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    Kim by RTorrez

    Version: 0.5 | Updated: 12/12/03 | Printable Version | Search Guide | Bookmark Guide

    SNK vs. CAPCOM CHAOS
    Character FAQ on Kim Kaphwan
    For The JAMMA/MVS Arcade System & The Neo*Geo Home Cart System
    By Raul Torrez (Kim_Kaphwan@tekken.cc)
    This FAQ is Copyrghted Work 2003 Raul Torrez
    
    
    SNK vs. CAPCOM CHAOS, Playmore, Kim Kaphwan, other SNK Characters are all
    Registered Trademarks and Copyrighted by SNK Playmore of Japan.
    
    CAPCOM, and CAPCOM Characters are all Registered Trademarks and Copyrighted by
    CAPCOM of Japan.
    
    
    ========
    Contents
    ========
    
    I. Why Kim Kaphwan?
    II. Kim's Bio and Info
    III. SvC'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. Extra Stuff
    X. Updates
    XI. Closing and Credits
    
    
    ===================
    I. Why Kim Kaphwan?
    ===================
    Kim is still as good as he was in KoF2k2. He's gained back his KoF Hishou
    Kyaku, as well as his air DM Hou'ou Kyaku. So basically, Kim got better. Now if
    the Programmers would just give him back Ryuusei Raku, I'd be an even happier
    man.
    
    
    ======================
    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 '94-2003, The King of Fighters
    Kyo, The King of Fighters R1, The King of Fighters "Battle de Paradise", The
    King of Fighters Ex 1, The King of Fighters Ex 2, 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", SNK vs. Capcom Chaos
    
    Anime Appearance: Fatal Fury 2: The New Battle
                      Fatal Fury: The Motion Picture
    
    
    =========================
    III. SvC's 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
    S*- Super Move/Desperation Move
    Ex- Super Desperation Move
    PK- must be pressed at same time (AB, CD, BC, etc.)
    Xx- can cancel move
    x1- repeat number of times given
    >- follow up
    
    Game Basics:
    Front Ground Step- f, f
    Back Dash- b, b
    Normal Jump- up
    Quick Jump- d, uf / d, u / d, ub
    Front Ground Step Quick Jump- f, f, uf / f, f, u / f, f, ub
    Throws- AB or CD
    Throw Escape- when grabbed, AB or CD
    Falling Recovery Roll- AB before hitting the ground
    Guard Cancel Front Step- when blocking, f, f (requires 1/5th of a Level)
    Quick Guard Cancel Front Step- when blocking, BC (requires 3/5th of a Level)
    Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock/Level)
    MAXIMUM Mode Activation- when Power Gauge reaches Level 3
    Taunt- Start
    
    
    -------------------------------
    Descriptions of Basic Commands:
    -------------------------------
    
    Life Gauge-
    SvC has adapted to 2 Life Gauges like Samurai Spirits 4. The Yellow Life Gauge
    serves as the 1st half of your life, as the Red Life Gauge serves the 2nd half
    of your life. The Red Life Gauge is something to pay attention too, especially
    when it comes time to use your Exceed. More on that below.
    
    Guard Gauge-
    This gauge is under the Life Gauge. It's a GREEN Gauge that operates on Block
    Damage. With each attack you block, the gauge starts to deplete. Once the Guard
    Gauge runs out, words will appear on the screen saying, "Guard Crash!!". At the
    same time, your GUARD will be broken, while being STUNNED for a brief moment.
    Thus, leaving yourself open for a attack. Once you've been GC, your Guard Gauge
    will return to normal.
    
    Front Ground Step- f, f
    Dashing is quite different from what it was in the KoF games. FGS is a new type
    of dash that has the opponent slide forward. The distance it covers is around 6
    steps (Sweep Distance). But what's so unique about this Dash is that you can
    cancel out of it at anytime. The FGS can be canceled from a regular attack,
    specials, supers, throws, and even taunts.
    
    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, Super Moves that knock ya on to the ground.
    
    Throws- when close, AB or CD
    SvC has adapted to the 2 Button Throws from SFA3 and SFIII: 3rd Strike. The AB
    Throws are the type that toss the opponent in front of you, as the CD Throws
    toss the opponent behind you. The only downfall about the throws is that once
    you miss a throw attempt, you'll LOSE 1/5th of a Level. So be close as possible
    while attempting a throw. f + AB/CD may help too.
    
    Throw Escape- when grabbed, AB or CD
    If done correctly, you're character will push away the opponent about 2 steps
    away from you. All throws must be broken with the same buttons as the opponent
    is throwing you with. Meaning AB breaks AB and CD breaks CD Throws. Throw
    Escapes do not work in the air. Characters that can throw in the air are Ken,
    Violent Ken, Akuma/Gouki, Shin Akuma/Shin Gouki, Guile, Chun Li, Mai, and
    Vega/Balrog.
    
    Guard Cancel Front Step- when blocking, f, f (requires 1/5th of a Level)
    Quick Guard Cancel Front Step- when blocking, BC (requires 3/5th of a Level)
    When blocking an attack, your character will Front Ground Step towards the
    opponent. You're Character is INVICIBILE during the Front Ground Step, until
    you cancel out of it or wait till it the Front Ground Step ends.  This move can
    be used as a way to escape Pressure Attacks and score Free Hits. Theres no
    difference between the Quick GCFS or the Normal GCFS, it's just the the BC
    version is a shortcut if you can't do the f, f version.
    
    Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock/Level)
    When blocking an attack, your character will perform the CD Attack, which will
    knock the opponent away from you. In SvC, the Guard Knockdown Attack deals a
    little damage to the opponent. Great to distance yourself from the opponent
    though.
    
    MAXIMUM Mode Activation- When Power Gauge reaches Level 3
    Returning from KoF'2k2 with new abilties. Max Mode occurs when you reach Level
    3 on the Power Gauge. This results in your character gaining Cancel Abilities
    on certain attacks. You have 3 Levels in MAX Mode. MAX Mode has a Time Limit of
    at least 17 seconds. During this time you are allowed to.....
    -Perform 1 to 3 Super Moves/Desperation Moves (free in MAX Mode)
    -Perform Guard Cancel Front Step (reduces 1/5th or 3/5th of the MAX Mode Gauge)
    -Perform Guard Knockdown Attacks (requires 1 Level in MAX Mode)
    -Perform Free Cancels on Normal/Special Moves (reduces 1/4 of the MAX Mode
    Gauge each cancel)
    -Perform Super Cancels for the Super Moves/Desperation Moves (requires 1 Level
    in MAX Mode)
    -Perform Free Super Cancel on Exceed's
    -Damage Decreases by 25% on the opponent when hit with Special Attacks.
    Notes: WHITE Flashes will occur each time you "Cancel" into a special move.
    You are allowed to MAX Cancel Normal/Special Moves around 6-8 times.
    You cannot build up your Power Gauge during MAX Mode, unless the opponent
    Taunts. The taunt will build some power to the MAXIMUM Gauge.
    You lose more Power Meter on the MAXIMUM GAUGE if you do Free Cancels, S*/DM's,
    and Super Cancels. This results in shorten time in MAX Mode.
    
    Desperation Moves/Super Moves- (requires 1 Power Stock/Level)
    In order to use S*, you must fill up the Power Gauge to stock a S*. You can
    store up to 2 stocks. You can also get 3 more stocks of S* in MAXIMUM MODE.
    Most S* can inflict damage up to a Quarter of Health, on the Life Gauge.
    
    Exceed- requires 2nd Life Gauge with the Characters Name FLASHING RED
    Exceed Attacks are the lvl.3/SDM's of the game. In order to perform a Exceed,
    your 1st Life Gauge must be 50% (1/2 or more) gone. Once this is established,
    The NAME of your Character will begin to FLASH RED. During this time, you can
    perform the Ex. You are allowed only ONE Ex Attack per Match. Meaning, if you
    use it during Round-1, you won't be able to use the Ex in Round-2 or 3.
    REMEMBER, ONCE PER MATCH!
    
    Super Cancels- (requires 1 Power Stock/Level in MAXIMUM MODE)
    This feature is back from KoF2k2. The only difference is, that Super Cancels
    can only be done in MAXIMUM MODE. Super Canceling allows you to cancel special
    moves into S*/Ex. In order to Super Cancel, you must have a least 1 Power
    Stock/Level at the most. When the character starts to flash white, this
    indicates that you have successfully Super Canceled.
    
    
    =====================
    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 sC, Sanren
    Geki x3, Hien Zan, Haki Kyaku, S* Hou'ou Hiten Kyaku, or S*/Ex Hou'ou Kyaku.
    This is Kim's best crouching move cancel.
    
    jumping and diagonal jumping- 45 degree angle downward jab which can be used as
    a cross-up. This move is god. It still has the same animation from KoF2k1&2k2.
    It's his BEST Combo Jump Attack and cross-up. It's also cancelable into Hishou
    Kyaku and S*/Ex Hou'ou Kyaku.
    
    close- Standard Jab which hits high. Comes out fast and can be canceled into
    sC, Sanren Geki x3, B Haki Kyaku, S* Hou'ou Hiten Kyaku, and S*/Ex 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
    strings/combos with Kim.
    
    jumping- Vertical High Kick which comes out fast. Awful 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 Sanren Geki x3, B Haki Kyaku, Hangetsu
    Zan, Neri Chagi, S* Hou'ou Hiten Kyaku, and S*/Ex 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, Any S*, or Ex.
    
    
    C (strong punch):
    standing- Mid-Range Side Hook Kick which comes out fast. Great poke attack.
    
    crouching- Rising High Kick which comes out fast and can be canceled with
    Sanren Geki x3, Haki Kyaku, Hangetsu Zan, Hien Zan, S* Hou'ou Hiten Kyaku, and
    S*/Ex Hou'ou Kyaku! Great anti-air attack as well.
    
    jumping- Jumping Axe Kick. Comes out fast and has great priority too. You can
    use this as your air-to-air attack. Crouching A/B/D or Standing A/B/C is the
    only thing that can combo in.
    
    diagonal jumping- Jumping Axe Kick. Comes out fast as a jump-in. Can do the
    things I mentioned above (jumping C). Can be used as a Cross-Up attack.
    
    close- An AUTO 2-hit Mid-Range Side Kick which comes out VERY Fast this year.
    Kim can no longer cancel on the first hit anymore, like the previous KoF's. You
    can cancel on the second hit with either Sanren Geki x3, Haki Kyaku, Hangetsu
    Zan, Neri Chagi, S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou Kyaku! Another great combo
    starter.
    
    
    D (strong kick):
    standing- Spinning Double Roundhouse Kick which comes out fast. Not much use
    for this move.
    
    crouching- Standard Sweep Kick with great reach and speed. Can cancel Sanren
    Geki x3, Haki Kyaku, Hangetsu Zan, Hien Zan, Neri Chagi, S* Hou'ou Hiten Kyaku,
    or S*/Ex Hou'ou Kyaku even if the sweep does or doesn't hit. Doing this will
    allow you to catch the opponent off guard, which you can score free hits. Great
    to end crouching poke strings. You can also CANCEL OUT cD without even seeing
    the sweep come out. You must be fast though.
    
    jumping- Standard snap Kick which comes out fast. See Below for more info.
    
    diagonal jumping- Standard Snap 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 you land. Great
    air-to-air attack.
    
    close- Fast Axe Kick and AUTO 2-hit which can be canceled on the first hit into
    either Sanren Geki x3, Haki Kyaku, Hangetsu Zan, Neri Chagi, S* Hou'ou Hiten
    Kyaku, and S*/Ex Hou'ou Kyaku! You can also cancel on the second hit with
    Hangetsu Zan, S* Hou'ou Hiten Kyaku, or S*/Ex Hou'ou Kyaku.
    
    Guard Cancel Front Step- when blocking, f, f
    Quick Guard Cancel Front Step- when blocking, BC
    When blocking a attack, Kim will do a Sliding Dash forward to avoid the attack.
    Very Fast and Invincible at the start up of the move. Invincibility stays until
    you cancel out the GCFS or let the dash end. The range covers about 3 Character
    Steps (Sweep Distance).
    
    Guard Knockdown Attack- when blocking, CD
    When blocking a attack, Kim does a Side Hook Kick. If connected, the attack
    knocks the opponent full screen away from you. You can not cancel out of it
    either. Use to distance you from the opponent or if your getting LOCKDOWN.
    
    
    ======================
    V. Kim's Special Moves
    ======================
    
    -Throws
    Kubi Kime Otoshi- when close, AB
    Sakkyaku Nage- when close, CD
    
    -Command Moves
    Neri Chagi- f + B
    
    -Special Moves
    Hangetsu Zan- qcb + B/D
    Haki Kyaku- d, d + B/D
    Hien Zan- charge d, u + B/D
    >Tenshou Kyaku- d + D (follow up after D Hien Zan)
    Hishou Kyaku- in air, qcf + B/D
    Sanren Geki- qcb + A/C x3
    >Kuu Sa Jin- uf + B/D (follow up #1 after the 1st hit of Sanren Geki)
    >Tenshou Kyaku- d + B/D (follow up #2 after Kuu Sa Jin)
    Taunt- Start
    
    -Super/Exceed Moves
    S* Hou'ou Hiten Kyaku- qcf, qcf + B/D
    S* Hou'ou Kyaku- qcb, db, f + B/D (air)
    Ex Hou'ou Kyaku- qcb, db, f + BD (air)
    
    -Super Cancels (only in MAXIMUM Mode)
    B Hangetsu Zan
    B Haki Kyaku
    A Sanren Geki 3rd follow up
    C Sanren Geki 3rd follow up
    B/D Hien Zan (canceled on 1st hit)
    Kuu Sa Jin- uf + B/D (follow up #1 after the 1st hit of Sanren Geki)
    
    
    ------------------
    Move Descriptions:
    ------------------
    
    Kubi Kime Otoshi- when close, AB
    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, CD
    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.
    
    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 does or doesn't block after
    close A/B/C/D, you can cancel Neri Chagi's first or last hit with Hangetsu Zan,
    Haki Kyaku, Sanren Geki, S* Hou'ou Hiten Kyaku, or S*/Ex Hou'ou Kyaku.
    
    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 and close D (first or second hit). It's one of Kim's great
    pressure moves too. The D version is a Great Cancel move in MAX Mode too. B
    version can super cancel into S* Hou'ou Hiten Kyaku or S*/Ex Hou'ou Kyaku.
    
    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 S* Hou'ou Kyaku, but only in MAX MODE. The D version comes out
    slow, but will knockdown the opponent if hit.
    
    Hien Zan- charge d, u + B/D
    Kim does a somersault kick straight up in the air. Kim was given his FF2 Hien
    Zan just like KoF2k2. It's got great range this time around. Has INVICIBLITY
    start up too. Great anti-air attack, but hard to combo off of, unless your
    close or in the corner. The B version has great recovery time and moves him 2
    steps forward, where the D version has slow recovery time and moves Kim half
    screen distance. In MAX Mode, B/D version can cancel into S*/Ex Hou'ou Kyaku.
    
