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    Kim by RTorrez

    Updated: 03/25/02 | Search Guide | Bookmark Guide

    The King of Fighters 2001
    Character FAQ on Kim Kaphwan
    For The MVS Arcade System & The Neo*Geo Home Cart System
    By Raul Torrez (Kim_Kaphwan@tekken.cc)
    This FAQ is Copyrghted Work 2002 Raul Torrez
    
    
    The King of Fighters 2001, SNK, Kim Kaphwan, other SNK Characters are all
    Registered Trademarks and Copyrighted by SNK Corporation of Japan and Eolith.
    
    
    Contents:
    
    I. Why Kim Kaphwan?
    II. Kim's Bio and Info
    III. KoF2001's Basic Commands
    IV. Kim's Basic Moves
    V. Kim's Special Moves
    VI. Kim's Combos
    VII. Strategies
    VIII. Kim's Entrance and Winning Poses
    IX. Closing and Credits
    
    
    I. Why Kim Kaphwan?
    
    I decided to do this FAQ on Kim because he needs one for KoF2k1. Well, that and
    he's my favorite character. He's different from last years King of Fighters
    Tournament. He's much faster and powerful. He's gained some moves as well as
    lost some too. So, if you wanna learn more about Kim and how to use him, read
    on.
    
    
    
    II. Kim's Bio and Info
    
    Fighting Style: Tae Kwon Do
    Birthdate: December 21
    Age: 30
    Country: South Korea
    Blood Type: A
    Height: 176cm
    Weight: 78kg
    Hobbies: Karaoke
    Favorite Food: Yakiniku (Korean barbeque)
    Mastered Sport: Gymnastics
    Prized Things: His wife and two children
    Dislikes: Evil
    Seiyuu/Voice Actor: Satoshi Hashimoto
    
    First Appearance: Fatal Fury 2
    
    Other Game Appearances: The King of Fighters '94-2001, The King of Fighters
    Kyo, The King of Fighters R1, The King of Fighters "Battle de Paradise", Fatal
    Fury Special, Fatal Fury: First Contact, Fatal Fury: Wild Ambition, Real Bout:
    Fatal Fury, Real Bout: Fatal Fury 2, Real Bout: Fatal Fury Special, Garou: Mark
    of the Wolves (Cameo Appearance), Samurai Shodown 2 (Cameo Appearance), Capcom
    vs. SNK "Millennium Fight 2000", Capcom vs. SNK "Millennium Fight 2000" Pro,
    Capcom vs. SNK 2 "Millionare Fighting 2001", SNK vs. Capcom "CardFighter's
    Clash" SNK Card Set, SNK vs. Capcom "Card Clash 2"
    
    Anime Appearance: Fatal Fury 2: The New Battle
                      Fatal Fury: The Motion Picture
    
    Kim's King of Fighters Team Members:
    KoF'94-98: Kim Kaphwan, Chang Koehan, Choi Bounge
    KoF'99-00: Kim Kaphwan, Chang Koehan, Choi Bounge, Jhun Hoon
    KoF'01:    Kim Kaphwan, Chang Koehan, Choi Bounge, May Lee
    
    Kim's King of Fighters Background Music:
    KoF'94: ????
    KoF'95: Tiger
    KoF'96: Seoul Road
    KoF'97: None
    KoF'98: Seoul Road
    KoF'99: The way to rebirth
    KoF'00: WILD PARTY
    KoF'01: ????
    
