Street Fighter 6/Kimberly/Strategy

From SuperCombo Wiki


Neutral

Kimberly has some of the fastest overall movement speed in the game, which is further enhanced after activating her Level 3 Super Art. She lacks strong threatening options at longer ranges, like projectiles and cancelable low pokes, so her movement is the key to success in the neutral game.

5MK - One of Kimberly's most important pokes due to its range and cancelability. Since she doesn't have a cancelable low poke, this is her primary button for Drive Rush cancels, though it does incur almost as much damage scaling as a standard 2MK starter.

5HP - One of Kimberly's most hitconfirmable buttons in neutral. The forward movement gives it range just below that of 5MK, but her options on hit and block are much stronger. The recovery is a bit long, so whiffing should be avoided as much as possible. Somewhat weak against low pokes at mid range. Canceling into Sprint is a great way to get offense started; Arc Step can frame trap or chip the opponent's Drive gauge, while Emergency Stop lets her bait defensive options.

5LK - A fairly low-risk, low-reward buffer tool just outside the range of her medium punches. Canceling into LP Elbow gets Kimberly in close for a strike/throw mixup on hit, which can make opponents throw out fewer buttons at this range.

2HK - Since Kimberly doesn't have the most threatening low presence, many players will just walk back after blocking anything. This sweep, while fairly stubby, can be used to call out this behavior. Most characters can reliably punish it on block with their own sweep or another ranged option, but you may occasionally get away with it at max range.

2MP - The fast recovery makes this button useful as a predictive counterpoke; just buffer a special cancel and it can catch the opponent's startup or whiff animation. Walking forward with max range 2MP is a good pressure tactic, as it can be Counter-hit confirmed into 5HP while keeping her at a safe distance on block.

  • 5MP is a similar button with slightly more range, but the whiff recovery is much longer and it requires more of a commitment to follow up with anything.

Water Slicer Slide (3MK) - A slide that can annoy opponents who like to walk back or throw projectiles at mid range. Can be punished with light normals if too close, but Kim will always have the advantage on hit (and can even start a combo herself at some ranges). When used as a punish against whiffed attacks or fireballs, the early active frames grant a knockdown instead.

Hisen Kick (6HK) - This long-range hopkick is safe on block and can hop over some low pokes or grounded-based projectiles. A Counter-hit/Punish Counter can be hitconfirmed into a Hop follow-up for more damage.

Elbow Drop (j.2MP) - Completely stops Kimberly's forward jump momentum, allowing her to bait anti-air attacks when used from certain ranges. It can also allow her to jump over a projectile while maintaining a safe distance. The threat of this move can cause opponents to hesitate when they see Kimberly jump, making it easier to approach from the air with j.HK. Be wary of baiting like this against characters with good horizontal DP range, like Ken, Guile, Juri, or Akuma.

LP Vagabond Edge (236LP) - When spaced a bit outside Kimberly's 5MK range, this elbow is safe on block and can link to 5LK on hit. It gives plenty of time to react to a Counter-hit/Punish Counter in case the opponent threw out an attack. Also makes for a great whiff punish tool at ranges where Kim would normally struggle to reach, though it's not her optimal starter due to damage scaling.


Offense

Frame Traps

Light Chains - all chainable light normals (5LP, 2LP, 2LK) have very small gaps between each blocked hit

  • This will beat any defensive button press, but there is no airtight chain to prevent the opponent's invincible reversal
  • A chain of 2LP, 5LP, 5LP~MP is great for hitconfirms; -6 oB but very difficult for many characters to punish due to pushback

2MK - +1 on block low starter that can frame trap into 2LP or link to 5LK. With the extra advantage and momentum from Drive Rush, it can frame trap into itself for a double low sequence to catch back walking.

  • Some other frame trap options: 2MP (easy CH hitconfirm) or 2HP (Sprint cancel into Stop or Arc Step)

5HK - At +2 on block, Kimberly's best follow-up is usually 5MP; this has a 4-frame gap that will trade with lights for a trade combo. On hit, you have plenty of time to confirm a 5MP~HP (or a 5HP on Counter-hit).

  • If health is too low for a trade, light normals can also be used for a frame trap; follow-ups are finicky if not point blank

Torso Cleaver (236K~LK) - keeps Kimberly very close at +1 on block. An immediate throw loses to reversal 4f jabs, but the threat of your own 2LP can let it work anyway.

  • The OD version gives a much stronger mixup at +3


Spacing Traps

Kimberly's 5HP does not extend a hurtbox for most of its startup, so she can use it in certain blockstrings that cause the opponent's 4f normal to whiff, granting a hitconfirmable Punish Counter. This depends on the range of the opponent's button; characters like Zangief or E. Honda with extremely long-ranged light normals are harder to work around. The opponent can also hit a longer-ranged button if they expect a 5HP, as there is a large frame gap between hits.

