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gamingnow.net
12-15-2003, 03:20 PM
I figured this would be the place to ask this, heh, i need some help.

I play againt a kim often using ken.

he plays like this :

puts me in the left corner, stays a bit more then a sweeps distance from me, while chrouching defensively, He often uses his three hit arial attack where he kicks me up into the air as he moves with me. i cant crouch hurt him because hes always crouch blocking, i cant really do much standing because he doesnt let me get that close, constantly pushing me away, i cant jump in for overhead as he crouches, because he counters with the anti air 3 kick move. im really stuck here :S


I need some help like info on how to beat the three hit air attack and some of his other moves, and generally what to do when hes being a madly offensive turtle, (dunno if there is a such thing lol).

Kid Lee
12-29-2003, 10:08 AM
You can't beat Kim. Sorry.

Cammyworshipper
12-29-2003, 09:05 PM
Here's a tip: Don't suck.

MegaZangief
12-29-2003, 09:20 PM
Outpoke him, ken has better pokes than Kim. Foward Roundhouse, crouching MK, eventually he will move or his guard will get crushed.

vasAZNion13
12-29-2003, 10:06 PM
Originally posted by Cammyworshipper
Here's a tip: Don't suck.

this tip coming from the guy who said kyosuke is better than dhalsim and guile...

caliagent#3
12-31-2003, 11:57 AM
Originally posted by MegaZangief
Outpoke him, ken has better pokes than Kim. Foward Roundhouse, crouching MK, eventually he will move or his guard will get crushed.

the shotos can't beat kim. no one can....kim is unstoppable

Kid Lee
01-01-2004, 03:17 PM
Yeah, that's right, he's unstoppable. Anyone can outpoke anyone with the right moves. It's easier with certain characters than others, of course, but it's possible.

By the way, Ken vs Kim is an even match.

Forward roundhouse stops or trades with all of Kim's pokes, but if Ken sticks it out and whiffs, punishment will be had.

Ducking forward loses to shorts, or trades at best. I suppose it's an even match, assuming the players are of the same skill level. But yeah, Kim is hard to beat because no one plays him still. I swear I'm still the only one in the country that uses him. Everyone's getting used to playing him now, at least in Sunnyvale. So I guess I have to find new things to do with him again...

Trick
01-01-2004, 04:17 PM
Originally posted by Kid Lee
Yeah, that's right, he's unstoppable. Anyone can outpoke anyone with the right moves. It's easier with certain characters than others, of course, but it's possible.

By the way, Ken vs Kim is an even match.

Forward roundhouse stops or trades with all of Kim's pokes, but if Ken sticks it out and whiffs, punishment will be had.

Ducking forward loses to shorts, or trades at best. I suppose it's an even match, assuming the players are of the same skill level. But yeah, Kim is hard to beat because no one plays him still. I swear I'm still the only one in the country that uses him. Everyone's getting used to playing him now, at least in Sunnyvale. So I guess I have to find new things to do with him again...

your just the only good player who uses him lol i've always been a kim fan probably because i have a 3rd degree black belt in taekwondo...i'm half korean or maybe it's because he gets no fireballs and he still kicks ass. whatever it is Kim is on the rise to top tier lol

caliagent#3
01-02-2004, 04:57 PM
Originally posted by Kid Lee
Yeah, that's right, he's unstoppable. Anyone can outpoke anyone with the right moves. It's easier with certain characters than others, of course, but it's possible.

By the way, Ken vs Kim is an even match.

Forward roundhouse stops or trades with all of Kim's pokes, but if Ken sticks it out and whiffs, punishment will be had.

Ducking forward loses to shorts, or trades at best. I suppose it's an even match, assuming the players are of the same skill level. But yeah, Kim is hard to beat because no one plays him still. I swear I'm still the only one in the country that uses him. Everyone's getting used to playing him now, at least in Sunnyvale. So I guess I have to find new things to do with him again...

I've been using kim since the begginning. it's true, people just aren't used to fighting him. he has the best jump in move in the game, j.fp beats all normal anti airs. i have never traded hits when i did a jumping fierce with him. close fierce into stomp is diesel, since u have so many options afterwards, he can combo his j.fp and j.hk into his air super, kim is too nice

KimBerserker
01-07-2004, 09:34 PM
No, you can't compare kim with ken, because ken will get beat easily.

The only people I'm having trouble with when playing them with kim....are bison, sagat and blanka. the rest aren't that hard

caliagent#3
01-09-2004, 09:18 AM
Originally posted by KimBerserker
No, you can't compare kim with ken, because ken will get beat easily.

