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caliagent#3
06-28-2004, 05:53 PM
Just like Maj said, post strats, combos, and ask questions. I'll copy and paste some strats from the other thread over here.

Buktooth
07-02-2004, 11:41 AM
All these characters cannot crouch under Kim's launcher super:

Raiden
Geese, Chang
Zangief, Sagat
Eagle
Rugal, Yamazaki, Benimaru
Honda
Dhalsim, Terry
Kyo, Joe

This is important to know, since you don't have to catch these characters standing to be able to infinite them. Makes it 20x easier to land on them. I've always been under the impression that the launcher super is only uncrouchable by Sagat's height tier and above.

Conversely, you should remember who can crouch his upkicks:

Chun, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki
Maki, Iori, Athena

this is a pretty big bummer since your standard low shorts into triple kicks combo won't work on these characters all the time.

Lastly, Kim's standing fierce. This is his best midrange move, so you should know who can crouch it. All of the above "short" characters, plus:

Shotos, King, Rolento, Haohmaru
Vega, Cammy
Morrigan, Yun

In short, Kim is a lot more effective against big characters. :D

shmy
07-02-2004, 08:37 PM
Yeah, this is weird, but are you sure Chang can't duck under Kim's launch super.

On a crouch Chang, I linked the launch super off of two crouch shorts, and it didn't connect.

Or am I just imagining things.

caliagent#3
08-16-2004, 06:40 AM
Aight i'm gonna get this started.
best pokes, in order from good to bad:
-s.short
-c.forward
-far s.fierce
-c.roundouse
-c.strong
-s.strong

Kim's stand s.lk definitely one of the best pokes in the game. What makes it scary is that it's fast and supercanellable. So basically this turns kim into a psuedo-chun li. When the opponent whiffs an attack (EX. Shoto misses a sweep) walk up s.lkxxsuper. C.forward is his main buffering tool. Walk up c.forward after a blocked s.lk is good, and you'll most likely get a counter hit. C.forwardxxqcb+mk/lk is your friend, use it. His stand fierce is a good tool when playing footsies, especially agasint Sagat, and blanka. S.lk, far s.fierce is a good little block string. C.roundhouse, Very quick and long range, i don't think i need to explain. c.strong, very very close to the shoto c.strong, except it seems to be a little slower. It stuffs a lot of attacks like cammys drill, s.roundhouse, and blanka's slide and c.fierce.
S.strong is good to use against tall characters, and it trades with sagat's s.fierce.

Kim's Playstyle:

Ok there are 3 ways to play kim. The rolly polly way (which 70% of the people who use him, play him), or the rushdown (15%) or calculating way (15%). rolly polly consists of sitting in one spot, charging for either a d,u+p/k or roll into d,u+k or roll throw, or roll super. Basically rolly polly is "scrub kim". Rushdown is what it is, rushdown. And the calculating style uses his pokes, plays patient and tries to captilize off of big openings. Now all of these play style are very valid tactics and do work, well the rolly polly one does to some extent. So all the rolly polly players out there, you guys probably won't need to read the rest of the thread, since i just told you the most to get out of your play style :D.

I'll go more indepth later about what the other 2 play styles should look for.

dialupsucky
08-16-2004, 07:58 PM
Rolling will always be a vaible tactic in this game.

caliagent#3
08-23-2004, 08:18 AM
So what kinds of things should you look for while using kim?? Here's a few things:

1.does your opponent like to stand or walk/run forward a lot
2.do they like to reversal through your poke strings
3.are they a jabber
4.do they normal jump, or short jump a lot
5.how often do the roll
6.can they and do they AA you often
7.how do they react to your crossups

1. This may not seem like much, but can really help you in the long run. One move i see a lot of "scrubs" use, other than his d,u+p/k, is his b,f+k. This should be one of your most rarely used moves. If you are playing against someone who is always standing this moves comes in handy when you really need that knock down. I find that it works most on sagat when he's doing his usual s.lk, s.jab "whiff-athon". The bad thing is that if you are too predictable with it, you'll be punished severly. The b,f+k has some pretty good setups for poke strings or combos. For instance you can do:
-b,f+k, knockdown, dash over c.lk, c.lp, c.mkxxqcb+lk/mk
-b,f+k,stand over them, s.fierce(1 hit)xxxd,d+kxxxsuper if it hits or any of his switch stance options.
-b,f+k,knockdown, dash over c.lk,c.lp,c.lk, s.lkxxxsuper
-b,f+k,knockdwon, wait a split second, throw
and there are a few other tricks, but i'll keep them to myself :D . This one move can very well turn the match around, and give you that opportunity for big damage. Just watch out for characters with really good reversals and supers. A little experimentation and you'll find what works best for you

2.Now one of my biggest problems is getting reversaled through my poke strings. Most of this is becuase i do a lot of conditioning to my opponent but i don't switch it up when i need to. For instance i'll have someone trapped in the conrner and go for, c.lk,c.lp,s.lk, walk forward s.lk, c.forward. we'll do a little jiggling for a while, i'll get a sweep or throw and go for the same exact pattern, now at about the 4th time i go for this string my opponent is conditioned to it and i get hit with a dp or super. What i've been doing lately is seeing what i can do to remedy this. Here's what i've been practicing now, the usual string, c.lk,c.lp,s.lk, walk forward s.lk, c.forward, for the 3rd rep i do c.lk,c.lp,s.lk WAIT and see what my opponents reaction is. Usually it's a dp and the best way to punish it is s.fierce (only punish it with a super if it's absolutely necessary). other things you can do c.mkxxqcb+lk/mk when he lands, or you can try to do some advanced mix up like: dash in, s.fierce(1 hit, while he's in the air)xxd,d+k hold, switch stance lk immediately, into whatever is appropriate.

