The King of Fighters XIII/Kim

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Kim Kaphwan

KOFXIII-Kim Face.png

In a nutshell

Tae Kwon Do master and vigilante of justice, Kim continues his perfect KOF attendance legacy. While Kim is an solid offensive character with High.png and Low.png pressure, and a multitude of hard knockdowns leading to tricky mixups, he's also being able to Cancel.png into his safe special moves to continually lock the opponent down and force a mistake, all the while building meter at a fast rate. In addition to being incredibly safe, Kim's special moves Drive Cancel very naturally, making Kim great for getting the feel for the new subsystems of KOF XIII. Good control of Kim takes a moderate level of execution from a player as well as strong knowledge of how to apply close range pressure to take advantage of Kim's normals, frametraps, crossups, and guard damage output.

Video Walkthrough

Move List

Normal Moves

Special Properties (glossary)
Standing Light Punch
Standing Light Kick
Standing Heavy Punch
Close Heavy Punch
Close Kof.sp.png
Standing Heavy Kick
Close Heavy Kick
Crouching Light Punch
D.png + Kof.lp.png
Chaincancel.png cancel
Crouching Light Kick
D.png +
Low.png Chaincancel.png cancel
Crouching Heavy Punch
D.png + Kof.sp.png
Crouching Heavy Kick
D.png +
Low.png Softknockdown.png cancel
Blowback Attack
Kof.sp.png +
Softknockdown.png specialcancel
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png cancel
Jumping Light Kick
Jump: 45
Hop: 40
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
Jumping Heavy Kick
Jump: 70
Hop: 68
Jumping Blowback Attack
Air Kof.sp.png +
Jump: 90
Hop: 80
Softknockdown.png cancel

Unique Attacks

Special Properties (glossary)
F.png +
Standalone: High.png
Canceled into: specialcancel
F.png f + Kof.lp.png


Special Properties (glossary)
Sakkyaku Nage
F.png or B.png + Kof.sp.png or (while close)
Throw.png hardknockdown

Special Moves

Special Properties (glossary)
Qcb.png + K.png : 60 : 40×4
Ex.png : 70+100
Drivecancel.png softknockdown
Qcb.png + K.png : 75 : 80
Ex.png : 50×5
Aironly.png Drivecancel.png
K.png : Hardknockdown.png : high
Qcf.png + K.png
K.png : 0+18×4+20
Ex.png : 40×n
Aironly.png drivecancel
Hishokyaku, then
D.png (charge) U.png + K.png : 70 : 50+20×2
Ex.png : 100+60+50
Softknockdown.png Drivecancel.png : Upperbodyinv.png : startupinv
Tenshou Zan Hienzan, then D.png +

Desperation Moves

Special Properties (glossary)
Qcb.png Hcf.png + K.png
K.png : 0+5×2+10×5+150
Ex.png : 0+10×2+20×5+40×3+80
Airok.png Startupinv.png Maxcancel.png
K.png : Softknockdown.png
Ex.png : hardknockdown
Qcf.png Qcf.png + K.png
Launch.png Softknockdown.png : startupinv
Rei Shiki: Hou'oukyaku
Qcb.png Hcf.png + Kof.lp.png + Kof.sp.png

Console Changes

  • EX Hishoukyaku (qcf+BD) has faster recovery. He can follow up with a normal move.
  • Yopuchagi's (f f+A) hitbox has been enlarged, so it hits crouching opponents in hitstun state.
  • Light Kuchugetsuzan (Air qcb+B) hits crouching opponents in hitstun state. However, the move's hitbox does not extend as far upward as before.
  • Hangetsuzan (qcb+K) has slower recovery.
  • Light Hienzan (d~u+K) has reduced invincibility, and it is now only upper-body invincibility.
  • Hou'ou Hitenkyaku (qcf qcf+K) acts a bit differently than before. Both versions have slower recovery when whiffed.
    • Light version: Has invincibility, thrusts opponent forward.
    • Heavy version: No invincibility, thrusts opponent upward.
  • Added EX Air Hou'oukyaku (Air qcb hcf+BD). It only has a few frames of invincibility after it becomes active.