    >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
    overhead Axe Kick. Tenshou Kyaku sends the opponent flying SMACKDOWN to the
    ground. 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. Nice for chip damage and Guard Crush
    Pressure.
    
    Sanren Geki- qcb + A/C x3
    In the A version, Kim does 2 Spinning Roundhouse Kicks and a 2-hit Neri Chagi
    to finish. In the C version, Kim does 2 Spinning Roundhouse Kicks and a 2-hit
    Kuu Sa Jin to finish. A 4-hit Combo if A/C versions are connected. Deals out
    great damage and a nice pressure too. Unlike KoF2k2, you can choose between the
    A or C ender for Sanren Geki. A good example would be qcb + A x2, qcb + C. If
    you imput Sanren Geki like the example, you should have ended with the C
    Version of Sanren Geki.
    
    >Kuu Sa Jin- uf + B/D (follow up #1 after the 1st hit of Sanren Geki)
    As soon as Kim does his 1st Spinning Roundhouse Kick, he can follow up with Kuu
    Sa Jin. Kuu Sa Jin ascends 45 degrees upwards.
    
    >Tenshou Kyaku- d + B/D (follow up #2 after Kuu Sa Jin)
    As soon as Kim does his Kuu Sa Jin follow up, he can then finish off with
    Tenshou Kyaku. Tenshou Kyaku is an overhead Axe Kick. This move will send the
    opponent back first unto the ground.
    
    Taunt- Start
    Kim gives a deep breath sigh and says,"HMPH!" 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, Hangetsu Zan, Sanren Geki, and S*/Ex Hou'ou Kyaku! It's great for an
    anti-air attack. While the B version kicks the opponent away from Kim, the D
    version kicks the opponent STRAIGHT UP into the air like KoF2k-2k2. Also on
    Counter Hit, Hou'ou Hiten Kyaku does a little bit more damage.
    
    Hou'ou Kyaku- qcb, db, f + B/D (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, then finishes with Tenshou
    Kyaku. Hou'ou Kyaku goes full screeen, so it covers distance. Hou'ou Kyaku is
    extremely fast and can beat out some moves at times. It can be used as an
    anti-air too. 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. ;)
    
    Ex Hou'ou Kyaku- qcb, db, f + BD (air)
    His Ex Hou'ou Kyaku will have the background flash BLUE and WHITE, then Kim
    will do a long jump, while he starts off with Hishou Kyaku and does a longer
    version of kicks and lifts the opponent with a series of Kuu Sa Jin's, then
    follows up with Tenshou Kyaku as the finisher. This is a very damaging Exceed.
    It can be Super canceled from the C version of Sanren Geki's 3rd follow up and
    the uf + B/D follow up as well. Great air to air attack too, But can be snuffed
    at times.
    
    
    ================
    VI. Kim's Combos
    ================
    
    s- standing
    c- crouching
    j- jumping
    cX- cross-up
    (1)- cancel on first hit
    (MM)- cancel into MAXIMUM MODE
    (C)- must be done in corner
    (*)- Super Cancel
    
    ----------------------------
    Beginner/Intermediate Combos
    ----------------------------
    cB, cA - 2-hits
    cB, cB, cA - 3-hits
    cB, cA, A/C Sanren Geki x2 - 4-hits
    cA, sC - 3-hits
    cA, D Hien Zan w/d + D follow up - 4-hits
    cA, A Sanran Geki x2 - 3-hits
    cA, C Sanren Geki x3 - 5-hits
    cA, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 4-hits
    cB, cA, B Hien Zan - 3-hits
    cB, cB, cA, B Hien Zan - 4-hits
    cB, cB, cA, D Hien Zan w/d + D follow up - 5-hits
    cB, cA, D Hien Zan w/d + D follow up - 5-hits
    cB, cA, S* Hou'ou Kyaku - 12-hits
    cB, cA, S* Hou'ou Hiten Kyaku, S* Hou'ou Kyaku - 13-hits
    cB, cA, S* Hou'ou Hiten Kyaku, Hishou Kyaku - 5-hits
    cB, cA, S* Hou'ou Hiten Kyaku, B Hishou Kyaku, B Hien Zan - 7-hits (C)
    cC, Neri Chagi - 3-hits
    cC, D Hien Zan w/d + D follow up - 4-hits
    cC, Haki Kyaku - 2-hits
    cC, D Hangetsu Zan - 4-hits
    cC, S* Hou'ou Hiten Kyaku - 2-hits
    cC, S* Hou'ou Hiten Kyaku, jC/D - 3-hits
    cC, S* Hou'ou Hiten Kyaku, Hishou Kyaku - 4-hits
    cC, S* Hou'ou Hiten Kyaku, S* Hou'ou Kyaku - 12-hits
    sA, sC - 3-hits
    sB, B Haki Kyaku - 3-hits
    sB, S* Hou'ou Hiten Kyaku - 3-hits
    sB, S* Hou'ou Hiten Kyaku, jC/D - 4-hits
    sB, S* Hou'ou Hiten Kyaku, Hishou Kyaku - 5-hits
    sB, S* B Hou'ou Hiten Kyaku, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 5-hits
    sB, S* Hou'ou Hiten Kyaku, S* Hou'ou Kyaku - 13-hits
    sB(1), D Haki Kyaku - 2-hits
    sD, S* Hou'ou Kyaku - 12-hits
    sD, Ex Hou'ou Kyaku - 20-hits
    sD, D Hangetsu Zan - 4/5-hits
    sD(1), D Haki Kyaku - 2-hits
    sD(1), S* Hou'ou Hiten Kyaku - 2-hits
    sD(1), S* Hou'ou Hiten Kyaku, S* Hou'ou Kyaku - 12-hits
    sD(1), S* Hou'ou Hiten Kyaku, Ex Hou'ou Kyaku - 20-hits
    sD(1), S* Hou'ou Kyaku - 11-hits
    sD(1), Ex Hou'ou Kyaku - 19-hits
    sD(1), D Haki Kyaku - 2-hits
    sD(1), Neri Chagi, S*/Ex Hou'ou Kyaku - 12/20-hits (opponent must be crouching)
    jA, Hishou Kyaku - 5/7-hits
    jA, Ex Hou'ou Kyaku - 19-hits
    jD, sC - 3-hits
    jD, sC, D Haki Kyaku - 4-hits
    jD, sC, D Hangetsu Zan - 6-hits
    jD, sC, D Haki Kyaku - 3-hits
    jD, sC, C Sanren Geki x3 - 6-hits
    jD, sC, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 6-hits
    jD, sC, S* Hou'ou Kyaku - 13-hits
    jD, sC, Ex Hou'ou Kyaku - 21-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
    jD, cD - 2-hits
    jC/D, cB, cA, B Hien Zan - 4-hits
    jC/D, cA, sC, D Hangetsu Zan - 6-hits
    jC/D, cA, sC, S* Hou'ou Hiten Kyaku, S* Hou'ou Kyaku - 15-hits
    jC/D, jC/D - 2-hits
    cX jA/D, sC, D Hangetsu Zan - 6-hits
    cX jA/D, sC, Haki Kyaku - 3-hits
    cX jA/D, sC, C Sanren Geki - 7-hits
    cX jA/D, sC, S*/Ex Hou'ou Kyaku - 13/21-hits
    cX jA/D, sC, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 5-hits
    cX jA/D, cB, cA, D Hien Zan w/d + D follow up - 6-hits
    jD, jA, Hishou Kyaku - 5-hits
    jD, jA, S* Hou'ou Kyaku - 12-hits
    jD, jA, Ex Hou'ou Kyaku - 20-hits
    
