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    Kim by RTorrez

    Version: 0.5 | Updated: 01/03/06 | Printable Version | Search This Guide

    ------------------------------------------------------------------------
    NeoGeo Battle Coliseum
    Character FAQ on Kim Kaphwan
    For the AtomisWave Arcade Board & PlayStation 2 System (NTSC-J)
    By Raul Torrez (Kim_Kaphwan@netzero.net)
    This FAQ is Copyrighted Work 2005-2006 Raul Torrez
    ------------------------------------------------------------------------
    
    
    NeoGeo Battle Coliseum, SNK Playmore, Kim Kaphwan, and other SNK Characters are
    all Registered Trademarks and Copyrighted by SNK Playmore Corporation of Japan.
    
    
    ---------
    Contents:
    ---------
    I. What’s New!
    II. Kim's Bio and Info
    III. NGBC'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. What’s New!
    ========================================================================
    Seeing on how NGBC’s game system is sped up from what KOF2K3 and KOF: NeoWave
    had to offer, Kim sped up along with the game’s new improve SVC engine. With
    the return of Kuu Sa Jin and a “SLIGHTLY” faster Ryuusei Raku from KOF2K3, he
    still plays the same as his KOF2K3 self.
    
    
    ========================================================================
    II. Kim’s Bio and Info
    ========================================================================
    
    Fighting Style: Tae Kwon Do
    Birthday: 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 XI,
    The King of Fighters NeoWave, The King of Fighters Maximum Impact 1, The King
    of Fighters Maximum Impact 2, The King of Fighters ‘94 Re-Bout, The King of
    Fighters Pachinko, 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, Real Bout: Fatal Fury “Dominated Mind”, 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 "Millionaire Fighting 2001", SNK vs. Capcom "CardFighter's Clash" SNK
    Card Set, SNK vs. Capcom "Card Clash 2", SNK vs. Capcom Chaos, NeoGeo Battle
    Coliseum
    
    
    ========================================================================
    III. NGBC’s Basic Commands
    ========================================================================
    
    Kim's Key Configuration:
    A- Weak Punch
    B- Weak Kick
    C- Strong Punch
    D- Strong Kick
    E- Tag Out / Retreat
    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)- move can be done in the air
    Charge- hold the direction for at least 2 seconds
    DM- Desperation Move
    P- Punch
    K- Kick
    PK- must be pressed at same time (AB, CD, BC, etc.)
    Xx- can cancel move
    x1- repeat number of times given
    >- follow up
    OTG- Off The Ground
    UB- Unblockable
    SC- Super Cancel
    
    -------
    Basics:
    -------
    Front Ground Step / Dash- f, f
    Run- f, f (hold f while running)
    Dash Back- b, b
    Normal Jump- u/ uf/ ub
    Quick Jump- d, uf/ d, u/ d, ub
    Tag Out / Retreat- press E
    D-Assault- qcf + E
    Front Ground Step Quick Jump- f, f, u / f, f, uf / f, f, ub
    Emergency Attack Avoidance Forward- AB (requires 0.50 of Levels)
    Emergency Attack Avoidance Forward Quick Jump- u/ uf/ ub (during AB)
    Falling Recovery Roll- AB (before hitting the ground)
    Guard Cancel Front Step- when blocking, f, f (requires 0.50 of Levels)
    Just Defend Front Step- when blocking, f, f (requires 0.25 of Levels)
    Guard Cancel Tag Attack- when blocking, press E (requires 1 Level)
    Quick Attack Front Step- during normal attack, AB (requires 1 Level)
    Throws- f or b + CD
    Throw Escape- while grabbed, CD
    Taunt- Start
    
    -------------------------------
    Descriptions of Basic Commands:
    -------------------------------
    
    -Life Gauge-
    NGBC has added the ability to heal your characters during battle. As you’re
    attacked, the GREEN Life Gauge will have a trail of RED ENERGY. The Red Energy
    on the life gauge indicates some of the damage you received prior to the
    opponent attack. As shown on the Life Gauge, the RED ENERGY is what you can
    gain back for health. Simply switch out the character (E Button) whose lost
    health and they’ll slowly heal up as time goes by. Tagging back in the injured
    character will stop the healing process, but the RED ENERGY on the Life Gauge
    will still be there, in case you accidentally tag out.
    
    -Guard Gauge-
    This gauge is under the Life Gauge. It's a BLUE 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 CRUSH!". At this
    time, your GUARD will be broken, while STUNNED for a brief moment. Thus,
    leaving you wide open for an attack. Once you've been GC, your Guard Gauge will
    return to normal. Even when taking block damage “WITHOUT” getting Guard
    Crushed, the gauge will refill itself after a while.
    
    -Power Gauge-
    The Power Gauges are located at the bottom corners of the screen. After a while
    in battle, the words “AUTO CHARGE / D-ASSAULT OK!” appear over the Power Gauge.
    AUTO CHARGE enables the Power Gauge to recharge itself. When you tag out or use
    a D-Assault, AUTO CHARGE will disappear. So you’ll have to wait awhile in
    battle until it becomes available. You may also build up the Power Gauge by
    attacking the opponent or being hit by an attack. The Power Gauge holds up to 3
    Levels / Stocks, which can be used for command and special attacks.
    
    -Tag Out / Retreat- press E
    An updated version of KOF2K3 Multi-Shift System. This command enables you to
    switch out you character at anytime during the match. Unlike KOF2K3, the
    characters don’t taunt before they retreat. However, the characters are still
    vulnerable then tagging out. Tagging out also heals the characters with time,
    as stated above. Also, tagging in and out so often will have an affect on
    getting AUTO CHARGE and D-ASSAULT.
    