The only people I'm having trouble with when playing them with kim....are bison, sagat and blanka. the rest aren't that hard

u should be having no problems fighting sagat. especially since he can't duck kim's s.fierce. Sagat cannot use s.roundhouse to AA u since u have j.fierce, all he can do is super and deep tiger upercut. so take advantage of that. Oh and fucking stomp on that bitch, do crossup, c.lk, s.fiercexxxd,d+hk into wut ever mix up.

RagingStormX
01-09-2004, 09:37 AM
I just uppercut the 3-hit kick move, it aint hard. I also uppercut random crescent slices, you can also uppercut it if cancelled from mk.

caliagent#3
01-09-2004, 11:47 AM
a good kim player would never do random crescent slices, or random d,u+p. so my guess is u r palying against horibble kim players.

Trick
01-09-2004, 10:04 PM
Originally posted by caliagent#3
a good kim player would never do random crescent slices, or random d,u+p. so my guess is u r palying against horibble kim players.

agreed

KimBerserker
01-09-2004, 10:24 PM
Originally posted by Trick


agreed

just got another 10 wins in a roll with kim :D but...I got a headache and had to leave. I think we should all record some videos of kim from different users and check out how to improvise more. I saw a kim video by eric wong I think, he never used a lot of kim's moves...I guess we all play differently. So I'll get someone to record my match next time and show different style.

caliagent#3
01-10-2004, 10:22 AM
Originally posted by KimBerserker


just got another 10 wins in a roll with kim :D but...I got a headache and had to leave. I think we should all record some videos of kim from different users and check out how to improvise more. I saw a kim video by eric wong I think, he never used a lot of kim's moves...I guess we all play differently. So I'll get someone to record my match next time and show different style.

that's a good idea, next time i go to my friends house i'll tell him to record some matches

KimBerserker
01-18-2004, 01:53 AM
Originally posted by caliagent#3


that's a good idea, next time i go to my friends house i'll tell him to record some matches

got some videos of my matches recorded:

ok don't laugh at this but if it's not an arcade controller, I usually do horrible at it and it takes time for me to adapt the controller...

Watch these in regular screen not full screen because I've reduced the size so it can be loaded quickly on the internet.

Kim is Level 1 in these two videos, I rarely use him as a level 2. never used him as level 3 or 4,

here's my first round:

http://www.onizone.com/matches/1stround.wmv

and here's my second round:

http://www.onizone.com/matches/2ndround.wmv

this is my c-groove kim, I usually would jump back and forth but because I don't have a system or anything, playing with non arcade controllers messed my moves up.

I use a-groove kim to do the rapid combos, down down kick, qcb kick for when they are ducking block. the dd kick will get pass the downblock. and if they are just standing block, do back forward kick and tap kick rapidly, he'll slide constantly till dizzy sign.

my k-groove was learned from someone's k-groove kim's moves, I don't do what they do but I will try to get a chance to record these in the arcade. because regular game controllers gets me nowhere.

let me know what you think, what do you think I need to improve on. the first match was an insult to my matches....didn't know the controller was going to be that difficult.

Trick
01-19-2004, 05:10 AM
You roll a hell of a lot. First video you can see when your friend waits and just throws you with Ken. The second video not so much. 2nd video you jumped in a hell of a lot. 2nd viideo you had some nice crossups but you could've landed some more combos. Since you pla C groove it's ok to empty jump every once in a while. You need to develop a more footsie game. Your friend in the first match seems to be a turtle (i only watched the Kim matchup in both vids) you should develop a poke game. If he continues to turtle then learn some throw setups. If you want any specific strats then just post or message me MrGotRice6 on AIM or Aznthug28@hotmail.com on MSN

I know it's broad of what i said but it's pretty basic. Hope it helps.

(THE) Geese
01-19-2004, 01:09 PM
That video was so horrible. Is trip the only move you guys know?

caliagent#3
01-19-2004, 02:15 PM
The vids were ok. There's a lot of stuff i see your kim lacking. One thing is that u desperatley need a footsie game. I saw no footsies at all from your kim. kim has really really good pokes in his s.lk, s.fp, c.mk, and c.fk. Another thing is that u roll way too much. Yes, kim as one of the best rolls in the game, u were over doing it. Since u used him in C-groove u should've been dashing a lot more. his dash is really good. Damn i should've recorded my matches yesterday, i'll try to get some matches up this coming weekend.

One last note. THe one thing is i liked is that fact that your kim wasn't like most peoples. At least u didn't sit there waiting to anti air them with d,u+k which is wut most people do. And don't forget, work on your footsies.


