Introduction
IN PROGRESS
Kim Kaphwan is generally an exceptional character in most games he's in and RB2 Kim is no exception. Kim functions as a defensive footsies focused character who has excellent recovery on his normals, many of which have good range and speed and can combo into his incredibly useful P-Power Hou'ou Kyaku. Add in a plethora of defensive tools to deter any approach and you have a character who thrives in neutral and can punish mistakes on a dime. While he shines on defense however he lacks somewhat in the offensive department; zoning can really stifle Kim's gameplan as he has no real way to counter projectiles. He can also be out-poked by certain characters with little effort. Lastly, he doesn't particularly excel at mixing up, owing to telegraphed and easily punished overhead options. As a result, Kim rarely wants to be the aggressor. Ideally, Kim wants to control the pace of the match and force the opponent to initiate pressure rather than initiate it himself. If you like a control-type playstyle that benefits off good defense, Kim is your man.
Normal Moves
5A
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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BS
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Juggle
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7
|
-
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5
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2
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10
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4
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0
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Standing
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Yes
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-
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No
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A short kick that confirms into two of Kim's chains; 5A>A>B>C and 5A>B>C with the latter working at tip range. Can easily confirm into specials or super with 5A>B.
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5B
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Damage
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Stun
|
Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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BS
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Juggle
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11
|
-
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6
|
3
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15
|
-2
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-6
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Standing
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Yes
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-
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No
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Get very acquainted with this move. It's Kim's best standing poke, and a cancellable one at that. Unfortunately it's a bit more difficult to hit confirm as it does not chain into anything, but its range makes it an invaluable tool in Kim's footsies game.
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5C
Don't.
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
|
Block Advantage
|
Guard
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Cancel
|
BS
|
Juggle
|
23*2
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-
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7
|
8
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32
|
-10
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-16
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Standing
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No
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-
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No
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Hits twice for decent damage, but not consistently as the first hit has shorter range than the second. It's a lightning rod for punishment. More often than not, you're going to hit this by accident off a poorly spaced cl.5C attempt. Best to just avoid this one.
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Throws
4/6C
Body Toss
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
Unblockable
|
No
|
-
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No
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Standard throw. Will always switch sides, no matter which direction you hold.
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Command Moves
Fake-out Moves
Special Moves
Super Special Moves
Super Desperation Move