    Kim's Storyline:
    Kim is a very kind and honorable person, as well as being a master of Tae Kwon
    Do. He uses his Tae Kwon Do to fight for Justice. His goal, is to rid the world
    of evil, where he sees fit! Kim has his own Dojo, where he teaches his students
    Tae Kwon Do, as well for his two sons, Kim Jae Hoon and Kim Dong Hwan. Kim is
    also happily married to his beautiful wife, Myun. Being the current World Tae
    Kwon Do Champion, Kim enters numerous tournaments, such as The King of Fighters
    to look for challenges, meeting new faces, and ridding the tournaments of
    whatever evil surfaces from the shadows. Kim is great at reforming people who
    were once evil. His two students/partners (Chang Koehean and Choi Bounge) for
    the King of Fighters Tournaments, were once criminals. But, after some hard
    training/torture, their reformed from the ways of evil. That's Kim's goals in
    the KoF tournaments, reforming his students and teaching his ways of justice.
    In 1994, Kim first introduced his students/partners into the team tournaments
    of KoF. Since the rules changed because of the new host of the tournament,
    Rugal Bernstein. After the tournament, Choi and Chang demanded prize money for
    the tournament. Kim felt that he felled in training his students, so he told
    them that they needed harder training for the next tournament. This is were the
    torturing began. In 1995, Kim told his partners after the tournament that they
    would train even harder for the next tournament. In 1996, at the end of the
    tournament, Kim told Chang and Choi that they were reformed and free to go.
    After all the years of torture, Kim let them go free. So Chang and Choi were
    both full of joy! Each of them saying that they couldn't believe Kim let them
    go. They were also saying stuff about Kim in which he overheard and got pretty
    angry at them both. In 1997, the whole Orochi crisis got out of hand. But in
    the end, Justice would prevail. Good always wins over evil. In 1998, it was the
    year of resting and training for Kim. But, one day, Kim was visited by his old
    friend/rival, Jhun Hoon. They both argued about the ways of Justice and which
    methods they use to obtain it. So, Kim would train Chang, as for Jhun would
    train Choi. The goal was to see who could reform the students the best. In
    1999, the rules were changed once again. A new host took over the tournament.
    This year, it was not 3 on 3. It was now 4 on 4. Of course 3 poeple would still
    duke it out, but the 4th person would be a striker for the team. Meaning, they
    could help their teamates a certain amount of times. At the end of the KoF'99
    tournament, Kim and Jhun decided that they weren't reformed yet. Jhun told Choi
    that he would see to him, as Kim would see to Chang. So it was time to go back
    to more hard training. The torture never stops for poor Chang and Choi. A year
    passed by, as Kim was ready for the King of Fighters 2000 tournament. After the
    incident from last years Tournament, Kim still had Chang and Choi train as hard
    as ever. This years Tournament was gonna have a new edition to the Korean Team.
    Jhun would not be entering this years tournament. A young girl named May Lee
    would replace Jhun. Her goal is to be a Heroine and rid the world of evil.
    These are the kinda of ideals Kim likes. So, this will be the new a year of
    Justice, as the Korean Team gets prepared for the tournament of the New
    Millennium!
    
    
    
    III. KoF2001 Basic Commands
    
    Kim's Key Configuration:
    A- weak punch
    B- weak kick
    C- strong punch
    D- strong kick
    f- forward
    b- back
    u- up
    d- down
    Start- taunt
    qcf- quarter circle forward
    qcb- quarter circle back
    df- diagonally down forward
    db- diagonally down back
    uf- diagonally up forward
    ub- diagonally up back
    (air)- can be done in the air
    charge- hold the direction for at least 2 seconds
    DM- Desperation Move
    SDM- Super Deperation Move
    PK- must be pressed at same time (AB, CD, BC, etc.)
    Xx- can cancel move
    >- follow up
    
    Basics:
    Run- f, f (hold f while running)
    Dash Back- b, b
    Normal Jump- up
    Short Jump- tap d, uf/ d, u/ d, ub
    Quick Jump- d, uf/ d, u/ d, ub
    Emergency Attack Avoidance Forward- AB or f + AB
    Emergency Attack Avoidance Back- b + AB
    Falling Recovery Roll- AB before hitting the ground
    Throws- f or b + C/D
    Throw Escape- any button when grabbed
    Knockdown Attack- CD (can be done standing or in air)
    Guard Escape Roll Forward- when blocking, AB or f + AB (requires 1 Power Stock)
    Guard Escape Roll Back- when blocking, b + AB (requires 1 Power Stock)
    Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
    Striker Call 1- BC (requires 1 Power Stock)
    Striker Call 2- f or d + BC (requires 1 Power Stock)
    Striker Call 3- b + BC (requires 1 Power Stock)
    Taunt- Start
    
    
    Descriptions of Basic Commands:
    
    Falling Recovery Roll- AB before hitting the ground
    Whenever hit by an attack that knocks you to the ground, you can recover before
    hitting the pavement. This command will only work if hit by basic attacks,
    special attacks, DM's, and SDM's that knock ya on to the ground.
    