3. Jabbers are probably the easiest to get around. It's simple, they like to jab you through your strings, if you find that happening your string is either too long, or there's too big of a gap. the remedy is to setup counter hits, and every now and then insert a random super (usually a lvl 2 or lvl 3 since they have good recovery). Roll d,u+p/k is good to use every now and then also. that was easy huh

i'll finish the other 4 in my next post.

Side note: It's also a good a idea to take a few tiger uppercuts when doing poke strings against sagat. It sets up whiff tiger uppercut and punish with super nicely, take some damage to give even more :D

KneelB4Me
08-30-2004, 05:16 AM
Great stuff Chem + Buktooth. Kim is too cool, keep the good stuff coming :tup: :tup:

Kid Kapwaan
09-01-2004, 09:24 PM
Ya i cant really read all this abbreviation stuff but can u guys post some vids of kim combos and what they are how to do them, etc.If you can thx alot.

Double Reppuken
09-10-2004, 10:40 AM
Not that this is important outside of C, maybe a little for N, and probably not for A, but: it's possible to do a c.forward xx lvl 1 launching super, then follow up with a tiger kneed ho'ou tenbu kyaku (qcf, hcb + k in the air). It does a considerable amount of damage, and, hell, it's two lvl 1s! Also noteworthy is that there are two ways to tiger knee the super: when kim jumps back and immediately does super, and when kim jumps straight up and does the super. Granted, both leave the ground for about the same height (up to kim's knees, were he standing), but, the latter is slightly more advantageous, since it means you can connect the lvl 1 launcher (sans c.short/forward) into the lvl 1 ho'ou tenbu kyaku at some place OTHER than the corner. I'm not exactly sure about HOW to do them both, as it's hard to explain the way I do it, but the latter of the two goes something like this:

qcf, hcb, qcd, up + k.

the "qcd" (quarter circle DOWN from the back position in this case) motion should be done fast, at least, that's how i get it out. If there's another way to get the same result, go for it, i guess. It's just that this is how it "feels" for me when I do it.

I think something else that should be noted is that you can cancel kim's stomp move (d, d + k) into the ho'ou kyaku super (qcb, hcf + k). So, if you manage to connect a close c.short, or c.forward, you can immediately cancel into the stomp and cancel again into a super.

If you're wondering why you shouldn't just do a ho'ou tenbu kyaku after the launcher, that's 'cuase it won't connect, by virtue of how the launching super works. why the air super connects is beyond me, but it sure has provided hours of fun.

To add a little more variety to the playing styles caliagent was mentioning, one nice way to add pressure against characters with slow start up on moves, is to tiger knee kim's hishou kyaku (qcf+k, in air). It has a LOT less recovery than if you'd try to keep pressure with something like Han Getsu Zan (qcb+k), or, worse, the Ryusei Raku (B for 2s, f + k), which both have longer recoveries (though the short/forward han getsu zan are deceptive, since you can create enough block stun for the opponent that you can use a super if you know they'll immediately try to counter). One such way of using hishou kyaku as pressure, is to do a block string like this one:

c.short, c.short, roundhouse tk'd hishou kyaku, c.forward, s.rh (hold), hit short for follow up.

Of course, the purpose of the last two harder normals would be to give yourself some distance if you need it. However, the hishou kyaku in between basically lands you just close enough to hit, maybe even throw the opponent, where you probably would have used a move like han getsu zan that would have you pushed you farther back, and not given you the benefit of being close. Just an idea i suppose.

I think kim's overhead (neri chagui - f + RH; or forward after Haki Kyaku) is pretty good if you've got the opponent blocking low all the time. If, however, they've got an itchy trigger finger trying to counter EVERYTHING, or, they've got enough meter in A, or are raged, etc, etc, then, of course stop. For all other intents and purposes, it can be a pretty good move to a) get in close for a throw, or b) get in close for either a hi/low follow up. by "follow up" i don't mean a combo, since the stupid thing won't combo into anything. I simply mean for you to use a high attack if you can tell they're going to block low (like a tk'd hishou kyaku, or a jumping attack), or, use a c.forward/c.short into super or whatnot, if they block low.

One other nice thing about the air super, even at lvl 1, is that it can be comboed off of a super jumped roundhouse, fierce, or strong. What you do is, super jump toward the opponent (duh?), hit the button of your choice, and immediately cancel into super. It's a very nice move to have if you're jumping in on someone who whiffed a fireball, activated A-groove prematurely, or is simply doing something prohibiting them from blocking high, or blocking at all. The damage is obviously greater for levels above 1, but, it CAN work at lvl1, too.

enjoy?

caliagent#3
09-10-2004, 12:54 PM
One other nice thing about the air super, even at lvl 1, is that it can be comboed off of a super jumped roundhouse, fierce, or strong. What you do is, super jump toward the opponent (duh?), hit the button of your choice, and immediately cancel into super. It's a very nice move to have if you're jumping in on someone who whiffed a fireball, activated A-groove prematurely, or is simply doing something prohibiting them from blocking high, or blocking at all. The damage is obviously greater for levels above 1, but, it CAN work at lvl1, too.

enjoy?


shhhhhhhh!!! we gotta keep that on the low, LOL.
yeah the c.lkx2 tk qcf+k does add a lot to pressure. And usually your opponent tries to sneak in some jabs so they get hit with counter hit tk qcf+k. I'll try to post some stuff next week i've just been too lazy :karate: .

chester27
09-12-2004, 09:24 AM
hi can anyone teach me some of the should do and not of kim during A- groove? even his cc

Double Reppuken
09-15-2004, 01:54 PM
hi can anyone teach me some of the should do and not of kim during A- groove? even his cc

Kim's B&B custom is the repetition of the medium han getsu zan. Best way to do some nasty damage (say, if they whiff something and you have the opportunity to activate without the benefit of a jump in or some high priority move):

c.forward, stomp, s.rh, medium han getsu zan and cancel into another medium han getsu zan just as he finishes saying "getsu", or, if you'd rather go by visual cues, wait until just before he completely does the splits and cancel into it; repeat the continual han getsu zans until you have about 1/8 meter left, then cancel into ho'ou kyaku.