Normal Moves

  • Standing Light Punch (Snka.gif) - A standard anti-air jab against opponents hopping forward from a close range. This move no longer Kim's traditional 'Far Snka.gif' that had a long reach and hit crouching opponents. Instead Kim uses what in passed games what his Close Snka.gif. In short, Kim can anti-air hops without worrying about getting a Far Snka.gif coming out and losing.
  • Standing Light Kick (Snkb.gif) - Kim performs a high side kick with a 30° upward angle. This is a strong part of Kim's offense as it has fast speed while hitting crouching opponents on top of being cancelable into command normals and specials. Can be used to poke like Kim's previous Far Snka.gif but with more application; Kim can chain cancel crouching light attacks into Standing Light Kick during his hitconfirms and adjust appropriately on hit or block, where the old Far Snka.gif couldn't be combo'd into nor was it cancelable. Doesn't combo into Qcb.gif + Kick.gif oh hit, but makes for a good frametrap. A great poke and pressure move to annoy opponents with, although care must be taken to avoid having Kim's Right.gif + Snkb.gif come out when attempting to walk forward and press Snkb.gif.
    • Can be karacanceled on whiff into a special move to give Kim more range. Simply press Snkb.gif then input the special quickly before the active frames come into affect.
  • Standing Heavy Punch (Snkc.gif) - A completely horizontal side kick. Starts up slower than Standing Light Kick but carries with it more range while being DM-cancelable only. Can be incorporated into blockstrings to give a gap to allow the opponent to press a button or jump only to eat Kim's foot, but when used as a poke at mid range it lacks the vertical height to control the hop space, allowing opponents to soar over the leg and punish Kim.
  • Close Heavy Punch (Close Snkc.gif) - Kim steps forward into a kick to the opponent's lower leg but does not actually hit as a low attack. Fairly standard in terms of usage as a Close Heavy normal with all of the usual cancelable properties, and starts up faster than Kim's Close Heavy Kick, making it the more common choice within combos or situations where speed is needed. The low hitbox makes it less effective than Close Heavy Kick against opponents trying to jump out of close pressure or a throw attempt.
  • Standing Heavy Kick (Snkd.gif) - Kim moves forward, does a high kick at a 60° angle, moves forward again and follows up with a second kick. Imagine Akuma's Standing Roundhouse from SFIV but where the firsthit whiffs crouchers and the second hits all, with lower body invuln to bood. Controls the space above Kim's head very well and functions as an anti-air when timed. Very fast startup for a 'Far' ranged Heavy normal with huge range that reaches as far as Kim's Crouching Heavy Kick. Additionally, the second kick will hit crouching opponents and on hit a player can link Kim's Close Heavy Punch or Coruching Light Kick for a combo. Offers Kim a threatening range at which he can lead to a full combo that few other characters don't quite have. The tall hitbox of both Standing and Close Heavy Kicks make for great tools for anti-airing an opponent by running under their jump arc and attacking the vulnerable hitbox below.
    • Kim has lower body invulnerability during the first kick, so while it may whiff crouchers it can pass through and punish low poke attempts.
  • Close Heavy Kick (Close Snkd.gif) - A high kick resembling Standing Heavy Kick, but performed with Kim's opposite foot. For whatever reason, the activation range on this normal is one of the longest in the game (so long that trying to properly space Kim's Standing Heavy Kick will often result in this move instead), allowing Kim to use a Close normal from ranges much further than usual. Combined with the vertical hitbox it works great for anti-air purposes and if outside of the close range Kim's fast and similar Standing Heavy Kick will be used instead. The long range allows Kim to walk forward after a blockstring and continue peppering an opponent with hits. In cases where speed and damage matter, Close Heavy Punch is usually favored for the slightly longer cancelability window.