    Throw Escape- any button when grabbed
    This does not work in the air, against Benimaru, Mai, Athena, Yuri, Clark, and
    Leona, since they all have air throws. GROUND ONLY!
    
    Knockdown Attack- CD (air)
    If hit by this attack, the opponent will hit the ground. Think of this as a
    Fierce Attack. Not even the falling recovery roll will work after being hit by
    the Knockdown Attack.
    
    Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB
    Just like in KoF'98, using this command will enable your character to AVOID an
    attack from the opponent. Your character is INVINCIBLE for that breif moment of
    rolling. Remember though, you can be thrown or hit after the roll.
    
    Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1
    Power Stock)
    When blocking an attack, your character will roll forward or back from the
    opponent. This move can be used to distance yourself, if being pressure
    attacked.
    
    Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
    When blocking an attack, your character will perform the CD Attack, which will
    knock the opponent away from you. The only problem with the attack is that it
    does no damage to the opponent. Great to distance yourself from the opponent
    though.
    
    Striker Call 1- BC (requires 1 Power Stock)
    Striker Call 2- f or d + BC (requires 1 Power Stock)
    Striker Call 3- b + BC (requires 1 Power Stock)
    A Striker is a character in the team, which is assigned to HELP/AID your
    character in the fight. Strikers play a big part in battle. Each Striker has a
    different ability to help the character. You still can call Strikers out while
    performing a special move on the ground or in air. There's a new option this
    year, where you can select up to 3 Strikers on your team. You can also call all
    3 out at the same time. Strikers have a BIG IMPACT on your fighter during the
    battle. Here's a list of what the Strikers do for the character.....
    -By picking 1 Striker, your 3 Fighters can get up to 2 Power Stocks.
    -By picking 2 Strikers, your 2 Fighters can get up to 3 Power Stocks.
    -By picking 3 Strikers, your 1 Fighter can get up to 4 Power Stocks.
    -By picking 0 Strikers, your 4 Fighters can get only 1 Power Stock.
    -The more Strikers you chose, the shorter your Power Gauge will be. Meaning, it
    will not take as long to bulid your Power Gauge.
    -Strikers have an IMAPCT on the Strength and Defense of your Fighters. More
    like a Ratio System. The less Strikers you have, the less powerful your Fighter
    becomes. The more Strikers you have, the more powerful your fighter becomes.
    
    Desperation Moves & Super Desperation Moves-
    DM's and SDM's are your Super Moves. In order to use DM/SDM's, you must fill up
    the Power Gauge to stock a DM. You can store up to 4 stocks (determining how
    many Strikers are chosing). Only certain DM's can be SDM's. SDM's take 2 Power
    Stocks to use and must be done by presing 2 buttons, instead of one button.
    
    Super Cancels-
    A new addition to KoF2k1, in which you can cancel special moves into DM/SDM's.
    In order to Super Cancel, you must have a least 2 Power Stocks at the most. 1
    Stock to Super Cancel and the other to perform the DM/SDM.
    
    Critical Wire Attacks-
    A new addition to Kof2k1. These are attacks based on counters. Critical Wire
    Attacks occur during a counter hit, in which the opponent goes flying towards
    the wall and will be bounced back after hitting the wall. You can follow-up
    alot of stuff with this move. This is something to watch for in the future.
    
    Counter Wire Attacks-
    This is basicaly your Counter Attacks. If you hit a Counter Wire Attack, you'll
    be able to add more hits than before. Somewhat making infinites possible.
    
    
    IV. Kim's Basic Moves
    
    A (weak punch):
    standing- Standard Jab which reaches out forward and hits mid-range. Comes out
    fast.
    
    crouching- Low Jab which comes out fast and can be canceled into Kuuren Geki or
    Haki Kyaku.
    
    jumping- 45 degree angle downward jab which can be used as a cross-up. This
    move is god. I think it even got a new animation, because his arm extends
    farther than last year. It's his BEST Short Jump Attack and cross-up. It's also
    cancelable into Hishou Kyaku, Hou'ou Tenbu Kyaku, and Hou'ou Kyaku.
    
    close- Standard Jab which hits high. Comes out fast and can be canceled into
    Kuuren Geki, B Hangetsu Zan, B Haki Kyaku, Hou'ou Hiten Kyaku, and Hou'ou
    Kyaku.
    