The following table lists some of these spacing traps, along with the range of the opponent's light normal that can be trapped (see the "4f Normals" tab on the Range Comparisons page, or search for "Spacing Traps" on the Matchups page). This table assumes you are starting at point blank; manually adjusting your spacing allows for more freedom when attempting a spacing trap. A sequence with more pushback (listed higher on the table) will also work against attacks with less range (lower on the table).

Blockstring
(Spacing Trap)
Opponent's
4f Range
Notes
2LK, 2LP x2, 5HP ≥ 1.09 Required for Blanka 5LK, E. Honda 2LP/5LK, Luke 2LP, M. Bison 5LK, Manon 2LP, Marisa 2LP, Rashid 5LP
  • Against Zangief 2LK, start with 2LK x2 instead
5LP, 2LP x2, 5HP
2LP x3, 5HP ≤ 1.08 Works against all 4f normals not listed above
2LK x2, 5HP ≤ 1.10 The most pushback of any 2-light string. Works against all 4f normals except:

Blanka 5LK, E. Honda 2LP/5LK, Luke 2LP, Marisa 2LP, Rashid 5LP, Zangief 2LK

2LK, 5LP, 5HP ≤ 0.98 In addition to the characters below, this works against:

A.K.I. 2LP, Jamie 2LP

5LP x2, 5HP ≤ 0.94 Shortest pushback; only works against:

Chun-Li 2LP/2LK, Dhalsim 5LP/2LK, Ed 5LP, Juri 2LP/5LP, Ken 2LP, Lily 5LK, Ryu 2LP, Terry 2LP

2LK, 2LP, 5HP

5MP Trade Combos

In situations where Kimberly has +2 Advantage, 5MP will trade with the opponent's reversal 4f normal, allowing for a trade combo.

The following table lists these trade scenarios and their advantage. Assumes a blocked 5HK starter, but any button written with green brackets (e.g. [5MP]) requires a Drive Rush starter (DR~5LP/5MP/2HP).

Character Abare Normal Adv / Combo
A.K.I. 5LK +6 / 5MP
2LP +9 / 5MP, 5MK, 5HP
Akuma 5LP +10 / 5MK, 5HP, [5MP]
2LP +8 / 5MP, 5MK
Blanka 5LK +8 / 5MK
Cammy 5LP +9 / 5MK, 5HP, [5MP]
2LP +9 / 5MP, 5MK, 5HP
Chun-li 5LP +9 / 5MP, 5MK, 5HP
2LP +10 / 5MP, 5MK, 5HP
2LK +12 / 5MP, 5MK, 5HP
Dee Jay 5LP +11 / 5MK, 5HP, [5MP]
Dhalsim 5LP +9 / 5MK, 5HP, [5MP]
2LK +6 / 5MP
E. Honda 2LP +7 / 5MP
5LK +8 / 5MK
Guile 2LP +8 / 5MK, [5MP]
Jamie 2LP +8 / 5MP, 5MK
JP 2LP +7 / 5MP
Juri 5LP* +8 / 5MP, 5MK
2LP +9 / 5MP, 5MK, 5HP
Ken 5LP +10 / 5MK, 5HP, [5MP]
2LP +8 / 5MP, 5MK
Kimberly 2LP +10 / 5MP, 5MK, 5HP
Lily 5LK* +8 / 5MK, [5MP]
Luke 2LP +8 / 5MP, 5MK
M. Bison 5LK +9 / 5MP, 5MK, 5HP
2LP +8 / 5MP, 5MK
Mai 5LP +9 / 5MP, 5MK, 5HP
5LK* +12 / 5MP, 5MK, 5HP
2LP +10 / 5MP, 5MK, 5HP
Manon 5LP +7 / [5MP]
2LP +8 / 5MK, [5MP]
Marisa 2LP +9 / 5MP, 5MK, 5HP
Ryu 5LP +10 / 5MP, 5MK, 5HP
2LP +9 / 5MP, 5MK, 5HP
Terry 5LP +10 / 5MP, 5MK, 5HP
2LP +9 / 5MP, 5MK, 5HP
Zangief 2LK +9 / 5MP, 5MK, 5HP
* = Whiffs if Kimberly does nothing after 5HK


Okizeme and Mixups

Meterless High/Low: When Kimberly has point blank oki, she can mix up with 4HK Overhead (+4 oH) or 2LK/2MK Low starter without using Drive Rush. Both will only link into light normals without Counter-hit in this scenario. This is a very useful option after air resets as well, but it can be difficult for the Overhead to connect close enough for a follow-up combo.