  • Crouching Light Punch (Down.gif+ Snka.gif) - A fairly standard Crouching Light Punch jab with as much range as Crouching Light Kick, allowing it to combo after two Crouching Light Kicks. While both lights are cancelable with Kim, Crouching Light Punch offers a slight different feel and frame advantage on block making it interesting to incorporate into a pressure string. Also since Kim lacks a grounded special move on any of his punches, ending a hitconfirm with this move allows for Kim's Down.gifDownleft.gifHcf.gif + Kick.gif DM to be more easily buffered. For example: cr.B, qcb,db,d + A, qcf + K. This reduces the chance canceling into Qcb.gif + Kick.gif.
  • Crouching Light Kick (Down.gif+ Snkb.gif) - A fast and cancelable low kick. From close range Kim can chain three of his Light normals before committing to a cancel. Serves as Kim's main low threat, hitconfirm starter, and tripguard meaty. Pretty standard Crouching Light Kick, although one of the longer ones.
  • Crouching Heavy Punch (Down.gif+ Snkc.gif) - Resembles a 'Low Forward" attack from Ryu only at a slight upward angle. This makes for a viable anti-air by having an opponent land on Kim's foot and works better for anti-airing horizontal jumping attacks than his Crouching Light Kick. Continuing with the Street Fighter feel, Kim can cancel this normal on hit and whiff. Has enough hitstun to combo into any of Kim's specials unlike with his Light attacks. Has less range than Kim's Crouching Heavy Kick and although not low-hitting it leaves Kim at a much larger frame advantage on block and is a little safer to whiff.
  • Crouching Heavy Kick (Down.gif+ Snkd.gif) - A sweep kick and Kim's longest-reaching normal move. Cancelable this time around which can be used to make Kim safer on block by canceling into Qcb.gif + Kick.gif. Still punishable if hopped but reaches far enough to hit after three blocked Croughing Light Kicks. The range also makes for a great tripguard anti-air against far landing opponents.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Kim lifts his leg then thrusts straight forward, similar to his Standing Heavy Punch but with a bigger hitbox. The startup time is significantly longer, although the reach extends almost as long as his Crouching Heavy Kick. Pretty unsafe move to use without really knowing a spacing to set it up or counterpoke the opponent, but Kim has less risky poke options. Like all Blowback Attacks, whiff and hit cancelable.
  • Jumping Light Punch (Air Snka.gif) - Kim punches downward at a steep angle allowing for easy crossups when spaced. Works as a good air-to-ground normal, but the range is short and needs to hit deep in order for Kim to combo afterward. So while not Kim's ideal jump-in it gets the job done, but it functions best when up close at an ambiguous crossup situation. Depending on when you press j.Snka.gif, you can affect which side you end up on. Some examples include; cr.Snkb.gif - hop forward j.Snka.gif, cr.Snkb.gif x2 hyperhop/jump forward j.Snka.gif, cr.Snkb.gif x2 st.Snkb.gif superjump forward j.Snka.gif.
    Also is cancelable on hit into aerial specials.
  • Jumping Light Kick (Air Snkb.gif) - Kim kicks almost directly upward in this fast kick. Kim's best aerial answer to opponents approaching from above Kim's current location as it covers the horizontal range in front of and above him.
  • Jumping Heavy Punch (Air Snkc.gif) - After a windup Kim kicks in a downward axe kick. Vulnerable at the startup to anti-airs, but makes up for this with its huge hitbox making it Kim's biggest air-to-ground approach with plenty of hitstun. Needs to be done fairly early from a hop to connect.
  • Jumping Heavy Kick (Air Snkd.gif) - Kim kicks out a foot on each side of him, although it primarily hits in front of him. If spaced spot on, Kim can cross up the opponent with the Jumping Heavy Kick, and then land in front of the opponent. Combined with Kim's crossup Jumping Light Punch, this can lead to a scary 50/50 mixup. The startup falls between Jumping Heavy Punch and Jumping Light Punch, with this move having the greatest horizontal reach. because of this it can be used as an air-to-air approach against opponents lower than Kim. As an air-to-ground method it shines when done deep as a crossup, or when spaced out as far as possible.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Kim kicks forward with a 30° upwards slant, making this normal function as an air-to-air that covers a range overlapping both Jumping Kicks. A strong air-to-air option given enough time to start up, providing the usual chance of inducing a free juggle state on an opponent on a counterhit. Whiffs crouching opponents, making for a bad air-to-ground approach.