    
    B (weak kick):
    standing- High Snap Kick that comes out fast.
    
    crouching- Quick Low Kick which comes out fast and can be canceled into
    standing A or croching A/B. This is how you'll be able to start crouching
    combos with Kim.
    
    jumping- Vertical High Kick which comes out fast. Decent jump-in to start a
    crouching combo. Not much use for it though.
    
    close- An AUTO 2-hit of a Low and High Kick which comes out fast and can be
    canceled on the first hit with either Kuuren Geki, B Haki Kyaku, Hangetsu Zan,
    Neri Chagi, Hou'ou Hiten Kyaku, and Hou'ou Kyaku. It can also be canceled on
    the second hit with the moves I stated above. Best followed up with B Haki
    Kyaku or DM.
    
    
    C (strong punch):
    standing- Mid-Range Side Kick which comes out slow. Decent poke attack.
    
    crouching- Rising High Kick which comes out fast and can be canceled with
    Kuuren Geki, Haki Kyaku, Hangetsu Zan, Hien Zan, Hou'ou Hiten Kyaku, and Hou'ou
    Kyaku! Great anti-air attack as well.
    
    jumping- Vertical Front Snap Kick. Comes out fast, but useless none the less.
    Standing C is the only thing that can combo in.
    
    diagonal & short jumping- Upside down kick which comes out fast and decent
    jump-in.
    
    close- An AUTO 2-hit Mid-Range Side Kick which comes out fast and can be cancel
    on the first hit either Kuuren Geki, Haki Kyaku, Hangetsu Zan, Neri Chagi, and
    Hou'ou Hiten Kyaku! Another great combo starter.
    
    
    D (strong kick):
    standing- Spinning Roundhouse Kick which comes out fast. Not much use for this
    move.
    
    crouching- Standard Sweep Kick with great reach and speed. Can cancel Kuuren
    Geki, Haki Kyaku, Hangetsu Zan, Hien Zan, Neri Chagi, and  if sweep does or
    doesn't hit. Doing this will allow you to catch the opponent off guard, which
    you can score free hits.
    
    jumping- Vertical Roundhouse Kick which comes out fast. Not much use for this
    move.
    
    diagonal & short jumping- Standard Drop Kick and one of his other best jump-in
    attacks to start combos. This is also his cross-up move. If you charge down
    while doing the drop kick, you can perform Hien Zan immediatly after ya land.
    Great air to air attack.
    
    close- Fast Axe Kick and AUTO 2-hit which can be canceled on the first hit into
    either Kuuren Geki, Haki Kyaku, Hangetsu Zan, Neri Chagi, Hou'ou Hiten Kyaku,
    and Hou'ou Kyaku! You can also cancel on the second hit with Hangetsu Zan and
    Hou'ou Kyaku.
    
    AB (Emergency Attack Avoidance Forward/Back)
    Kim will do a cartwheel forward or back to avoid the attack. Very Fast and
    Invincible at the start up of the move.
    
    CD- (Knockdown Attack)
    On the ground, Kim pushes himself back for a Forward Kick. In the air, Kim does
    a Snapping Side Kick. This move is best used in the air or as a short jump
    attack. It's safer and will score you some hits over the opponent. Great
    jump-in too.
    
    
    
    V. Kim's Special Moves
    
    -Throws
    Kubi Kime Otoshi- when close, f or b + C
    Sakkyaku Nage- when close, f or b + D
    
    -Command Moves
    Kuuren Geki- f + A
    Neri Chagi- f + B
    
    -Special Moves
    Hangetsu Zan- qcb + B/D
    Haki Kyaku- d, d + B/D
    >Kuu Sa Jin- f, d, df + B/D (follow up after B Haki Kyaku)
    Hien Zan- charge d, u + B/D
    >Tenshou Kyaku- d + D (follow up after D Hien Zan)
    Hishou Kyaku- in air, qcf + B/D
    Taunt- Start
    
    -Desperation Moves
    Hou'ou Hiten Kyaku- qcf, qcf + B/D
    Hou'ou Tenbu Kyaku- qcf, qcf + B/D (in air only)
    Hou'ou Kyaku- qcb, db, f + B/D (air)
    SDM Hou'ou Kyaku- qcb, db, f + BD (air)
    
    -Striker Actions
    Striker Attack- Hishou Kyaku
    
    -Super Cancels
    B Haki Kyaku
    Kuu Sa Jin (follow up after B Haki Kyaku)
    
    -Critical Wire Attacks
    Unknown
    
    -Counter Wire Attacks
    D Haki Kyaku (I think?)
    
