Light kick version travels a shorter vertical distance than the heavy kick version that travels near the top of the screen. Hien Zan - charge down briefly, then (up + B/D) Second hit is an overhead and hard knockdownĬombo Advice: cr.B, cr.A, qcb+P > uf+K > d+K is your main meterless bnb.If you input these motions after the first qcb+P, Kim will perform a jumping roundhouse, ending in an axe kick that hits overhead.After first hit, qcb+P has an alternate followup.First input of punch button determines the finisher of the chainĬombo Advice: If you use the heavy punch version, all the hits will connect and combo if cancelled from his cl.C.The third kick ends in a overhead if you use light punch, or ends with jumping spin kicks if you use heavy punch. First hit starts with an inverted roundhouse kick (which can be used as a hop anti-air) and second hit is a side kick. Sanren Geki - (qcb + A/C) up to three times B version normally super cancel-able, D version only super cancellable in max mode (can also cancel into SDM qcb~hcf+B+D while he's in midair).Light kick (B) version travels a short range, heavy kick (D) version goes around half-screen.Light kick version hits once, heavy kick version hits twice. B version can be used for the stomp glitched explained here: ( ).D version is hard knockdown, not super cancel-able.less than 2 stocks), you can do the Hou'ou Kyaku input and Kim will cancel this move. B version has a feature where if you don't have enough stock to super cancel (ie.Good to use when you want to mix up your ground offensive pressure to keep the opponent guessing. Kim stomps his foot at the opponent's feet.If cancelled into, becomes 2 hitter, both hits are cancel-able, but loses overhead property.Pretty good to throw out every now and then to mix-up your offense. Kim performs a slow axe kick aimed at the opponent's head.Video of both C and D throws Command Move Kim grabs and tosses the opponent toward the corner of the screen.This throw flips the enemy face up for a possible back-turned okizeme glitch setup.Kim grabs the opponent's head with his feet, then slams their head in the ground.Can whiff on crouching opponents if released too early. j.CD is a jumping side kick, good for air-to-air.CD is a strong, delayed side kick that can be used as a preemptive anti-air to as a stagger during offensive pressure D is a jump kick that has a downward angle that is good for air-to-ground approaches and to start combos.
C is a jumping axe kick that can be used as an early air-to-air attack, or as a jump-in attack to start combos.
B is a high kick that can be used to poke opponents who are already jumping. Must be inputted early to be released if you would like to confirm into a grounded normal for a combo. A is a jumping jab that can cross-up and/or start combos. D is a sweep that has decent range, and can be whiff canceled into special moves, and cancelled if blocked C is a high aiming kick which can function as a grounded anti-air uppercut but it isn't very fast B is a low light kick that can be used to start combos or to use as a low poke A is a crouching jab which can be used for close range poking, and can easily combo into qcb+A/C D is a two axe kick that is cancel-able into specials but has push back on hit which may cause whatever it is cancelled into to whiff C is a two hit side kick that can easily confirm and cancel into into Kim's special moves and DM's. The second hit may whiff if you arent close enough. B are two side kicks that can easily combo into qcb+A/C. A is a shoulder height jab which may be helpful for hitting opponents who may try to hop at you at a very close range, or may try to jump out of the corner D is a high double roundhouse kick which can be used as a jump or hop checker but it has slow-start up and bad recovery C is a high aiming snap kick that may accidentally come out when you want to do a cl.C It might activate cl.B if the opponent is too close. B is a high side kick that is good for stopping hops and hyper hops at a mid-range distance. A is a long jab that is good for mid-range poking and zoning Note: You can input his qcb,hcf+K super as d,b,f+K.