First of all, obviously, DON’T GET CORNERED.
This is the most basic tactic of fightinggames independently if you’re playing Cap vs SNK 2 or KOF 94 or Mortal Kombat.

If you’re getting cornered you’re doing something wrong obviously.
Either you’re being too defensive or you just turtleing.

Jumping at a crouching Kim is just plain stupid.
Kim has 2 million ways of countering a jumping Shotokan-player if chargeing from a crouch.

Doing a crouching Fierce Kick with any Shotokan player against a crouching Kim is downright stupid as well since the horrible recovery time and Kim will combo you to inferno.
You’d better off with crouching short here.

Kim is a very good SNK character, but not impossible to beat.
He lacks range since he doesn’t have any projectiles.
Kim has quite good offence and air-control so don’t even THINK about meeting him air-to-air.

Kim is a close-to-mid-range character but he’s a sucker against people that can master projectiles.

What you need to learn is the advantages you have as a Shotokan player and use them to Kims disadvantages.

Ken has his projectile wich is a huge advantage against a out-of-range Kim. Time your Ha-Do-Kens very well and make sure he’s either chargeing his crouch and that you are OUT OF HIS RANGE.
Kim has his standing Fierce Kick that reches far and his standing Strong. The only opportunities where you’re allowed to go closer on to him is when you’re offensive against him.

Did I forget to mention that you must not get cornered?

You need to learn to pressure him, but NEVER when he’s charging his crouch. Never air-to-air and be very careful with your Ha-Do-Kens since you’re vunerable after tossing away a projectile.
(Don’t fall for the roll-through-projetile-and-punish-trap!)

Unlike Kim, you don’t need a charge to do an anti-air move.
That leaves you to a very good advantage since a Kim player can never anticipate when you’re going to Dragon Punch him.

The Dragon Punch has good priority over anything Kim does (except his Anti-Airs - The Triple Air Kick and the Flying Slice) and there fore you should try to time weak Dragon Punches when Kim attacks you.

Kims Crecent Moon Slash (Down, Down/Back Back + Kick) is punishable if anticipated correctly. You can either Dragon Punch that or Shinryuken him to kingdom Come.

The Comet Crunch (Charge Back, Forward + Kick) is easy to countered if the first hit is blocked.
Not decent Kim-player would use this move except ina part of a combo.

One of Kims Special Moves can pass through Fireballs so you might want ot be careful with your HaDoKens when he’s at a Level 3/Maximum Level.

I think that should cover the theoretical issue.

Finally don’t forget.
DON’T GET CORNERED!!!

oh yeah… forgot telling you that…

DON’T GET CORNERED!!!

Ummm i would just like to say that u cannot combo into the comet cruncher unless it is off of a counter hit. Decent kim players use the comet cruncher very sparingly, trying to catch people walking forward.

Re: Re: How do you beat kim?

Actually, I have been able to connect to the Comet Cruncher, but not often.
The few times I’ve been able to do that is by random or just plain coincidence but somehow I think it is possible to cancel a crouching MK to a MK Comet Cruncher.
I’ve been able to accidently connect it to some other stuff when I accidently cross-over my opponent.

The timing for connecting it is quite weird, but it’s not impossible to do it.
I’m just not enough of a good Kim player in Cap vs SNK2.
I am a very good Kim player in classical RBFF-style and KOF, and I’m quite good with his two sons in Garou, but the timing and his specials are very changed and unfamiliar in Cap vs SNK 2.

Anyways, back to the subject.
Doing the comet cruncher offensively is just plain dumb because Kim is very vunerable between the first and second kick.
Sure you can’t do ground combos against him since he’s at a juggable state but still even a half-decent Shotokan player can punish Kim after blocking the first slide with a Shinkuu Hadoken or any other decent damageing move.

Re: Re: Re: How do you beat kim?

Like u said it happens randomly right? It only happens when u get a counter hit. Yes the c.mk can be buffered into comet cruncher, and so can c.mp, s.fierce, c.lk, c.lp, close s.lk, and s.lp but it WILL not combo unless it’s done as a COUNTER HIT.

Not true it combos from switch stance lp and it also(i guess obviously) could combo from a level 2 cancle lol. =/

Also iirc(though this isnt comboing) there is no trip guard for comet cruncher so i guess thats another use for it. lol

Tru i 4got about comboing it from switch stance. Yeah, that’s possible becuase the switch stance lp give the hit stun of a fierce iirc.

Aight i’m a little bored so i’ll post some tips about fighting the top tiers.