    -D-Assault- qcf + E
    After a while in battle with one of your characters, the text D-ASSAULT appears
    right above the Power Gauge. On start up, a BLUE FLASH will occur as the
    character does a dash type move towards the opponent. When connected, the
    background turns blue, and the character performs a chain of attacks, while
    launching the opponent in the air to their teammate, who jumps into the air and
    does a series of hits, which sends them back the active character, which sends
    the opponent full screen distance. Also known as “Double Assault”, this feature
    has the ability to lower the RED on the LIFE GAUGE. This causes the opponent to
    lose some of the RED ENERGY that they need to heal themselves upon tag out. The
    D-Assaults is a FREE special. They can be linked off normal attacks or used in
    juggles. You MUST have a character active in battle long enough to see
    D-ASSAULT above the Power Gauge. Does little damage, but this sets up the
    inactive character with HYPER CHARGE.
    
    -Hyper Charge-
    After hitting the opponent with a successful D-Assault, your inactive partner
    will have the words “HYPER CHARGE” flashing over their name. As you tag in your
    partner, you’ll begin to see their life gauge flash RED and Yellow. This
    enables them to deal out 25% damage on their normal or special attacks. You
    have 12 seconds to attack your opponent until it wears off. HYPER CHARGE will
    not fade away UNTIL you tag in your partner after a D-Assault.
    
    -Special D-Assaults-
    Certain characters paired up together in NGBC have Special D-Assaults. There
    are requirements to perform this command.
    -Have the certain character theme team. (Example: Kyo & Iori Team)
    -You must have D-Assault accessible above your Power Gauge.
    -You must use a certain special move to activate the Special D-Assault.
    -After using the special move, you are giving 10 seconds to pull off the
    Special D-Assault.
    -Instead of emitting a BLUE AURA on start up, it will be indicated by a GOLD
    AURA.
    -You may link Special D-Assaults from normal attacks to juggles.
    -Special D-Assaults do a bit more damage then regular D-Assaults.
    -Special D-Assaults share the same properties as normal D-Assaults.
    
    -Front Ground Step- f, f
    Straight from SvC, Front Ground Step returns. FGS is a 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 may cancel out of
    it at anytime. The FGS can be canceled from a regular attacks, jumps, specials,
    supers, and throws.
    
    -Emergency Attack Avoidance Forward- AB (requires 0.50 of Levels)
    Just like KOF, using this command will enable your character to AVOID an attack
    from the opponent. The character is INVINCIBLE for that brief moment of rolling
    / dashing. Unlike KOF, you cannot go through the opponent as you normally
    would. It’s a real drag this command uses up meter. Use with caution!!
    
    -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, or DM's that knock you down to the ground. You cannot recover
    from “Grounded / SLAM” attacks.
    
    -Guard Cancel Front Step- when blocking, f, f (requires 0.50 Levels)
    When blocking an attack, the character flashes WHITE while Front Ground
    Stepping through the opponents attack. The 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.
    
    -Just Defend Front Step- when blocking, f, f (requires 0.25 Levels)
    The same as GCFS, but depletes less Power Gauge Meter to perform the command.
    Plus the timing of the command is critical. You must block the “INITIAL HIT” of
    the opponents attack.
    
    -Guard Cancel Tag Attack- when blocking, press E (requires 1 Level)
    When blocking an attack, the character will perform a CD Type Attack, which
    will knock back the opponent full screen. As the character hits / misses the
    attack, your partner will switch places. You are INVINCIBLE during the WHITE
    FLASH of the Tag Attack, but the switched character remains vulnerable to
    incoming attacks. Unlike most Guard Cancel Attacks, this command deals NO
    damage to the opponent. If your teammate is “DOWN”, then the remaining
    character only performs the knockdown attack.
    
    -Quick Attack Front Step- during normal attack, AB (requires 1 Level)
    Unlike KOF2k2, this move has been upgraded. While performing a normal attack,
    you may cancel out of it into anything from another normal attack, to specials
    or command attacks. Just hit AB, and then you’ll see the character FLASH BLUE,
    while they Front Ground Step towards the opponent. You can get big damaging
    combos from this, but at the cost of your Power Gauge.
    
    -Throws- when close, f or b + CD
    Same command as SvC, but without losing meter from the Power Gauge on a failed
    attempt. Instead on a failed throw attempt, you’re left vulnerable with a throw
    animation.
    
    -Throw Escape- when grabbed, CD
    If done correctly, your character will push away the opponent about 3 steps
    away from you. Throw Escapes do not work in the air, against characters who can
    throw in the air. GROUND ONLY! Throw Escapes don't work against command throws
    either.
    
    -Super Cancels-
    Super Canceling allows you to cancel special moves into DM’s. In NGBC, Super
    Cancels are “FREE” to use as long as you have 1 Level from the Power Gauge to
    perform a DM. When the words on the screen flash "S.CANCEL", this indicates
    that you have successfully Super Canceled. This is a very deadly feature with
    the right characters.
    
    -Counter Wire Attacks-
    This feature from KOF has carried unto NGBC. These are attacks based on counter
    hits. Counter 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 may juggle the character if you’re successful with this attack.
    
    
    =======================================================================
    IV. Kim's Basic Moves
    =======================================================================
    A (weak punch):
    -standing- Standard Jab which reaches out forward and hits mid-range. The speed
    is great on this move. This move is by far Kim’s best poke / zone attack. The
    jab itself covers past Kim’s sweep distance.
    
    -crouching- Low Jab which comes out fast and can be canceled into all of Kim’s
    command / special moves. One of Kim's combo starters while crouching.
    
    -jumping- 45 degree angle downward jab which can be used as a cross-up. With
    short jumping being absent from NGBC, this move isn’t that great. However, this
    move can be used while the opponent is cornered.
    
    -close- Standard Jab which hits high. Comes out fast and can be canceled into
    all of Kim’s command / special moves.
    ------------------------------------------------------------------------
    
    B (weak kick):
    -standing- High Snap Kick that comes out fast. It’s not a useful move at all.
    
