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Capcom vs SNK 2/Kim

From SuperCombo Wiki

Introduction

CVS2 Kim SNK Art.jpg
Health (at Ratio 2)
14400 Above Average
Stun
70 Average
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
8.5 Above Average
Roll Distance
100 pixels Short
Roll Duration
24f Very Short
Wakeup Speed compared to Ryu
0f Average

Story

Kim Kaphwan is a Korean Tae Kwon Do master. He is strict, and has a deep love for the idea of justice through learning martial arts. He had been the reigning champion of the martial art for quite some time when he was invited to the second King of Fighter's tournament, hosted by Wolfgang Krauser. He ended up losing to Terry, and openly admitted Terry to be a better fighter than him. Since then, the two have maintained a healthy rivalry/friendship, with Kim frequently staying in South Town to aid Terry in whatever adventures he has going on. Kim eventually has two sons, who become his future students as seen in Garou: Mark of the Wolves. One day, Kim saw that a rampage had started when Chang Koehan had escaped from prison and none of the police could stop him. Kim, enraged at this, went to fight Chang himself. During their fight, Choi Bounge jumped out to help Chang. Even in a 2 vs 1 against two convicted serial killers who even the police couldn't stop, Kim dispatched the two with ease. Seeing the potential in his power, Kim began his infamous Rehabilitation Project, where he would take wanted criminals and teach them about Tae Kwon Do and his strict, justice-based worldview.

Gameplay

Kim is a rushdown oriented character with solid mobility and some good tools for pressure. His combos are simple and fairly reliable, though many of his specials require you to charge which can limit how he does them. He has great tools for playing neutral as well, between some solid close-range pokes, his [4]6K Ryuseiraku slide that hits low, and some great anti-airs like his [2]8K Hienzan flash kicks. 214K Hangetsuzan is a fairly annoying flip kick special that jumps into the air and gets Kim in, and his j.236K Hishokyaku divekicks are useful multi-hitting divekicks as well. He has a very unique special in 22K Hakikyaku, a low hitting stomp that can super cancel for big damage combos.

Kim even has a stance by doing 5HK or 22HK and then holding HK, with 5 different possible followups for the opponent to deal with. Setting it up over a knocked down opponent is a powerful way to use it, or even just threatening it after a blocked 5HK/22HK. However, what truly makes Kim as viable as he is would be his infinite. His 236236K Ho-o Hitenkyaku super launches the opponent for juggles, and by cancelling the level 2 version into a 22HK Hakikyaku, activating stance, and then kara-cancelling the stance LP into another 22HK, you can infinitely juggle them in the corner. With Kim's great rushdown ability, putting them in the corner isn't too hard, and if you can land this consistently you'll absolutely be stealing rounds. It isn't easy or damaging however, and you have to be in C-Groove with at least 2 bars of meter, limiting how you use it immensely.

Groove Selection

Best - C: As stated above, C-Kim is the only Kim that can reliably access the infinite. This immediately puts C-Kim above the rest, as being able to perform the infinite is required at a high level. C-Kim does get other useful tools in general however, like an airblock to make his approach safer and a roll for RC specials. Kim's RC Hangetsuzan and RC Ryuseiraku can be very annoying in some situations. Consistent access to meter helps him in general as well, as it allows him to more often end combos in big damage and a knockdown without having charge. C-Kim doesn't get run or hop, but Kim has fine enough mixups and offense to live without them, though they definitely help. Even without the infinite, C-Kim is strong, and having consistent access to the infinite makes him even better.

Useful - A/N/K: If the stomp infinite was more easily available, A-Kim would likely outrank C-Kim. A-Kim actually has very good synergy with CC as a whole, and his CC does pretty good damage overall. He maintains all of the things C-Kim has except airblock as well. Sadly, you can't end a CC in the infinite (if you could, A-Kim would likely be a top tier), meaning it loses out to C-Kim overall. N-Kim gets more mobility for rushdown, and one of the better guard cancel rolls thanks to his fast roll. While ending in a level 1 super doesn't do much damage, being able to end in level 1 Ho-okyaku consistently helps Kim convert more often without charge. His level 1 Ho-o Tenbukyaku divekick super is great at calling out anti-airs and air-to-airs, however a level 1 Ho-o Hitenkyaku is essentially useless. K-Kim gets run and hop, but also gets a huge damage buff when in Rage, making his offense even scarier. A stomp cancelled into level 3 Ho-okyaku will do great damage, and level 3 Hitenkyaku allows for juggles afterward for high damage. Still, big damage doesn't match to an infinite, leaving K-Kim by the wayside.

Worst - P/S: P-Kim sounds alright on paper, but you have to give up charge in order to parry, meaining he rarely has a worthwhile meterless punish. In the rare instances he has meter, a level 3 super will do good damage, but it isn't an infinite. S-Kim has to give up neutral presence in order to charge for meter he really needs, and even then, a level 1 Kim super just isn't as threatening in neutral. S-Kim does get the ability to end with a solid knockdown and damage without charge every time when in Desperation, but it isn't as powerful as other S-Groove characters can be.


Kim is a rushdown and mixup character defined by his solid normals, good pressure and mixup ability, and his C-Groove infinite combo. He requires a lot of practice, and has to make his opponent get to the corner while maintaining at least a level 2 super meter, but if he does he can end a round immediatelly. Kim is best in C-Groove.
Pros Cons
  • Aggression: Kim has lots of tools to keep himself in close range, or get into close range from a bit farther out
  • Neutral: He has a few solid pokes overall, and multiple good anti-airs to keep the opponent from freely moving around
  • Mixup: Kim naturally has solid mixup potential, with his Nerichagi overhead command and a great crossup, but adding in his stance makes it even better, where he can go between 5 different stance moves to beat out whatever the opponent does or even just reset back into stance
  • Supers: Kim has three useful supers, between his j.2363214K divekick super, a powerful launcher super in 236236K, and his 22K stomp cancels into his 21416K super for huge damage potential
  • Infinite: His defining trait is his cornered stomp infinite in C-Groove, which is difficult to do but will kill any character if he gets a solid enough hit. It's performed by doing 236236MK super, cancelling that into 22HK, activating stance from 22HK, doing stance LP, and cancelling stance LP's startup into another 22HK, looping the stance cancel multiple times until ending in a level 3 21416K super to kill them
  • Charge Reliant: Kim wants to be aggressive, but has to maintain charge while doing so, limiting how he can end his combos with knockdown
  • Zoning: Kim can't zone out any opponents, and even moreso he struggles to deal with solid zoning himself sometimes
  • Infinite Reliant: Kim really just wants to land his infinite most of the time, and that requires that the opponent be in the corner and that Kim has 2 bars of meter. This makes it a bit more situational, as opponents will play around not getting cornered. The infinite is very difficult as well, and can sometimes be dropped by a poorly timed stun or just misinputting, leaving Kim without meter and having to play the waiting game for another level 2



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH THE EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Kim CvS2 colors.png


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
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E.Honda
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Kyosuke
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M. Bison (Dictator)
Morrigan
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Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
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Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
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Ryo
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Todo
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Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori