NeoGeo Battle Coliseum/Kim Kaphwan
- cl.A/B/C/D are all cancelable, cl.C only after the 2nd hit and cl.B/D on either hit.
- cl.A chains into itself and whiffs on crouchers.
- cl.B has a tiny bit more downtime between the two hits, making a more comfortable window for confirms.
- cl.C is ideal for punishes through its speed, damage, and two hits allowing buffers for longer inputs, e.g. both supers.
- cl.D has Kim perform a two-hit axe kick. The first hit comes out slow enough to not combo after jump-ins or even another grounded heavy into AC Tactical Step, and whiffs on crouchers. The 2nd hit does not hit overhead.
- None of Kim's standing normals have any cancelability other than AC Tactical Step.
- st.A is a lunging jab that has more range than both st.B and C while avoiding st.D's issues that will be mentioned below. Makes his best poke alongside sweep.
- st.B's upward direction makes a decent anti-air while at the same time whiffing on crouchers.
- st.C tends to lose when used as an anti-air, better utilized as a beefy poke for a dash-happy opponent to run into.
- st.D advances forward with two high kicks that have a tendency not to properly combo into each other. The first hit needs a semi-specific spacing to properly hit while staying out of cl.D's proximate range
- cr.A/B/C/D are all cancelable.
- cr.A can link into itself.
- cr.B chains into itself. Very standard cr.B with cancelability, meaning it is very good.
- cr.C is a more vertical anti-air than st.B, giving an angle for Kim to intercept anyone who is practically landing on him.
- cr.D has similar range to st.A with a barely slower start-up to compare.
- j.A is Kim's primary direct and cross-up jump-in button.
- j.B hits high up, designed completely for air-to-air.
- j.C has a slower start-up to all of Kim's other jump normals. This makes it somewhat committal as both an air-to-air and a jump-in, but also gives Kim more time to utilize the cancel window; input his air Kuu Sajin or air Hou'ou Kyaku. It's also a good substitute for j.D if trying to charge Hien Zan or grounded Kuu Sajin as Hishou Kyaku's j.d+B/D input gets in the way otherwise.
- j.D is a good heavy variant to j.A. Harder to cross-up with, but having the same speed, and a further horizontal hitbox and bigger damage is a fair trade. Cancelable.
Blowback Attack Pressing the E button while blocking will have Kim counter with the 2nd part of his Sanren Geki (A) rekka before he'll attempt to tag out.
Sakkyaku Nage: b/f+CD
- Kim does a rather quick and practical body toss, or 'sack of potatoes'. Can be broken. HKD.
Neri Chagi: f+B
- Standing overhead.
- When canceled into, f+B has the typical "turns into mid and gains cancelability" change, and gets two hits, but it struggles to convert into much of anything even though both hits are cancelable. From cl.C, only Hou'ou Kyaku will properly combo after. Using f+B from lights keeps the opponent close enough to full connect qcb+D, but f+B doesn't combo from lights.
Sanren Geki/Sankuu Kyaku: qcb+A/Cx3
Hangetsu Zan: qcb+B/D
Haki Kyaku: d,d+B/D
Hishou Kyaku: in air, d+B/D
Ryusei Raku: [b]~f+B/D
Hien Zan: [d]~u+B/D
- Tenshou Zan: during D version, d+D
Kuu Sajin: [d]~u+A/C
Kuchuu Kuu Sajin: in air, d,u+A
Hou'ou Kyaku: (air OK) qcb,hcf+B/D
Hou'ou Hiten Kyaku: qcfx2+B/D
- Block strings to use are:
(more to be updated)