The King of Fighters 2002/Kim

From SuperCombo Wiki

Anywhere:
1. Close C, qcfx2+D, _d u+D d+D/qcb hcf+K - 45%/50%
2. Close C, qcb+B, (S)qcfx2+K, qcb hcf+K/(_d u+D, d+D) - 70%/65%
3. Crouch B, Crouch A, qcb+P, uf+K, d+K - 30%

Corner:
1. Close C, qcfx2+K, _d u+D(1), (S)qcfx2+D, _d u+D(1), (S)qcfx2+D, _d u+D, d+D - 90%

Maxmode:
1. Close C/f+B, BC, run Close C, qcb hcf+ABCD - 65%
2. Close C/f+B, BC, run Close C, qcb+Px2, qcb+D, _d u+D, d+D - 50% 3. Close C/f+B, BC, run Close C, qcb+Px2, qcb+B, (S)qcfx2+K, _d u+D(1), (S)qcfx2+K, _d u+D, d+D - 95% (Corner)
4. Close C/f+B, BC, run Close C, qcb+Cx3, (S)qcb hcf+BD - 80%

Counterhit:
1. CD(counterhit), _d u+D d+D - 35% (Corner)
2. CD(counterhit), _d u+D(1), (S)qcfx2+K, _d u+D(1), (S)qcfx2+K, _d u+D d+D/qcb hcf+K - 80% (Corner)
3. Jump CD(counterhit), qcf+K(air) - 20%

Attack Strings:
1. Crouch A/D, qcb+P, uf+K, d+K
2. Crouch D, d d+B/qcb+K/qcb+C
3. CD(whiff), qcfx2+K
4. Crouch B, Crouch A, Crouch D, d d+B/qcb+C

Move Properties:
-cancellable normals are close A, crouch A, close B, close C(2), crouch C, close D, crouch D, jump A
-CD is cancellable into specials and DMs
-free cancellable into moves are qcb+P, _d u+K, qcb+K
-free cancellable out-of moves are f+K, d d+K, _d u+K on the first hit, qcb+B, qcb+D on the last hit, qcb+Px2 on both hits, qcb+Ax3 on all four hits
-f+B, d+D after _d u+D, d+K followup of qcb+P uf+K, and qcb+A after qcb+Ax2 are overheads
-d d+K is a low attack, negates normal ground projectiles
-d d+D, d+D followup of _d u+D, d+K followup of qcb+P uf+K, qcb hcf+P and qcb hcf+AC(air) are hard knockdowns
-qcb+B, qcb+P uf+K and d d+B are supercancellable; _d u+D is super cancellable on the first hit; qcb+Ax3 and qcb+Cx3 are supercancellable on the last hit

Strategies:

-to build meter, keep a relatively large distance from the opponent, and jump backwards with qcf+B

-jump A is a very good crossup that also has decent priority against some anti-airs. After a knockdown with his qcb+P, uf+K, d+K chains, it is a good idea to attempt a crossup A into a combo to see if the opponent is skilled at blocking crossups. To make it less obvious, it is best to hyper hop over the opponent with a jump A because the move crosses up even at times when you think it would whiff

-Kim has a bug that allows him to cancel his d d+B when he has less than two stocks, by doing qcb hcf+BD when it hits. He will flash as if doing a maxmode cancel, yet this cancel does not require being in maxmode. In addition, if done Kim has two stocks or more, he will simply supercancel the move into the DM, which is probably not desirable. To actually make use of this, the d d+B should be cancelled after a close crouch A, or by itself, but not after a close C since you get pushed back too far to followup with anything useful