    
    Move Descriptions:
    
    Kubi Kime Otoshi- when close, f or b + C
    Kim will grab the opponent by the shoulders, then putting his legs between the
    opponents neck, while slamming the opponent to the ground.
    
    Sakkyaku Nage- when close, f or b + D
    Kim will grab the opponent by the leg and shoulder, then tossing the opponent
    across the screen. Great throw to distance yourself from the opponent.
    
    Kuuren Geki- f + A
    Kim will do a forward hopping kick, then finishes it with another forward spin
    kick. Kuuren Geki has great reach! It goes past half screen. The second hit of
    Kuuren Geki is an overhead hit. Kuuren Geki cannot be canceled on the first
    hit(like in KoF'99-00), but can be canceled on the second hit with either
    Hishou Kyaku, Hou'ou Tenbu Kyaku, Hou'ou Kyaku. This move plays a BIG FACTOR in
    Kim's combo's and strategies.
    
    Neri Chagi- f + B
    Kim's overhead axe kick which does 2 hits, high and low. Neri Chagi comes out
    fast this year. The only use for it would have to be, when your opponent
    turtles a lot. If ya see the opponent ducking a lot, do Neri Chagi. This move
    can be canceled from close A/B/C/D, but won't connect, do to it's slowness up
    close. If you somehow hit Neri Chagi when opponent doesn't block after close
    A/B/C/D, you can cancel Neri Chagi's first (D Haki Kyaku) or last hit with
    Hangetsu Zan.
    
    Hangetsu Zan- qcb + B/D
    Kim flips forward while doing an overhead hit with each foot and ending in a
    split position. This move comes out fast. The B version has very short
    distance, while the D version goes half screen. Hangetsu Zan can be canceled
    from close C (only on first hit.) and close D (first or second hit). It's one
    of Kim's great pressure moves too.
    
    Haki Kyaku- d, d + B/D
    Kim uses his back foot to stomp on the ground, as the whole background shakes.
    The B version come out fast, but the wave around the kick is how far it goes.
    Haki Kyaku eats up ground projectiles, but it's the timing of the kick that
    will stop them. B Haki Kyaku can be Super Canceled if close enough to the
    opponent into Hou'ou Kyaku. The D version comes out slow, but will knockdown
    the opponent if hit. The D version is also Kim's new infinite. Also, D Haki
    Kyaku is a great follow up after most of Kim's special moves.
    
    >Kuu Sa Jin- f, d, df + B/D (follow up after B Haki Kyaku)
    The B Haki Kyaku can be followed up with f, d, df + B/D Kuu Sa Jin. Last time
    Kim had Kuu Sa Jin, was back in KoF'98. No longer a normal special move, but a
    follow up. Kuu Sa Jin is 2 spin kicks, which ascend 45 degrees upward. Kuu Sa
    Jin is one of Kim's Super Cancels.
    
    Hien Zan- charge d, u + B/D
    Kim does a somersault kick straight up in the air. Decent anti-air attack, but
    hard to combo off of, unless your close or in the corner. The B version has
    great recovery time, where the D version doesn't.
    
    >Tenshou Kyaku- d + D (follow up after D Hien Zan)
    The D Hien Zan can be followed up with d + D Tenshou Kyaku. Tenshou Kyaku is an
    upside down overhead hit. This move will give ya extra damage if followed up.
    
    Hishou Kyaku- in air, qcf + B/D
    Kim does a series of bicyle kicks 30/45 degrees downward from the air. This is
    a great move because the damage and recovery time. The speed is a plus as well.
    Hishou Kyaku can cross-up as well. Kim also has an infinite off this move, more
    on that later though.
    