That custom is quite possibly his best custom, i think. Doesn't really allow for any counter attacks, since all the han getsu zan's won't push you back so far that it'll leave you vulnerable; and if it doesn't connect, and they're blocking, you can still do some pretty decent guard crush damage. Not sure if it's his best for guard crushing, though, I'm just saying it's a pretty good jack-of-all-trades in terms of customs.

:D

chester27
09-16-2004, 08:58 AM
Kim's B&B custom is the repetition of the medium han getsu zan. Best way to do some nasty damage (say, if they whiff something and you have the opportunity to activate without the benefit of a jump in or some high priority move):

c.forward, stomp, s.rh, medium han getsu zan and cancel into another medium han getsu zan just as he finishes saying "getsu", or, if you'd rather go by visual cues, wait until just before he completely does the splits and cancel into it; repeat the continual han getsu zans until you have about 1/8 meter left, then cancel into ho'ou kyaku.

That custom is quite possibly his best custom, i think. Doesn't really allow for any counter attacks, since all the han getsu zan's won't push you back so far that it'll leave you vulnerable; and if it doesn't connect, and they're blocking, you can still do some pretty decent guard crush damage. Not sure if it's his best for guard crushing, though, I'm just saying it's a pretty good jack-of-all-trades in terms of customs.

:D

Nice CC there dude, can you give me any tips vs sagat (or poker characters)?

Double Reppuken
09-16-2004, 10:05 AM
Nice CC there dude, can you give me any tips vs sagat (or poker characters)?

Abuse anything you can? :P standing roundhouse can be a good way to try and get in on a turtling sagat/blanka/whatever, since, if you hold the button after pressing, Kim automatically does the stance switch (as if you'd done the hakki kyaku and held roundhouse), and can follow up with either Neri Chagui (forward), or the spinning kick that allows you to move (short; not an overhead). I use those more than the the other three buttons because of the fact that they can move you pretty close to the opponent, and have small enough recovery times that you can follow up with a tk'ed hishou kyaku.

c.rh is also pretty good, imo, especially if you use it sparingly in your mix ups. Don't do them too close to the opponent, 'cause then you'll probably eat lvl2 tiger raid xx tiger uppercut or something. Also, if you're pretty far away, like maybe half to full-screen away, you could try a few short tk'ed hishou kyaku's. Simply because it can make the other person antsy and want to jump at you, or throw a projectile, allowing you to attack or roll past them. If they don't do anything, and your hishou kyaku's are getting you closer and closer, then you could try something like: (when under half a screen a away) two tk'ed hishou kyaku's, roundhouse hakki kyaku (hold rh), neri chagui (forward, then let go of rh).

if they block that whole string and don't do anything after you've done the overhead, you can probably go for a throw, or a low attack into super. One of my favorite combos against people who block high after overheads, or block high too much, is c.short, short hakki kyaku xx ho'ou kyaku. I don't know if you'll have kim set as ratio 1, but, even with that ratio, that combo still does some pretty big damage (even if you did the lvl 1 ho'ou kyaku, which is what i do). The best part about the combo is that if they block the hakki kyaku, the stun is long enough that they can't reverse without having to use meter to do an alpha counter, leaving them with the option of blocking afterward, or trying to retaliate after stun wears off. If the case is the latter, you can IMMEDIATELY do a ho'ou kyaku after the hakki kyaku's finished, and you will not trade hits if they retaliate, unless they use a super of a higher level, or if they did super second in some cases.

If the sagat player puts pressure by jumping in, that's where trouble starts. that stupid early short can stop the kuu sa jin (down, up + p), and the hien zan (down, up + k), with the latter having a better chance of connecting, but it depends on how fast you react to his jump. I'm still not really sure as to what to use as an anti-air, since most anything short of his launcher super will get snuffed and you'll end up eating some bullshit damage combo. So, I think one of the best ways kim can fight sagat is to keep him close only if you're on the offensive, or just out of sagat's c.fierce range with your back as far from the corner as possible, since you'll be able to spot jumps and act accordingly. If by some bad luck you get cornered, always remember that kim has one of the best rolls in the game, but that doesn't mean you should start rolling like a dumbass everytime you get cornered. They will get smart and start hitting you on the last frame of your roll and hit you with a big damage combo anyway, or, they can throw you back into the corner. Don't get predictable with your rolls, but definitely use them in tight situations where you have a clear opportunity to use it without getting knocked the fuck out afterward.

also remember that you can use the ho'ou tenbu kyaku as a good air-to-air attack if you haven't been charging down and someone jumps. If they don't have c.groove and are up in the air without blocking, you get a free combo.

chester27
09-17-2004, 11:29 AM
Thanks i really need that versus camping SAGAT. I always used kim as ratio one, since his not my go two guy. I always kim's stance move because he has very good variation move. he doesn't know what move i'm going to do next. Sometimes im having problems with air vs air moves since kim doesn't have priorities in that catergory do you think FP is his best air to combat?

Magnetic Hail
10-01-2004, 06:35 PM
would kim be viable in P-Groove ?

chester27
10-07-2004, 07:28 AM
I don't think Kim will be a better player without the roll. IMO

SoleEMU
10-12-2004, 11:33 PM
kim pretty much needs roll and lvl 2s infinite that shiet!

chester27
10-18-2004, 07:41 AM
I download kim infinite vids last few days. Can you do the infinite even not in the corner?

Shin Ace
10-18-2004, 12:50 PM
You must be within 2 foot stomps of the corner. So you can go to the corner, hop back once, and start it from about there. Any further and you'll 'drop' the opponent.
So yes, it's a corner only combo.

Mr. Sparkle
10-22-2004, 07:27 PM
I have a really hard time comboing crouching shorts to standing short to rush super. What sort of joystick motion + button coordination should I be aiming for? Or is this one of those things where I just have to do it as fast as possible?

To clarify, how do I do it so I don't get a "come get some" by mistake?

