Date: Sun, 4 Jul 1999 11:17:01 -0700
From: Yasakani <iori@chez.com>
Subject: [KOF] '98 KIM Short FAQ


KOF '98 Kim FAQ


N O R M A L S

FORWARD + A
A fast/long range/bufferable command attack with decent damage. Best used as
a long range poke (cancel into QCF+B) and as a long range combo into DM to
punish a lag at sweep range.

FORWARD + B
Never use it unless your opponent likes to taste an overhead. Or if you want
to try these stupid tricks with it:
- Low A, Fwd B (2hits), Back-Forward +D (does not combo)
- Std C (1hit), Fwd B (2hits), Dwn-Dwn +K, DM (combos only after Fwd B)

FarSTANDING C
Slow startup with high priority. Best used on opponents' wake-ups.

FarSTANDING D
- An excellent anti-air attack.
- A good close poke.
- Whiffs crouches.

LOW B
One of the best low pokes in the game. Best normal to use for tick throws.
If a Low B connected, link into Low A then:
- combo into Dwn-Up +C (if Low A connects)
- combo into Dwn-Up +B (if you're not sure it'll connect; for safety)
- Dwn-Dwn +K (hits low; doesn't combo)

LOW D
A long range sweep with a little lag on startup and recovery. Best used on
opponent's wake-ups.

JUMP D
- Kim's best air attack.
- Best used on hops into Low B ticks.

JUMP A (CrossUp)
- Kim's best cross-up attack.
- Becomes a CrossUp when normal jump after a connected QCB+A x3 special.
- Can be comboed into his famous Std C, Fwd A, DM or
into Std C (1hit), QCB+A x3.
- If blocked, mixed with a throw and the Low B ticks.



S P E C  I A L S

QCB + K
- Instant specials can punish it after blocking.
- D version is good for a long range attack. Punishable in corner.
- D version is an excellent high damage early anti-air.
- B version is good for a close pressure or ticks.

QCB+P x3
- The only different between the two versions are the ending specials.
    A version ends with a Fwd B
    C version ends with a high spin kick (last kick of his Dwn-Up +P move)
- C version sucks. (never use it)
- A version is good for ticks.
    ends with an overhead (forward + B).
- First part is a good anti-air.
    Good against hops.
    Good as a poke.

charge DOWN, UP + P
- NEVER use the A version.
- Use the C version only after a connect Low B ticks.

charge DOWN, UP + K
- Use B version as a long range counter move. (safe)
- Use D version into Dwn+D as a high damaging anti-air.

charge BACK, FORWARD + K
- one word: SUCK
- in more than one word: NEVER USE IT
- in other words: ONLY USE IT IF YOUR OPPONENT DON'T KNOW HOW TO BLOCK LOW.

JUMP QCF +K
- Good tick damage.
- Good priority.
- Safe when blocked.
- Can be used as a cross-up (hard).
- If opponent gets hit on mid-air (highly unlikely), juggle with a DM.

DOWN, DOWN + K
- Hits low.
- Can be comboed into DM.
- Can startle some people caused by its surprising aesthetic and sound
impact.
- Eats ground fireballs. (is useless to do)



C O M B O S

MOST DAMAGING NON-DM GROUND COMBO
Std C (1hit), QCB+A x3

MOST DAMAGING DM GROUND COMBO
Low C, Fwd A, QCB-HCF+K

THE LAME EASY LOW B DM COMBO (low B, Std B, DM)
Low B, QCB+B (hold B), Fwd +K



          - YaSaKaNi @ http://i.am/kof