The King of Fighters '98/Kim

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Kim was the strongest Tae Kwon Do master in the world. But then he got old, and even lost to this scrub called Freeman (who is literally quite the free man) so his sons started fighting in his name. However, Chang and Choi keep convincing him to join KOF tournaments so he keeps on truckin'.

Gameplay Overview


  • cl.C (1) xx qcb + A x3.

Kim's best meterless combo, which scores a hard knockdown, sets up an easy crossup situation, and is safe on block.

  • cr.B, cr.B, cr.A xx d,u + C.

Kim's low hitconfirm.

  • cr.C/cl.C (1) xx f.A xx qcb,db,f + K.

A strong DM combo that deals about 50% of a lifebar.

  • cr.C/cl.C (1) xx dd + K xx qcb,db,f + K.

A fancier version of the above combo that takes off slightly more damage, and involves the stomp cancel glitch timing (more on that later).

  • cl.B, cr.B/cr.B, cr.A xx qcb,db,f + K.

Both versions need to be executed from a relatively deep range for the DM to connect, otherwise the DM startup is too long and the opponent can block the ranbu and punish Kim.

In-depth Analysis

Normal Throws

b or f + C - Kim does a spinning slam with his feet. Breakable, unrollable, back turned.

b or f + D - Kim tosses the opponent backwards with his legs.

Both throws set up for back turned crossups so use whichever offers the more favorable positioning.

Normal Moves

Standing A -

Standing D -

Close Standing C -

Crouching A -

Crouching B -

Crouching C -

Crouching D -

Jumping A -

Jumping D -

Jumping CD -

Command Normals

f + A Dora Yup Chagi - Kim executes a forward flying kick that covers a long range. It can go under lows after it starts up and can be canceled into his Hishou Kyaku (aerial qcf + K) to make Kim recover fast which makes the move safe on block, or can be canceled into his Hou'ou Kyaku DM (qcb, db, f + K) on hit to score large damage. Either way, the move has a lot of recovery if you do nothing, so if unsure on whether or not the move will be blocked go into the divekick for safety.

f + B Neri Chagi - Kim's signature overhead kick. Can hit twice if spaced correctly, although from max distance only one hit will register. If done too close it's possible for an opponent to not get hit by any of the overhead as there's a large gap with no hitbox in front of Kim. Use when you want to go for a grounded high-hitting option. If canceled into, it loses its overhead property, but can be canceled into a special or DM, although the f.B will not combo. What this means is that you can cancel a cl.C into f.B for pressure or a frametrap, but don't do it on hit.

Special Moves

Sanren Geki (qcb + P x 3) - Kim's rekka in '98. Always use the "A" version as the knockdown is better, hits more consistently, is safer on block, and the finisher is an overhead. Unlike other rekkas in this game, Kim does not move forward at all throughout his series, meaning you can't combo into it as easily or pressure as well with it. However, it is safe on block (only a GC roll can somewhat punish it depending on if you stop your series as they roll it) and works as a great pressure tool in that sense. Works best off a cl.C or cr.C, but the first two kicks will connect off a cr.A/cl.B.

Hangetsu Zan (qcb + K) - Kim does his signature wheeling kick, which is not an overhead and does not knock down. It can function as a psychic anti-air, but is generally a bad idea. Punishable if Kim strikes deep into the opponent, but safer if he tips them. Due to this, the "D" version should not be used. The "B" version is only going to combo off of a C move, or from a canceled into f.B. Overall it can be applied as a pressure move to cancel into when outside of Kim's rekka range.

Haki Kyaku (d, d + K) - Ooh baybee. While this kick seems average at best, it's what can turn Kim into an offensive monster. First, the kick hits low and for a gimmick it will nullify grounded projectiles. The key to this move is that it is DM cancelable, but there is a programing glitch in that if Kim has no meter for a DM and inputs his (qcb,db,f + K) motion as it hits, he will cancel the Haki Kyaku, get pushed back only slightly, and have an enormous frame advantage. The frame advantage is large enough to allow Kim to run forward and do another cl.C into this move on block or hit. In fact, he can combo or blockstring three of these loops. If the opponent blocks this lockdown, they're forced to eat huge guardcrush potential, and if Kim lands a guardbreak he can continue his rep and guarantee damage from the situation.

Hishou Kyaku (In air, qcf + K) - Kim can preform his divekick any time in the air, although doing it instantly or "TK-ing" it is pointless since Kim hits multiple times on the way down and wont land any if you do immediately. This multi-hitter is the more offensive form of his divekick, and it works as a great move to annoy and pressure with. The "B version causes Kim to descend at a sharp angle downward, and the "D" version goes further forward on its descent. This move is safe on block, and gives a frame advantage on hit (enough to combo off a crossup divekick even). You can link a far A off the weak version of the divekick on hit, or at the very least it becomes a tight frametrap. Deals strong chip damage, but be careful to not whiff the divekick as the recovery can be punished.

Ryuusei Raku (Charge b, f + K) - A really silly move that you should not be using much. Kim does a low-hitting slide, then follows it up with a downward kick which isn't an overhead nor does it connect consistantly on hit often.

Kuu Sajin (Charge d, u + P) - You should only use this move off his low hitconfirm, and always use the "C" version for more damage.

Hien Zan (Charge d, u + K) - Kim's razorkick. The "B" version is better as a reversal, but will still lose to large/deep hitboxes that reach deep into Kim on wakeup. Because of this, it's not a really solid reversal. If the enemy jumps in or does a sloppy aerial meaty, fire this bad boy off. The "D" version is easier to stuff, but you can follow it up with d + K for a hard knockdown.

Desperation Moves

Hou'ou Kyaku (qcb, db, f + K) - Kim flies the full length of a screen and goes into a ranbu when he reaches the opponent. Adds on good damage as a combo ender, but is punishable on block. Also it's worth noting that it has a short amount of startup invulnerability up until the active hitbox comes out, so it can catch fast meaties to an extent as a reversal.

Hou'ou Tenbu Kyaku (In air, qcf x 2 + K) - Divekick DM. Works as a good air to air if you're above the opponent, but nowhere near as good as Leona's V-slasher. However, you can buffer the motion on the ground to activate the DM faster and lower on the ground, usually to catch a poke. Hard to punish on block, so if you want to throw out a DM and try to snag the enemy pressing a button, go for this instead of his ranbu. On whiff the recovery is fierce, so watch out.