Leezy
10-26-2004, 11:15 PM
For that dude on page 1...Chang can't crouch under Kim's Thunderfoot (launch super, Thunderfoot is a registered trademark). If you do the two shorts first, though, he's too far away to hit if still crouching. Any character will eat it after two shorts if they're standing.

For Mr. Sparkle...the shorts are easy when you get used to it. Practice hitting the last short as a standing short and buffer the super into that. Hold down the last short and activate the super with forward or roundhouse. I've found that letting go of the short button leads to level 1 supers and/or cresent kicks, both of which do you no good after 3 or 4 shorts.

Kim is viable in P, though not that good. If the P-super did more damage, he'd be good. He does not need a roll to be good-->K-Groove. I've never seen any videos of me vs Ricky, but I'm sure the Kim tactics are pretty decent without a roll.

For the infinite, the distance you have to be from the corner varies (not much, but still) depending on the character you're doing it on. You definetely have to have your opponent falling into the corner, though.

SoleEMU
10-31-2004, 11:45 PM
quick question... why link the super after a few shorts when it's way easier to do c.lkX2 XX stomp XX rush super

it's easier to do, and does more damage... I dunno, maybe it's just me

caliagent#3
11-01-2004, 08:47 PM
quick question... why link the super after a few shorts when it's way easier to do c.lkX2 XX stomp XX rush super

it's easier to do, and does more damage... I dunno, maybe it's just me


It's easier to link a 3rd short off of the first two then cancel to super. If the the 3rd short for some reason doesn't connect you can go into something else. The stomp won't link after 2 shorts, so if it's blcoked it's harder for him to set stuff up after the stomp. So if you're looking to land a super i say to use c.shortx3 or better yet c.shortx2, s.shortxxxsuper. the only time i use stomp super is after a crossup or during a dizzy, that's just me though :karate: .

Oh and if anyone has any other input, plz post some strats and what not.

dialupsucky
11-02-2004, 01:10 PM
*snip* The stomp won't link after 2 shorts, *snippy*

ahh... are you saying duck shortX2 to foot stomp doesnt combo or something? Cuz im confused...

anyway ahhh also I sure as fuck dont see how doing duck shortX2, foot stomp, super is harder then doing duck shortX2, stand short super.

Stand short is iffy as hell, and as leezy said you most likely have to negative edge to even do it right in teh first place. The combo is just not very freindly.(or well no just stand short into anything is not freindly)

Shin Ace
11-02-2004, 01:43 PM
2 shorts into stomp into super does more damage, is easy to combo(where's the link in "into"?) and gives hella options(switchstance anyone) if the shorts are blocked.

caliagent#3
11-02-2004, 02:49 PM
ahh... are you saying duck shortX2 to foot stomp doesnt combo or something? Cuz im confused...

anyway ahhh also I sure as fuck dont see how doing duck shortX2, foot stomp, super is harder then doing duck shortX2, stand short super.

Stand short is iffy as hell, and as leezy said you most likely have to negative edge to even do it right in teh first place. The combo is just not very freindly.(or well no just stand short into anything is not freindly)


no not saying it doesn't combo into, just saying it won't link. i'd rather go for c.shortx2, to hit confirm, then s.short shortxxxsuper, especially if you aren't that close.

Shin Ace
11-02-2004, 07:37 PM
You do realize that the motion for cancelling rush super off a short is ridiculously fast and does not lend itself well to hit confirms.

Besides, where's the strategy in this? Nor is it matchup dependant, that combo works on anyone.

SoleEMU
11-02-2004, 09:01 PM
yeah, and what better hit confirmation than just doing c.lkX2 into stomp (by then you know if it hits lol) into super... works with lvl1-lvl3, so even if negative edged from a short stomp will connect.

bah, to each his own way, i just find this safer... even if they block the shorts, just do a fk stomp, stance switch, and go on from there.

Leezy
11-06-2004, 10:37 PM
Crouching short x2 into stomp is actually pretty difficult to do if you're not used to the double down motion. I find it easier to do crouching short x3, standing short, super. I guess it depends on how comfortable you are with each method. I use K-Kim, so when you're rushing down with shorts it's easier to see a short connect and then standing short super than to try and get another short and stomp. Plus, to get the stomp to connect on most characters you have to be right next to them after two shorts, whereas the super (most of the time lvl2 and always lvl3) will hit as long as the standing short hits, even at full extension.

kcxj
11-07-2004, 08:53 AM
Hold the short button down to avoid negative edge for best results. Hit confirming off two low shorts is much easier than using the stomp (which isn't even safe if you autopilot yourself into a switch stance move everytime after). At point blank, Kim can even do three low shorts then a standing short xx super, the standing short has so much range.

What I have a little trouble with though (and I don't know how Leezy gets around it) is the conflicting input on first part of the super motion with Kim's qcb+K move. Every time I want to do d.LK x 3, s.LK xx super, I always get d.LK x 3 xx qcb+LK instead. But yeah, any Kim player would be much stronger than they currently are if they start comboing supers from the super far range, easily hit confirmed, and easy to follow up after if blocked (frame advantage) s.LK though.

Buktooth
11-08-2004, 08:03 PM
I used to have that problem too, but for whatever reason the combo is easy for me now. I think doing the motion slow helps. I also think you can link the standing short off of the low short if that helps also.

Anyway, low short standing short super is way more useful since you can hit the combo from far away, while still maintaining momentum if its blocked.

SoleEMU
11-08-2004, 10:44 PM
granted the s.lk is good for range, if by accident the qcb move comes out, ur pretty much screwed... lvl 3 or something like that in the face.

bah, i'm dropping this... STOMP RULES!

caliagent#3
11-10-2004, 03:19 PM
[QUOTE=SoleEMU]granted the s.lk is good for range, if by accident the qcb move comes out, ur pretty much screwed[QUOTE]

The thing is that you're not always in range for the stomp to connect, so learning c.lkx3 or c.lkx2, s.lk super is beneficial. Just learn to negative edge the superm it's not hard after you practice it.

