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    Kim by Yasakani

    Updated: 07/04/99 | Printable Version | Search This Guide

    
    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