Unique Attacks

  • Nerichagi (Right.gif + Snkb.gif) - An overhead axe kick attack. It's not got the greatest speed, but the startup is slightly hidden in the animation. The range is pretty large, so can be sneaked into blockstrings from a fair distance, when the opponent is expecting a bog standard cr.b into sweep. Can be canceled into HD Mode for a combo, but doesn't allow enough time to be hitconfirmed; a nice option but heavy commitment that should be 'felt out' by conditioning the opponent for low attacks.
  • Nerichagi (Right.gif + Snkb.gif [Canceled Into]) - This move doesn't combo off anything. With that in mind, works best to incorporate into blockstrings to create frametraps similar to Kyo's F.gif + Snkb.gif. Due to the long range of the normal, Kim can perform three Crouching Light Kicks canceled into F.gif + Snkb.gif and then cancel that into Qcb.gif + Kick.gif. If hit by the command normal, any special move will combo following it. This makes the aforementioned setup even more dangerous in the corner as Kim can link after hitting with Qcb.gif + Snkb.gif while remaining safe on block and the blockstring drains nearly half an opponent's guard meter.
  • Yopuchagi (Right.gifRight.gif + Snka.gif) - Kim leaps forward, travelling a fair distance and kicking at a high angle. When he hits an opponent, he rebounds and you can cancel. Kim is considered airborne during this move, and will go over pretty much all lows, and even grounded fireballs like Kyo's and Terry's. This can let you punish lots of moves on reaction if you are on point, allowing for many potential followup combos (comboing into Down.gifDownleft.gifHcf.gif + Kick.gif, or Qcb.gif + Snkb.gif/Snkb.gifSnkd.gif + followups). Unfortunately, it doesn't hit crouchers, so should definitely not be used in blockstrings on them, and more for reactionary punishes or good reads.
    This move can "wallbounce", as if Kim's kick connects to a wall then it's considered the same as if he hit an opponent. The difference is, Kim turns around after doing this. However when he does any other aerial move, Kim autocorrects himself to face the opponent. This can be used to really screw with the opponent's head since it looks really confusing to someone not used to it! You can also use to extend corner pressure a bit by chaining into ff.a and then coming back down with a quick j.Snkd.gif or j.Snkc.gif.