Shin Ace
11-10-2004, 06:21 PM
If I was going to use a short short super combo, I'd do
c.lk, c.lk xx mk stomp xx lvl 2 super(negative edged)...xx whatever

Extra damage, comboes(is that even a verb?), and feels easy after a few tries.

Buktooth
11-10-2004, 09:34 PM
you're both missing the point. Stomp combos might be easier, but doing the super off of standing short has way more useful applications.

SoleEMU
11-10-2004, 10:40 PM
ya, like randon short into super... wait. wouldn't a random lvl 3 super be safer? lol :razz:

caliagent#3
11-11-2004, 10:04 AM
ya, like randon short into super... wait. wouldn't a random lvl 3 super be safer? lol :razz:


no, becuase hitting ONE button gives you more time to input the super motion. That's why when, for instance, a shoto misses a sweep against chun it's better that she does s.strongxxsuper rather than just input the super motion. By the time she inputs the motion you could already be blocking. but hitting 1 button( which is faster than inputting a motion+button) then buffering the motion off of that button gives you more time for the inputs.
Kim can do the same thing. It would be kinda stupid to try and walk up, c.shortxxxstompxxxsuper. Chances are that the stomp will miss or the you get there to late and the opponent can block. walk up s.shortxxsuper is a much more viable way of punishing something like that.

Buktooth
11-12-2004, 11:39 AM
sigh. Max range low short, standing short xx super. This is one of the best things about Kim: he can hit confirm a max range low short (which goes farther than average to begin with) and super off of it.

Leezy
11-16-2004, 01:29 PM
Bah! Who needs hit confirms when you just play CRAZY!?

SoleEMU
11-16-2004, 11:09 PM
yup, just read final showdown's guide... random super at the end of pretty much any poke string!

oh, and don't forget the leet strat of roll super. well since it's kim, rollX3 super

caliagent#3
11-17-2004, 08:31 AM
oh, and don't forget the leet strat of roll super. well since it's kim, rollX3 super

:rofl: , that shit is great. roll behind them, then roll back in front, super

dialupsucky
11-17-2004, 10:49 AM
yup, just read final showdown's guide... random super at the end of pretty much any poke string!

oh, and don't forget the leet strat of roll super. well since it's kim, rollX3 super

Hey I cant help it that, that thread rules. Years later and the thread is still good.

Though to be serious umm you really dont have to random super after everything it was just a suggestion where good parts are to... =[

Shin Ace
11-17-2004, 02:00 PM
Trust me, SoleEmu does abuse the random super, but in a specific way.

lvl 1, if blocked, immediate lvl 2. Shit doesn't work anymore though. He either gets thrown or I block cuz his timing skillz are equivalent to a chimp.

SoleEMU
11-17-2004, 09:24 PM
Trust me, SoleEmu does abuse the random super, but in a specific way.

lvl 1, if blocked, immediate lvl 2. Shit doesn't work anymore though. He either gets thrown or I block cuz his timing skillz are equivalent to a chimp.


this coming from Mr.RollSuper? :clap: (and btw, don't talk timing if u still can't land the guile mk custom :razz: )

but seriously, showdown's thread is still the holy bible for kim... read it, learn it, use it... heh, i think i'm still on page 1 lmao

infinite is still the shit though! :tup:

dialupsucky
11-18-2004, 12:28 AM
:sad: :blush: :crybaby: thanks

Kid Kapwaan
11-22-2004, 09:51 PM
can i get a link to that kim guide plz?

SoleEMU
11-23-2004, 09:36 PM
:pray: kim tutorial (http://www.shoryuken.com/forums/showthread.php?t=8015) :rock:

btw, u can see the old threads by selecting from the: <beginning> at the bottom of the thread list.

Jackenstein373
11-27-2004, 12:30 AM
so how exactly do you do the Kim infinite...step by step? I NEVER knew he had one!

SoleEMU
11-28-2004, 04:03 AM
oy, either check out the vid for it... check the threads, or read it up on Final Showdown's guide... check the threads.

heh, almost sounds like RTFM!

caliagent#3
11-28-2004, 11:03 AM
so how exactly do you do the Kim infinite...step by step? I NEVER knew he had one!


watch solemu's AV till you understand what's going on

Leezy
11-29-2004, 11:08 AM
watch solemu's AV till you understand what's going on


That's actually pretty good advice...

SoleEMU
11-29-2004, 11:46 PM
yeah... tutorial vid is still better since it explains how to do it

SoleEMU
12-17-2004, 10:51 AM
watch solemu's AV till you understand what's going on


this means i have to change my av to be an ass? I could change it to show ppl how to link 2 jabs.... lmao

vasAZNion13
01-07-2005, 12:22 AM
1-what do you do to get in?(in general no character specific) or do you just play defensive?

2-whenever i do c.fwd xx stomp(rh), and try to follow up, i get snuffed by some random button mashed out by my opponent. is it even worth going for? i'm not seeing the reward for trying something afterwards

3-how do you setup your super attempt when you get raged? i normally go for a throw, into a setup or just a crossup rh into shortsx3 xx super

4)what's up with his cross up j.rh? sometimes i'll land behind them or in front after a crossup, and they can still block my c.shorts... :/

i don't get K-kim. :(

caliagent#3
01-07-2005, 01:16 AM
1-short jump roundhouse, walking s.lk, or c.mkxxqcb+k are all ways i get in. But it usually who i'm playing against. if it's sagat or blanka i just play the poking game. Against the shotos i use the above methods. against chun i just turtle.

2 - you gotta set up the follow ups during the match. If you see you opponent is a masher. get him to stop mashing by hitting him with counter hits or supers. I hardly do his follow ups off of the stomp unless i get a knock down. I set up the follow ups like this: c.lkx3, s.roundhouse (hold), fierce.