    Taunt- Start
    Kim gives a deep breath, while shruging his shoulders with his hands out. It's
    kinda like he's telling you to come on or your boring.
    
    Hou'ou Hiten Kyaku- qcf, qcf + B/D
    Kim will do an Ascending High Kick to launch up the opponent in the air. Unlike
    in KoF'99, in which Kim launched the opponent into the air than finished with a
    Massive Neri Chagi. Now you can follow up with anything from Hishou Kyaku, Hien
    Zan, CD Attack, Hou'ou Tenbu Kyaku, and Hou'ou Kyaku! It's great for an
    anti-air attack.
    
    Hou'ou Tenbu Kyaku- qcf, qcf + B/D (in air only)
    Kim will descend down to the opponent with Tenshou Kyaku. If connected, Kim
    will do a series of Hien Zan's, then finishes it off with a Kuu Sa Jin. This
    can be used as a cross-up. Hou'ou Tenbu Kyaku can be canceled from a jA. Nice
    DM to use as an air-to-air game, if both characters are in the air.
    
    Hou'ou Kyaku- qcb, db, f + B/D (air)
    SDM Hou'ou Kyaku- qcb, db, f + BD (air)
    Kim's classic DM since Fatal Fury 2 in which he does a long jump towards the
    opponent. If connected, Kim does a series of kicks (he adds a punch at the
    start), then finishes with Hien Zan. His SDM Hou'ou Kyaku will have the
    background change Negetive, then Kim will do a longer version of kicks and
    lifts the opponent with a series of Hien Zan's, then follows up with Tenshou
    Zan as the finisher. Hou'ou Kyaku goes full screeen, so it covers distance.
    Hou'ou Kyaku can be done in the air as well, instead of the long jump, he'll do
    a flying long jump. Hou'ou Kyaku is extremely fast and can beat out some moves
    at times. If Kim misses Hou'ou Kyaku, he gets this pissed off look and can be
    hit or worse right after the opponent blocks. So be careful. ;)
    
    Striker Attack: Hishou Kyaku
    - BC (requires 1 Power Stock)
    When you call Kim out, he will jump in the battle with Hishou Kyaku. If Hishou
    Kyaku connects, Kim will follow up with Kuu Sa Jin. After Kuu Sa Jin, he will
    descend to the ground and taunt you before leaving the battle by leaping off
    the screen. The reach for his Striker Attack is half screen, which is great.
    This move juggles, so your character in the battle can follow up with anything
    they want.
    
    
    
    VI. Kim's Combos
    
    s- standing
    c- crouching
    j- jumping
    cX- cross-up
    (1)- cancel on first hit
    (C)- must be done in corner
    (*)- Super Cancel
    
    (Beginner/Intermediate Combos)
    cB, cA, Kuuren Geki - 4-hits
    cB, cA, D Hien Zan w/d + D follow up - 5-hits (6-hits if opponent in corner)
    cB, cB, cA, D Hien Zan - 4-hits
    cB, cB, cA, Kuuren Geki - 5-hits
    cB, cA, Kuuren Geki, B Hishou Kyaku - 4-hits
    B Haki Kyaku, DM/SDM Hou'ou Kyaku - 13/22-hits (*)
    B Haki Kyaku, DM/SDM Hou'ou Kyaku, D Haki Kyaku - 14/23-hits (*)
    cC, D Hien Zan w/d + D follow up - 5-hits
    cC, Haki Kyaku - 2-hits
    cC, B Haki Kyaku, Kuu Sa Jin - 4-hits
    cC, B Haki Kyaku, Kuu Sa Jin, DM/SDM Hou'ou Kyaku - 16/25-hits (*)
    cC, B Haki Kyaku, Kuu Sa Jin, Hou'ou Tenbu Kyaku - 16-hits (*)
    cC, D Hangetsu Zan - 4-hits
    cC, Hou'ou Hiten Kyaku - 2-hits
    sB, B Haki Kyaku - 3-hits
    sD, Kuuren Geki - 4-hits
    sD, Kuuren Geki, B Hishou Kyaku  - 5-hits
    sD, D Hangetsu Zan - 4/5-hits
    sD(1), D Haki Kyaku - 2-hits
    sD(1), Hou'ou Hiten Kyaku - 2-hits
    jD, sC - 3-hits
    jD, sC(1), D Ryuusei Raku - 4-hits
    jD, sC(1), D Hangetsu Zan - 3-hits
    jD, sC(1), D Haki Kyaku - 3-hits
    jD, sC(1), Kuuren Geki - 4-hits
    jD, sC(1), Kuuren Geki, - 4-hits
    jD, cB, cA, D Hien Zan w/d + D follow up - 4-hits
    jD, D Hien Zan w/d + D follow up - 5-hits
    