    ---------------
    Advanced Combos
    ---------------
    cB, cB, cA, S* Hou'ou Kyaku -  13-hits
    cB, cA, Hou'ou Hiten Kyaku, S*/Ex Hou'ou Kyaku - 13/21-hits
    jC, cB, cA, B Haki Kyaku(*), S* Hou'ou Kyaku - 14-hits
    
    ------------------
    Counter Hit Combos
    ------------------
    (All combos are done with opponent jumping in mid-air)
    
    jA, S* Hou'ou Kyaku - 11-hits
    jA, Ex Hou'ou Kyaku - 19-hits
    jA, B Hishou Kyaku - 2/3-hits
    jA, B Hishou Kykau, B Hien Zan - 3-hits (C)
    B Hishou Kyaku, D Hangetsu Zan - 3-hits (C)
    B/D Hishou Kyaku, B Hien Zan - 2/3-hits (C)
    B Hishou Kyaku, S* Hou'ou Kyaku - 11-hits
    B Hishou Kyaku, Ex Hou'ou Kyaku - 19-hits
    B Hishou Kyaku, C Sanren Geki x3(*), S* Hou'ou Kyaku - 14-hits (C)
    B Hishou Kyaku, C Sanren Geki x3(*), Ex Hou'ou Kyaku - 22-hits (C)
    B Hishou Kyaku, Sanren Geki x1, Kuu Sa Jin, Tenshou Kyaku - 4/5-hits (C)
    
    ---------------
    MAX Mode Combos
    ---------------
    cA, Sanren Geki x2, B Hangetsu Zan(*), S*/Ex Hou'ou Kyaku - 14/22-hits
    cA, Sanren Geki x2, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou
    Kyaku - 15/23-hits
    cA, Sanren Geki x2, B Hangetsu Zan, Sanren Geki x3(*), S*/Ex Hou'ou Kyaku -
    18/26-hits
    B Haki Kyaku(*), S* Hou'ou Kyaku - 11-hits
    cC, B Haki Kyaku(*), S* Hou'ou Kyaku - 12-hits
    cC, B Hangetsu Zan(*), S* Hou'ou Kyaku - 12-hits
    cC, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, jC/D - 4-hits
    cC, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, Hishou Kyaku - 5-hits
    cC, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou Kyaku - 13/21-hits
    sB, B Haki Kyaku(*), S* Hou'ou Kyaku - 13-hits
    sB(1), B Haki Kyaku(*), S* Hou'ou Kyaku - 12-hits
    sD(1), B Haki Kyaku(*), S* Hou'ou Kyaku - 12-hits
    sD(1), B Hangetsu Zan(*), S* Hou'ou Kyaku - 12-hits
    sD(1), B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, jC/D - 4-hits
    sD(1), B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, Hishou Kyaku - 5-hits
    sD(1), B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou Kyaku - 13/21-hits
    cB, cA, S* Hou'ou Hiten Kyaku, D Hien Zan(*), S*/Ex Hou'ou Kyaku - 14/22-hits
    cA, sC, S* Hou'ou Hiten Kyaku, D Hien Zan(*), S* Hou'ou Hiten Kyaku, D Hien Zan
    w/d + D follow up - 10-hits
    cA, sC, S* Hou'ou Hiten Kyaku, D Hien Zan(*), S* Hou'ou Hiten Kyaku, D Hien
    Zan(*), S* Hou'ou Hiten Kyaku, Hishou Kykau - 10-hits
    cA, sC, S* Hou'ou Hiten Kyaku, D Hien Zan(*), S* Hou'ou Hiten Kyaku, D Hien
    Zan(*), S*/Ex Hou'ou Kyaku - 17/25-hits
    cA, B Haki Kyaku(*), S* Hou'ou Kyaku (WHIFF), dash in cA, sC(MM), D Hangetsu
    Zan - 8-hits
    cA, B Haki Kyaku(*), S* Hou'ou Kyaku (WHIFF), dash in cA, sC(MM), B Haki
    Kyaku(*), S* Hou'ou Kyaku - 16-hits
    cA, B Haki Kyaku(*), S* Hou'ou Kyaku (WHIFF), dash in cA, sC(MM), C Sanren Geki
    x3(*), S*/Ex Hou'ou Kyaku - 19/27-hits
    jA, cB, cA, S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou Kyaku - 14/22-hits
    jA, cA, sC, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou Kyaku-
    16/24-hits
    jA, cA, sC, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, Hishou Kyaku- 8-hits
    jA, cA, sC, B Hangetsu Zan(*), S* B Hou'ou Hiten Kyaku, Sanren Geki x1, Kuu Sa
    Jin, Tenshou Kyaku - 8-hits
    sC, Sanren Geki x2, D Hangetsu Zan, D Hien Zan w/d + D - 12-hits
    sC, Neri Chagi, Sanren Geki x1, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, S*/Ex
    Hou'ou Kyaku - 18/26-hits (C)
    D Hien Zan(1), D Hangetsu Zan, D Hien Zan w/d + D - 7-hits
    D Hien Zan(1), D Hangetsu Zan, C Sanren Geki x3(*), S*/Ex Hou'ou Kyaku -
    17/25-hits
    D Hien Zan(1), B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou Kyaku -
    13/21-hits
    D Hien Zan(1), B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, D Hien Zan w/d + D -
    7-hits
    D Hien Zan(1), B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, jC/D - 4-hits
    D Hien Zan(1), B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, Hishou Kyaku - 5-hits
    D Hien Zan(1), B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, C Sanren Geki x2, D
    Hangetsu Zan, D Hien Zan w/d + D - 12/13-hits (C)
    D Hien Zan(1), C Sanren Geki x3(*), S*/Ex Hou'ou Kyaku - 15/23-hits
    sC, C Sanren Geki x3(*), S*/Ex Hou'ou Kyaku - 16/24-hits
    sC, Sanren Geki x2, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou
    Kyaku - 16/24-hits
    jC/D, sC, B Haki Kyaku, Sanren Geki x2, B Hangetsu Zan(*), S* Hou'ou Hiten
    Kyaku, S*/Ex Hou'ou Kyaku - 18/26-hits
    jC/D, cA, sC, B Hangetsu Zan(*), S* Hou'ou Hiten Kyaku, C Sanren Geki x3(*),
    S*/Ex Hou'ou Kyaku - 19/27-hits
    jC/D, cA, B Haki Kyaku(*) S* Hou'ou Kyaku, dash in cA, B Haki Kyaku(*) S*
    Hou'ou Kyaku, dash in cA, B Haki Kyaku(*) S* Hou'ou Kyaku, dash in cA, B Haki
    Kyaku(*) S* Hou'ou Kyaku, dash in cA, B Haki Kyaku(*) S* Hou'ou Kyaku, dash in
    cA, B Haki Kyaku(*) S* Hou'ou Kyaku, dash in sC(MM), S*/Ex Hou'ou Kyaku -
    26/34-hits
    
    ---------------
    Infinite Combos
    ---------------
    B Haki Kyaku Infinite:
    
    cA, B Haki Kyaku(*), S* Hou'ou Kyaku, dash in cA, B Haki Kyaku(*), S* Hou'ou
    Kyaku, dash in cA, B Haki Kyaku(*), S* Hou'ou Kyaku, dash in cA, etc.....
    