U could also hit me up on AIM if u want me to share some more shit, hit me up at this AIM screenname: Chemistren

caliagent#3
01-21-2004, 06:39 PM
i'll be making a vid tutorial everyone. just to show some of the stuff i know and some tricks. I might make it on the 31st or the 3rd week in feb. i'll let u all know when i'm done

Dark_Gouken
01-24-2004, 07:23 AM
well if you use a fighter that has a good HK like ryu and akuma you can beat him almost easy since they always jump at you with a HP expecting you to do any move and then them hitting you.......



as they jump at you with a HP or HK just roundhouse him the Hp will never enter against their roundhouse


and if you use kim its a good idea to jump in with a HP then as soon as the hit enters do his air super QCF,HCB,HK....(it work's you just need to practice) :)Laredo style ...............

caliagent#3
01-24-2004, 07:58 AM
Originally posted by Dark_Gouken
well if you use a fighter that has a good HK like ryu and akuma you can beat him almost easy since they always jump at you with a HP expecting you to do any move and then them hitting you.......



as they jump at you with a HP or HK just roundhouse him the Hp will never enter against their roundhouse


and if you use kim its a good idea to jump in with a HP then as soon as the hit enters do his air super QCF,HCB,HK....(it work's you just need to practice) :)Laredo style ...............

Do u even know wut u r talking about? Kim's jumping hp is one of the best jumping moves in the game. Try to anti air me with ryu standing hk and kim's jumping hp will go right through it. Or u can try to c.hp and kim will beat it with his jumping hp.

(THE) Geese
01-24-2004, 09:17 AM
Originally posted by caliagent#3


Do u even know wut u r talking about? Kim's jumping hp is one of the best jumping moves in the game. Try to anti air me with ryu standing hk and kim's jumping hp will go right through it. Or u can try to c.hp and kim will beat it with his jumping hp.

Keep's jumping fierce doesn't have much vertical or horizontal range. If u time it deep, a Ryu s. rh will always beat it. If you time it early, you take the risk of it whiffing and then you getting combo'ed on the ground once you land. It's not that great of a move. It's only good against characters who really have no way of beating it because their anti-airs are too fucked up space-control wise... this include Vega for one.

caliagent#3
01-24-2004, 11:48 AM
Originally posted by (THE) Geese


Keep's jumping fierce doesn't have much vertical or horizontal range. If u time it deep, a Ryu s. rh will always beat it. If you time it early, you take the risk of it whiffing and then you getting combo'ed on the ground once you land. It's not that great of a move. It's only good against characters who really have no way of beating it because their anti-airs are too fucked up space-control wise... this include Vega for one.

U r wrong. Kim's jumping fierce will beat ryu or akuma's s.roundhouse every time. if u have XBL i will show u. All u have to do is time it to hit them, ryu and akuma can't decide when to do the s.roundhouse, they have to do it at a time to AA you. Where as kim can decide when he wants to do his j.fierce, most likely though he will do it kinda early. Anyways kim's jumping fierce will go through ryu and akuma's s.roundhouse and even rocks s.roundhouse every time

(THE) Geese
01-24-2004, 12:20 PM
Originally posted by caliagent#3


U r wrong. Kim's jumping fierce will beat ryu or akuma's s.roundhouse every time. if u have XBL i will show u. All u have to do is time it to hit them, ryu and akuma can't decide when to do the s.roundhouse, they have to do it at a time to AA you. Where as kim can decide when he wants to do his j.fierce, most likely though he will do it kinda early. Anyways kim's jumping fierce will go through ryu and akuma's s.roundhouse and even rocks s.roundhouse every time

In the end it doesn't matter ... because a Shoto fierce SRK will beat any jumpin.

caliagent#3
01-24-2004, 04:56 PM
Originally posted by (THE) Geese


In the end it doesn't matter ... because a Shoto fierce SRK will beat any jumpin.

Yeah, if it's deep.

(THE) Geese
01-24-2004, 05:04 PM
Originally posted by caliagent#3


Yeah, if it's deep.

Doesn't matter ... the invincibility on a fierce Ryu uppercut lasts long enough to:

A) hit deep and clean
B) hit early and clean because Kim's j. fierce doesn't have enough negative vertical range to make contact with Ryu if done early.

caliagent#3
01-24-2004, 07:36 PM
Originally posted by (THE) Geese


Doesn't matter ... the invincibility on a fierce Ryu uppercut lasts long enough to:

A) hit deep and clean
B) hit early and clean because Kim's j. fierce doesn't have enough negative vertical range to make contact with Ryu if done early.

It does beat the uppercut as long as the invincibility is gone. Unless kim jumps directly over them, and the shotos do a jab dp

(THE) Geese
01-24-2004, 08:24 PM
Originally posted by caliagent#3


It does beat the uppercut as long as the invincibility is gone. Unless kim jumps directly over them, and the shotos do a jab dp

The point is the invincibility doesn't go away because there is too much of it and too little of downward point on Kim's j. fierce. That's why a Sagat j. rh or a Terry j. rh or a Ryo j. rh can trade with uppercuts, and why a Kim j. fierce can't.

caliagent#3
01-24-2004, 08:37 PM
Originally posted by (THE) Geese


The point is the invincibility doesn't go away because there is too much of it and too little of downward point on Kim's j. fierce. That's why a Sagat j. rh or a Terry j. rh or a Ryo j. rh can trade with uppercuts, and why a Kim j. fierce can't.

LOL... the shotos don't have invincibility for the full duration of their dp. Trust me, i have access to the frame data book. anyways it all depends on timing and it could go either way. But from my experience about 70% of the time i have gone through shoto dp's and even sagats, the only dp's i haven't gone through a lot is kyo's and ryo's. But in the end it all depends on timing

Dark_Gouken
01-25-2004, 06:50 AM
anyways you are ignorant to not see your own characters weaknesses and have never played with someone of my rank and your kim is so predictable................
.............get on my level first then chalenge me...........

Dark_Gouken
01-25-2004, 06:57 AM
even in chaos ill beat you

caliagent#3
01-25-2004, 08:47 AM
Originally posted by Dark_Gouken
anyways you are ignorant to not see your own characters weaknesses and have never played with someone of my rank and your kim is so predictable................
.............get on my level first then chalenge me...........

:lol: u r a joke. I know my characters weaknesses, and u will definitely not beat me in chaos. Especially if u use Ryu. Please tell me u live in NY, if u do i'll play u for money. $50 a game, and i'm serious. And u will definitely not beat me in cvs2 if u think ryu and akumas s.roundhouse can beat kim's jumping fierce. Chaos is so stupid and broken, will not win a round against me guaranteed.

:lol: another thing, how do u know my kim is predictable? U have never even seen me play. ha ha. this is funny, please keep posting.

KimBerserker
02-08-2004, 12:30 AM
I went to the florida tournament....

ko'ed a lot of people except trent...

my team is: Kim Blanka Bison always in c groove

Team KBB

ShinShotokan
02-15-2004, 02:32 PM
Originally posted by gamingnow.net
puts me in the left corner, stays a bit more then a sweeps distance from me, while chrouching defensively, He often uses his three hit arial attack where he kicks me up into the air as he moves with me. i cant crouch hurt him because hes always crouch blocking, i cant really do much standing because he doesnt let me get that close, constantly pushing me away, i cant jump in for overhead as he crouches, because he counters with the anti air 3 kick move. im really stuck here :S

First of all, obviously, DON'T GET CORNERED.
This is the most basic tactic of fightinggames independently if you're playing Cap vs SNK 2 or KOF 94 or Mortal Kombat.

If you're getting cornered you're doing something wrong obviously.
Either you're being too defensive or you just turtleing.

Jumping at a crouching Kim is just plain stupid.
Kim has 2 million ways of countering a jumping Shotokan-player if chargeing from a crouch.

Doing a crouching Fierce Kick with any Shotokan player against a crouching Kim is downright stupid as well since the horrible recovery time and Kim will combo you to inferno.
You'd better off with crouching short here.

Kim is a very good SNK character, but not impossible to beat.
He lacks range since he doesn't have any projectiles.
Kim has quite good offence and air-control so don't even THINK about meeting him air-to-air.

Kim is a close-to-mid-range character but he's a sucker against people that can master projectiles.

What you need to learn is the advantages you have as a Shotokan player and use them to Kims disadvantages.

Ken has his projectile wich is a huge advantage against a out-of-range Kim. Time your Ha-Do-Kens very well and make sure he's either chargeing his crouch and that you are OUT OF HIS RANGE.
Kim has his standing Fierce Kick that reches far and his standing Strong. The only opportunities where you're allowed to go closer on to him is when you're offensive against him.

Did I forget to mention that you must not get cornered?

You need to learn to pressure him, but NEVER when he's charging his crouch. Never air-to-air and be very careful with your Ha-Do-Kens since you're vunerable after tossing away a projectile.
(Don't fall for the roll-through-projetile-and-punish-trap!)

