaku while he's in midair)
Sanren Geki - (qcb + A/C) up to three times
First input of punch button determines the finisher of the chain
A version ends with overhead attack, can connect from the second hit
C version ends with flying double kick, connects from second hit
Both enders are super cancellable
After first hit, has alternate followup Sankuu Kyaku
Sankuu Geki - (uf + B/D, d + B/D)
First hit of this is super cancellable
Second hit is an overhead and hard knockdown
Hien Zan - charge down briefly, then (up + B/D)
D version super cancellable
D version will not bring a crouching opponent into the air
D version has a followup Tenshou Zan
Ouiche - down + D after a D Hien Zan
Hard knockdown
Hishou Kyaku - qcf + K (only in the air)
Bounces back if blocked or not
Can follow with Tsuika Kougeki
┗Tsuiki Kougeki - D after Hishou Kyaku rebound
Can be done if blocked or not
Can push back farther if done early on block
Can actually hit airborne opponents after Hishou Kyaku connects in the corner if done early
Desperation Moves
Hou'ou Kyaku - qcb~hcf + B/D
Catches airborne opponents
B version travels around 3/4ths of fullscreen, D version travels fullscreen
Hiten Hou'ou Kyakyu - qcf x 2 + B/D
Juggles opponent
B version launches opponent slightly forward, D version just launches vertically
Very fast
Super Desperation Move
Kuuchuu Hou'ou Kyaku - qcb, hcf + BD (only in the air)
Catches airborne opponents (obviously)
Flies an extremely long distance
HSDM
Kyou Hou'ou Kyaku - (close) qcb~hcf + AC
Short distance unblockable travelling grab move
Does not catch airborne opponents
If opponent is already blocking, this move will not connect (eg. blocked low A into Zero Kyori Hou'ou Kyaku will miss)