    (Advanced Combos)
    cB, cB, cA, Kuuren Geki, DM/SDM Hou'ou Kyaku -  17/26-hits
    cB, cA, Hou'ou Hiten Kyaku, Hou'ou Kyaku - 15-hits
    short jumping A, cB, cA, Hou'ou Hiten Kyaku, x3 D Haki Kyaku - 7-hits
    short jumping A, cB, cA, B Haki Kyaku, Kuu Sa Jin, DM/SDM Hou'ou Kyaku-
    18/27-hits (*)
    short jumping A, cB, cA, B Haki Kyaku, Kuu Sa Jin, DM/SDM Hou'ou Tenbu Kyaku-
    19-hits (*)
    sD, Kuuren Geki, DM/SDM Hou'ou Kyaku- 16/25-hits
    jD, sC(1), Kuuren Geki, DM/SDM Hou'ou Kyaku - 16/25-hits
    cX B hishou Kyaku, cA, sA, Kuuren Geki, DM/SDM Hou'ou Kyaku - 19/28-hits
    cX B Hishou Kyaku, cA, sC(1), Kuuren Geki, DM/SDM Hou'ou Kyaku - 19/28-hits
    (Very Flashy!)
    
    (Infinite Combos)
    When the opponent is in the corner and air do.....
    
    B Hishou Kyaku, B Hishou Kyaku, B Hishou Kyaku, B Hishou Kyaku, and so forth.
    (C)
    
    Note: You have to get 1-hit off on each B Hishou Kyaku. Also, the easiest way
    to do B Hishou Kyaku over and over again is by doing qcf, uf + B. My highest is
    33-hits! Timing is very critcial.
    
    When opponent is in the corner do.....
    
    D Haki Kyaku, D Haki Kyaku, D Haki Kyaku, D Haki Kyaku, D Haki Kyaku, D Haki
    Kyaku, and so forth. (C)
    
    Note: This only works if Haki Kyaku is a Counter Hit/Counter Wire Attack. A
    good starter for it would be Kim's Kubi Kime Otoshi (f or b + C). Another way
    is to knockdown your opponent and wait as they recover. As they recover, you
    see the character stand up backwards. Now when there backwards, start D Haki
    Kyaku. Hitting them from behind, makes Haki Kyaku unblockable. I've ALMOST beat
    Ingis like this one time. Timing is very critical.
    
    (Striker Combos)
    None
    Haven't fooled around with Strikers yet.
    UPDATE this part later.
    
    
    
    VII. Strategies
    Kim is best played offensive, he's got nothing like projectiles or anything to
    keep him away from the opponent. Short Jumping plays a vital role for Kim. The
    man is pure rush down. Short Jumping with jC/D are his means of getting close
    to the opponent. Short Jumping CD Attacks are great too. You can play lots of
    mix up games with Short Jumpimg, suck as throws, DM's, adn special moves. Kim's
    cross-up game revolves around his jA mostly. jA is great in many ways, because
    it can cancel into Hishou Kyaku, Hou'ou Tenbu Kyaku, and Hou'ou Kyaku. I would
    say Kim's bread and butter combo would be his cB, cA, cD. cD is Kim's best
    friend while rushing down. cD can be canceled into Hangetsu Zan (his best
    pressure after cD) or Kuuren Geki. A nice pattren with Kuuren Geki (f + A)
    would be cB, cA, f + A, Hishou Kyaku, f + A. You can have a great mix up game
    with Kuuren Geki. I mean the recovery time is the best. Sakkyaku Nage (f or b +
    D) is a nice throw in which distances yourself away from the character. After
    the throw, start doing B Haki Kyaku's to build your Power Gauge. Hishou Kyaku
    is a good move with good chip damage (if blocked) and nice recovery time. But,
    it's better to use as a cross-up sometimes. D Haki Kyaku is nasty in this game.
    You can do cD, D Haki Kyaku or Hou'ou Kyaku, D Haki Kyaku or Hou'ou Tenbu
    Kyaku, D Haki Kyaku or Hou'ou Hiten Kyaku, x3 D Haki Kyaku or Hangetsu Zan, D
    Haki Kyaku or B Haki Kyaku, Kuu Sa Jin, D Haki Kyaku or Hien Zan, D Haki Kyaku.
    I'm sure you got the picture. I don't like Striker in this game. If I use them,
    there used as a means of defense. That the way I see it, but I could change my
    mind. Hou'ou Hiten Kyaku is a great anti-air attack. If people like jumping
    towards you, just use it. It's great for the follow up benifits too. Running
    with Kim is great. It seems that Eolith toned up runnnng a notch. Running and
    rolling (roll only when next to the character) is good to get close to or
    behind the opponent. Running and Kuuren Geki or cD is a nice way to mix it up.
    Well, that's all I have for now. I'll come up with more stuff later though.
    