    =============================
    Haki Kyaku "BUG" Explaination
    =============================
    This is a "BUG" from Kim's "Super Canceled" B Haki Kyaku. This "BUG" has been
    around since KoF'98. You must have under 3 Power Stocks/Levels to perform this
    infinite. Now when "Super Canceling" B Haki Kyaku, you must cancel it into S*
    Hou'ou Kyaku. But instead of hitting BD like KoF2k1-2k2, you can HIT B or D
    (qcb, db, f + B/D) If done correctly, Kim will "WHIFF" the S* and "FLASH"
    White. While flashing white, Kim can follow up with anything. You can do it
    continuously until S* Hou'ou Kyaku comes out while entering MAX MODE. Think of
    the "FLASH" as a FREE Cancel.
    
    Note: Kim must start with NO Power Stocks/Levels in order to get the FULL
    INFINITE (40-Hits). It will become a semi infinite if you reach 3 Power
    Stocks/Levels. This is because ONCE it "HITS" 3 Power Stocks/Levels, the
    "WHIFF" will no longer work. Instead, Kim's S* Hou'ou Kyaku will come out. So
    always pay close attention to the Power Gauge if attepting the Infinite. During
    the FREE Cancel on B Haki Kyaku, you can jump cancel out of the move.
    
    
    ===============
    VII. Strategies
    ===============
    
    -------
    OFFENSE
    -------
    Kim is PURE RUSHDOWN! His attacks are all pressure. He still remains a bit
    toned down power wise, but he still has what it takes to be one of the best!
    His got the poke strings and pressure moves to keep the opponent busy. He can
    also get that Power Gauge built up like no other.
    Front Ground Step is KEY with Kim. Just utilizing the Front Ground Step like
    jump canceling into Hishou Kyaku will get you closer to the opponent. Also
    doing poke strings then Front Ground Step while canceling into more poke
    strings.
    Kim's cD (sweep) is one of his best moves. Kim's cD can cancel into special
    moves like Hangetsu Zan (Best Pressure after cD). This applys more pressure to
    the opponent when blocking.
    Example: You do Kim's cB, cA, cD, into B Hangetsu Zan. let's say the sweep (cD)
    gets blocked, but they get hit by the B Hangetsu Zan. I'd say it's a Mistake
    PUNISHER. Not only does the opponent get hit by the B Hangetsu Zan, but you can
    Super Cancel into a Hou'ou Hiten Kyaku or Hou'ou Kyaku if your in MAX MODE.
    You can also use Kim's B Haki Kyaku "Super Cancel BUG" to apply MAD pressure
    and build alot of Meter for Power Stocks/Levels.
    
    
    -------
    DEFENSE
    -------
    Kim is not a turtler. He's got a couple moves that can give him somewhat of a
    Defensive game. He's got 4 good Anti-Airs to keep the air friendly opponent
    away from you. Kim's got nice pokes to space himself out. but don't have Kim
    getting LOCKDOWN. This can result with him losing alot of life. This isn't
    where you want to be.
    If you find yourself cornered or LOCKDOWN, you can always turn the tide with
    Guard Cancel Front Step (when blocking, f, f or BC). This will at least shift
    you back to offense.
    You can also use the GCFS to play a safe game. Just wait till you have a chance
    to GCFS, then do sC, qcb + P, uf + K, d + K or sC into any S*/Ex.
    
    
    ----------
    Recovering
    ----------
    Kim only has 3 wake up moves, his Hien Zan (charge d, u + B/D), S* Hou'ou Hiten
    Kyaku, and Throws.
    Use his B Hien Zan if opponent is dashing/walking towards you.
    Use D Hien Zan if opponent jumps towards you while recovery. D Hien Zan is
    quite safe in MAX MODE, since you can cancel the 1st hit into Hangetsu Zan or
    Sanren Geki.
    Use throws if opponent is over you while there throwing out meaty attacks.
    Use S* Hou'ou Hiten Kyaku if opponent jumps towards you while recovery.
    
    
    -------------------
    Poke Attack Strings
    -------------------
    Kim has a few strings which can keep the opponent at bay. His strings are based
    on how he gets to the opponent, either Front Ground Step or Front Ground Step
    Jump Cancel towards them with a jA/C/D. I'll list a few pokes such as.....
    
    cB, cA, cD (Bread and Butter String)
    cB, cA, cD, Hangetsu Zan
    cB, cA, cD, Haki Kyaku
    cB, cA, FGS, cA, Sanren Geki x3/follow ups
    cB, cA, FGS, Throw (AB/CD)
    cB, cA, FGS, cA, Throw (AB/CD)
    cB, cA, FGS, cA, sC, Hangetsu Zan
    cB, cA, FGS, cA, sC, Haki Kyaku
    cB, cA, FGS, Hishou Kyaku, sA/C
    cB, cA, FGS, Hishou Kyaku, sA/C, Far sA/C, Hishou Kyaku, Far sA/C
    cB, cA, FGS, cA, cB, cD, Hangetsu Zan
    cB, cA, FGS, cA, sC, B Haki Kyaku(*), S* Hou'ou Kyaku, cA, sC, Hangetsu Zan
    cB, cA, A Sanren Kyaku x3 (Overhead/Low Mix-up)
    cB, cA, C Sanren Kyaku x3 (High Mix Up)
    cB, c/sA, Neri Chagi (Overhead Mix up)
    cB, c/sA, Neri Chagi, Hangetsu Zan
    cB, c/sA, Neri Chagi, Sanren Geki x3/follow ups
    cA, sB, Haki Kyaku
    cB, cA, far sC/D
    cB, cA, far sA, far sC/D
    cB, cB, cA, cD
    Far sA/C, Hishou Kyaku, Far sA/C
    cB, sB, Haki Kyaku
    cB, sB, Neri Chagi
    cB, sB, Neri Chagi, Hangetsu Zan
    cB, sB, Neri Chagi, A/C Sanren Geki x3 (Overhead/Low Mix-up)
    cA, Sanren Geki x2, B Hangetsu Zan, Sanren Geki x2, D Hangetsu Zan (MAX MODE
    ONLY)
    cA, A Sanren Geki x3, B Hangetsu Zan, Sanren Geki x1, D Hangetsu Zan, Sanren
    Geki x1, D Hangetsu Zan, B Hien Zan (MAX MODE ONLY)
    
    It's always good to keep the pressure on the opponent. The Attack Strings will
    have your Power Gauge FULL in no time.
    
    
    -----------------------
    Bread and Butter Combos
    -----------------------
    These are just some of Kim's combos that are a MUST LEARN.
    
    cA, A Sanren Geki, Kuu Sa Jin, Tenshou Kyaku (qcb + A, uf + B, d + B) MUST
    LEARN!
    cA, sC, Hangetsu Zan
    cA, S* Hou'ou Hiten Kyaku, S*/Ex Hou'ou Kyaku
    sB, B Haki Kyaku
    B Haki Kyaku(*), S* Hou'ou Kyaku (MAX MODE)
    cC, S* Hou'ou Hiten Kyaku
    
    
    --------
    Pressure
    --------
    You can use many of Kim's moves to Pressure the opponent. Poke Strings are KEY!
    
    -Front Ground Step (f, f)
    By using the Front Ground Step, you can continue to pressure the opponent after
    Poke Strings. This will get you even more closer to the opponent. It's LOCKDOWN!
    
    -B Haki Kyaku (d, d + B)
    You can use the Super Cancel BUG to apply tons of pressure and build meter. You
    can do infinite pressure with B Haki Kyaku and Poke Strings combined as well.
    Just make sure you have at least the Super Cancel down. Remember that when
    doing the Super Cancel Bug, KIm becomes safe after Haki Kyaku. SO he cannot be
    punished after it.
    
