OK first of all this is gonna take awhile to write. all try to get it all done within a few days perhaps maybe sooner. depends on boredem ect…
Of course when viewing read with common sence ect and hopefully you have at least a common grasp of the shit im talking about as things would go faster and easier if i wasnt explaining detail and thing over and over blah blah…
OK now over the course im gonna say moves so lemme just out what i mean right now. cuz i remember last thread i had to say the moves a few times.
hangetzan(qcb+k)
haki kyaku (d d+k)
kuu sajin (d u+p)
hein zan (d u+k)
kishou kyaku(in air qcf+k)
comet cruncher(b f+k)(lol…okies i dun say the real name i like this one better. =p)
hou ou kyaku (qcf,hcf+k)
hou’ou tenbuu kyaku (in air qcf,hcb+k)
hou’ou hetin kyaku (qcfX2+k)
dang i think thats all. at least hopefully.
yawn…ok anyway lets go over the moves like sorta…
d d+k …
OK its the foot stomp. its stops all fireballs basicly from a ground level to slioghtly higher including low tiger from sagat or air fireballs from certain distances. You can also cancle it into the qcb,hcf+k after it hits. If you do it with hk you can go into the switch stance after words.
sigh…ok this is gonna come up sooner or later so all post it now. Kims infintie with the d d+hk is as follows.
after a level 2 cancle do…
sai -rec explains it like this
d d+hk(hold hk) d +lp, (let go hk) d+hk(hold hk) repeat
another way that i do is…
d d+hk(hold hk) d d+lp(let go hk) hold hk repeat.
dont ask me how to do this again!!!=p
qcb+k…
This move goes over low fireballs. You should really only use the lk or mk version. as hk version is pretty punishable with reversals. The only time i would use the hk version is if you are like i dunno how to explain really. like chaseing the opponent with the move. like if there really far away and maybe there trying to distance them selves.
sigh thats lame. dang all try to think of a better example. ahhh…its just like something you gotta know i guess.
The only other time i would suggest doing it off the top of my head is that after a switch stance lp you would do a hk version of the hangetzan as the lp has a feirce worth of stun on it so alot of times you may not hit with a mk version say…
b f+k…
the comet cruncher is fairly slow so its not to usefull alot. It does have trip gaurd on it however(think of old SF) so you can anti air with it. Though it may not come up to often a example would be say you rolled and well they jumped away from you well comet cruncher out of the roll and they should get hit when they land. I dunno but i wouldnt go into a match thinking you were gonna be anti airing with it however. Also another use is to purposly use it in a shity manner. lol Like doing it from a good half screen away. This is risky but hopefully the opponent was saying walking backwords and they get caught in the block animation since the move is coming then it hits them low since they were walking backwords. I belive IIRC the correct term would be proxcemity blocking. So everynow and then you may be able to pull this off. It also doesnt combo normally. It will combo from a counter hit mk or a lp from switch stance however. A slightly usefull move.
d u+k…
As with all anti airs remember use the short version for the ground attacks and the roundhouse version for the air attacks. Its basicly your anit air attack. but all go into it more in the anti air section.
d u +p…
another command anti air. Has deceptivly good recovery. but all go into this move more in the anti air section.
in air qcf+k…
I dunno if this move is good or bad. its like a mixed bag. At times you can be reversaled right after you hit just to easily. which is just retarted to be honest. You can tiger knee it blah blah…
it does have some tricks however…
if you ever get the opponent in the corner sj striaght up then do the hishou kyaku while charging down. 2 things happen.
-
you cross them up basicly. This is hard to dp ect beacuse the hishou kyaku will hit the other guy from behind acctualy. Unless its a shinryuken ect in most cases the best they can hope to do is trade. Almost all anti airs go foward when they come out so they well just get hit from behind most the time. As a matter of fact sometimes say if you vs P groove if you do this the first hit will hit from the front then the second from behind. lol
-
Well since your gonna get ever hit you had more then enough time to charge so right when you land press up+k you will do the hein zan and basicly fuck them up most likely if they try to attack or throw you when you land. This is a very good alternative to doing a super when you land if you guessed they would attack.
OK now this can be done when its not in the corner of course but you dont get the cross up part to its full exstenet really.
I dunno the move is just really hard to judge. Cuz alot of times they just throw you when you land so its like ok. that fucking sucked. lol Or they try to reversal you with an attack and theres a good 50/50 chance at alot of times you cant do anything and you will be hit. If you are vs a throw character cough gief cough do not do this move close up. even if you are a fair range away you can be reversal SPD ect. You can not get away. lol
Of course to make you even more pissed off at this move there are times when you get out of the hishou kyaku before the other guy. lol ive had people tell me that qcf+K then land and d u+k was a true blocked combo as they let go of the controller. lol sigh.
the move i have come to terms at times is random. lol
Tiger kneeing the move as a poke is okkkkkaaaay. One advantage were you should use this is against small characters. As against small characters tiger kneeing the move is and just feels safer. A good way to judge is to see if they go under kims standing fierce. if they do well tiger knee the hishou kyaku should become a option in this match. As smaller characters give kim problems.
Ok one more strange thing. ya know how geif fucks the hishou kyaku up? well ok Tiger knee the hishou kyaku against a “fat” character isnt to bad as you should be able to tiger knee it from a fair distance away were you should be safe.
basicly tiger kneeing the hishou kyaku against any character that isnt smal or fat can be pretty risky.
I dunno theres more stuff about it but all get into it later.
qcb,hcf+k…
Kims rush super. Level 2 has insane priorty. kim really has no need for level 3s. The jump from level 1 to level 2 is absurd. A very good move. you can anti air with it,random super yadda yadda. a really good move. Has a ton of fucking tricks as well with it. But more on that later.
in air qcf,hcb+k…
In certain ways this is the ultimate air move. Your not gonna beat it. lol basicly. The level 1 is very very good. Tiger knee the level 1 to stop pokes on the ground. Like ok lemme think how to explain kims level 1 rush super in most cases you should not use to stop pokes unless its a meaty attack or little attack you will most likely get beat. But the level 1 air super should beat just about every ground poke. Just think of it as any other counter move you would do when you see a poke like a shoryuken ect. Just do qcf,hcb ub+k when you expect a poke. and well fuck them up. level 1 is very good. did i say it was good? i did. anyways. ALso another thing is say they didnt attack at all well its ok cuz you just recover and your most likely gonna be ok. If you do a exstremly deep hou’ou tenbuu kyaku you should just land instead of bounce off when they block. Hopefully it does not come to this as if you do the super you should be expecting to hit. Oh yeah remember to like when you tiger knee it to punish pokes and stuff remember even if your vs sim of all people if you hit the air super you teleport right to were they are and start fuckin’ em up. i dunno just sorta looks cool i think.
qcfX2+k…
This move is shitty alone. The level 3 is a safe anti air but at level 1 and 2 its pretty garbage. Its only usefull as a very early anti air. Basicly if you wanna hit with this you should combo into it. To bad. Capcom was sorta weird with this move it would look like it would be a usefull anti air but in most cases you should just do the hou ou kyaku as anti air if you have super. =/
it sets up the infinite however so thats good. Maybe its just me but i woulda rather had the KOF 99’ version of the move. Had the best of both worlds if it hits well theres another kick were he slams you back to the ground and it looks cool. If you happend to trade well you can combo after it like the newer games.
i dunno the move is just sorta lame i think.
oh well…
Dang i hope thats all the moves be back later…