Due to her variety of mobility tools, Kimberly has many ways to chase knockdowns with frame kills that maintain her advantage. The fact that she can use her Run~Stop for so many of her frame kills can make her offense confusing to keep up with, since any time she starts moving she's threatening an overhead. In any situation where Run~Overhead is an oki option (meaning, it will beat wakeup 4f and be safe vs wakeup DI) you can also Run~Stop and be +2 or better, and as long as that leaves you in range to do it, 2LK will hit only 1f later than Run~Overhead, which makes it extremely difficult to fuzzy block.

Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.

Knockdown KD Adv. Oki/Notes
Forward Throw KD +17 Gives strong corner throw loops by walking forward with manual timing
  • Midscreen, can apply pressure with DR~2MK, but a wakeup button will stop repeated throws
  • DR~2LK is a safejab setup that beats 9f reversals or slower
Back Throw KD +8 Cannot chase down opponent for point blank oki
  • If throwing opponent back into the corner, can reach with meaty 5HP/5MK/2MK
  • Meaty 5HK connects on crouch blocking Blanka/Dee Jay/E. Honda/JP/Marisa/Zangief and can set up a +10~15 trade vs. 4f lights
    • Follow-ups are character specific; see Matchups page and search "Corner Back Throw" for details
Drive Impact
(No Crumple)
KD +35 On a regular midscreen connect, Drive Rush into delayed 2MK works well
  • Cannot hold down for the 2MK input or the DR will be canceled; must input 2+MK nearly simultaneously
  • Other options: Teleport~2LP, Teleport~5MP (trade with 4f), meaty 236K~LK or 236K~HK
  • Dash + 3MK Slide is +4/-2 (whiffs vs. Back Rise at max DI range)
Drive Reversal KD +23 No real midscreen oki, but can potentially chase down with DR~5HP or DR~6HK
  • If the opponent reaches the corner:
    • 236KK~HK will hit frame 1 of their wakeup; -1 oB, DI-safe
2HK HKD +31
  • Dash + 5HK hits meaty; +4 oB, DI-safe
  • DR~4HK hits frame 2 of their wakeup; +1, DI-safe
HKD +43 (CH/PC)
  • Forward Dash x2 is +5 point blank
  • Forward Dash + 236KK~HK hits meaty; 0 oB, DI-safe
  • Corner Forward Dash + 236K~LK trades with wakeup 4f, juggles to Tatsu, +1 oB, DI-safe
KD +38~42 (Juggle) Not commonly used since Kim has stronger juggles with less variability
PC 3MK
(Water Slicer Kick)
KD +37 Midscreen:
  • DR~6HK hits frame 2 of wakeup, +1, DI-safe
  • Whiff 2LP, Run~Overhead hits frame 3 of wakeup, -3, DI-safe

Corner:

  • Teleport + 2LP is a safejab setup vs. 10f reversals
  • Dash + 4HK hits frame 3 of wakeup, -3, DI-safe
  • Whiff 2LK~5LP, 5HK hits meaty, +5, DI-safe
5LP~MP~HP~HK
(Bushin Prism Strikes)
KD +26
KD +29 (DR juggle)
All options here are for the grounded version of the target combo, as there's little reason to juggle into the DR version when Hellchain does more damage and has a longer knockdown
  • Forward Dash is +8 and chases back rise, but won't be point blank
  • 236K~HK hits frame 1 of wakeup, -3, DI-safe
  • 236KK~HK hits meaty, +1, DI-safe
  • 236K~LK hits frame 3 of wakeup, +1, DI-safe
  • In the corner, whiff 2LP, 5HK hits meaty; +4, DI-safe
  • Stopping at HP gives the same knockdown advantage and juggle situation as 5MP~HP > 236K~MK
5LP~MP~2HP~HK
(Bushin Hellchain)
KD +26
KD +45 (DR juggle)
On midscreen grounded hit, all you get is a safe meaty Run~Slide, not worth doing.
  • In the corner, the knockdown situation is the exact same as Prism Strikes
  • After 236HP launch into DR~5LP, this TC keeps opponents in a juggle state with much better advantage
    • Juggling into 236LP gives enough advantage to DR~4HK, +1, DI-safe
    • Empty Jump Forward gives a 2LK/Throw mixup; covers both rises (side switch vs. midscreen neutral rise)
    • Dash, Run~Overhead hits meaty, -2, DI-safe
    • Run~Stop twice chases back rise and leaves you point blank, but only +1
    • Run~Stop, OD Run~Overhead hits frame 1 of wakeup, -1, DI-safe
    • Run~Stop, DR~5HK hits meaty, +7, DI-safe
  • In the corner, after the juggled version:
    • Bomb gives +1, not ideal since opponents can mash vs low or throw, but it's still a bomb setup
    • Whiff 2LP, DR~4HK hits frame 2 of wakeup, +1, DI-safe
5LP~MP~2HP~2HK
(Bushin Hellchain Throw)
KD +16 After a corner side switch:
  • DR~2LP is a safejab setup against 9f reversals or slower; can use 2LK against 10f reversals for a better mixup
  • DR~2MP is safe vs Drive Reversal and Zangief SA2; gives good combos/pressure, DI-safe
  • DR~2MK hits frame 3 of wakeup, +5, DI-safe
  • Immediate 3MK Slide meaties, but is -3 oB
236K~MK
(Run~Slide)
KD +39 (Meterless)
KD +47 (OD)
KD +47~49 (Juggled)
(Depends on route)
Great corner carry while keeping close to opponent.
  • Forward Dash x2 for great oki anywhere