    
    ---------
    Anti-Airs
    ---------
    -Hien Zan (charge d, u + B/D)
    If you do decide to turtle up, always have Hien Zan charged. This way if the
    opponent jumps right at you, BAM! Hien Zan will knockdown the opponent. You can
    then take the opportunity to dash in there and and let them have some pokes
    strings. B Hien Zan is safer and better to use, because of it's recovery time.
    Only use D Hien Zan if you're really sure you can land it or if in MAX MODE
    where it's safe because you can cancel into Sanren Geki on the 1st hit. Hien
    Zan can hit at GREAT RANGE, since the Cresent Slash from the kick covers so
    much range.
    
    -cC
    A good anti-air against cross-up attacks. If you hit the opponent with a cC on
    Counter Hit, hit them with a Hien Zan/Hou'ou Hiten Kyaku for a Counter Hit
    follow up.
    
    -S* Hou'ou Hiten Kyaku (qcf, qcf + B/D)
    Another great anti-air. It's a Anti-Air that will let you juggle the opponent
    with a jCD, Hishou Kyaku, S*/Ex Hou'ou Kyaku if connected. It tends to TRADE
    hits with the opponent.
    
    -S*/Ex Hou'ou Kyaku (qcb, db, f + B/D)
    A great anti-air for opponents that like to do jump-ins.
    
    
    ---------------
    Air-to-Air Game
    ---------------
    -jA
    Great Jump Attack. Nice move to bait the opponent to jump in the air. If you
    hit with jA, make sure you always cancel into Hishou Kyaku (in the air, qcf +
    B/D). But jA really shines if it's a "COUNTER HIT". Then it can combo into
    S*/Ex Hou'ou Kyaku.
    
    -jD
    A Good Jump Attack. Has nice range, but may not beat out some jump attacks.
    Best used as a back jump attack.
    
    -jC
    a Great Jump Attack. It can be used to jump attack forward, back, or straigth
    up into the air. Has SO MUCH priority over most moves. Only bad thing is, it
    suffers on range.
    
    -S* Hou'ou Kyaku (in air, qcb, db, f + B/D)
    -Ex Hou'ou Kyaku (in air, qcb, db, f + BD)
    Beats out mostly anything. You can used this as a Back Dash Attack too.
    
    
    ---------
    Cross-Ups
    ---------
    -jA
    This is best used if opponent is crouching. A good way to cross up is when the
    opponent is waking up. A good example to use is by sweeping (cD) the opponent,
    then high jump over them with the cross up. This also works well with jD.
    
    -jC
    Best used when opponent is standing,
    
    -jD
    Can be used for both crouching and standing.
    
    
    ------------------------
    Front Ground Step (f, f)
    ------------------------
    Kim's FGS comes in handy when you knockdown the opponent. You can either dash
    in with sC (cA, sC is optional), A/C Sanren Geki x3 or do Hangetsu Zan. It's
    best to sC with Hangetsu Zan. It will build up your Power Gauge and apply
    pressure to make Guard Crushes a little more easier.
    Kim can use his FGS to Poke from afar. His Best Pokes would have to be his far
    sA, far sC, and far sD. I'd say his far sC is his Best Poke IMO. He can also
    Cancel far sC into Hangetsu Zan and Sanren Geki in MAX MODE.
    You can MIX IT up and DASH in with a cA, FGS, then throw. Of course there are
    more creative ways too.
    
    
    ---------------------
    Building Power Stocks
    ---------------------
    The best way for building up for Power Stock is either doing Attack Strings or
    B Haki Kyaku.
    
    -B Haki Kyaku (d, d + B)
    Mainly you just keep repeating the STOMP until the opponent starts to attack
    you. The best way of doing this would be either Knocking down the opponent and
    then do B Haki Kyaku's until they recover. You could also do Kim's Sakkyaku
    Nage (when close, CD) and wait for them to recover. The Body Toss will space
    out Kim and the opponent, given Kim MORE time to build the Power Gauge up. You
    could also use Kim's B Haki Kyaku "BUG" as well.
    
    -B Hishou Kyaku (in air, qcf + B)
    Just simply jump back and do B Hishou Kyaku. Just keep repeating till the
    opponent catches on.
    Example: jump back, B Hishou Kyaku, jump back, B Hishou Kyaku, etc.....
    
    
    ------
    Throws
    ------
    Kim can get throws off easy by simply "Tick Throwing". Tick Throwing is done by
    hitting a opponent with a cA/B, then walk up and throw.
    While waking up from an attack, you can get a throw in.
    You can also "WHIFF" a jC towards your opponent. When the jC Whiffs, you'll
    land right next to the opponent and be able to get a FREE Throw in. But you
    must attack with jC real late to WHIFF the jC animation.
    
    
    -------------
    MISCELLANEOUS
    -------------
    -Back Dash (b, b)
    During Kim's Back Dash, you can cancel into S*/Ex Hou'ou Kyaku or Hishou Kyaku.
    
    -S*/Ex Hou'ou Kyaku Shortcut
    You can perform S*/Ex Hou'ou Kyaku by doing d, b, f + K.
    
    Super Canceling without having a Exceed Attack will result in the character to
    flash white. The Exceed won't come out, instead you WHIFF the Super Cancel. You
    can also do this while entering MAX MODE on your 1st Life Gauge. I still can't
    make heads or tails off this one. All characters can do this WHIFF SUPER
    CANCEL. It seems to have no strange properties like fast recovery time.
    
    -sC/cC, B Haki Kyaku
    For some strange reason, Kim's sC, B Haki Kyaku doesn't combo on all the
    characters (unless you cross-up with jA/D). The cause might be to the stun and
    push back off the sC/cC on certain characters. So, if that's the case, I'll
    make a list of the characters that can be hit with "sC/cC, B Haki Kyaku".
    
    -Dhalsim
    -Sagat
    -Balrog/Vega (only while crouching)
    -M. Bison/Balrog
    -Tessa/Tabasa
    -Hugo
    -Dan Hibiki (only cC works)
    -Violent Ken (only cC works)
    -Iori Yagami/"Riot of the Blood" Iori Yagami
    -Terry Bogard
    -Mr. Karate/True Mr. Karate
    -Ryo Sakazaki
    -Choi Bounge
    -Kim Kaphwan
    -Shiki
    -Kasumi Todo
    -Earthquake
    -Genjuro Kibagami
    -Gesse Howard
    -Mars People
    -Athena
    
    
    ======================================
    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. EVIL Characters)
    Kim stands with his back slightly turned towards the background. Kim proceeds
    to turn his head and then he begins to slowly open his eyes, while raising his
    arm slowly up to point at the Evil Character. During this, he says, "Aku wa
    yurasan!" ("Evil cannot be forgiven!"). Then, Kim goes into his fighting stance.
    
    Win Pose 1- Kim wipes sweat off his forehead and puts both hands on his waist,
    saying, "Naka naka no otemai!" ("A good fight from a good friend!")
    
    Win Pose 2- Kim performs a 3 Kick Kata (Low kick, Middle Kick, High Kick, and a
    Ascending High Kick), in which he then goes into his Junbi Stance, saying,
    "hwah!"
    
    Time Over Pose- Kim shrugs 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.
    
    Character Select Screen Pose- Kim wipes sweat off his forehead and puts both
    hands on his waist.
    
    
    ===============
    IX. Extra Stuff
    ===============
    
    	---------------------------
    	1. Pre-Battle Conversations
    	---------------------------
    
    
    -----------------------------
    Kim Kaphwan vs. Kyo Kusanagi-
    -----------------------------
    Kim: Just how long have you been in High School?
    Kim: Well, put'em up! I'm pumped now, sonny! Bring it on!
    Kyo: What? Just like that?
    
    
    ----------------------------
    Kim Kaphwan vs. Iori Yagami-
    ----------------------------
    Kim: I've always wanted to do what I'll do now; I'm gonna mend your ways!
    Iori: Hmph!
    Kim: Walk the RIGHTEOUS PATH! ...Let's do it!
    