  • Sakkyaku Nage (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) - Kim body tosses an opponent leading to a hard knockdown. They do both place the opponent in a 'back turned' state, allowing the Kim player to potentially do some tricky crossups on cornered opponents. Against midscreen opponents, Kim can run forward into a hyperhop j.A for a crossup or fake a crossup with j.A/j.C/j.D. When wanting a more safe followup, performing a full superjump toward the opponent can be timed to be a safe jump. Puts an opponent in a scary situation either way.

Special Moves

  • Hangetsuzan (Qcb.gif + Kick.gif) - Kim's classic frontward flip kick returns. Will not combo off of Light attacks. Snkb.gif version leaves Kim a disadvantage and is punishable unless spaced from a far range. Still, this is Kim's 'safest' grounded special move to cancel in to on block or hit; a hit opponent will fly back into a soft knockdown although Kim has enough time to link a followup move after hitting in the corner. Snkd.gif version hits three times and moves forward further. Due to the longer animation, it gives the player enough time to hitconfirm and Drive Cancel into any special/DM easily. If left uncanceled, the opponent will be knocked down and Kim cannot link a followup move. On block, Kim is heavily punishable. Either version deals significant guard damage, but the safer Snkb.gif version is usually preferred for pestering an opponent. Know the reach difference between both versions, as only the Snkb.gif version will whiff after three Crouching Light Kicks.
    • Ex.png Hangetsuzan (Qcb.gif + Snkb.gif + Snkd.gif) - Hits twice, puts opponents in a juggle state, and has a faster startup speed, allowing it to combo off of Light Attacks. Kim can combo afterward from midscreen and in the corner, and the EX version of Hangetsuzan is much safer on block than the standard versions so it's more viable for eking out a guard crush or committing to a blockstring ender. Great off of any hitconfirm in the corner, leading into more damage and easy hard knockdowns.
  • Kuchugetsuzan - (Air Qcb.gif + Kick.gif) - An aerial Hangetsuzan that hits once, causing a hard knockdown. The Snkb.gif version connects from F.gifF.gif + Snka.gif and should be kept in combos since Kim's left at negative if blocked and the hit isn't even an overhead. Unfortunately for the defending opponent, Kim's Snkd.gif version is an overhead and it's very safe on block in most instances. This gives Kim an tool for really pestering the opponent especially given how the move alters Kim's aerial trajectory, moving him horizontally forward before kicking. This allows him to mess with the opponent's reactions and anti-air timing and land a knockdown on hit or be safe on block.
    • Ex.png Kuchugetsuzan - (Air Qcb.gif + Snkb.gif + Snkd.gif) - This move is Kim's main tool for extending any aerial combo and is very easy to be drive canceled into, while allowing a number of followup options at any given range, while being a monster in the corner. However it's a poor move to be used on its own since it acts similarly to the Snkb.gif Kuchugetsuzan and isn't an overhead. Easily Drive Canceled in to from Down.gif,Up.gif + Kick.gif or Qcf.gif + Kick.gif, or when done from F.gifF.gif + Snka.gif. In the corner, allows Kim to link into Down.gif,Up.gif + Snkd.gif for a knockdown or into F.gifF.gif + Snka.gif for a longer combo.
  • Hishokyaku - (Air Qcf.gif + Kick.gif) - A downward divekick special that goes into an automatic 6-hit followup into soft knockdown on hit, or bounces Kim backward on block. The hitbox on this move is large, making it a strong ground-to-air and even air-to-air at times. While not too damaging on its own, it can be Drive Canceled into Air Qcb.gif + Snkb.gif + Snkd.gif, or Down.gifDownleft.gifHcf.gif+Kick.gif for a followup. Kim moves back pretty far when the dive is blocked, making it difficult for some characters to punish, especially without using super meter. Snkb.gif version moves downward at a steeper angle, while the Snkd.gif dive kick attacks at a higher downward angle, giving it more horizontal reach.
    • Followup - ([Air Qcf.gif + Kick.gif], Snkd.gif) - On hit or block, press Snkd.gif and Kim sticks out both legs similar to his Jumping Heavy Kick. Combos from a successful divekick and resets the opponent but deals negligible damage. Works as a deterrent against approaching opponents when blocked.
    • Ex.png Hishokyaku - (Air Qcf.gif + Snkb.gif + Snkd.gif) - This divekick behaves like Kim's KOF 98 divekick in that instead of going into a 'ranbu' or bouncing off, Kim will continue his descent while hitting multiple times on the way down. Unfortunately, this move cannot be used as a crossup anymore. More kicks connect the higher an opponent is hit, making it best used from at least full hop height. Kim is safe on block after this move and can link into a combo on hit. This allows Kim to combo into this move from ( F.gifF.gif + Snka.gif ) and then combo off the Divekick to extend Kim's basic BnBs.
  • Hienzan - (Charge Down.gif, Up.gif + Kick.gif) - An upward kick special closely resembling Guile's Flashkick/Somersault in appearance and use. Snkb.gif version moves forward a bit, giving it a longer horizontal hitbox, while Kim only travels about half the screen's height. A hit opponent is also put into a juggable state, allowing followups from the right setups or heights. The light version is only upper body invulnerable, so it's prone to trading against meaty jump-ins or sweeps. Snkd.gif version makes Kim fly vertically to the top of the screen while hitting up to three times and and has startup invuln, thus making a potential anti-air and reversal assuming an opponent is in close horizontal proximity. It can always be followed by Down.gif + Snkd.gif for a hard knockdown, or can be Drive Canceled on the last hit into Air Qcb.gif + Kick.gif. Due to the slower startup of the heavy version and the lower weakness of the light version, Kim's better off blocking and breaking his charge in many instances when the opponent gets in, though thankfully Kim is well-equipped with competent normals for dealing with most situations.
    • Ex.png Hienzan - (Charge Down.gif, Up.gif + Snkb.gif + Snkd.gif) - Has full body invuln and a fast startup; contains the horizontal hitbox reach of the Snkb.gif version, hits twice, and can be followed up with Down.gif + Snkd.gif. Great hitbox and invuln for beating any incoming aerial approach and then giving the player a hard knockdown or Drive Cancel extension. Inside of combos, it's not much more notable than either normal versions.
      • Tenshou Zan - ([Use Snkd.gif or Ex.png Hienzan, Then Down.gif + Snkd.gif) - After performing a Snkd.gif or Ex.png Hienzan, Kim ends with a downward kick. Results in a hard knockdown and gives the player a reasonable frame advantage to set up the next offense or crossup. Can be done after a blocked Hienzan to possibly catch an opponent on the way down, but does not make the move any safer.

