

Sanren Geki (qcb + P x 3) - Kim's rekka in '98.b or f + D - Kim tosses the opponent backwards with his legs.Ĭ throw preferable cause unrollable and back turned cross-up.b or f + C - Kim does a spinning slam with his feet.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. If canceled into, it loses its overhead property, but can be canceled into a special or DM, although the f.B will not combo. Use when you want to go for a grounded high-hitting option. 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. Can hit twice if spaced correctly, although from max distance only one hit will register. Either method will take practice to perform the loop. However, this forces your entire team to play EX mode, and it's possible to do the loop in Advanced mode if you can grind the execution of running forward and canceling close C on the first hit. Far A works here as a defensive tool to stop opponents from running in on you, as well as forming the start of your offense.įinally, on stomp cancels: EX Mode makes for easier consistency and increases Kim's walk speed so you have to worry less about running forward each time or accidentally triggering his ranbu. cr.C, along with j.CD, j.B, st.B and st.D will shut down jump attempts if you utilize the correct move for the correct jump, which is a matter of knowing hitboxes and spacing. On defense, he can combat offenses by sticking out the correct normals, or by relying on aerial tricks to frustrate/confuse the opponent. Can utilize the Player 1 crossup glitch in the corner by doing a normal jump which will have to be blocked as a crossup. A hop is usually safe though since if you don't cross up you can continue your pressure, and you can be ambiguous on whether or not you do cross them up. The setup can even cross up standing opponents, but sometimes a hyperhop is needed depending on their standing hitbox/spacing. If they crouch, a short jump is the better option.

After cr.D, run forward into hyperhop j.A or crossup "B" version divekick.After landing qcb + A x 3, jump forward j.A.cr.B pressure can be used to soften the opponent up for a hop-in, keep them blocking, allow you to go for a frametrap, or you can use the initiative for a crossup j.A. His solid set of normals lets him do a good part of the typical high/low mixup. Even if you don't cancel Kim's stomp, you have a bit of frame advantage in which you could sweep, toss out a far A, hop, or reach to the opponent. The f + A's range, combined with its startup will fool opponents into trying to take an initiative, only to be hit by kim's foot. Divekicks are deceptively good for throwing people off, especially considering you can do one off a backwards jump. All of his good specials (aka all but the charge moves) are safe on block, or can be spaced to decrease the likelihood of being punished. The first is simply by keeping an opponent trapped and unable to act long enough that they take a risky action, which you capitalize on. Kim has a lot of ways to break down defenses.