Out of 5MP~HP midscreen:

  • Dash, Run~Overhead hits meaty, +0, DI-safe
  • Dash, Run~Stop 2MK hits meaty, +2, DI-safe, links to 5MP

Out of 5MP~HP corner:

  • Bomb gives +3, ideal throw oki
  • Whiff 2MK, 4HK hits meaty, -2, DI-safe
  • Whiff 2MK, whiff 2LK, 2MK meaties, +3, DI-safe, links to 5MP

Out of 236HP, DR~5LP midscreen:

  • Run~Stop, Run~Overhead hits meaty wakeup, -2, DI-safe

Out of 236HP, DR~5LP corner:

  • Bomb gives +5, even more ideal throw oki, 2LK hits meaty
236K~HK
(Run~Overhead)
KD +23
KD +25 (OD)
KD +44~48 (OD juggle)
After normal Run~Overhead midscreen:
  • Run~Stop chases back rise and gives +1
  • Run~Overhead hits frame 4 of wakeup, -3, trades with wakeup 4f, loses to DI
  • OD Run~Overhead hits frame 1 of wakeup, -1, DI-safe
  • OD Run~Stop chases back rise and gives +4
  • Forward dash chases back rise and gives +5
  • DR~5HK hits meaty, +7, DI-safe

In the corner, +23 is 1f off from a meaty 4HK. It's fairly lenient to manually time an overhead that will beat wakeup 4f but if you're a real sicko you can try to manually time the meaty as well.
After OD Run~Overhead:

  • Run~Overhead hits frame 2 of wakeup, -3 DI-safe
  • OD Run~Overhead gives a much longer knockdown if it catches an opponent jumping out. In that instance, Run~Stop into forward dash will be +4~+8, and the Run~Stop gives you time to confirm how it hit.

Keep in mind that KD advantage will be different on a Run~Overhead that hits meaty. For example, if your meaty Run~Overhead gives you +1 on block, your knockdown will be +27, meaning a second Run~Overhead will also be meaty and be -2 instead of -3, as well as +24 on the knockdown, which is enough time to threaten another Run~Overhead that beats wakeup 4f and is DI-safe.

236K~LK
(Run~Flipkick)
KD +41
KD +53~56 (juggle)
KD +43 (OD)
KD +56~60 (OD juggle)
Dash x2 for oki
  • Primarily used after Wall Splat or OTG bounce for Spraycan oki (or juggled into 236LP > SA3)

Gives +55 from OD Prox Run~Divekick in the corner, enabling a variety of mixups:

  • Teleport 4HK hits meaty, -2, DI-safe
  • Teleport 5LP, 2MK hits meaty, +3, DI-safe
  • Whiff 2MK, Run~Overhead hits meaty, +1, DI-safe
  • Whiff 2MK, Run~Stop, 2MK hits meaty, +3, DI-safe
  • Spray Can gives +11, after which...
    • 2HP hits meaty, +2, DI-safe, useful to drain the drive gauge
    • Throw can combo into H spray can, but MUST be manually timed to connect on the first throw vulnerable frame of your opponent's wakeup. Throws have 3 active frames, so you do have a fair amount of leniency making this happen.
214K
(Bushin Senpukyaku)
KD +23/22/21/21
(L/M/H/OD)
Midscreen:
  • From 214HK, DR~5HK hits frame 3 of wakeup, +6, DI-safe
  • From 214HK, DR~5HP hits frame 2 of wakeup on its last active frame vs back roll, +2, DI-safe. You could maybe trick someone into thinking they can press a 4f here and get a trade combo from 5MP into 5MK?

