Kim Guide KOFXIV

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Kim

TEAM Kim 

General

Notable Players:

Summary: When Kim activates, people block in fear of the blindingly fast EX Hangetsuzan, as when that hits, a chain of destruction undoubtedly follows.  Kim can also harass safely with stand HK and has a chainable crouch LK for easy confirms.

Check out this FT10 between 777 and arguably the best in Japan, M’.  While 777 eventually loses, you will see how Kim is not to taken lightly!!!

 

Best Position: Anchor

Best Tools:

  • stand HK
  • qcb K
  • crouch LK

Bio:  Kim is a very serious person with a strong and inherent sense of justice. As an expert in Tae kwon do, he can stop any opponent attempt with his unpunishable kicking techniques. Kim is convinced that Tae kwon do is the strongest fighting art, and wants to tell the world about it!

Misc: For Justice!

Normals

LP “Light Punch”

  • Crouch : 4f +1 so use this to harass
  • Stand : 5f
  • Far : 5f
  • Hop : 5f At close range, start attacking with this. It has more fun with large characters.
  • Jump : same

 


 

LK “Light Kick”

  • Crouch : 4f chains into itself nicely for easy confirms > st. LK > →→ LP > etc
  • Stand : 4f
  • Far : 6
  • Hop : 5
  • Jump : same

 

HP “Heavy Punch”

  • Crouch : 7f
  • Stand : 5f
  • Far : 10f +2
  • Hop : 10f seems long but in fact its animation is obvious and then forces opponent to block, so use it early after leaving the ground.
  • Jump : same

 

HK “Heavy Kick”

  • Crouch : 8f
  • Stand :  4F best combo starter
  • Far : Super tool! Goes over sweeps! Double hit! 6/17f
  • Hop : 8f decent angle for combos
  • Jump : same

Notes


 

HPHK “CD Blowback”

  • Stand: 15f
  • Air: 12f Fast and effective hitbox!

 

Command Normals

→ LK “Naeryo Chagi” 

  • 21f Overhead

 

→→ + LP “Twio Yop Chagi”

  • cancels, ex cancels, super cancels
  • Use to close up the distance after knockdown ; scary!  After throw into corner, do this, then standing blowback.
  • 11f

 

 

Specials

QCB K “Hangetsuzan [EX]

  • Poke
  • LK 16f – punish anticipated sweeps
  • HK 17f
  • EX 10f
  • Air LK 15f
  • Air HK 17f
  • Air EX 15f
  • causes juggle

Notes: The unexpected Hangetsuzan is what kills.  Cancel your moves into it randomly.  Sweep cancel is a good one.  The EX is the move that terrifies players.  Try it after jumping back, or before landing, or during a backdash!  Then, combo it into →→ LP >  rush super.

 


 

flashkick  LK “Hienzan” [EX]

  • Anti Air / Reversal aka Flash Kick
  • LK 4f
  • HK 6f
  • EX 3f an excellent reversal
  • super cancels

 

(air) qcf“Hishou Kyaku”[EX]

  • Poke
  • 10f LK or HK
  • EX 13f
  • causes juggle

 

Supers & Climax

QCBHCF K “Houou Kyaku”  [Max]

  • Rush Attack
  • 11f Max 5f
  • Best used in combos

 

qcfx2 K “Houou Hiten Kyaku”

  • LK 9f
  • HK 12
  • Max 8f
  • Causes Juggle

 

QCBHCFx2 PP “Zero-Shiki Houou Kyaku” Climax

  • 5f
  • Invincible start up
  • Use in combos
  • Great (expensive) anti air/ punish

 

Best Combos

cr. B xx cr. B xx cr. B xx [d]~u D – d. D = 193/230
cl. C xx qcb D = 178/190

Near Corner
CD > f~f A xx air qcb B > [d]~u B = 213/340

Corner
cl. C xx qcb B > [d]~u D – d. D = 242/270

OPTIMAL 1 Bar
cr. B xx cr. B xx cr. B xx [d]~u B xx air qcb~hcf K = 281/150
cl. C xx qcb D xx qcfx2 B > (delay) f~f A xx air qcb D = 359/390
[d]~u D xx air qcb~hcf K = 237/80

Corner
cl. C xx qcb D xx qcfx2 B > (delay) f~f A xx air qcb B > [d]~u D – d. D = 429/510

Starter > cl. C xx qcb BD > (delay) f~f A xx air qcb BD > [d]~u B = 314-342/300
3rd
Starter > cl. C xx qcb BD > (delay) f~f A xx air qcb BD > [d]~u BD = 356-396/240

