Date: Sun, 4 Jul 1999 11:17:01 -0700 From: Yasakani Subject: [KOF] '98 KIM Short FAQ KOF '98 Kim FAQ N O R M A L S FORWARD + A A fast/long range/bufferable command attack with decent damage. Best used as a long range poke (cancel into QCF+B) and as a long range combo into DM to punish a lag at sweep range. FORWARD + B Never use it unless your opponent likes to taste an overhead. Or if you want to try these stupid tricks with it: - Low A, Fwd B (2hits), Back-Forward +D (does not combo) - Std C (1hit), Fwd B (2hits), Dwn-Dwn +K, DM (combos only after Fwd B) FarSTANDING C Slow startup with high priority. Best used on opponents' wake-ups. FarSTANDING D - An excellent anti-air attack. - A good close poke. - Whiffs crouches. LOW B One of the best low pokes in the game. Best normal to use for tick throws. If a Low B connected, link into Low A then: - combo into Dwn-Up +C (if Low A connects) - combo into Dwn-Up +B (if you're not sure it'll connect; for safety) - Dwn-Dwn +K (hits low; doesn't combo) LOW D A long range sweep with a little lag on startup and recovery. Best used on opponent's wake-ups. JUMP D - Kim's best air attack. - Best used on hops into Low B ticks. JUMP A (CrossUp) - Kim's best cross-up attack. - Becomes a CrossUp when normal jump after a connected QCB+A x3 special. - Can be comboed into his famous Std C, Fwd A, DM or into Std C (1hit), QCB+A x3. - If blocked, mixed with a throw and the Low B ticks. S P E C I A L S QCB + K - Instant specials can punish it after blocking. - D version is good for a long range attack. Punishable in corner. - D version is an excellent high damage early anti-air. - B version is good for a close pressure or ticks. QCB+P x3 - The only different between the two versions are the ending specials. A version ends with a Fwd B C version ends with a high spin kick (last kick of his Dwn-Up +P move) - C version sucks. (never use it) - A version is good for ticks. ends with an overhead (forward + B). - First part is a good anti-air. Good against hops. Good as a poke. charge DOWN, UP + P - NEVER use the A version. - Use the C version only after a connect Low B ticks. charge DOWN, UP + K - Use B version as a long range counter move. (safe) - Use D version into Dwn+D as a high damaging anti-air. charge BACK, FORWARD + K - one word: SUCK - in more than one word: NEVER USE IT - in other words: ONLY USE IT IF YOUR OPPONENT DON'T KNOW HOW TO BLOCK LOW. JUMP QCF +K - Good tick damage. - Good priority. - Safe when blocked. - Can be used as a cross-up (hard). - If opponent gets hit on mid-air (highly unlikely), juggle with a DM. DOWN, DOWN + K - Hits low. - Can be comboed into DM. - Can startle some people caused by its surprising aesthetic and sound impact. - Eats ground fireballs. (is useless to do) C O M B O S MOST DAMAGING NON-DM GROUND COMBO Std C (1hit), QCB+A x3 MOST DAMAGING DM GROUND COMBO Low C, Fwd A, QCB-HCF+K THE LAME EASY LOW B DM COMBO (low B, Std B, DM) Low B, QCB+B (hold B), Fwd +K - YaSaKaNi @ http://i.am/kof