    
    -----------------------------
    Kim Kaphwan vs. Terry Bogard-
    -----------------------------
    Kim: How about a match, for old times sake? What do you say?
    Terry: OK! Let's go wild!
    
    
    -----------------------------
    Kim Kaphwan vs. Mai Shiranui-
     ----------------------------
    Mai: Oh Kim! Have you seen Andy?
    Kim: Not hide nor hair.
    Mai: No? Well Later!
    Kim: Hold on there. It looks like I'm going to have to teach you about being
    more of a lady!
    Mai: Say what?
    
    
    -----------------------------
    Kim Kaphwan vs. Ryo Sakazaki-
    -----------------------------
    Ryo: ...So, where are your ghoulish flunkies today?
    Kim: Ha Ha Ha! I don't always lead 'em by the nose, you know.
    Ryo: Whatever! How about teaching me some new moves today, eh?
    
    
    ---------------------------
    Kim Kaphwan vs. Mr. Karate-
    ---------------------------
    Kim: Huh? And, you are...?
    Mr. Karate: Why, I'm Mr. Karate!
    Kim: Ooo-Kay... How about it? May I have the honor of a bout with you?
    Mr. Karate: Very well sonny! Show me your stuff!
    
    
    ----------------------------
    Kim Kaphwan vs. Kim Kaphwan-
    ----------------------------
    Kim 1: What? You again? Why not give this shtich a rest?
    Kim 2: That's my line, pal!
    Kim 1: I see you're just not going to listen!
    Kim 2: That's my line, too!
    
    
    ----------------------------
    Kim Kaphwan vs. Choi Bounge-
    ----------------------------
    Kim: And just what are you doing here?
    Choi: Ekk! Master Kim! Me?... Uh, Training! That's it, training!
    Kim: Uh-huh. Well then, let's spar a little, okay?
    Choi: Oh Brother! I'm done for!
    
    
    ----------------------------
    Kim Kaphwan vs. Kasumi Todo-
    ----------------------------
    Kasumi: Greetings Kim! It's been a while.
    Kim: Oh Miss Todoh... Care for a little match, do you?
    Kasumi: Sounds good to me!
    
    
    ----------------------
    Kim Kaphwan vs. Shiki-
    ----------------------
    Kim: What's eating at you, young lady?
    Shiki: .....
    Kim: This too is justice, may I help?
    Shiki: Leave me.
    
    
    ---------------------------------
    Kim Kaphwan vs. Genjuro Kibagami-
    ---------------------------------
    Kim: Hey! Stop swinging that thing around!
    Genjuro: Uhuh! Who are you?
    Kim: I'll teach you that you can be strong enough without weapons.
    Genjuro: It would seem... You'd like to die!
    
    
    ---------------------------
    Kim Kaphwan vs. Earthquake-
    ---------------------------
    Kim: Now here's a candidate for Rehabilation!
    Earthquake: Who are you freak? Want to die?
    Kim: I'm gonna straighten out your warped personality!
    Earthquake: No one's gonna change my ways, fool!
    
    
    -----------------------------
    Kim Kaphwan vs. Geese Howard-
    -----------------------------
    Kim: I cannot leave one who is possesed with so much evil...
    Geese: Another pest...
    Kim: You'll regret that snotty remark!
    Gesse: HMPH!
    
    
    ------------------------
    Kim Kaphwan vs. Goenitz-
    ------------------------
    Kim: An evil fiend in holy vestments!
    Goenitz: And you must be the "Justice Hypocrite" I've heard of.
    Kim: Fiddle Faddle! I'll set your twisted aright again!
    
    
    ------------------------------------------------
    Kim Kaphwan vs. "Riot of the Blood" Iori Yagami-
    ------------------------------------------------
    Kim: He's lost it...
    Iori: Ohhhhh-whoaaaaa!
    Kim: I'll put you back on the straight and narrow!
    
    
    ----------------------------
    Kim Kaphwan vs. Mars People-
    ----------------------------
    Kim: What is this?
    Mars: Beep Boop Boop Bop!
    Kim: It's an invader from space! I'll drive it back!
    
    
    --------------------------------
    Kim Kaphwan vs. True Mr. Karate-
    --------------------------------
    Kim: I can do this...
    Mr. Karate: This is what I'm all about, sonny!
    Kim: Is that so? Then I'll have to show you my full capabilities!
    Mr. Karate: Very well, then! I'll show you my true power, too!
    
    
    -----------------------
    Kim Kaphwan vs. Athena-
    -----------------------
    Kim: Put on some clothes! Have you no shame?
    Athena: Do you object to my fashion sense? Doesn't it suit me?
    Kim: That's not what I'm talking about! Cover yourself!
    Athena: I'm rather fond of this outfit...
    
    
    --------------------
    Kim Kaphwan vs. Ryu-
    --------------------
    Kim: It's just like you. Scouting me out before a bout.
    Ryu: Going against a famous Tae Kwon Do master would give anyone pause.
    Kim: And I have heard your name praised, too. Don't be shy. Step into the ring.
    Ryu: ...All right!
    
    
    ----------------------------
    Kim Kaphwan vs. Ken Masters-
    ----------------------------
    Ken: Karate, you say? No, that's not right. Tae Kwon Do, isn't it?
    Kim: That is correct. The pride of my land. The ultimate martial art!
    Ken: How do you know it's the ultimate?
    Kim: Well, then, let me prove it to you now. Start warming up.
    Ken: You're quite a gentleman. There'll be no need. I'm always warmed up.
    Kim: Such diligence! Then let's do it!
    
    
    ------------------------
    Kim Kaphwan vs. Chun Li-
    ------------------------
    Chun Li: Excuse me, I'm with Interpol. My sources tell me you're harboring some
    criminal types...
    Kim: Oh, you mean those two wastrels? They're my rehab project. Could you leave
    them with me a little longer?
    Chun Li: I can't permit such liberty with the law. I'm taking them in.
    Kim: You dare doubt my sincerity?
    Chun Li: If you obstruct me, I'll have to get tough!
    
    
    ----------------------
    Kim Kaphwan vs. Guile-
    ----------------------
    Kim: Magnificent! Both speed and power, and an ideal physique to boot!
    Guile: You're not bad yourself. You look tough.
    Kim: Have you ever come up against Tae Kwon Do?
    Guile: Nope. But I hear it's used by the military in Korea.
    Kim: You know many things. Care to spar?
    Guile: There's a plan.
    
    
    ------------------------
    Kim Kaphwan vs. Dhalsim-
    ------------------------
    Kim: The secrets of yoga. I've heard of them, but who'd of thought...?
    Dhalsim: Your surprise is tenable. With a little practice, anyone can do this.
    Kim: Tae Kwon Do with yoga? I'd be invincible! Please, spar with me!
    Dhalsim: Very well. Show me your stuff!
    
    
    ----------------------
    Kim Kaphwan vs. Akuma-
    ----------------------
    Kim: Why do you not use such overwhelming power for the sake of justice?
    Akuma: There is no good or evil to strength! I seek only pure power!
    Kim: You're wrong! Your defeat will prove the error of your ways.
    
    
    -------------------------
    Kim Kaphwan vs. M. Bison-
    -------------------------
    Kim: Again... genuine, 100 proof... pure, unadulturated evil! Compared to you,
    Chang and Choi are choirboys.
    Bison: Gya ha ha ha. I am Bison, Evil's Emperor! Ruler of the world!
    Kim: Evil... is my enemy!
    Bison: Pathetic fool... My Psycho Power'll make mincemeat out of you.
    