Corner:

  • After grounded 214MK, 4HK hits meaty (+5 and links to 5LP~MP~HP), while remaining DI-safe
  • From 214MK, whiff 2LK, 2MK hits meaty, +3, DI-safe
  • Same knockdown as above from 236HP, DR 5LP~MP~HP, 214LK
j.MP > j.214K
(Air Bushin Senpukyaku)
KD +39~40
KD +48~50 (OD)
These options assume you're using this at the earliest possible timing after a 236HP/236PP launch.
Midscreen:
  • Teleport 2MK hits frame 1 of wakeup and chases back roll, +1
  • DR~6HK hits meaty, +3, DI-safe

Corner:

  • Whiff 2LP, Run~Overhead hits frame 1 of wakeup, -3, DI-safe

The knockdown situation after OD air tatsu is 1f better than after 5MP~HP > 236K~K, so all of your options should be basically the same, but to do meaty 4HK you whiff 5MP instead of 2MK since it's 1f longer total duration. Unfortunately the reel back on 5MP whiff means you won't get 5LP as a link from 4HK which means you can't end in target combo.

j.236P
(Nue Twister)
HKD +22 Corner:
  • Forward dash gives +4 at ideal shimmy range

Midscreen:

  • DR~5HK hits frame 1 of wakeup, +6, DI-safe

OD is usually used in corner combos and gives two juggle options; Run~Flip is less damage and gives +55, 6HK~j.MP gives +53. Either way is plenty of advantage for a corner mixup so you should probably always go for damage. Corner oki options:

  • Whiff 5HP, 4HK hits meaty, -2, DI-safe
  • Whiff 5HP, 5LP, 2MK hits meaty, +3, DI-safe
  • Whiff 2LK~5LP, Run~Overhead hits meaty, +1, DI-safe
  • Whiff 2LK~5LP, Run~Stop, 2MK hits meaty, +3, DI-safe
  • H Bomb gives +9 and allows a throw combo

Additionally, juggling into j.HP instead of j.MP gives +42, which gives automatic timing for a j.HK safe jump.

236MP
(MP Vagabond Edge)
KD +37 (ground)
KD +26 (juggled)
Midscreen:
  • DR~6HK hits frame 2 of wakeup, +1, DI-safe
  • Whiff 2LP, Run~Overhead hits frame 3 of wakeup, -3, DI-safe

Corner:

  • Teleport + 2LP is a safejab setup vs. 10f reversals
  • Dash + 4HK hits frame 3 of wakeup, -3, DI-safe
  • Whiff 2LK~5LP, 5HK hits meaty, +5, DI-safe

The juggled version gives +26, which is the same KD timing as either grounded Bushin Prism Strikes or Hellchain.

Prox 236K~K
(Arc Step~Divekick)
KD +30
KD +43 (OD Midscreen)
In the corner, a grounded divekick is only +29; midscreen, it can be up to +32 if the opponent backdashes on block.

Midscreen:

  • DR~4HK hits frame 3 of wakeup, trades with abare in the corner, either way gives full combo and is +1, DI-safe
  • Run~Overhead hits meaty, +1, DI-safe, however...
  • Run~Stop, 2MK hits meaty, +3, but leaves you out of range to follow up unless you are close to the corner

In the corner, if you juggle into Prox 236K (likely from 5MP~HP target combo), instead of ending in divekick, you can end in 236LP for a little more damage and the same +30 knockdown as midscreen Prox 236K~K.
OD version Wall Splats near corner, but midscreen gives oki with Forward Dash x2

Prox 236K~P
(Arc Step~Throw)
HKD +31
  • Dash + 5HK hits meaty, +3, DI-safe
  • DR~4HK hits frame 2 of wakeup, +1 DI-safe

OD version causes a ground bounce for a juggle.

SA1 - 236236K
(Bushin Beats)
KD +22
(No Spraycan)
Midscreen:
  • DR~5HK hits frame 1 of wakeup, +6 oB, DI-safe
  • OD Run~Overhead hits frame 1 of wakeup, -1, DI-safe

Corner:

  • Fwd dash gives +4 in range of her longer normals
KD +38
(Spraycan)
Midscreen:
  • Teleport chases back rise and multiple buttons will beat abare, but you won't be in range to follow up without DR
  • Dash, DR~5HK hits frame 3 of wakeup, +6, DI-safe
  • Forward dash, OD Run~Overhead hits frame 3 of wakeup, -1, DI-safe, but Run~Stop is only +1 and will not be in range to threaten a low

Corner:

  • Dash x2 is +2 point blank
  • DR~6HK hits meaty, +2, DI-safe
  • DR Run~Overhead, hits meaty, -2, DI-safe
  • DR Run~Stop gives +5 at ideal shimmy spacing
SA2 - 214214P
(Bushin Scramble)
HKD +22 (Ground/Air) Hard KDs at very close range, giving strong offense at any screen position
  • Forward dash is +4 point blank
  • 236KK~HK hits frame 1 of wakeup, -1, DI-safe
SA3/CA - 236236P
(Bushin Ninjastar Cypher)
HKD +16 Same knockdown timing as Bushin Hellchain Throw.
  • DR~2LP is a safejab setup against 9f reversals or slower; can use 2LK against 10f reversals for a better mixup
  • DR~2MP is safe vs Drive Reversal and Zangief SA2; gives good combos/pressure, DI-safe
  • DR~2MK hits frame 3 of wakeup, +5, DI-safe
  • Immediate 3MK Slide meaties, but is -3 oB


Shuriken Bomb Setups

With enough knockdown advantage, Kimberly can throw a spraycan against a downed opponent and follow up with various mixup options. Most spraycan setups require Kimberly to either sacrifice some damage or spend extra Drive meter, but this is usually worthwhile due to the high potential reward. Because spraycans do not automatically refill between rounds, be sure not to waste them if an alternative KO route is possible in Round 1 or 2.