Desperation Moves

  • Hou'oukyaku (Down.gifDownleft.gifHcf.gif + Kick.gif) - Kim's traditional "beat the crap out of them" ranbu super. Unfortunately in this version, he does not end with a hard knockdown so you can't really follow up after it. It's a slow and iffy reversal at best and is not that valuable in combos unless you are really low on Drive or too far to get into his other super. The aerial version is identical to the grounded version and can be used a s a risky air-to-air attempt but will deal no damage on a trade so it's not the best idea. Unsafe on block.
    • Ex.png Hou'oukyaku (Down.gifDownleft.gifHcf.gif + Snkb.gif + Snkd.gif) - The EX version of this super starts up faster, does significantly more damage, and ends in with a hard knockdown. It's a pretty high damage move, but the invulnerability window is still only on the startup. Thanks to the Kim buffs in console, the move is as versatile as his regular DM. It's interesting to be aware that the startup is actually slower than Kim's Close Heavy Punch, but the distance traveled makes up for it and covers a punish range that is outside of the close normal activation ranges.
  • Hou'ouhitenkyaku (Qcf.gif×2 + Kick.gif) - Phoenix Kick! Kim kicks straight into the sky in front of him, reaching a very long way up. You may recognize this move from Blazblue, as Hazama's Houtenjin looks exactly the same and functions in the same way (Kim had his first though!). It's a juggling super that allows you to preform many different followups depending where you are on the screen, and also is a staple in Kim's combos involving Drive. It can function as a fairly effective anti air due to it's high reach and damaging opportunities afterwards. Kim sports a moderate amount of invulnerability during this move, making a reversal option that will hit an opponent out of an attack, but the actual DM startup isn't that fast which makes Down.gif,Up.gif + Kick.gif a better reversal. Requires close proximity to an opponent to connect when performed against a grounded opponent. In console, the move was changed to give the B version more invul, but it will kick them away, meaning it cannot be followed up with most combos, whilst D has reduced invul and has the original upward juggle.
  • Rei Shiki: Hou'oukyaku - (Down.gifDownleft.gifQcf.gif + Snka.gif + Snkc.gif) - Another ranbu, but this time Kim goes DBZ and starts teleporting around mid combo as he pounds the opponent. He finishes it off with an extremely powerful and satisfying overhead kick. It's not the flashiest Neomax, but it does a LOT of damage, and has some more practical applications than others, as it's extremely fast and can combo from pretty much everything. A trick to keep in mind is that if you connect a Right.gif Right.gif Snka.gif in neutral, either by being random or going over a fireball, air Qcb.gif+Snkb.gif + Snkd.gif into NeoMax can suddenly net you do a truckload of damage. This requires 4 bars though, so is not terribly useful.

Tips and Tricks


Generally, with the exception of some Hienzan and Hou'ouhitenkyaku combos, nearly every combo that Kim has can also be started from a jump attack or from a st.D. st.D links into cl.C and cr.B, so keep these starting additions in mind. Crossups allow any combo to work as well.

0% Drive

0 Bar

  • (jump attack/st.D) cr.B cr.B st.B ff+A xx qcb+B - 183, 29 (remove a cr.b if neccessary)
  • (jump attack/st.D) cl.C ff+A xx qcb+B - 179, 27

These are Kim's basic bnbs, and lead to hard knockdown for a mixup. In arcade, they only worked on standing opponents, but Kim was buffed so now they work universally.

  • cl.C/cr.C xx charge d~u+D d+D - 192, 21 (Must be close)

Slightly more damaging alternative.

  • (corner only) (jump attack/st.D) cl.C xx qcb+B charge d~u+D d+D - 242, 27

This is your best corner meterless combo.

1 Bar

  • (jump attack) cl.C xx qcfqcf+D, qcb+B ff+A xx qcb+D - 302, 33

Highest damage midscreen for 1 bar. However, won't work from distanced jumpin or st.D link.

  • (jump attack/st.D) cl.C xx qcb+BD, ff+A xx qcb+D - 301, 27
  • (jump attack/st.D) cl.C ff+A xx qcbhcf+k - 300, 15

If you start with 2 hit st.D you can actually do better damage by going into cl.C ff+A qcbhcf+K from the cl.C link.

  • (jump attack/st.D) cr.B cr.B st.B ff+A xx qcbhcf+k - 291, 17
  • (jump attack/st.D) cr.B cr.B st.B xx qcb+BD, ff+A xx qcb+D - 289, 29

Basic low 1 bar combos. Hou'oukyaku must be slightly delayed after the ff+A or you will get a divekick.

  • (corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+D d+D - 342, 33 (Must be close)
  • (corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, charge d~u+D d+D - 313, 32 (Must be close)

These are your best 1 bar corner combos. However, your opponent either has to be completely in the corner, or very close for this to work.

  • (near corner)(standing opponent)(jump attack/st.D) cl.C ff+A xx air qcb+BD, charge d~u+D d+D - 333, 29
  • (near corner)(standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD, charge d~u+D d+D - 315, 37

These combos work a further distance from the corner. However, they require standing, so some alternatives might be necessary.

  • (near corner)(jump attack/st.D) cl.C xx qcb+BD, charge d~u+D d+D - 307 21
  • (near corner)(jump attack/st.D) cr.B st.B xx qcb+BD, charge d~u+D d+D - 294 23

To get the Hienzan to hit correctly here, make sure you roll forward from the down position, so Kim walks forwards slightly before executing the move. These combos also work at a further distance, and on crouchers.

  • anti air/reversal qcfqcf+B, ff+A qcb+D - 243, 20

Best conversion off your super reversal midscreen. If for some bizzare reason you reversal someone when they are cornered then you could do any of the basic corner combos with qcfqcf+D instead.