Unlike Kim, you don't need a charge to do an anti-air move.
That leaves you to a very good advantage since a Kim player can never anticipate when you're going to Dragon Punch him.

The Dragon Punch has good priority over anything Kim does (except his Anti-Airs - The Triple Air Kick and the Flying Slice) and there fore you should try to time weak Dragon Punches when Kim attacks you.

Kims Crecent Moon Slash (Down, Down/Back Back + Kick) is punishable if anticipated correctly. You can either Dragon Punch that or Shinryuken him to kingdom Come.

The Comet Crunch (Charge Back, Forward + Kick) is easy to countered if the first hit is blocked.
Not decent Kim-player would use this move except ina part of a combo.

One of Kims Special Moves can pass through Fireballs so you might want ot be careful with your HaDoKens when he's at a Level 3/Maximum Level.

I think that should cover the theoretical issue.

Finally don't forget.
DON'T GET CORNERED!!!!

oh yeah... forgot telling you that...

DON'T GET CORNERED!!!

caliagent#3
02-15-2004, 04:42 PM
Originally posted by ShinShotokan


The Comet Crunch (Charge Back, Forward + Kick) is easy to countered if the first hit is blocked.
Not decent Kim-player would use this move except in a part of a combo.

Ummm i would just like to say that u cannot combo into the comet cruncher unless it is off of a counter hit. Decent kim players use the comet cruncher very sparingly, trying to catch people walking forward.

ShinShotokan
02-16-2004, 03:58 AM
Originally posted by caliagent#3


Ummm i would just like to say that u cannot combo into the comet cruncher unless it is off of a counter hit. Decent kim players use the comet cruncher very sparingly, trying to catch people walking forward.


Actually, I have been able to connect to the Comet Cruncher, but not often.
The few times I've been able to do that is by random or just plain coincidence but somehow I think it is possible to cancel a crouching MK to a MK Comet Cruncher.
I've been able to accidently connect it to some other stuff when I accidently cross-over my opponent.

The timing for connecting it is quite weird, but it's not impossible to do it.
I'm just not enough of a good Kim player in Cap vs SNK2.
I am a very good Kim player in classical RBFF-style and KOF, and I'm quite good with his two sons in Garou, but the timing and his specials are very changed and unfamiliar in Cap vs SNK 2.

Anyways, back to the subject.
Doing the comet cruncher offensively is just plain dumb because Kim is very vunerable between the first and second kick.
Sure you can't do ground combos against him since he's at a juggable state but still even a half-decent Shotokan player can punish Kim after blocking the first slide with a Shinkuu Hadoken or any other decent damageing move.

caliagent#3
02-16-2004, 06:54 AM
Originally posted by ShinShotokan



Actually, I have been able to connect to the Comet Cruncher, but not often.
The few times I've been able to do that is by random or just plain coincidence but somehow I think it is possible to cancel a crouching MK to a MK Comet Cruncher.
I've been able to accidently connect it to some other stuff when I accidently cross-over my opponent.

The timing for connecting it is quite weird, but it's not impossible to do it.
I'm just not enough of a good Kim player in Cap vs SNK2.
I am a very good Kim player in classical RBFF-style and KOF, and I'm quite good with his two sons in Garou, but the timing and his specials are very changed and unfamiliar in Cap vs SNK 2.

Anyways, back to the subject.
Doing the comet cruncher offensively is just plain dumb because Kim is very vunerable between the first and second kick.
Sure you can't do ground combos against him since he's at a juggable state but still even a half-decent Shotokan player can punish Kim after blocking the first slide with a Shinkuu Hadoken or any other decent damageing move.

Like u said it happens randomly right? It only happens when u get a counter hit. Yes the c.mk can be buffered into comet cruncher, and so can c.mp, s.fierce, c.lk, c.lp, close s.lk, and s.lp but it WILL not combo unless it's done as a COUNTER HIT.

FINAL SHOWDOWN
02-16-2004, 07:51 AM
Not true it combos from switch stance lp and it also(i guess obviously) could combo from a level 2 cancle lol. =/



Also iirc(though this isnt comboing) there is no trip guard for comet cruncher so i guess thats another use for it. lol

caliagent#3
02-16-2004, 10:41 AM
Originally posted by FINAL SHOWDOWN
Not true it combos from switch stance lp and it also(i guess obviously) could combo from a level 2 cancle lol. =/



Also iirc(though this isnt comboing) there is no trip guard for comet cruncher so i guess thats another use for it. lol

Tru i 4got about comboing it from switch stance. Yeah, that's possible becuase the switch stance lp give the hit stun of a fierce iirc.

caliagent#3
02-22-2004, 08:22 PM
Aight i'm a little bored so i'll post some tips about fighting the top tiers.

Fighting Blanka:

Personally i like this match up a lot. Blanka cannot duck under many of kim's pokes so this is a definite plus. Your main pokes in this match is s.fierce and s.short. Try to do some extended block strings on blanka if possible, especially if u r in n-groove or any of the other running grooves. Do running c.shorts, mixed with s.shorts. The typical block string i like to do against blanka is crossup roundhouse, c.mp, c.lk, a few running c.lk, walking s.lk, walking s.lk, s.fierce. This really works down blanka's guard, and most likely you'll score some counter hits from the walking s.lk's or from the s.fierce. One way to mix this up is do 2 running c.lk's, s.lk, s.roundhouse (hold) press fierce. After this i usually get a counter hit off of the switch stance fierce, and if it's blocked u r pretty much safe.

Other block strings:
close c.lk, s.fierce (1 hit) xxxd,d+hk (hold hk) press lp xxx qcb+k
walking s.lk's, s.fierce
c.mp, c.lk, c.mk, qcb+mk - Mix up* -
c.lk,c.lpxxxd,d+hk - Mix up*-

* The mix ups i usually do are roll then another block string into c.lk, c.lp, c.mk qcb+lk/mk, roll throw, roll c.mp, 2 walking s.lk's, dash throw (dash grooves)

some things to watch out for is RC electricity, you could try rc qcb+lk to knock him out of it or on wakeup u can do rc stomp into super. If your opponent doesn't do RC electricity then c.fierce will be the AA of choice for blanka, if u jump in make sure u do it with j.fierce, it'll beat blanka c.fierce cleanly.
Against a jumping blanka u should use s.mk as your AA or jump back mk. Try not to battle blanka in the air is jump straight up fierce has TOO much priority.
Crossup blanka when u can. Your mission is to wear down his guard and poke him until he has about 1/2 of his life left. Once u get him down to this point, u just rush him the fuck down and wait for him to make a mistake, then BAM!! hit 'em with a super.

Random note:

-S.mp can beat blanka's c.fierce if timed right, and so can his s.lk
-C.mp can beat blanka's slide, iirc

ShinShotokan
02-25-2004, 08:25 AM
Originally posted by caliagent#3

Like u said it happens randomly right? It only happens when u get a counter hit. Yes the c.mk can be buffered into comet cruncher, and so can c.mp, s.fierce, c.lk, c.lp, close s.lk, and s.lp but it WILL not combo unless it's done as a COUNTER HIT.

Ah! That explains a whole lot! :D

Thanks :)

Trick
02-25-2004, 06:04 PM
good shit cali...don't forget you can throw blanka out of his Electricity if he's close enough. Also i've out poked blankas standing mp and ducking hp with ducking mk.

Sleronipt
02-26-2004, 10:40 PM
Originally posted by caliagent#3
some things to watch out for is RC electricity, you could try rc qcb+lk to knock him out of it

How do you do that?

Trick
02-26-2004, 11:55 PM
you live in cali and you don't know how to RC? that's crazy!

Sleronipt
02-28-2004, 07:05 PM
I don't typically see people RC'ing specials with shorts or jabs, since you need those buttons for the roll. If you can do it, then you know something that I don't.

caliagent#3
02-28-2004, 07:49 PM
Originally posted by Sleronipt
I don't typically see people RC'ing specials with shorts or jabs, since you need those buttons for the roll. If you can do it, then you know something that I don't.

people do it all the time, all u have to do is double tap the button. It's not too hard if u practice.

Sleronipt
02-29-2004, 01:49 AM
I'm almost strictly K groove, so I never put much effort into perfecting RC. I guess that was the information that I didn't know. I feel so foolish and worthless now....

XXVICIOUSXX
02-29-2004, 10:46 AM
whats the best groove to use KIM in??

caliagent#3
02-29-2004, 02:45 PM
Originally posted by XXVICIOUSXX
whats the best groove to use KIM in??

the best grooves for kim are: C/N/A/P&K/ S

C - is #1 since his lvl 2 supers are too damn good, rc's and his dash

N - gives him rushdown, small hop, rc's

A - rc's, easy customs, he's a really good battery

Trick
02-29-2004, 06:40 PM
Originally posted by caliagent#3


the best grooves for kim are: C/N/A/P&K/ S

C - is #1 since his lvl 2 supers are too damn good, rc's and his dash

N - gives him rushdown, small hop, rc's

A - rc's, easy customs, he's a really good battery

I think it goes like C/A/N/K/P&S

C gets the slight advantage cuz of his infinite.