Unless otherwise stated, these setups are generally corner and use the HP Shuriken Bomb. If Kimberly is out of spraycans, these setups also allow her to safely refill and go for a strike/throw mixup.

Midscreen Spraycan Starters Notes
j.236PP (OTG Bounce)
  • The Hard Knockdown allows for auto-timed High/Low and Throw mixups into a spraycan explosion midscreen
  • Use MP Spraycan for consistency (especially important if going low with 2MK)
Midscreen Spraycan Mixup Options Notes
Whiff 236K (Arc Step), HP Spraycan...
> Throw
> Shimmy, 5MP > 236K~MK
> 5MP~HP > 236LP/236K~MK (block)
  • Sets up a throw/shimmy mixup or a safe blockstring into the explosion
  • Walk Back can lose to immediate wakeup Throw; backdash is a safer option
  • 5MP~HP blockstrings are good for Drive chip, but won't juggle into spraycan on hit
    • Blocked 5MP~HP into delayed 236K~HK juggles into spraycan, but is interruptible
Whiff 236K (Arc Step), LP Spraycan...
> 2MK, 2LP > 236LP
> Shimmy, 2MP > 236LP
  • Close spraycan is a less threatening mixup (opponent can hold downback to defend both options), but is better for block pressure
214P~whiff 5LK, MP Spraycan ...
> Throw
> 2MK
  • Sets up an immediate Throw that will juggle into the explosion midscreen
    • Can walk back to shimmy or bait reversal (but Zangief's reversal Throw will reach Kimberly)
  • Can also mix up with 2MK; on hit, link 5LK > 236LP > Explosion
  • 2MK trades with 4f normals, but may allow a trade combo into 5MK > 236LP > Explosion
    • Does not work vs. normals with 17f hitstun: AKI 5LK, Dhalsim 2LK, E. Honda 2LP, JP 2LP, Manon 5LP
  • Other options:
    • 5LP~MP~2HP~HK (juggles on hit, plus on block; better block advantage if using HP Spraycan)
    • CH 2MP, 5HP > 236LP (more rewarding if you expect wakeup light normal)
MP Spraycan ...
> 214P~4HK (Overhead)
> 214P~whiff 2LP, 2MK (Low)
  • Sets up a High/Low mixup that combos directly into the explosion while leaving Kimberly plus on block
  • Can also manually time a delayed 2MK to avoid giving the opponent a visual cue
  • Teleport leaves enough time for Kimberly to fully recover and block a reversal
Whiff 3MK, LP Spraycan, 4HK (Overhead) ...
> 2LP > 236K~LK
  • Forward movement from Sprint allows the 236K~LK to combo properly
  • Trade combo into 5HP > 236K~LK is usually possible if opponent wakes up with 4f normal
Corner Spraycan Starters Notes
5MP~HP > 236K~MK Slide
KD +3
  • Juggle into Run~Slide is required; grounded hit has less KD advantage
  • OD Run~Slide gives enough KD Advantage to work against grounded opponents
5LP~MP~HP Target Combo
KD +3
  • Can also be done after 236HP/PP launch into DR~5LP (useful for reaching the corner)
236HP/236PP Launch, j.MP > j.214KK
KD +4
  • If you delay j.MP or combo into it a different way, may get higher KD Advantage (must delay Throw)
236K~LK low-height juggle
KD +9~12
  • e.g. Drive Impact (wall splat), 2HP > 236K~LK or Close 236KK~K wall splat
  • If you want to Throw, must manually delay the spraycan
(Wall Splat/OTG Bounce),
6HK~j.MP
  • Similar to the above setup, but 6HK will reach cornered opponent from farther out than 236K~LK
  • Looks very similar to Kimberly's most common Safe Jump setup (j.HP knockdown), making this harder to react to
  • Does not work after 236KK~K Wall Splat (not enough juggle potential on j.MP)
Corner Spraycan Mixup Options Notes
Forward Throw
(immediate)
  • Spraycan explosion juggles mid-throw (causes heavy damage scaling)
  • Follow with j.236PP (OTG bounce), then 236K~LK
  • If opponent techs the throw, they must still block the explosion
  • Kimberly does not usually have enough KD Adv. to walk back for shimmy
Backdash, 5HP > 236LP
  • Baits opponent's throw tech, but loses to reversals
  • Highly damaging route with relatively little damage scaling
2LK, 2LP > 236LP
  • Low starter; allows more follow-up pressure if blocked
  • On hit, follow with j.236PP or 236K~LK
2LK, 2LP, 2LP...
> 236K~HK (Overhead)
> 236K~MK (Low)
  • Auto-timed to combo into explosion with either route
    • Overhead is more likely to work, and is -3 ~ +1 oB depending on setup timing
    • Slide can catch opponents who expect the overhead, and is +5 ~ +10 oB depending on setup timing
  • On hit, follow with j.236PP (easy) or DR~2HP juggles (harder, may not work on all Overhead routes)
  • If opponent is holding Parry, do Run~Stop into a Punish Counter Throw instead (no combo into explosion)
  • Opponent can interrupt with Back Throw, quick airborne specials that avoid explosion, or cinematic Supers
4HK, 2LP > 236K~LK
  • Overhead starter; Spraycan explodes shortly after 2LP connects
  • If the entire sequence is blocked, Kimberly is still +1
  • 4HK loses to defensive button press or early throw tech
2LK, 4HK
  • Low > Overhead setup; Spraycan explodes shortly after 4HK connects
  • On hit, follow with j.236PP
  • 2LK will stuff immediate button/throw mash
  • Can also start with 2 lights, but the timing for instant j.236PP is more strict
Double Spraycan Mixups Notes
5MP > Drive Impact
  • If opponent attempts to counter-DI, their armor is eaten by the explosions and Kimberly's DI hits
  • If opponent blocks the explosions, DI wall splats (follow with immediate j.236PP)
  • An aware opponent can simply Parry the DI, or throw Kimberly out of the blockstring gap
  • Invincible cinematic Supers can also punish Kimberly's DI startup
    • Most regular reversals will lose, and non-cinematic supers may trade mid-animation


