The King of Fighters 2002/Kim

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Movelist

Command Normals:
1. Neri Chagi - f+B
- Kim does an axe kick which has decent range, greater than all of his normal attacks
- cancellable if cancelled into. If cancelled into, it will often do two hits
- overhead

Special Moves:
1. Sanren Geki - qcb+A3
- Kim does two kicks, the first angled upwards, while the second one is horizontal, then finish with a two hit Neri Chagi
- each input can be delayed
- supercancellable on the last hit
- free cancellable into
- free cancellable out of on all hits

2. Sanren Geki - qcb+Cx3
- Kim does two kicks, the same as his Sanren Geki qcb+Ax2. On the third qcb+C, he will do two kicks in the air
- very punishable if the last qcb+C is performed
- each input can be delayed
- supercancellable into qcb hcf+BD SDM on the last hit
- free cancellable into
- free cancellable out of the first two hits

3. Sankuu Kyaku - qcb+P uf+K d+K
- Kim does an upwards angled kick, then jumps and kicks high when uf+K is input, then does an overhead smash as he comes down
- each input can be delayed. This chain is generally hard to punish normally and impossible to punish on block, if the d+K input is delayed
- qcb+C does almost double the damage of qcb+A
- supercancellable into the qcb hcf+BD SDM on impact of uf+K
- the d+K is an overhead hard knockdown

4. Haki Kyaku - d d+K
- Kim stomps the ground, creating a yellow aura around him
- d+D is a hard knockdown while d+B does not knock over the opponent
- hits low
- can negates ground projectiles
- supercancellable
- there exists a bug that allows him to cancel this move when he has less than two stocks and not in maxmode, 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

5. Hishou Kyaku - qcf+K(air)
- Kim flies angled downwards at his opponent. qcf+B is angled 30 degrees while qcf+D is angled 45 degrees
- if this move is blocked, Kim rebounds from the opponent and can followup with D
- if the opponent is this with this move, Kim does a series of kicks and bounces off, knocking the opponent over

5a. Tsuika Kougeki - D (after Hishou Kyaku qcf+K(air))
- Kim does a kick that looks the same as his jump D

6. Hien Zan - _d u+K
- Kim does a backflip kick into the air
- _d u+B comes out very fast, hits behind Kim and can do two hits on counterhit, while _d u+D does multiple hits but lacks priority like _d u+B has
- _d u+D not a good idea when the opponent is not int he air, since even if the first hit makes contact with opponent, the rest of the hits can still whiff
- supercancellable on the first hit. There is a bug that results in it being supercancellable in the air, but only if one of the hits connects with the opponent behind Kim
- _d u+D can be followed up by d+D on the last hit
- free cancellable into
- _d u+D is free cancellable out of on the first hit on the ground

6a. Tenshou Zan - d+D after Hien Zan _d u+D
- Kim does an overhead kick as he's coming down from his Hien Zan _d u+D
- hard knockdown
- overhead

DMs:
1. Hou'ou Hiten Kyaku - qcfx2+K
- Kim does a fast vertical anti-air kick, which has some startup invincibility
- qcfx2+B knocks the opponent back a bit, while qcfx2+D hits them straight up

2. Hou'ou Kyaku - qcb hcf+K
- Kim dashes across the screen quickly. If he connects, he combos the opponent with a series of attacks. If this is blocked, he does nothing and can be punished easily
- qcb hcf+B makes him go about 3/4 screen, while qcb hcf+D is full screen
- hard knockdown on the last hit

SDMs:
1. Kuuchuu Hou'ou Kyaku - qcb hcf+BD(air)
- Kim flies across the screen. If he connects, he does a series of attacks. Otherwise, he will land in front of the opponent and be open to attack
- it is possible to supercancel into this move from the ground, but it is difficult. The bug involves inputting the motion as qcb hcf+ABCD, then D one frame after, as opposed to just qcb hcf+BD. If done correctly, ground supercancellable moves like qcb+B, qcb+Ax3 and _d u+D can be supercancelled on the ground, into this move

HSDM:
1. Zero Kyori Hou'ou Kyaku - qcb hcf+ABCD
- instant throw

Notes:
-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

Combos

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. (~Crouch A, Close C(2))/f+B, BC, run Close C(2), qcb hcf+ABCD - 65%
2. Close C(2)/f+B, BC, run Close C(2), qcb+Cx2, qcb+D, _d u+D, d+D - 50%
3. Close C(2)/f+B, BC, run Close C(2), qcb+Cx2, qcb+B, (S)qcfx2+K, _d u+D(1), (S)qcfx2+K, _d u+D, d+D - 95% (Corner, 100% with jump strong attack)
4. Close C(2)/f+B, BC, run Close C(2), qcb+Cx3, (S)qcb hcf+BD - 80%
5. Close C(2), qcb+B, (S)qcfx2+D, BC, qcb+Cx3, (S)qcb hcf+BD - 90-95% (Corner, 100% with jump strong attack)

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%

Normal Links:
1. Crouch A/Close A, Close C
2. Close D, Far A

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

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