A is really good cuz he doesn't need supers to win.

N is good but i don't like not being able to tiger knee

caliagent#3
02-29-2004, 07:56 PM
Originally posted by Trick


I think it goes like C/A/N/K/P&S

C gets the slight advantage cuz of his infinite.

A is really good cuz he doesn't need supers to win.

N is good but i don't like not being able to tiger knee

Hmmm i can see how A&N can interchange. He is an excellent battery for A-groove but he has all the tools for rushdown in N-groove. 95% of the time i play him in N-groove, since i like to abuse his short hop roundhouse, and running c.shorts are too good.

Trick
02-29-2004, 11:34 PM
Originally posted by caliagent#3


Hmmm i can see how A&N can interchange. He is an excellent battery for A-groove but he has all the tools for rushdown in N-groove. 95% of the time i play him in N-groove, since i like to abuse his short hop roundhouse, and running c.shorts are too good.

yea that stuff is too good. like i said this is just my preference. no doubt that Kim is good in all grooves though. i need to finish getting those vids from you too cali

caliagent#3
05-10-2004, 02:48 PM
Aight i'm gonna post some random shit.

- tiger knee air qcf+k is too good. I made the best comeback of my life with this move. It setups counter hits, *does not* gives kim frame advantage, gains meter fast.

-after a knock down just walk up and do a c.mkxxxqcb+k, this works a lot more than it should.

- also after a knock down do walk up whiff s.jab, sweep. I stole this one off of arturo

- against sagat, always, and i sat ALWAYS be ready to do your lvl 3 super. set this up by dancing right out side of his s.fierce range.

- abuse s.lk and c.mk against charaters that duck his far s.fierce

- c.lk, close s.fiercexxxd,d+k is good against all character, but should be your main weapon against people who duck his far s.fierce

- Random qcb+mk or lk are good against people who are walking back and forth, even though i said u shouldn't (refer to the first page). BUT do not do random qcb+HK, unless u have a lvl 3 or lvl 2 or u r in P/k groove.

- Abuse kims roll

FatalFuryD
05-11-2004, 12:17 AM
Originally posted by caliagent#3
Aight i'm gonna post some random shit.

- tiger knee air qcf+k is too good. I made the best comeback of my life with this move. It-snip correct info-gives kim frame advantage.


I respect that you know a lot of this game and have a lot of wins, but I don't think this is correct. If it gives a frame advantage, then he couldn't be thrown when he lands. Zangief can throw him after a blocked qcf+k pretty well. So I can't say it's a frame advantage. It's unnerving though, because it looks like an overhead and you have the voice actor going apeshit over GISHOUKYACKU GISHOUKYAKU GISHOUKYAKU HAKIKYAKU GISHOUKYAKU etc.

caliagent#3
05-11-2004, 04:25 AM
Originally posted by FatalFuryD


I respect that you know a lot of this game and have a lot of wins, but I don't think this is correct. If it gives a frame advantage, then he couldn't be thrown when he lands. Zangief can throw him after a blocked qcf+k pretty well. So I can't say it's a frame advantage. It's unnerving though, because it looks like an overhead and you have the voice actor going apeshit over GISHOUKYACKU GISHOUKYAKU GISHOUKYAKU HAKIKYAKU GISHOUKYAKU etc.

Nah u just didn't read the post correctly. I said if u TIGER KNEE the move, then he gets frame advantage. If u jump and then do the move normally he can get thrown. Tiger kneeing it and jumping then doing it makes it completely different.

dialupsucky
05-11-2004, 11:09 AM
Tiger kneeing the move does not give it frame advantage plz, come on now. Kim is at the distadvantage PERIOD. If you were at a advantage you would not be able to tiger knee hishou kyaku and then throw would you? Nope you can throw them in the first place beacuse YOU are at the disadvantage.

Tiger kneeing the move makes no difference other then its just faster thus harder for a opponent to react to. If gives you no real difference in frames.(and if it did it wouldnt be enough to combo off of)If it did give advantage you sure as hell would see it way more as well you could combo after it etc most likely.....


Anyway no just no lol....... shakes head lol



Oh and why would you do duck k, stand fierce, when duck p, stand fierce is a acctual combo? Shrug seems kinda pointless.

(THE) Geese
05-11-2004, 12:36 PM
Originally posted by dialupsucky
Tiger kneeing the move does not give it frame advantage plz, come on now. Kim is at the distadvantage PERIOD. If you were at a advantage you would not be able to tiger knee hishou kyaku and then throw would you? Nope you can throw them in the first place beacuse YOU are at the disadvantage.