Punishing Opponent's Reversal after Shuriken Bomb

See the Matchups page and look for "Spraycan Setup - Reversal Baits" for details on how to deal with every character's reversals during Spraycan setups. Many opponents are prone to using reversals when they see a spraycan due to the strength of Kimberly's high/low/throw/shimmy mixups, and it's important to optimize your punishes when this occurs.

Starting a punish with the spraycan explosion is usually a bad idea due to its low damage and high scaling. The ideal punish usually starts with 2HP > 236LP before the explosion, but there is not always enough time for this. An immediate 2HP into the explosion is another good option, and it can also be used to start a Forced Knockdown juggle that skips the explosion entirely. While a raw 236LP does decent damage, it introduces 20% extra damage scaling; many other normals and specials have similar starter scaling.

After the explosion connects, the easiest conversion is a 2-bar j.236PP that sets up an OTG juggle state. With the right timing and spacing, however, a juggle into 236K~LK can launch high enough to loop a follow-up DR~2HP > 236K~LK, ending with either 214HK or j.236P. This does almost as much damage for 1 less Drive bar. Kimberly has a tendency to whiff under some opponents on her Flip Kick, so be sure to check which characters can be juggled.

Two characters can even be punished in the corner after their reversal hits Kimberly, as long as she does not Back Rise:

  • Luke 623PP: immediate 3MK (no follow-up juggle; does not work if Luke follows with Slam Dunk)
  • Juri 623PP: immediate DR~5HP into either 236K~LK juggle or 236KK~K wall splat
    • Avoid holding MP+MK for Drive Rush until just before wakeup, or Kimberly will perform a Back Rise
    • Note: this also works vs. Kimberly 214KK, but it has no invincibility so is unlikely to ever occur
  • Ed's SA1 also leaves Kimberly standing when the explosion hits, allowing her to pick up a juggle.


Punishing Drive Reversal during Shuriken Bomb Setup

If the opponent attempts a Wakeup Drive Reversal against your spraycan setup, it can be punished with 5MP > Explosion and a full juggle. If Kimberly is knocked down, the opponent will be able to safely block the spraycan (except for Chun-Li and Dhalsim due to their 2-hitting Drive Reversals).

If the opponent attempts to Drive Reversal your meaty normal and you block, the punish will usually start with the explosion. With extremely early timing against some normals, it may be possible to start this punish with 5MP as well. More importantly, Kimberly can sometimes pick up a juggle even after being knocked down by a Drive Reversal out of blockstun if performed early enough (with the exception of Blanka, Chun-Li, and Dhalsim).

  • DR~5HP > 236K~LK, 214HK/236LP
  • DR~5MK > 236K~LK, 214HK/236LP (more consistent, especially vs. Guile and Marisa)
  • Must not Back Rise (do not hold Parry for Drive Rush until near end of wakeup)
  • A slower meaty normal or a delayed Drive Reversal will make this juggle impossible


vs. Burnout

3MK Slide is always safe against Burnout, at worst -1. This makes it easy to approach with, and almost entirely shuts down projectile characters from the midrange.