3- the few times i play K-kim i don't really look to land the super unless i'm gonna punish something. i usually go for a lot of throws.

4 - Yeah it usually happens when you're fighting a small character. Since you're playing K-groove i suggest you go for a JD if you miss. Usually if i miss i get hit with a super (i play C and N kim, no JD :sad: )

vasAZNion13
01-07-2005, 11:38 AM
thanks.

sorry about making my comments so vague, i was in kind of a rush to get something posted last night.

1- against sagat, do you guys try to punish sagat's fierce whiffs with s.fierce or s.short or neither?

2-against P-groove, i haven't gotten MUCH experience on this, but when i use Kim, most of my point-blank attacks are lows(c.short/jabs/fwd). so after you knockdown a P-groover, what can you do?(other than try to go for ambiguous crossup), kim's s.fierce(close) kind of sucks on ducking opponent(although you can cancel the first hit to stomp...i guess...), his other standing normals sucks at close range as well.

3-when i use his qcfx2+k super as anti air, i usually follow up d/u+fierce (which does the same damage as d/u+rh + 2nd hit). is there anything else he can do? mixup potential? too bad all of his air-normals can't cancel into his dive kicks.

4-i skimmed through the kim tutorial link, but most of the stuff i saw were general or common sense stuff that everyone should know if they've played the game long enough. i'm curious as to if there's anything really advance in the kim tutorial. the thing is just so damn long. lol.

i've watched some kim vids(D.k, and year-old leezy matches). it doesnt' seem like kim can do much that looks fancy(other than infinite). there's two key things that i picked up from those matches
1) (from D.K)after knockdown, c.shortx2, s.short, s.short, c.rh usually results in knockdown with the c.rh since for some odd reason people really like to standup after the 2nd s.short. thus being important since this means more opportunity to get in and keep pressure on
2)(from leezy matches) usually the best way for K-kim to combo into super, is to play defensive when you're bar is near full, that way you can JD, into c.shorts/s.shorts xx super. iirc, leezy usually has to resort to landing the super randomly if he's not already on top of his opponent. this is good cuz he's pretty safe if blocked, and you might punish a random whiff(i.e. air super, or low jump baits into dash super)

my game currently revolves more on those two key points. which gets kind of repetitive after a while, so i'm really interested if there's any other sick parlor tricks or tactics you can do with kim.

caliagent#3
01-08-2005, 12:14 PM
1 - This should be the matchup where you have the most confidence in winning. Kim does so well against sagat, so well that i don't even have my R2 fighting against him anymore, i use kim instead (kim's usually my R1). The best way to punish a S.fierce is to do kims b,f+k. Sagat is what i like to call a "Stander". These are the characters that do a lot of standing trying to poke at you. Sagat, cammy, eagle, yama and balrog all fit into this description. If you are ahead in the match and it becomes a poking war, remember that kim's s.strong will trade with sagat's s.fierce. poke a lot with s.fierce and s.lk when sagat is getting defensive.

2 - Against p-groove i usually mixup between c.lk and close s.fiercexxstomp. His close fierce isn't really that bad, you just have to cancel into stomp every time, and if the close fierce hits, you can go for mixups off of c.lk and short jumps.

3 - i don't use that super unless i'm going for the inf., i just AA with the rush super :xeye: .


4 - the c.shortx2, s.short, s.short, c.roundhouse is one of my main poking strings. after landing that a few times i do c.shortx2, s.short, throw. As for parlor tricks, you can cross up people on the ground since a lot of people forget he can even do it or you can crossup with qcb+k, very risky only works like once every 50 matches, lol.

vasAZNion13
01-09-2005, 01:46 AM
1-hmm, i guess that'll take some practice, since there's a lot of sagat players that like to DP between pokes :(

2-i wish i knew that...would have helped today in the tourney against 3 P-groovers in a row

3- i use the AA one cuz sometimes the rush one goes under them

4-this is corner only right? i've been doing this recently, but only the rh version works. can you do something like medium range c.rh knockdown, qcb+rh for a crossup? sorry my DC is busted so i can't test this out right now.

Kid Kapwaan
01-13-2005, 11:41 AM
one thing that i do with kim is after the c.mk to qcb I do the super dash. After the flip you have enough time to super and they expect you will be open to hit and try to attack u, but instead they get supered in the face. :badboy:

vasAZNion13
01-14-2005, 12:31 PM
well here's some thing i experienced.

-kim's s.fierce loses to all of sagat's pokes unless you do s.short, s.fierce, in which it'll actually snuff most of sagat's poke or trade at the least.

-jumping fierce seems to work slightly better than jumping roundhouse to get in on sagat

-dive kicks seems to be not very effective unless i use it VEYR VERY sparingly.

-i haven't tried this, but...looking at the frame data, b/f+k has -11, -12, -13 for short, fwd, rh version respectively. that's more than enough to get punished by sagat's c.fwd/s.fierce xx tiger cannon. unless you're pushed back far enough to be safe?

caliagent#3
01-14-2005, 05:45 PM
well here's some thing i experienced.

-kim's s.fierce loses to all of sagat's pokes unless you do s.short, s.fierce, in which it'll actually snuff most of sagat's poke or trade at the least.

-jumping fierce seems to work slightly better than jumping roundhouse to get in on sagat

-dive kicks seems to be not very effective unless i use it VEYR VERY sparingly.

-i haven't tried this, but...looking at the frame data, b/f+k has -11, -12, -13 for short, fwd, rh version respectively. that's more than enough to get punished by sagat's c.fwd/s.fierce xx tiger cannon. unless you're pushed back far enough to be safe?

- kim's s.fierce loses to a lot of things, but it's still a very very very good poke. Just use the s.lk, s.fierce pattern. I usually do c.lkx2, s.lk, s.fierce, works every time (well almost). And also use s.fierce after sagat misses a c.fierce. c.lkx2, s.lk, s.roundhouse (hold), fierce is good also, so try that.