2 Bar

  • (jump attack/st.D) cl.C xx ff+A xx qcbhcf+BD - 408, 15
  • (jump attack/st.D) cr.B cr.B st.B xx ff+A xx qcbhcf+BD - 395, 17

Basic EX DM combos.

  • (near corner)(jump attack) cl.C xx qcfqcf+D, qcb+B, ff+A xx air qcb+BD, charge d~u+D d+D - 430, 35 (Must be close)
  • (near corner)(jump attack) cr.B st.B xx qcfqcf+D, qcb+B, ff+A xx air qcb+BD, charge d~u+D d+D - 394, 34 (Must be close)

Respectively, this combo works from roughly 1/3 of the way to the corner and squeezes out some extra damage over the Hou'oukyaku ones. Its possible to get an additional hit of the aerial qcb+BD to up the damage by about 20, but its difficult.

  • (corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, ff+A xx air qcb+BD, charge d~u+D d+D - 444, 41 (Must be close)
  • (corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, ff+A xx air qcb+BD, charge d~u+D d+D - 405, 40 (Must be close)

Highest damage 2 bar combo in the corner, but you must be all the way in for this to work. As before, it won't work from greater distance. Damage can fluctuate depending on how many hits of qcb+D you are able to land. With 2 hits, you should get an extra hit on air qcb+BD resulting in higher damage.

  • (corner only)(jump attack/st.D) cl.C xx qcb+B, qcbhcf+BD - 423, 13

This is the combo to use after a distanced jumpin or st.D when your opponent is right in the corner.

  • anti air/reversal qcfqcf+B, ff+A xx qcbhcf+K - 350, 8
  • anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, ff+A xx air qcb+D - 378, 28

Second is a bit trickier to do midscreen, easy when they're nearer the corner though

  • (near corner) anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, charge d~u+D d+D - 383, 22

Slighty better when closer the corner.

3 Bar

  • (jump attack) cl.C xx qcfqcf+D, qcb+B ff+A xx qcbhcf+BD - 510, 21

Max damage 3 bar midscreen combo.

  • (jump attack) cl.C xx qcb+BD, ff+A xx qcbhcf+BD - 509, 15
  • (jump attack) cr.B cr.B st.B xx qcb+BD, ff+A xx qcbhcf+BD - 476, 17

Easier combo and a low version.

  • (corner only)(jump attack) cl.C xx qcfqcf+D, qcb+D, ff+A xx qcbhcf+BD - 529, 27 (Must be close)
  • (corner only)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, ff+A xx qcbhcf+BD - 492,26 (Must be close)

3 bar corner combos.

  • anti air/reversal qcfqcf+B, ff+A qcbhcf+BD - 458, 8
  • (from 1/2 screen to corner) anti air/reversal qcfqcf+B, walk forward ff+A xx air qcb+BD, charge d~u+D d+D - 462, 30

Damage on the second fluctuates wildly depending on how many hits of qcb+BD you can get. More damage the closer you are to the corner because of more hits.

50% Drive

0 Bar

  • (jump attack/st.D) cl.C xx qcb+D (DC) charge d~u+D d+D - 279, 33

This is the only combo really worth doing with drive without using bars.

1 Bar

  • (jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B, ff+A xx qcb+D - 370, 45

One of Kim's most staple meter + drive combos.

  • (near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (DC) qcb+D, charge d~u+D d+D - 408, 43

This nets you a more damage when you're near the corner.

  • (standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (DC) air qcb+D - 328, 35 (remove a cr.b if neccessary)

Low combo that let you net some good damage midscreen. However, it's definitely preferable to stick to the earlier qcfqcf+D combos if you are close enough, or the corner juggles if you are near the edge of the screen, as they don't need to use drive to get similar damage.

  • (near corner)(jump attack) cr.B st.B xx qcfqcf+D, charge d~u+B (DC) qcb+D, charge d~u+D d+D - 374, 42

Low combo for near the corner. Could use cr.B st.B qcb+BD into the same basic combo from a st.D link but previous cl.C ones suffice really.

  • anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcb+D - 289, 28

Lets you turn your flashkicks into some pain. B Hienzan is not discussed because its impractical to combo off it usually, seeing as it launches higher and there is no time to check before you cancel on the spacing.