    
    
    VIII. Kim's Entrance and Winning Poses
    
    Entrance 1- Kim stretchs each of his legs. After that, he says, "Ikuzo!"
    ("Let's go!") Then, Kim goes into his fighting stance.
    
    Entrance 2- (Kim vs. May Lee)
    May Lee says something to Kim with her hands covered over her mouth. Kim
    stretches each of his legs, then goes into his fighting stance.
    
    Entrance 3- (Kim vs. Iori Yagami, NEST Team, Original Zero, Ingis)
    Kim stands with his back slightly turn and his head turn to the background. Kim
    proceeds to turn his head and then he begins to open his eyes slowly, while
    rising his arm slowly to point at the Evil Character. During this, he says,
    "Ikuzo!" ("Let's go!"). Then, Kim goes into his fighting stance.
    
    Win Pose 1- Kim will wipe his head off and put both hands on his waist, saying,
    "Naka naka no otemai!" ("A good fight from a good friend!")
    
    Win Pose 2- Kim will perform a Low kick, Middle kick, High kick, and a
    Ascending High Kick. Kim will then go into his Junbi Stance, saying, "hwah!"
    
    Time Over Pose- Kim will shrug his shoulder with his hands out to the side,
    while making a goofy expression on his face.
    Note: Kim did this pose way back in Fatal Fury 2, whenever you picked him as a
    character on the character select screen.
    
    Striker Call Pose- Kim will stand in place while pointing his finger at the
    opponent saying, "Ikuzo!" ("Let's go!")
    
    
    
    IX. Closing and Credits
    
    This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify
    from the FAQ in anyway. I made this Kim Kaphwan FAQ for people who are
    interested in learning him. If you have any contributions, comments, or
    corrections, fell free to e-mail me and I'll credit you. I'll update this FAQ
    soon with more stuff like Striker Combos and other stuff. Everything I did on
    this FAQ is from the top of my head. Just playing Kim all these years in Fatal
    Fury/King of Fighters Series does that to ya! ;)
    
    I'd like to thank.......
    The LORD for blessing me everyday.
    
    Joku for showing me the way SNK with games like The Fatal Fury/King Of Fighters
    Series which led me to Kim Kaphwan. Not even you can forget the countless hours
    we spent on KoF'96! Some fun times!
    
    SNK/Neo*Geo for creating Kim Kaphwan and The King of Fighters Series. The
    Future is Indeed Now!
    
    Eolith for devloping The King of Fighters 2001.
    
    King of Fighters 2001 OST, where I got Kim's info from.
    
    My Neo*Geo AES System and King of Fighters 2001. Without them both, this FAQ
    could not possible.
    
    Kao Megura because I got Kim's move names from his KoF2000 FAQ. He also writes
    great KoF FAQ's too. The man's The King of FAQ's!
    
    http://www.gamefaqs.com for all the great faqs they have up.
    
    And you for taking the time to read this FAQ.
    
    
    Raul Torrez
    Copytrighted (c) 2002
    
    
    
    
    
    
    
    
    
    
    
    
    
    

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