    -crouching- Quick Low Kick which comes out quite fast and can be canceled into
    all of Kim’s command / special moves. This is how you'll be able to start most
    crouching strings / combos with Kim.
    
    -jumping- Vertical High Kick which comes out fast. This is an awful jump-in,
    but great if you’re anticipating jumping attacks.
    
    -close- An AUTO 2-hit of a Low and High Kick which comes out fast and can be
    canceled on the first or second hit into all of Kim’s command / special moves.
    ------------------------------------------------------------------------
    
    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 into all
    of Kim’s command / special moves. Great anti-air attack as well. If you score a
    COUNTER HIT while the opponent is in mid-air, you can cancel into Kuu Sa Jin to
    score a decent juggle.
    
    -jumping- Jumping Axe Kick. Comes out fast and has great priority too. You can
    use this as your air-to-air attack, as well as a cross-up attack. Crouching
    A/B/D or Standing A/B/C can be chained into after jump-in C. Also, jumping C is
    cancelable with Kuuchuu Kuu Sa Jin and air DM Hou’ou Kyaku.
    
    -close- An AUTO 2-hit Mid-Range Side Kick which isn’t fast as it was in KOF2K3.
    Kim can no longer cancel on the first hit anymore, like the previous KOF. You
    can cancel on the second hit into all of Kim’s command / special moves. This
    move is Kim’s best standing combo starter.
    ------------------------------------------------------------------------
    
    D (strong kick):
    -standing- Spinning Double Roundhouse Kick which comes out very fast. This move
    can be used as an early anti-air attack. As in KOF2K3, both kicks can still
    combo into each other, giving the distance when used.
    
    -crouching- Standard Sweep Kick with great reach and speed. This attack is
    cancelable into all of Kim’s command / special moves, even if the sweep does or
    does not hit. Doing this will allow you to catch the opponent off guard, which
    you can score free hits or add pressure too. Great for ending crouching poke
    strings. You can also combo Kuu Sa Jin (charge d, u + P) off crouch D.
    
    -jumping- Standard snap Kick which comes out fast. This is another of Kim’s
    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 immediately
    after you land. This move can be used as an air-to-air attack.
    
    -close- An AUTO 2-hit Axe Kick which is cancelable on the first or second hit
    into all of Kim’s command / special moves. This move does quite a bit of damage
    on the GUARD GAUGE.
    
    AB (Emergency Attack Avoidance Forward)
    Kim will dash forward through the attack, leaving a shadow trail behind
    himself. Same speed as his Front Ground Step and Invincible at the start up of
    the move.
    
    Press E (Guard Cancel Tag Attack) - When blocking
    Kim hits with a mid side kick. This sends the opponent flying full screen,
    while Kim retreats, the tagged partner switches places with him.
    ------------------------------------------------------------------------
    
    
    =======================================================================
    V. Kim's Special Moves
    =======================================================================
    -Throws-
    Sakkyaku Nage- when close, f or b + 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, d + B/D
    Kuu Sa Jin- charge d, u + A/C
    Kuuchuu Kuu Sa Jin- in air, d, u + A
    Ryuusei Raku- charge b, f + B/D
    Sanren Geki- qcb + A/C x3
    Tag Out- E
    D-Assault- qcf + E
    Taunt- Start
    
    -Desperation Moves-
    Hou'ou Hiten Kyaku- qcf, qcf + B/D
    Hou'ou Kyaku- qcb, db, f + B/D (air)
    
    -Super Cancels-
    B Hangetsu Zan (qcb + B)
    B Haki Kyaku (d, d + B)
    C Sanren Geki 3rd follow up (qcb + A as finisher)
    A Kuu Sa Jin (canceled on 1st hit)
    C Kuu Sa Jin (canceled on 1st or 2nd hit)
    Kuuchuu Kuu Sa Jin (canceled on 2nd hit)
    Ryuusei Raku (canceled on 1st hit)
    
    -Counter Wire Attacks-
    NONE
    
    
    ------------------
    Move Descriptions:
    ------------------
    
    -Sakkyaku Nage- when close, f or b + CD
    Kim will grab the opponent by the leg and shoulder, then tossing the opponent
    across the screen. Great throw to distance you from the opponent. Only draw
    back it the miss animation on the throw attempt.
    
    -Neri Chagi- f + B
    Kim's overhead axe kick which does 2 hits, high and low. Neri Chagi speed is
    quite good. The only use for it would have to be, when your opponent turtles a
    lot. If you see the opponent ducking a lot, do Neri Chagi. This move becomes
    cancelable from close A/B/C/D, but won't connect, due to it's slowness up
    close. Also note that when Neri Chagi becomes cancelable, the move LOSES its
    OVERHEAD PROPERTIES. If you manage to hit Neri Chagi when an opponent does /
    doesn't block after close A/B/C/D, you can cancel Neri Chagi's first or last
    hit with any of Kim’s special moves. You can also chain Neri Chagi into
    standing C or standing D (1-hit).
    
    -Hangetsu Zan- qcb + B/D
    Kim flips forward while doing an overhead hit with each foot and ending in a
    split position. Regardless of what the move likes like, its not an overhead
    attack. This move comes out fast. The B version has very short range, while the
    D version goes outside half screen range. The B version Hangetsu Zan can be
    canceled from close C and close D (first or second hit). It's one of Kim's
    great pressure moves off his crouching D. Both versions are completely safe
    when blocked, because of the push back effect. The B version can be super
    cancel into both desperation moves.
    
    -Haki Kyaku- d, d + B/D
    Kim uses his back foot to stomp on the ground, well 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 both desperation moves. The D version comes out slow, but will
    knockdown the opponent when hit. Also, D Haki Kyaku once again retains its OTG
    properties as it did in KOF2K1.
    