Corner
Starter > cl. C xx qcb BD > f~f A xx air qcb B > [d]~u BD = 346-382/340

OPTIMAL 2 Bar
cr. B xx cr. B xx cr. B xx [d]~u B xx air qcb~hcf BD = 389/150
cl. C xx qcb D xx qcfx2 B > f~f A xx air qcb D xx air qcb~hcf K = 466/390
[d]~u D xx air qcb~hcf BD = 351/80

Corner
cl. C xx qcb D xx qcfx2 B > (delay) f~f A xx air qcb B > [d]~u D xx air qcb~hcf K = 508/450

Starter > cl. C xx qcb BD > f~f A xx air qcb D xx air qcb~hcf BD = 470-488/360
3rd
Starter > cl. C xx qcb BD > (delay) f~f A xx air qcb BD > [d]~u B xx air qcb~hcf BD = 512/300

Corner
Starter > cl. C xx qcb BD > qcb B > [d]~u D xx air qcb~hcf BD = 484-506/300
3rd
Starter > cl. C xx qcb BD > f~f A xx (delay) air qcf BD xx qcb B > [d]~u D xx air qcb~hcf BD = 520-560/380

OPTIMAL 3 Bar
cl. C xx qcb D xx qcfx2 B > (delay) f~f A xx air qcb D xx qcb~hcf BD = 558/390

Corner
cl. C xx qcb D xx qcfx2 B > (delay) f~f A xx air qcb B > [d]~u D xx air qcb~hcf BD = 602/450

Starter > cl. C xx qcb BD > qcb B xx qcb~hcf AC = 521-546/220
3rd
Starter > cl. C xx qcb BD > (delay) f~f A xx air qcb BD > qcb~hcf AC = 564-585/240

Corner
Starter > cl. C xx qcb BD > f~f A xx air qcb B > qcb~hcf AC = 545-565/340
3rd
Starter > cl. C xx qcb BD > f~f A xx (delay) air qcf BD xx qcb D xx qcb~hcf AC = 591-614/360

4 Bar
cl. C xx qcb D xx qcfx2 BD > f~f A xx air qcb D xx air qcb~hcf BD = 624/390

Corner
cl. C xx qcb D xx qcfx2 BD > f~f A xx air qcb B > [d]~u B xx air qcb~hcf BD = 657/430

Corner
Starter > cl. C xx qcb BD > qcb B xx qcfx2 BD > f~f A xx air qcb B > [d]~u B xx air qcb~hcf BD = 620-672/460
3rd
Starter > cl. C xx qcb BD > f~f A xx (delay) air qcf BD xx qcb D xx qcfx2 BD > f~f A xx air qcb B > [d]~u B xx air qcb~hcf BD = 648-683/560

5 Bar
cl. C xx qcb D xx qcfx2 BD > qcb B xx qcb~hcf AC = 682/250

Corner
cl. C xx qcb D xx qcfx2 BD > f~f A xx air qcb B > qcb~hcf AC = 701/370

Starter > cl. C xx qcb BD > (delay) f~f A xx air qcb BD > [d]~u B xx air qcb~hcf BD (10) xx qcb~hcf AC = 658-686/300
Corner
Starter > cl. C xx qcb BD > f~f A xx (delay) air qcf BD xx qcb D xx qcfx2 BD > f~f A xx air qcb B > qcb~hcf AC = 717-758/500

 

Strategy


Optionally sit down and charge your Hienzan!

Far distance:
dance around with hop CD, HP

Medium
Hop HP / move closer with HK

Close distance
Crouch LK then attack with hop HP and try to crossup with air LP

After knockdown, mix your crossup air LP / crouch LK  / overhead

Activate and do random EX Hangetsuzan combos, mix with throws.

Safe jump

Matchups

Remember that Leona’s slasher is not so quick.

Same for Andy

Don’t try it versus Kula, however

Punishing Meitenkun normally and in Maxmode

Punishing Chang

Chang’s hop LPs can be countered

Mian can be annoying but if you have meter…

Big characters such as Antonov, Dino, Daimon, Xanadu, Chang, Maxima and even Vice, fall prey to Kim’s hop LP

Punishing Verse’s reverse cancel

Punish Geese’s flowchart sweep

Punish Alice going for an overhead

Punish Robert going for command kick

Punish Gang Il overhead attempt (hope you are fast!)

Punish Gang-il trying to break guard with hop LP after auto pilot max mode

 

Slightly crazy read to punish Iori’s crossup attempt after auto Max Mode

Iori on the rampage? Flash kick and don’t look back!

Meaty set ups

 


Frame Data

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