2 Bar

  • (jump attack/st.D) cl.C xx qcb+d (SC) qcfqcf+D, qcb+B ff+A xx qcbhcf+k - 453, 33
  • (jump attack/st.D) cl.C xx qcb+d (SC) qcbhcf+BD - 450, 19

Negligble damage difference, but the first does more stun despite being harder.

  • (standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (SC) air qcbhcf+K - 408, 23 (remove a cr.B if neccessary)

Not really worth the drive compared to the basic EX DM combo from lows.

  • (1/2 screen to corner)(jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B ff+A xx qcb+BD charge d~u+D d+D - 466, 37
    • It is possible to get the qcb+BD to hit 4 times, resulting in a higher damage combo. However, this can only be done with the right distance from the corner and the right height timing on qcb+B into ff+A
  • (near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (SC) qcfqcf+D, qcb+D, charge d~u+D d+D - 487, 51

Corner combo.

  • (jump attack/st.D) cr.B st.B xx qcfqcf+D, qcb+D (SC) qcfqcf+D, qcb+B, ff+A xx qcb+D - 392, 44
    • Depending on how near to the corner you end, you could also do qcb+D, ff+A xxqcb+D (412, 50) or qcb+D, charge d~u+D d+D (413, 44) after the second qcfqcf+D
  • (near corner)(jump attack) cr.B st.B xx qcfqcf+D, qcb+D, charge d~u+B (SC) qcfqcf+D, qcb+D, charge d~u+D d+D - 445, 50

Some low confirms for damage.

  • anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcbhcf+K - 372, 16
  • (2/3 of screen to corner) anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcb+BD,
    • (ends in corner) charge d~u+D d+D- 385, 30
    • (ends near corner) ff+A xx qcb+D- 384, 36

3 Bar

  • (jump attack/st.D) cl.C xx qcb+D (SC) qcfqcf+D, qcb+B ff+A xx qcbhcf+BD - 553, 33
  • (standing opponent)(jump attack/st.D) cr.B cr.B st.B ff+A xx air qcb+BD charge d~u+B (SC) air qcbhcf+BD - 503, 23 (remove a cr.b if neccessary)
  • (near corner)(jump attack) cl.C xx qcfqcf+D, qcb+D, charge d~u+B (DC) air qcf+K, ff+A qcbhcf+K - 566, 33
  • (near corner)(jump attack) cr.b st.B xx qcfqcf+D, qcb+D, charge d~u+B (DC) air qcf+K, ff+A qcbhcf+K - 528, 32

  • anti air/reversal charge d~u+D (DC 3rd hit) air qcb+BD, ff+A xx qcbhcf+K - 472, 16

100% Drive

All HD combos may also be started with a cr.B cr.B st.B chain instead to confirm from a low, or f+B to combo off an overhead. Any combo done in the corner will do slightly less damage due to the second hit of the second qcb+D in these combos not connecting. Bear in mind, all videos are from arcade, not console)

0 Bar

  • (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) air qcf+K ff+A xx air qcb+D - 549, 27

This combo can be quite tricky. It requires you to be doing Hienzan consistently low enough so that the opponent is not juggled high, so that you do not miss your Hangetsuzan. If you juggle them too low then you will run out of HD bar before the final divekick. If you want, you can omit the fourth rep of the loop to make sure you get the ender, at the cost of roughly 20 damage.

1 Bar

  • (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 4 charge d~u+B (HDC) air qcf+K ff+A xx air qcbhcf+K - 623, 15

2 Bar

  • (near corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D HDC[charge d~u+B (HDC) qcb+D] x 3 charge d~u+B (HDC) air qcf+K qcbhcf+AC - 823, 7

It is possible to do 4 reps of the HDC loop, and end with charge d~u+B - Super Cancel - qcbhcf+AC while still on the ground, but this is very difficult to do from neutral. The input should be charge down, down back, back, up B, down back, forward AC ([2]148B 1 6AC).

  • (over half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D (HDC) charge d~u+B (HDC) qcbhcf+AC - 675, 7

This combo is for when you are over half screen distance away from the corner. Avoid using it if you're close enough to use the previous ones.

3 Bar

  • (over half screen away from corner)(jump attack/st.D) cl.C (HD) cl.C xx qcb+D (HDC) charge d~u+B (HDC) qcb+D, charge d~u+B (HDC) air qcb+BD, charge d~u+B (HDC) qcb+D, charge d~u+B (HDC) air qcf+K, qcbhcf+AC - 843, 7

The extra bar allows you to get to something of an HD loop in the corner from a far distance to get more damage.

Using bars past 3 is not advised. Pending console 100% HD combo.

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