    -Hien Zan- charge d, u + B/D
    Kim does a somersault kick up into the air. His original FF 2 Hein Zan. It's
    has great range and INVICIBLITY start up too. Great anti-air attack, but hard
    to combo off of, unless you’re close or in the corner. This move comes out at
    an up forward angle. The B version has great recovery time and moves him 1 step
    forward, where the D version has almost the same recovery time as B Hien Zan
    and moves Kim 2 steps forward. The only problem with D Hein Zan is not the
    recovery time, but instead the big leap forward, which leaves you vulnerable to
    the opponent.
    
    >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. It has great damage for a follow up attack. The opponent can not roll
    recovery from this move either.
    
    -Hishou Kyaku- in air, d + B/D
    Kim does a series of bicycle kicks 30/45 degrees downward while in the air.
    This move is great, because the damage and fast recovery time. The speed is a
    plus as well, not to mention it safe when blocked. Hishou Kyaku can cross-up as
    well. This move offers nice chip damage and Guard Crush Pressure to boot.
    
    -Kuu Sa Jin- charge d, u + A/C
    Kim does 2-3 spinning kicks ascending 45 degrees upward. This move has been
    missing since KOF’98. Both versions of this move are fast, but the recovery
    time is slow upon landing, which leaves you pretty much vulnerable. Both
    versions of this move are super cancelable.
    
    -Kuuchuu Kuu Sa Jin- in air, d, u + A
    It’s pretty much the C version of normal Kuu Sa Jin, just in the air and not
    need to charge down either. The move becomes super cancelable on the second hit.
    
    -Ryuusei Raku- charge b, f + B/D
    Kim will slide across the screen with one leg, and finishing with an overhead
    axe kick with his other leg. Not as bad as KOF2K3. This used to be one of Kim's
    best pressure attacks. The B version suffers range, where the D version
    doesn't......by much anyways. This move still has different properties as it
    did in KOF2K3. The D version slides half screen and is an “overhead” attack,
    unlike the B version which is not. You can combo the B version from weak
    attacks, while the D can only combo the slide part of this move off strong
    attacks. Both version due about the same damage. The B version is safe when
    blocked. Ryuusei Raku can be Super Canceled into both Desperation Moves, but
    must be done before the overhead hit comes out.
    
    -Sanren Geki- qcb + A/C x3
    Now I’d like to take the time to point out that there 4 (5 actually, I’ll get
    to that later) finishers to Sanren Geki. In NGBC, they added his Sankuu Geki
    (qcb + P, uf + K, d + K) to his Sanren Geki string (which is now the same input
    as Sanren Geki). Now here are the finishers as followed.....
    
    >qcb + P, qcb + A x2
    Kim performs 2 spinning roundhouse kicks and a 2-hit Double Dechagi to finish.
    
    >qcb + P, qcb + C x2
    Kim performs 1 spinning roundhouse Kick, a jumping spin kick, into a spinning
    axe kick.
    
    >qcb + P, qcb + A, qcb + C
    Kim performs 2 spinning roundhouse kicks into 2-hit Neri Chagi (f + B), which
    is still an overhead attack.
    
    >qcb + P, qcb + C, qcb + A
    Kim performs 1 spinning roundhouse kick, a jumping spin kick, into a 2-hit
    Double Dechagi. Kim’s Sanren Geki super cancel is “ONLY AVAILABLE” through this
    chain.
    
    >qcb + P, qcb + C, d, u + A (Glitch Chain)
    Kim performs 1 spinning roundhouse kick, a jumping spin kick, into a 3-hit
    Kuuchuu Kuu Sa Jin. Basically when you do the 2nd part of the string, you’re
    still airborne. During that time you can do air d, u + A. Super Canceling is
    also available with this string. You have to S.CANCEL on the second hit of
    Kuuchuu Kuu Sa Jin.
    
    -Taunt- Start
    Kim says, "Yare, Yare!" (“Oh, brother!”), while shrugging his shoulders. You
    can cancel out the taunt when he starts to raise his arms.
    
    -D-Assault- qcf + E
    Kim dashes forward to hit the opponent with a low kick, mid kick, high kick,
    rising high kick, which launches the opponent to your partner, who sends them
    back to Kim to finish with a Neri Chagi. D-Assaults deal lousy damage to go
    with its zero priority. Anything can snuff out D-Assaults. Be sure to combo
    them in for better results.
    
    -Hou'ou Hiten Kyaku- qcf, qcf + B/D
    Kim will do an Ascending High Kick to launch up the opponent in the air. You
    can follow up with anything from his special moves to, D-Assaults, or 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-2K3. Also on Counter Hit, Hou'ou Hiten Kyaku does a little bit
    more damage. Can't forget it has a huge hit box too.
    
    -Hou'ou Kyaku- qcb, db, f + B/D (air)
    Ah, 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, and then finishes with
    Tenshou Kyaku. The grounded version of Hou'ou Kyaku range is half screen. The
    air version goes full screen, not to mention a long hit box. Hou'ou Kyaku is
    extremely fast and can beat out some moves at times. It can be used as an
    anti-air or air-to-air attack too. If Kim misses Hou'ou Kyaku, he stops for a
    moment to catch his footing. This is where he’s most vulnerable. So be careful.
    ;)
    
    
    =======================================================================
    VI. Kim's Combos
    =======================================================================
    Combo Key:
    s- standing
    c- crouching
    j- jumping
    cX- cross-up
    OTG- off the ground
    (1)- cancel on first hit
    (C)- must be done in corner
    (SC)- Super Cancel
    (D-A)- D-Assault
    
