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