- i try not to use j.hk on sagat unless i'm in a short jump groove or crossing up. j.hp imo the best jump-in in the game.

- i don't use dive kicks unless i'm pressuring, for example: c.lk,c.lp, tiger-knee qcf+k, etc. or to bait supers.

- never use b,f+k unless you set it up. If you see sagat walking back and forth, whiff 2 s.strongs then do the move. If sagat whiffs a s.fierce and you're already charged do the move there also. never try to bust it out randomly or from too far away, you're asking to get killed.

vasAZNion13
01-19-2005, 03:52 PM
i was looking at the cvs2 frame data book, and it said kim's far s.short is special cancellable.

but i can't get it to work. has anyone done it before? cuz i think the book is wrong.

caliagent#3
01-19-2005, 05:21 PM
i was looking at the cvs2 frame data book, and it said kim's far s.short is special cancellable.

but i can't get it to work. has anyone done it before? cuz i think the book is wrong.

nope it's not special cancellable. That's why it's best to do c.shortx3, s.shortxxsuper. It reduces the chance of you negative edging his qcb+k.

vasAZNion13
01-19-2005, 09:29 PM
nope it's not special cancellable. That's why it's best to do c.shortx3, s.shortxxsuper. It reduces the chance of you negative edging his qcb+k.

yeah it's a really good combo

i'm started to understand why kim players like to play against sagat.

oh, on a side note. i was trying the kim infinite. i'm having trouble with the timing, do you just do it repeatdly in one smooth motion, or do you have to wait a bit before each rep?

i got 4 reps once, so i know i'm doing it right, but i can't get passed 1 rep most of the time..

SoleEMU
01-20-2005, 09:37 AM
the cancel after the lvl 2 is instant... then there's a delay for the first juggle. then less of a delay for all other hits. the hard part is the first hit to the second, after that, the timing sorta remains the same

50mOrEcEnTz
01-22-2005, 12:58 AM
anybody have any n-groove specific kim tricks/tactics?

Leezy
01-23-2005, 01:48 AM
N-Kim is simple. RC cresent kicks (don't spam, just know when to use them), small jump mix-ups, LOTS OF SHORTS, rush the fuck down. Stupid rushing works hella well with him once he's powered up. Running low shortx2, whiff standing jab, low short hit confirm standing short lvl 3.

SoleEMU
01-26-2005, 09:07 AM
Running low shortx2, whiff standing jab, low short hit confirm standing short lvl 3.


euhm, if the first 2 c.shorts hit... why not just go straight to shortXXsuper?

sure resets are fun, but risking it by whiffing a jab??? :lame: :rofl: haha, just buggin

unless u talking about machinegunning the shorts and jab?

vasAZNion13
01-26-2005, 02:51 PM
it's humanly possible to do c.short, c.short(see it blcoked), whiff c.jab, run up, c.short, s.short xx super, right?

i do it, but i do it kind of slow so people still block the next wave of c.shorts :/

SoleEMU
01-27-2005, 09:25 AM
true, i'm not a running groove person, so i can't really disagree with that one :clown: maybe i should pick up n groove

Leezy
01-30-2005, 11:52 PM
Oh shit, my bad. I meant when they block the shorts, whiff the jab. Most people think you're gonna throw them after the jab, so the short hits and then you super. Sorry.

SoleEMU
02-15-2005, 10:34 AM
lol, np... not my style of combo haha

i'm a stomper :D it's a free super, and the stance change is wicked

Neo Odin
02-21-2005, 02:24 PM
Has anyone ever messed with S-groove kim, I mean I tried experimenting with him in S. If you have max bar if you need to land is a close c.lp,
close s.Fp (1 hit), FK stomp, into rush super. You do so much damage, too bad I suck with kim. Does anyone actually play S kim, and if so what kind of strategys and or triks do you use.

SoleEMU
02-25-2005, 11:16 PM
well s groove lvl 3s do most damage, that's already known... but he builds up meter so fast, might as well play him in C. lvl 1s still connect the same way, and if u get to lvl 2, then his cancels are kick ass
that combo u mention btw, only works on non-crouching characters... unless they be big. gotta love fighting gief! :razz:

Leezy
02-26-2005, 09:30 AM
Don't use S-Kim...he builds meter slower in that groove than most other grooves, and you have to be near death to get a level 3.

SmoothCat
02-26-2005, 10:40 AM
i just picked up k kim he does hella damage , but i dont no if i should trade him for kyo...

Leezy
02-28-2005, 01:15 AM
If you're already good with Kyo, don't trade him in. He does more damage with his combos, dizzies faster, has a halfway decent dragon punch...and on, and on...

In my experience, Kim is good against most characters (50/50 with shotos, blanka...), great against some (Sagat, Rolento...), and shitty against some (Chun, Cammy...). Kyo is about the same against everyone, depending on the players controlling them.

Trick
04-06-2005, 10:31 AM
i noticed nobody posted this. but back mk (overhead) can combo into Kim's rush super. pretty hard to do but is possible. I only try this every once in a while and i usually try it as a meaty and mixup after a knockdown and after doing d lkx2 a few times.

Also does anybody else tiger knee his dive kicks to build meter and to bait dps? It's my favorite.

I think somebody had a ? about what's up with Kim's crossover.
After a hp throw...if you super jump you'll land right in front of them...making it look like your gonna cross them up. Or if you take a slight step forward after the throw you'll cross up.

I believe on Gief i've gotten 4 ducking lk, s lk, into super. but it was either off of crossup or i was right next to him after a knockdown and managed not to get 360 :xeye:

In your guys opinion is it easier to cancel standing close hk (1 hit)into super or just go from ducking lkx2/3 st. lk into super?