    -----------------------------------------------------------------------
    Beginner/Intermediate Combos
    -----------------------------------------------------------------------
    cA, cA - 2-hits
    cA, cA, qcb + P, qcb + C x2 - 5-hits
    cA, cA, qcb + P, qcb + C x2, d, d + D - 6-hits (C) OTG
    cA, cA, qcb + P, qcb + A x2 - 6-hits
    cA, cA, qcb + P, qcb + A x2, d, d + D - 7-hits (C) OTG
    cA, cA, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K - 16-hits
    cA, cA, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K, d, d + D - 17-hits (C)
    OTG
    cA, cA, charge d, u + B/D - 3/4-hits
    cA, cA, charge d, u + B/D, d, d + D - 4/5-hits (C) OTG
    cA, cA, charge d, u + D, d + D - 5-hits
    cA, cA, charge d, u + D, d + D, d, d + D - 6-hits (C) OTG
    cA, charge d, u + D, d, d + D - 3-hits OTG
    cA, cA, charge d, u + D, d, d + D - 4-hits OTG
    cA, cA, charge d, u + A - 4-hits
    cA, cA, charge d, u + A(1)(SC), qcb, db, f + K - 13-hits
    cA, cA, charge d, u + A(1)(SC), qcb, db, f + K, d, d + D - 14-hits (C) OTG
    cA, charge, d, u + C(1)(SC), qcb, db, f + K - 12-hits
    cA, charge, d, u + C(1)(SC), qcb, db, f + K, d, d + D - 13-hits (C) OTG
    cA, cA, charge d, u + C, 3-hits (C)
    cA, cA, charge d, u + C(1)(SC), qcb, db, f + K - 13-hits (C)
    cA, cA, charge d, u + C(1)(SC), qcb, db, f + K, d, d + D - 14-hits (C) OTG
    cA, cA, charge b, f + B - 3-hits
    cA, cA, charge b, f + B - 4-hits (C)
    cA, cA, charge b, f + B (1)(SC), qcb, db, f + K - 13-hits
    cA, cA, charge b, f + B (1)(SC), qcb, db, f + K, d, d + D - 14-hits (C) OTG
    cA, qcb, db, f + K - 11-hits
    cA, qcb, db, f + K, d, d + D - 12-hits (C) OTG
    cA, qcf + E - 7-hits
    cB, cB - 2-hits
    cB, cB, qcb + P, qcb + C x2 - 5-hits
    cB, cB, qcb + P, qcb + C x2, d, d + D - 6-hits (C) OTG
    cB, cB, qcb + P, qcb + A x2 - 6-hits
    cB, cB, qcb + P, qcb + A x2, d, d + D - 7-hits (C) OTG
    cB, cB, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K - 16-hits
    cB, cB, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K, d, d + D - 17-hits (C)
    OTG
    cB, cB, charge d, u + B/D - 3/4-hits
    cB, cB, charge d, u + B/D, d, d + D - 4/5-hits (C) OTG
    cB, cB, charge d, u + D, d + D - 5-hits
    cB, cB, charge d, u + D, d + D, d, d + D - 6-hits (C) OTG
    cB, charge d, u + D, d, d + D - 3-hits OTG
    cB, cB, charge d, u + D, d, d + D - 4-hits OTG
    cB, cB, charge d, u + A - 4-hits
    cB, cB, charge d, u + A(1)(SC), qcb, db, f + K - 13-hits
    cB, cB, charge d, u + A(1)(SC), qcb, db, f + K, d, d + D - 14-hits (C) OTG
    cB, charge, d, u + C(1)(SC), qcb, db, f + K - 12-hits
    cB, charge, d, u + C(1)(SC), qcb, db, f + K, d, d + D - 13-hits (C) OTG
    cB, cB, charge d, u + C, 3-hits (C)
    cB, cB, charge d, u + C(1)(SC), qcb, db, f + K - 13-hits (C)
    cB, cB, charge d, u + C(1)(SC), qcb, db, f + K, d, d + D - 14-hits (C) OTG
    cB, cB, charge b, f + B - 3-hits
    cB, cB, charge b, f + B - 4-hits (C)
    cB, cB, charge b, f + B (1)(SC), qcb, db, f + K - 13-hits
    cB, cB, charge b, f + B (1)(SC), qcb, db, f + K, d, d + D - 14-hits (C) OTG
    cB, qcb, db, f + K - 11-hits
    cB, qcb, db, f + K, d, d + D - 12-hits (C) OTG
    cB, qcf + E - 7-hits
    sA, sA - 2-hits
    sA, sA, qcb + P, qcb + C x2 - 5-hits
    sA, sA, qcb + P, qcb + C x2, d, d + D - 6-hits (C) OTG
    sA, sA, qcb + P, qcb + A x2 - 6-hits
    sA, sA, qcb + P, qcb + A x2, d, d + D - 7-hits (C) OTG
    sA, sA, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K - 16-hits
    sA, sA, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K, d, d + D - 17-hits (C)
    OTG
    sA, qcf + E - 7-hits
    sA, qcf + E - 8-hits
    sB, qcb + P, qcb + C x2 - 5-hits
    sB, qcb + P, qcb + C x2, d, d + D - 6-hits (C) OTG
    sB, qcb + P, qcb + A x2 - 6-hits
    sB, qcb + P, qcb + A x2, d, d + D - 7-hits (C) OTG
    sB, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K - 16-hits
    sB, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K, d, d + D - 17-hits (C) OTG
    sB, d, d + B - 3-hits
    sB, d, d + B(SC), qcb, db, f + K - 13-hits
    sB, d, d + B(SC), qcb, db, f + K, d, d + D - 14-hits (C)
    sB, qcf + E - 8-hits
    sB, qcb, db, f + K - 12-hits
    sB, qcb, db, f + K, d, d + D - 13-hits (C)
    sC, qcb + P, qcb + C x2 - 5-hits
    sC, qcb + P, qcb + C x2, d, d + D - 6-hits (C) OTG
    sC, qcb + P, qcb + A x2 - 6-hits
    sC, qcb + P, qcb + A x2, d, d + D - 7-hits (C) OTG
    sC, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K - 16-hits
    sC, qcb + P, qcb + C, qcb + A(SC), qcb, db, f + K, d, d + D - 17-hits (C) OTG
    sC, qcb + K - 3/5-hits
    sC, qcb + B(SC), qcb, db, f + K - 13-hits
    sC, qcb + B(SC), qcb, db, f + K, d, d + D - 14-hits (C)
    sC, charge b, f + K - 3/4-hits
    sC, charge b, f + K(SC), qcb, db, f + K - 13-hits
    sC, charge b, f + K(SC), qcb, db, F + K, d, d + D - 14-hits (C)
    sC, d, d + K - 3-hits
    sC, d, d + B(SC), qcb, db, f + K - 13-hits
    sC, d, d + B(SC), qcb, db, f + K, d, d + D - 14-hits (C)
    sC, f + B, qcb + D - 5-hits
    sC, f + B(1), qcb + D - 4-hits
    sC, f + B, qcb, db, f + K - 14-hits
    sC, f + B, qcb, db, f + K, d, d + D - 15-hits (C)
    sC, f + B(1), qcb, db, f + K - 13-hits
    sC, f + B(1), qcb, db, f + K, d, d + D - 14-hits (C)
    sC, f + B(1), qcf + E - 9-hits
    sC, qcf, qcf + B, charge d, u + D, d + D - 4/5-hits
    sC, qcf, qcf + B, qcb, db, f + K - 13-hits
    sC, qcf, qcf + B, jump d, u + A - 6-hits
    sC, qcf, qcf + B, qcf + E - 9-hits
    sC, qcf, qcf + B, qcb + A x3 - 6-hits
    cD, charge d, u + P - 3/4-hits
    cD, charge d, u + C(2)(SC), qcb, db, f + K - 13-hits
    CD near corner, d, d + D - 2-hits
    