Fighting Blanka:

Personally i like this match up a lot. Blanka cannot duck under many of kim’s pokes so this is a definite plus. Your main pokes in this match is s.fierce and s.short. Try to do some extended block strings on blanka if possible, especially if u r in n-groove or any of the other running grooves. Do running c.shorts, mixed with s.shorts. The typical block string i like to do against blanka is crossup roundhouse, c.mp, c.lk, a few running c.lk, walking s.lk, walking s.lk, s.fierce. This really works down blanka’s guard, and most likely you’ll score some counter hits from the walking s.lk’s or from the s.fierce. One way to mix this up is do 2 running c.lk’s, s.lk, s.roundhouse (hold) press fierce. After this i usually get a counter hit off of the switch stance fierce, and if it’s blocked u r pretty much safe.

Other block strings:
close c.lk, s.fierce (1 hit) xxxd,d+hk (hold hk) press lp xxx qcb+k
walking s.lk’s, s.fierce
c.mp, c.lk, c.mk, qcb+mk - Mix up* -
c.lk,c.lpxxxd,d+hk - Mix up*-

  • The mix ups i usually do are roll then another block string into c.lk, c.lp, c.mk qcb+lk/mk, roll throw, roll c.mp, 2 walking s.lk’s, dash throw (dash grooves)

some things to watch out for is RC electricity, you could try rc qcb+lk to knock him out of it or on wakeup u can do rc stomp into super. If your opponent doesn’t do RC electricity then c.fierce will be the AA of choice for blanka, if u jump in make sure u do it with j.fierce, it’ll beat blanka c.fierce cleanly.
Against a jumping blanka u should use s.mk as your AA or jump back mk. Try not to battle blanka in the air is jump straight up fierce has TOO much priority.
Crossup blanka when u can. Your mission is to wear down his guard and poke him until he has about 1/2 of his life left. Once u get him down to this point, u just rush him the fuck down and wait for him to make a mistake, then BAM!! hit 'em with a super.

Random note:

-S.mp can beat blanka’s c.fierce if timed right, and so can his s.lk
-C.mp can beat blanka’s slide, iirc

Re: Re: Re: Re: How do you beat kim?

Ah! That explains a whole lot! :smiley:

Thanks :slight_smile:

good shit cali…don’t forget you can throw blanka out of his Electricity if he’s close enough. Also i’ve out poked blankas standing mp and ducking hp with ducking mk.

How do you do that?

you live in cali and you don’t know how to RC? that’s crazy!

I don’t typically see people RC’ing specials with shorts or jabs, since you need those buttons for the roll. If you can do it, then you know something that I don’t.

people do it all the time, all u have to do is double tap the button. It’s not too hard if u practice.

I’m almost strictly K groove, so I never put much effort into perfecting RC. I guess that was the information that I didn’t know. I feel so foolish and worthless now…

whats the best groove to use KIM in??

the best grooves for kim are: C/N/A/P&K/ S

C - is #1 since his lvl 2 supers are too damn good, rc’s and his dash

N - gives him rushdown, small hop, rc’s

A - rc’s, easy customs, he’s a really good battery

I think it goes like C/A/N/K/P&S

C gets the slight advantage cuz of his infinite.

A is really good cuz he doesn’t need supers to win.

N is good but i don’t like not being able to tiger knee

Hmmm i can see how A&N can interchange. He is an excellent battery for A-groove but he has all the tools for rushdown in N-groove. 95% of the time i play him in N-groove, since i like to abuse his short hop roundhouse, and running c.shorts are too good.

yea that stuff is too good. like i said this is just my preference. no doubt that Kim is good in all grooves though. i need to finish getting those vids from you too cali

Aight i’m gonna post some random shit.

  • tiger knee air qcf+k is too good. I made the best comeback of my life with this move. It setups counter hits, does not gives kim frame advantage, gains meter fast.

-after a knock down just walk up and do a c.mkxxxqcb+k, this works a lot more than it should.

  • also after a knock down do walk up whiff s.jab, sweep. I stole this one off of arturo

  • against sagat, always, and i sat ALWAYS be ready to do your lvl 3 super. set this up by dancing right out side of his s.fierce range.

  • abuse s.lk and c.mk against charaters that duck his far s.fierce

  • c.lk, close s.fiercexxxd,d+k is good against all character, but should be your main weapon against people who duck his far s.fierce

  • Random qcb+mk or lk are good against people who are walking back and forth, even though i said u shouldn’t (refer to the first page). BUT do not do random qcb+HK, unless u have a lvl 3 or lvl 2 or u r in P/k groove.

  • Abuse kims roll