    
    ----------------------
    Kim Kaphwan vs. Sagat-
    ----------------------
    Kim: How could such a noble fighter become a lap dog of evil?
    Sagat: Evil and justice do not exist. I crave power!
    Kim: If you do not believe in justice's might, I'll prove it exists.
    Sagat: Very well. Prove it. As emperor, I will vanquish all challengers.
    
    
    ---------------------
    Kim Kaphwan vs. Vega-
    ---------------------
    Kim: You've gotten bigger. You could be Choi's splitting image.
    Vega: You're pathetic. Unable to appreciate my unparalelled beauty!
    Kim: What a cruel glare... Just what evil have you done so far?
    Vega: To attain pure beauty, the deaths of a few are of no consequence.
    Kim: What stupidity...! I cannot forgive you!
    
    
    -----------------------
    Kim Kaphwan vs. Balrog-
    -----------------------
    Kim: Oh, so it's you?
    Balrog: You know me? Impressive. It deserves a smidge of mercy or two.
    Kim: In spite of your ability, you fight dirty. And it got you banned.
    Balrog: ...And you'd like to say?
    Kim: With my rehabilitation, I can turn you around. Rehabilitate two.
    Rehabilitate three. It's no difference to me.
    Balrog: Rehabilitate? Say what? If you think you can, give it a shot!
    Kim: Evil blocks your sincere understanding! Evil is my enemy!
    
    
    ---------------------
    Kim Kaphwan vs. Hugo-
    ---------------------
    Kim: ...Impressive specimens. Far superior to Chang.
    Hugo: What do you want? Are you looking to become my partner?
    Kim: How about making the most of your gifts and master Tae Kwon Do?
    Poison: A wager then... If you lose, you must join our troupe!
    Kim: Wah ha ha! Me lose? That's funny!
    
    
    ----------------------
    Kim Kaphwan vs. Tessa-
    ----------------------
    Tessa: Tae Kwon Do? Too many foot moves... Not interested.
    Kim: Wait! It is time you learn the wonder of justice's strength!
    Tessa: Justice, you say? Sounds intriguing. This justice... I'd like to study it
    scientifically.
    Kim: You don't need to. Justice courses through my body.
    Tessa: Ooh, how inviting. That's more reason to look into it.
    
    
    ---------------------------
    Kim Kaphwan vs. Dan Hibiki-
    ---------------------------
    Kim: If you too are a fighter, you really should work on that gut, my friend.
    Dan: Hey, do I know you? Want a knuckle sandwich?
    Kim: You just don't get it. I'm just saying I'll put you into shape!
    
    
    --------------------------------
    Kim Kaphwan vs. Demitri Maximov-
    --------------------------------
    Kim: Ungodly creature! What brings you to this world?!
    Demitri: Hmm hmm. This world... is ripe for my rule.
    Kim: As long as I'm around, evil will never reign!
    
    
    ---------------------------
    Kim Kaphwan vs. Shin Akuma-
    ---------------------------
    Kim: A real fighter fights responsibly! Got that?
    Akuma: Ludicrous!
    Kim: For the likes of you, justice's hammer's coming down hard on your head.
    
    
    ----------------------------
    Kim Kaphwan vs. Violent Ken-
    ----------------------------
    Ki,: It seems you are fully in evil's grip...
    Ken: Ooh-whoaaaa! ...Pure destruction... No evil. No good...
    Kim: What can I do? It's up to me to pry you loose, I guess.
    
    
    ---------------------
    Kim Kaphwan vs. Zero-
    ---------------------
    Zero: Beat it, bub...
    Kim: You dare say to me... justice incarnate... "Beat it, bub"? Could it be...
    that you are evil? (Ping!)
    Zero: No, it couldn't... It is! You nub!
    
    
    ----------------------------
    Kim Kaphwan vs. Red Arremer-
    ----------------------------
    Kim: There's something really wrong with this guy!
    Red: Gyah-gyah!
    Kim: I'll rehab you!
    
    
    	---------
    	2. QUOTES
    	---------
    
    
    Quote 1- (vs. Kyo, Kasumi, True/Mr. Karate, Mars People, Terry, Zero)
    Relax! What's two or three more disciples to me?
    
    
    Quote 2- (vs. Earthquake, Genjuro, Iori, Gesse, Balrog, Vega, Bison, Demitri,
    Red Arremer)
    Evil is as strong as good. Stop worrying, booballa! I'll
    rehabilitate you.
    
    
    Quote 3- (vs. Mai, Ryo, Chun Li, Ken, Akuma, Tessa)
    You cannot crave power alone. A true warrior must temper both body
    and mind!
    
    
    Quote 4- (vs. Athena, Shin Akuma, Kim, Shiki, Sagat)
    You lost by a sliver... You're so close to my abilities, it's
    scary. Not!
    
    
    Quote 5- (vs. Goenitz)
    One who sees humanity as evil may not run free. Know the folly
    of your warped beliefs!
    
    
    Quote 5-(vs. Dhalsim, Guile, Ryu, Hugo, Dan)
    You've got the eyes. You, too, can be strong one day.
    
    
    Quote 6- (vs. "Riot of the Blood" Iori Yagami and Violent Ken)
    Train under me! Your weakness of spirit makes you vulnerable.
    
    
    Quote 7- (vs. Choi Bounge)
    Yeah! That's the pepper! I thought you really hated me there for a
    second. Ha ha!
    
    	---------
    	3. Ending
    	---------
    
    (Kim with arms cross as the sun sets behind him)
    
    Kim:
    ...An incomprehensibly imposing evil still runs wild in this koo-koo
    nutty world.
    
    (Scene cuts to Kim looking into the sunset while clenching his fist)
    
    Kim:
    Work it! We'll yet rip out the roots of evil yet...! Get to it, you guys!
    Let's do it!
    
    (Next scene cuts outside of Kim's Tae Kwon Do Dojo. You can see the people
    looking/hearing the noise coming from the shaking Dojo.)
    
    Kim:
    You call that training! Get with it, you slackers...
    
    (The last scene cuts to Kim kicking at Chang, while Choi and Chang  try to
    escape from Kim's clutches. Both the Criminals have "TERRIFIYING" looks on
    their faces, with May Lee/Jae Hoon standing in the background, confused and
    troubled too.)
    
    Kim:
    ...Or we'll never beat the monstrous evil in the world!
    
    Chang:
    Boy, we sure...
    
    Choi:
    ...Saw this coming, buddy-boy!
    
    
    ==========
    X. Updates
    ==========
    
    Version 0.5: December 10th, 2003
    -FAQ completed
    
    
    
    =======================
    XI. 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, feel free to e-mail me and I'll credit you. I'll update this FAQ
    soon with more stuff like MAX Mode 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!
    
    Final Showdown for being Super Best Ever! Thanks again!
    
    SNK/Neo*Geo for creating Kim Kaphwan. The Future is Indeed Now!
    
    SNK Playmore for Developing SNK vs. Capcom Chaos and keeping SNK "ALIVE"!
    
    SNK NEO*GEO's site, where I got Kim's info from.
    
    My Neo*Geo AES System and SNK vs. Capcom Chaos. Without them both, this FAQ
    could not possible.
    
    Kao Megura because I got Kim's move names from his Past KoF's FAQ. He writes
    great KoF FAQ's too. The man's The King of FAQ's!
    
    http://www.gamefaqs.com for hosting my FAQ along with many other great FAQ's
    they have up.
    
    Myself for staying up in the wee hours of the night to get this FAQ done.
    
    And you for taking the time to read this FAQ.
    
    
    Raul Torrez
    Copyrighted (c) 2003