    -----------------------------------------------------------------------
    Advanced Combos
    -----------------------------------------------------------------------
    sC, charge d, u + B - 3-hits
    sC, charge d, u + D, d + D 5-hits
    sC, charge d, u + P(SC), qcb, db, f + K - 13-hits
    sC, qcf, qcf + B, charge d, u + D, qcf + E - 10-hits (C)
    sC, qcf, qcf + B, qcb + A x3, qcf + E - 11-hits
    sC, qcf, qcf + B, jC, d, u + A(2)(SC), qcb, db, f + K - 16-hits
    sC, qcf, qcf + B, qcb + C x2, qcb + A, charge d, u + B - 7-hits
    sC, qcf, qcf + B, qcb + C x2, d, u + A(2)(SC), qcb, db, f + K - 17-hits
    sC, qcf, qcf + K, qcb + A x3, qcb + Cx2, d, u + A(2)(SC), qcb, db, f + K -
    20-hits (C)
    jA, sC, qcf, qcf + B, qcb + D, charge d, u + C(2)(SC), qcb, db, f + K, d, d + D
    - 20-hits (C) OTG
    
    -----------------------------------------------------------------------
    Quick Attack Front Step Combos
    -----------------------------------------------------------------------
    sC, AB, sC, AB, sC, AB, sC, qcb + D - 11-hits
    sC, AB, sC, AB, sC, qcb + C x2, qcb + A(SC), qcb, db, f + K - 20-hits
    sC, AB, sC, AB, f + B, qcb, db, f + K - 15/16-hits
    cC, AB, cD, charge d, u + C(2)(SC), qcb, db, f + K - 13/14-hits
    
    
    =======================================================================
    VII. Strategies
    =======================================================================
    
    -------
    OFFENSE
    -------
    Kim is a RUSHDOWN type character. His attacks are all pressure. He's slightly
    stronger than his previous KOF2K3 self. With all the poke strings and pressure
    moves, he'll be able to get meter before AUTO CHARGE kicks in. Front Ground
    Step is KEY with Kim. Just utilizing the Front Ground Step like quick jump
    canceling will get you closer to the opponent. Also doing poke strings then
    Front Ground Step while canceling into more poke strings. Kim's crouch D
    (sweep) is one of his best moves. Kim's crouch D can cancel into special moves
    like Hangetsu Zan (Best Pressure after cD). This applies more pressure to the
    opponent when blocking.
    Example: You do Kim's cB, cB, cD, into B Hangetsu Zan. Now 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 you have a
    power stock.
    
    -------
    DEFENSE
    -------
    Kim is not good at turtling up. In NGBC, getting GUARD CRUSHED isn’t as easy as
    it was in KOF2K3 (unless it’s Athena!). Just in case though, you have a couple
    moves that you can work with. He has 5 good Anti-Airs to keep the air friendly
    opponent away from you. Kim's got nice pokes to space himself out. His far
    standing A being his best poke by far. Don't have Kim getting LOCKDOWN. This
    can result with him losing a lot of life. This isn't where you want to be. If
    that's the case, you may want to Guard Cancel Tag Attack (E while blocking). If
    you see a opening on one of the opponents attacks, be sure to use Guard Cancel
    Front Step. This way you avoid getting hit and are able to turn the tide
    against them.
    
    ----------
    Recovering
    ----------
    Kim only has 5 wake up attacks, his Hien Zan (charge d, u + B/D), Kuu Sa Jin
    (charge d, u + A), Ryuusei Raku (charge b, f + B), DM Hou'ou Hiten Kyaku, and
    Hou'ou Kyaku. Use his B Hien Zan / A Kuu Sa Jin if opponent is running /
    walking towards you. Use D Hien Zan if opponent jumps towards you while
    recovery. Use his Hou'ou Kyaku if opponent is running / walking towards you.
    Use Hou'ou Hiten Kyaku if opponent jumps towards you while recovery. You can
    use Hou'ou Kyaku as a wake up while opponent is next to you. But you must use
    it as an air super, so practicing Tiger Knee motions would help.
    
    -------------------
    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, cB, cD (Bread and Butter String)
    cB, cB, cD, qcb + K
    cB, cB, cD, qcb + A x2, qcb + C
    cB, cB, sA
    cB, cB, FGS, cA, Sanren Geki x3/follow ups
    cB, cB, FGS, Throw (CD)
    cB, cB, FGS, cA, Throw (CD)
    cB, cB, FGS, cA, cA, sA
    cB, cB, FGS, cA, cD, qcb + K
    cB, cB, FGS, air d + K, sA/C
    cB, cB, FGS, air d + K, cA, sA
    cB, cB, FGS, cA, cD, qcb + K
    cB, cB, FGS, cA, jA/C, cA, sA (corner)
    cB, cB, air d + K, sA, air d + K
    cB, cB, qcb + A x2, charge b, f + D
    cB, cB, qcb + C x3 (high mix up)
    cB, cB, qcb + A x2, air d + K, cA, sA
    cB, c/sA, f + B (overhead mix up)
    cB, cB, f + B, qcb + K
    cB, cB, f + B, Sanren Geki x3/follow ups
    cA, cA, sA
    cA, sA, sC
    cB, cB, cA, cD
    far sA/C, air d + K, far sA/C
    
    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.
    
    cB, cB, qcb + C x3 MUST LEARN!
    sC, qcb + D MUST LEARN!
    sC, qcb + C x2, qcb + A, SCANCEL, qcb, db, f + K MUST LEARN
    sC, d, d + B, SCANCEL, qcb, db, f + K
    sC, qcf + E
    sC, qcf, qcf + B, qcb, db, f + K MUST LEARN
    
    
    --------
    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 closer to the opponent. It's LOCKDOWN!
    
    -Sanren Geki (qcb + A x2, qcb + C)
    Out of all the Sanren Geki chains, this one is the safest. Plus, it’s great
    against crouch blocking characters. This way, you don’t have to worry about
    whiffing the attacks. The qcb + A x2 are both mid attacks, as the final qcb + C
    is a 2-hit overhead attack. Even when blocked, the last hit pushes you back in
    safe distance. If they block the 2-hit overhead attack, immediately charge b, f
    + D. This usually catches people off.
    
    -Standing A
    This applies mad pressure. This move should be thrown out after qcb + A x2,
    descending from Hishou Kyaku (d + K), or while running. This move should be
    abused like hell. It's safe on recovery time and has excellent reach.
    
    
    ----------------
    Cross Up Attacks
    ----------------
    -Jumping C
    Works well on Tall Characters.
    
    -Jumping D
    Works well on Average Characters.
    
    -Hishou Kyaku (d + K)
    Works well once you’re over the opponent. This forces them to switch block
    animation.
    
    -Jumping A
    This is main cross-up on all characters. Better use, when opponent is crouching
    or waking up from a knockdown attack.
    
    
    ---------
    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
    take the opportunity to dash in there and let them have some pokes strings. B
    Hien Zan is safer and better to use, because of its recovery time. Only use D
    Hien Zan if you're really sure you can land it. Hien Zan can hit at GREAT
    RANGE, since the cresent slash from the kick covers so much range.
    
    -Kuu Sa Jin (charge d, u + A/C)
    This move is basically the same use as Hien Zan. But the fact you can super
    cancel the move is a plus. I recommend using the A version over all. Use the D
    version if they high jump towards you.
    
    -Crouch C
    This is a great anti-air against cross-up attacks. If you hit a mid-air
    opponent with a crouch C, you may follow up with Kuu Sa Jin (charge d, u + P).
    
    -Standing D
    Throw this move out early to get good results.
    
    -Hou'ou Hiten Kyaku (qcf, qcf + B/D)
    Another great anti-air attack. It's an Anti-Air that will let you juggle the
    opponent with a D-Assaults, Hishou Kyaku, Hou'ou Kyaku if connected. It tends
    to TRADE hits with the opponent, but has a huge hit box which will hit the
    character from miles away.
    
    -Hou'ou Kyaku (qcb, db, f + B/D)
    A decent anti-air for opponents that like to do jump-ins. Timing is everything
    while using this as an anti-air attack.
    
    
    ---------------
    Air-to-Air Game
    ---------------
    -Jumping D
    A good jump attack. Has nice range, but may not beat out some jump attacks.
    Best used as a back jump attack.
    
    -Jumping C
    A great jump attack. It can be used to jump attack forward, back, or straight
    up into the air. Has priority over most moves. If your successful in pulling
    off this attack, you can cancel into air d, u + A or air qcb, db, f + K super.
    Only bad thing is that it suffers on range if you don't get enough jump
    animation.
    
    -Hou'ou Kyaku (in air, qcb, db, f + BD)
    This move can beat out mostly anything. Has a nice long hit box to go along
    with it too.
    
    
    ------------------------
    Front Ground Step (f, f)
    ------------------------
    Kim's FGS comes in handy when you knockdown the opponent. You can either dash
    in with sC, A/C Sanren Geki x3 or Hangetsu Zan. If blocked, it's best to sC
    with Hangetsu Zan. If connected, use sC with qcb + C x3 or sC, qcb + C x2, qcb
    + A SCANCEL qcb, db, f + K, when power stock becomes available. This will build
    up your Power Gauge and apply pressure to make Guard Crushes a lot 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 sA is his Best Poke IMO. You can MIX IT up
    and DASH in with a cA, FGS, then throw (CD). Of course there are more creative
    ways too.
    
    
    -------
    Running
    -------
    Just the same as front ground stepping. Kim can use his RUN to Poke from afar.
    His Best Pokes would have to be his far sA, far sC, and far sD. I'd say his far
    sA is his Best Poke IMO. You can MIX IT up and Run in with a sC, dash back, and
    poke attack. You may manage to get a free throw off or something else. This is
    a great way to start baits too.
    