Tiger kneeing the move makes no difference other then its just faster thus harder for a opponent to react to. If gives you no real difference in frames.(and if it did it wouldnt be enough to combo off of)If it did give advantage you sure as hell would see it way more as well you could combo after it etc most likely.....


Anyway no just no lol....... shakes head lol



Oh and why would you do duck k, stand fierce, when duck p, stand fierce is a acctual combo? Shrug seems kinda pointless.

ownt!

caliagent#3
05-11-2004, 03:52 PM
Originally posted by (THE) Geese


ownt!

Damn, i sure was.

Anyways, FS is right. No frame advantage after TK qcf+k. I thought there was frame advantage since i never got hit out of, never. I was doing it all the time at the CTF tourney on sat. and no one caught me, i even did it against arturo's rolento, fucking rolento with the best jab in the game:lol: . Anyways yeah i was wrong and i'll fix it.

Duck Strong
05-13-2004, 05:56 PM
Comboing into any of the qcb k moves is tantamount to suicide (Wish they knocked down .:bluu: )

caliagent#3
05-13-2004, 08:08 PM
Originally posted by Duck Strong
Comboing into any of the qcb k moves is tantamount to suicide (Wish they knocked down .:bluu: )

It depends on the character he plays against. But generally the lk and mk version of his qcb+k should be used the most. I only use the hk version when i wanna setup roll into whatever. I'll do c.lk, c.lp, c.mk, qcb+hk, roll c.lk, c.lp, s.lk, walk s.lk then wait a split second to see what they do. If they can't duck kim's s.fierce, then i poke with that, if they can then i short jump or walk up c.mk

DevilJin 01
05-24-2004, 06:36 PM
TK air steps are extremely hard to punish. Even without frame advantage it is EXTREMELY difficult to punish a well TK'd air step from Kim. You're lucky if you even get close enough to throw him and that's easy to just tech out of. I always just tap f+FP just a bit after coming down from the TK air steps to tech anyone trying to throw me afterwards. Especially if they don't immediately try to poke or uppercut me out of it. Pretty easy once you get the hang of it.

kcxj
05-25-2004, 03:37 PM
Originally posted by Duck Strong
Comboing into any of the qcb k moves is tantamount to suicide (Wish they knocked down .:bluu: )
What happens when Kim combos into blade kick that's suicide? Can you give me some examples?

Whenever somebody randomly roll cancels that move at me, then yeah, that's definately suicide. I either roll through and combo his ass, or late airblock and combo his ass.

Whenever somebody properly combos the blade kick though, there's never anything I can do to him afterwards. I'm talking like, d.LK, d.LP, d.MK xx qcb+K. It all perfectly combos, hit or block, and I can never hurt Kim after. Is there a trick or something?

edit: Oh yeah, all versions of Kim's air crazy kicks give +/-0 on the hit or block. Like all other air-to-ground specials in the game, whether it gives frame advantage or frame disadvantage depends on where you were in the air when the move started, and how deep or high your attack landed.

caliagent#3
05-26-2004, 03:28 PM
Originally posted by kcxj

What happens when Kim combos into blade kick that's suicide? Can you give me some examples?

Whenever somebody randomly roll cancels that move at me, then yeah, that's definately suicide. I either roll through and combo his ass, or late airblock and combo his ass.

Whenever somebody properly combos the blade kick though, there's never anything I can do to him afterwards. I'm talking like, d.LK, d.LP, d.MK xx qcb+K. It all perfectly combos, hit or block, and I can never hurt Kim after. Is there a trick or something?

edit: Oh yeah, all versions of Kim's air crazy kicks give +/-0 on the hit or block. Like all other air-to-ground specials in the game, whether it gives frame advantage or frame disadvantage depends on where you were in the air when the move started, and how deep or high your attack landed.

U can hit kim depending on the character after a blocked qcb+mk or hk.blanka can reversal lvl 3 blanka ball and sagat can reversal lvl 3 low tiger cannon. But u gotta have perfect timing to hit him. Blanka should never ever ever ever ever block c.lk,c.lp,c.mk qcp+mk or hk because he can do counter hit RC electricity or lvl 3 kim between it as long as he is blocking low. one thing i do is s.lk, walk up c.mkxxqcb+lk or c.mkxxqcb+mk. OR i vary the timing, c.lk,c.lp pause, c.mkxxqcb+k. IF u miss the reversal against kim expect to get hit by a lvl 3 qcb,hcf+k, roll throw, or roll combo.