If you guys are still having trouble doing d. lkx2, into st. lk into super try this...the correct motion for the super is qcb, db, forward. so you don't have to roll the stick qcf. you can just go straight to forward. so it'll go like this

ducking lkx2/3, immediately or as your doing this qcb, (you should be done with your lk as you hit d/b/b) st. lk, your stick goes to back down, then forward+mk or hk. I do agree that it is way easier to hold down lk on the st. lk but that should help some of you guys out. I showed my friend and he could only get it once every 10 or so tries. Now he's getting it every time. Hope it helps.

caliagent#3
04-06-2005, 11:18 AM
i noticed nobody posted this. but back mk (overhead) can combo into Kim's rush super. pretty hard to do but is possible. I only try this every once in a while and i usually try it as a meaty and mixup after a knockdown and after doing d lkx2 a few times.

Also does anybody else tiger knee his dive kicks to build meter and to bait dps? It's my favorite.

I think somebody had a ? about what's up with Kim's crossover.
After a hp throw...if you super jump you'll land right in front of them...making it look like your gonna cross them up. Or if you take a slight step forward after the throw you'll cross up.

I believe on Gief i've gotten 4 ducking lk, s lk, into super. but it was either off of crossup or i was right next to him after a knockdown and managed not to get 360 :xeye:

In your guys opinion is it easier to cancel standing close hk (1 hit)into super or just go from ducking lkx2/3 st. lk into super?

If you guys are still having trouble doing d. lkx2, into st. lk into super try this...the correct motion for the super is qcb, db, forward. so you don't have to roll the stick qcf. you can just go straight to forward. so it'll go like this

ducking lkx2/3, immediately or as your doing this qcb, (you should be done with your lk as you hit d/b/b) st. lk, your stick goes to back down, then forward+mk or hk. I do agree that it is way easier to hold down lk on the st. lk but that should help some of you guys out. I showed my friend and he could only get it once every 10 or so tries. Now he's getting it every time. Hope it helps.

-After a knock down i sometimes go for the meaty overhead, c.lkxxxsuper. but only when i'm ahead.

-i think you mean close s.fierce (1 hit). yeah it's pretty easy to cancel into super, but it's not enough to hit confirm. It's better to either do c.lkx2/3xxxsuper, c.lk, c.lp, s.lkxxxsuper, or c.lp, s.fiercexxxstompxxxsuper.

-yes, tiger knee+k is really good. it's good setup for counter hits up close for people who like to poke. so something like, c.jabx2, tiger knee+k, c.lp tiger knee+k is pretty decent and stops people from trying to poke through your strings so much. I only use it to build meter from full screen whent he other person decides to turtle and build meter.

SoleEMU
04-16-2005, 11:36 AM
the thing about standing fierce, is that the opponent has to be standing, or a big character... and on top of that, standing fierce does less damage and stunn than c.mk.

Shin Ace
05-19-2005, 06:11 PM
tru dat

Trick
06-16-2005, 11:15 AM
not much of anybody playing this. nonetheless playing kim. and yea i did mean hk lol

Ryu & Ken
09-22-2005, 05:54 AM
I use K groove Kim and I find him ok

ThaHungryWolf
02-09-2006, 02:22 PM
I use Kim as my First character in N just to build meter and rushdown. I like the cr.short, cr.short, StompXX super.

I do cr.short,cr.jab,cr.jab,cr.forward, qcb+forward or Rh = Good cross over combo without meter as well as guard break string. Im having trouble with Cr. Forward rush super. N groove goodness activated J.Fierce, land, cr. forward, qcfx2+K, Sj.FierceXXairsuper. Its not really worth it, at least i dont think so but it will get you brownie points

CvS2AGruv
07-29-2006, 08:41 PM
I wanna know if anyone here does A Kim R1 for pokey/rushdown/battery. I'm seriously considering replacing A Vega for A Kim for my first R1 character.

Slick Vic
11-02-2007, 06:32 AM
I wanna know if anyone here does A Kim R1 for pokey/rushdown/battery. I'm seriously considering replacing A Vega for A Kim for my first R1 character.

If you are already good with Vega I'd stick with Vega. I personally can't play Kim without running.

CB
03-27-2008, 11:50 AM
cool shit i just did:
KIm in CvS2: many people know that Kim's combo {d.short d.short d.short s.short XX super} is difficult to do. one major reason is that you can't short cut the super motion ie: d.short d.short d.short qcb+short half circle forward+roundhouse. soo no matter how hard you try you keep getting short short short flipkick.

if you do THIS however, you wont ever get a flipkick and the super will always come out. I don't know why capcom did this(later I'm gonna test it with joe and kyo and all those snk guys)

ok, the UBER EASY way to do shortx3 s.shortXXsuper with kim:

d.shortx3(can be downback or down or downforward). s.shortXXhcf+roundhouse.
this combo is UBEEEERRRRR easy. dee will never mess this up.

NOW DOES THIS IMPLY THAT kim'S SUPER IS PERFORMED BY DOING d/df/db, hcf+k? And NOT THE COMMONLY KNOWN HCB, HCF+K???
YES!!!!

there is not much timing required between the shorts either which is great! the only thing that is hard is cancelling s.short to super. very small window there.

Batou101
05-12-2008, 11:03 PM
lol poor Kim....he's glitchable check this video on the tech glitches...

http://www.youtube.com/watch?v=anAtLOHxL4Y

It's a random thing......lol

ToyRobotTerror
05-26-2008, 12:10 PM
i probably missed it but what his best hop attack?

casey_MDK
06-05-2008, 03:47 AM
qcf, uf + HP, hcb + RH against tall people is hilarious.
Instant overhead to super is XD

caliagent#3
06-13-2008, 01:50 PM
i probably missed it but what his best hop attack?

You mean from a short jump?

-short j.roundhouse. You can crossup with it and use it like sagat's far short j.rh
- short j.jab/strong easier to crossup with from a short jump

xX_Deus_Xx
10-27-2008, 12:30 AM
kim can trade/whiff punish and i think randomly stuff sakuras s.:hk: with his s.:mk:

video example in this match at 0:48 and 1:00: http://www.youtube.com/watch?v=haM1F4z232M



i dont really play kim so please excuse all the missed links =/