    
    -------
    Baiting
    -------
    Another way to have the opponents come to you is to bait them out with attacks.
    Just do a series of random attacks to have them confused enough to be like
    "WTF?" and come right towards you.
    
    Example 1: cB, cB, cB, cA, cB or cB, cB, cA, Hien Zan or Hiten Hou'ou Kyaku if
    opponent jumps.
    Example 2: b, b, f, f, jump ub, d + K.
    
    You can also bait out wake up attacks. Just run/advance towards the opponent
    while they wake up, and then as they perform their move start to back dash.
    This will leave the opponent opened for a mistake punisher attack. Whatever you
    throw out is entirely up to you.
    
    
    ---------------------
    Building Power Stocks
    ---------------------
    With NGBC taking out the ability to gain super meter while using you special
    attacks without hitting the opponent is a drag. However, just staying in battle
    with one of your characters long enough to get AUTO CHARGE makes up for this.
    Plus, poke strings gains meter too. Just don’t rely on waiting for auto charge
    to help you out all the time.
    
    
    ---------------
    Playing It Safe
    ---------------
    -Sanren Geki (qcb + P x3)
    Sanren Geki strings still remains slow depending on the versions you chose to
    use. It's not as safe and abusable as it was in KOF2K2-2K3. Using qcb + P, qcb
    + C when blocked, you're pretty much screwed! So all I have to say is if you're
    going to do Sanren Geki with the follow ups, just do the qcb + A/C finishers.
    If you do any Sanren Geki string, do the qcb + A x2, qcb + C version. It's safe
    and spaces you out when blocked.
    
    -Pokes (Standing A and Standing C)
    Poking is a good way to get things started and there also good at interrupting
    other players moves. Standing C should be used for run and poke or during the
    end of poke string attacks. Standing A should be your safe guard move. It'll
    protect you after certain moves like right after you land from Hishou Kyaku or
    Hien Zan. But out of both of them, sA is the best to use. It's faster than sC
    and has more range as well.
    
    
    ----------------------------------------------------
    Mind Games after Hou'ou Hiten Kyaku (qcf, qcf + B/D)
    ----------------------------------------------------
    A nice thing to do when you hit with qcf, qcf + B/D is doing mix-ups! What you
    do is hit them with qcf, qcf + B/D and run towards the airborne opponent and
    hit them with a "sC" or "sA". Timing for this is CRITICAL. You must hit the
    opponent while they reach HEAD LENGTH to Kim. This makes sC (stand C)
    CANCELABLE into ANY of his Special Moves. This tricks the opponent when they
    land and recover from the sC juggle. He's some nasty set-ups after sC and so
    on.....
    
    sA/C, into qcb + K
    sA/C, into air d + K, sA
    sC, into Tag out (E)
    while standing C, charge d, u + P/K (corner only)
    jC, cA, into Sanren Geki mix-ups
    jC, cA, into f + B (this makes Neri Chagi cancelable)
    jC, cA, into sC, any special move
    far sA, charge b, f + D
    
    
    ------
    Throws
    ------
    Kim can get throws off easy by simply "Tick Throwing" or waiting for them to
    recover. Tick Throwing is done by hitting an 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 jumping A/C attack towards your opponent. When the jumping A/C
    whiffs, you'll land right next to the opponent and be able to get a FREE Throw
    in. Whiffing attacks works wonders in the corner.
    
    
    -------------
    MISCELLANEOUS
    -------------
    -qcb + P, qcb + C, d, u + A (Glitch Chain)
    Right after qcb + C take Kim into the air, the game registers the d, u + A as
    an air attack. But I wonder, if the game really does register d, u + A, why
    doesn’t air d + K (Hishou Kyaku) work. Oh well!
    
    -Back Dash (b, b)
    During Kim's Back Dash, you can no longer cancel into qcb, db, f + K or air d +
    K.
    
    -Haki Kyaku (d, d + B)
    Kim can no longer do his qcb, db, f + K free cancel bug after d, d + B. Boo!
    
    
    =======================================================================
    VIII. Kim's Entrance and Winning Poses
    =======================================================================
    
    Entrance 1- Kim has his hands against his hips. Then he begins to stretch each
    of his legs. After that, he says, "Iku zo!" ("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 with a glare, 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 his head and put 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!"
    
    D-Assault Pose-
    Kim has both hands against his hips, and then says, “Iku zo!” (Let’s go!”).
    
    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.
    
    
    =======================================================================
    IX. Extras Stuff
    =======================================================================
    -Hidden Picture-
    Beat the game with the Team of Kim Kaphwan and Keiichiro Washizuka.
    
    More to come!
    
    ========================================================================
    X. Updates
    ========================================================================
    Version 0.5: January 3rd, 2006
    -First Release
    
    
    ========================================================================
    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 information. Everything I did on this FAQ is from the best of my
    knowledge.
    
    
    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 IMPROVING my Gameplay. Thanks again!
    
    SNK for creating all the wonderful characters in this game. The Future is
    Indeed Now!
    
    SNK Playmore for developing NeoGeo BAttle Coliseum and keeping SNK "ALIVE"!
    
    http://www.snkplaymore.jp/official/nbc, where I got Kim's info from.
    
    My PlayStation 2 and NeoGeo Battle Coliseum. Without them both, this FAQ could
    not possible.
    
    Various NGBC match videos.
    
    Kao Megura, because I got Kim's move names from his KoF2003 FAQ. He also writes
    other great FAQ's too. The man's The King of FAQ's! Rest in Peace, and may The
    Lord watch over you.
    
    http://www.gamefaqs.com for hosting my FAQ along with many other great FAQ's
    they have up.
    
    Myself for staying up late at night to get this FAQ done.
    
    And you for taking the time to read this FAQ.
    
    
    Raul Torrez
    Copyrighted (c) 2006