Kim Kaphwan is generally a phenomenal character in most games he's in and RB2 Kim is no exception. Kim functions as a defensive footsies focused character who has excellent recovery on his normals, many of which have good range and speed and can combo into his incredibly useful P-Power Hou'ou Kyaku. Add in a plethora of defensive tools to deter any approach and you have a character who thrives in neutral and can punish mistakes on a dime. While he shines on defense however he lacks somewhat in the offensive department; zoning can really stifle Kim's gameplan as he has no real way to counter projectiles. He can also be out-poked by certain characters with little effort. Lastly, he doesn't particularly excel at mixing up, owing to telegraphed and easily punished overhead options. As a result, Kim rarely wants to be the aggressor. Ideally, Kim wants to control the pace of the match and force the opponent to initiate pressure rather than initiate it himself. If you like a control-type playstyle that benefits off good defense, Kim is your man.
Normal Moves
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
3/11
5
2
10
4
0
HL
Yes
-
No
A short kick that confirms into two of Kim's chains; 5A>A>B>C and 5A>B>C with the latter working up to tip range. Can easily confirm into specials or super with 5A>B.
n.5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
3/11
5
2
10
4
0
HL
Yes
-
No
For all intents and purposes it's the same button as 5A. It can whiff on smaller characters crouching however, so be cautious.
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
3/11
6
3
15
-2
-6
HL
Yes
-
No
Get very acquainted with this move. It's Kim's best standing poke, and a cancellable one at that. Unfortunately it's a bit more difficult to hit confirm as it does not chain into anything, but its range makes it an invaluable tool in Kim's footsies game.
n.5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
3/11
6
3
12
1
-3
HL
Yes
-
No
It's cancellable but it doesn't chain into anything so there's no real reason to use this over n.5A. It works pretty well as an anti air in a pinch due to a nice vertical hitbox, but with [2]8B in your pocket you shouldn't need to rely on it.
5C
Don't.
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23/23
4/22*2
7
8
32
-10
-16
HL
No
-
No
Hits twice for decent damage, but not consistently as the first hit has shorter range than the second. It's -10 on hit thought it does push back. It's a lightning rod for punishment. More often than not, you're going to hit this by accident off a poorly spaced cl.5C attempt. Best to just avoid this one.
n.5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10/10
4/11*2
8
3
20
3
-3
HL
Yes
-
No
Kim's most damaging combo starter. Hits twice with both hits being cancellable. Not only is it the start to Kim's n.5C>A>B>C chain which follows easily into [2]8A~2A for just under half your opponent's health bar, it can also lead to some scary stagger pressure as a feint cancel leaves either hit neutral on block or +6 on hit for an easy link so long as you're close enough, though cancelling on the first hit is more consistent. Since the n.5C>A chain is cancellable it functions as an easy confirm into P-Power however at tip range the second hit can whiff, leaving Kim quite vulnerable.
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
3/11
5
5
7
4
0
L
Yes
-
No
A fast low that can link into itself. Kim's best low starter as it chains directly into 5A and n.5A. As such, you can consider this an alternate starter to his chains.
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
3/11
6
3
14
-1
-5
L
Yes
-
No
Another one to familiarize yourself with. If 5B is Kim's best standing poke then 2B is his best low poke. It's effectively the same move as his far 5B but lowers his hurtbox and recovers faster.
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
6/26
8
6
20
-
-6
L
Yes
-
No
A cancellable sweep. It's fine but with 2B's range and utility you don't really need to throw this out unless you need a quick knockdown.
Air
j.8A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
-
4
8
6
-
-
H
Yes
-
No
Cancellable jump in. Allows Kim a unique air chain with j.8A>B, though it doesn't work on smaller characters.
j.7/9A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
-
5
10
6
-
-
H
Yes
-
No
Cancellable jump in that crosses up fairly easily. Allows Kim a unique air chain with j.7/9A>B, which will consistently work on the entire cast.
j.8B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
6
6
6
-
-
H
Yes
-
No
Cancellable with a decently vertical hitbox making it somewhat practical for certain air-to-air situations.
j.7/9B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
5
9
6
-
-
H
Yes
-
No
Cancellable with an decently horizontal hitbox making it somewhat practical for certain air-to-air situations.
j.C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
7
7
8
-
-
H
Yes
-
No
Cancellable with a downward hitbox and good damage; due to its hitstun it makes confirms very easy.
h.A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
-
5
~
6
-
-
H
No
-
No
An easy crossup that stays active until landing.
h.8B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
6
~
6
-
-
H
No
-
No
Hop version of j.8B that can't be cancelled. It stays active until landing so it works pretty well at stuffing jumps and hops.
h.7/9B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
6
~
6
-
-
H
No
-
No
Stays active until landing. More or less functions as an aerial poke. The range on it is exceptional.
h.C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
7
7
8
-
-
H
Yes
-
No
Not much different than j.C outside of not being cancellable.
Throws
4/6C
Body Toss
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
Unblockable
No
-
No
Standard throw. Will always switch sides, no matter which direction you hold.