LP Elbow (236LP) becomes 0 on Block, allowing for safe cancels that are easily confirmed into SA3 or continued pressure. By looping with 2LP > 236LP on block, the best your opponent can do is trade with their own 4f button, after which Kimberly can just get back in and restart the loop. This can deal over 2000 chip damage by itself against passive opponents, not counting jab trades or throw resets.

If the opponent attempts a reversal Super, Kimberly can cancel the first frame of her 2LP into a Parry or her own Super after the freeze; the opponent would have to manually delay their reversal timing to escape this loop.


Looping Run~Stop pressure:
[2LP, 5MP > Run~Stop], repeat

  • There is a 3f gap between 2LP and 5MP, which can frame trap (let the Sprint continue to Arc Step instead of stopping)
  • 5MP > Run~Stop is 0 oB, after which 2LP will trade at worst
    • Just like the LP Elbow loops, a reversal Super allows you to kara-cancel 2LP into Parry
  • This sequence is good for pushing to the corner, but does no chip on its own. Mix with throws, chip specials, or a corner DI with unpredictable timing.


Chip Damage sequence (~21% chip, safe against 4f buttons but loses to invincible Supers):
[5MP~HP > 236KK~HK] x4, 5MP > 236LP > SA3

  • If 5MP~HP hits, it can be easily confirmed into high damage
  • If opponent hits a button or gets hit by the Overhead, Kimberly can immediately restart the sequence with any remaining Drive meter
  • Each blocked normal refills the opponent's Burnout gauge; omitting the HP in each loop makes their Burnout last longer, but makes it harder to hitconfirm into something else on hit.
  • Looping the sequence 4 times will guarantee Burnout for Kimberly; this should only be done to guarantee the KO


Counter-DI Burnout Sequence (2 blockstring routes):
nj.HK (juggle), DR~2HP > 22HP Spraycan, Run~Stop, 5MP~HP > 22MP Spraycan (during explosion), 5MP~HP > 236LP (explosion),
... 5HK, 5MP~HP > DR~2HP (Burnout) > Drive Impact (stun)

  • Route 1 - opponent starting with 6 Drive bars
  • 6f gap between 22MP Spraycan and 5MP; 4f gap between 5HK and 5MP that can trade with 4f normals

... DR~5HK (Burnout), 2HP > Drive Impact (stun)

  • Route 2 - opponent starting with ~4.5 Drive bars; eliminates the 4f gap at the end

Important notes about this sequence:

  • Requires 2 Spraycans; will drain a blocking opponent's entire Drive Gauge after they spend 1 bar on Drive Impact
  • Kimberly spends 2 Drive bars (counter-DI + first Drive Rush), builds it back, then spends 4 more on the final Drive Rush cancel and Drive Impact
  • Does ~3/4 screen corner carry; if Kimberly is fully cornered at the beginning, it will not reach the opposite corner for a stun
  • Opponent has options like invincible reversals/supers or Drive Reversal to escape, and getting hit will not drain additional Drive
  • Video: Pupumon203 on Twitter


Drive Rush

Kimberly's most important approaches from Parry Drive Rush are:

  • DR~2MK - best all-purpose approach tool; +5 oB and links to 5HP/2HP on hit
  • DR~5MP - a bit worse on hit/block, but has faster startup, a more disjointed hitbox, and better forward momentum than 2MK
  • DR~2LK - another low starter that's harder to interrupt on reaction; if spaced well, can link to 5HP
  • DR~2LP - fastest approach option; low reward, but high likelihood of counter-hitting the opponent's attempted reaction
  • DR~5HK - great at carrying forward momentum and gives great hit/block advantage
  • DR~4HK - slow startup, so should be used sparingly outside of oki setups
  • DR~3MK - long range approach that is at worst -1 oB and guarantees a combo on hit


When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
2LP 5LP/5LK/2LK 5MP/2MP 2MK 5MK/2HP/2HK 5HP 5HK 4HK 6HK
5LP~DRC 6 7 8 9 10 11 14 24 29
5MP~DRC 0 0 0 0 0 0 3 13 18
5HP~DRC 0 0 0 0 0 0 3 13 18
5LK~DRC 3 4 5 6 7 8 11 21 26
5MK~DRC 0 0 0 0 1 2 5 15 20
2LP~DRC 5 6 7 8 9 10 13 23 28
2MP~DRC 0 1 2 3 4 5 8 18 23
2HP~DRC 0 0 0 0 0 0 1 11 16
5MP~HP~DRC 0 0 0 0 1 2 5 15 20


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit. You can choose to end your combos however you'd like, but there are diminishing returns on spending more Drive meter due to damage scaling; consider saving your meter unless it will secure the KO.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
2LP~DRC +4 2LP, 2HP > 236HP ...
2LP, 2MP, 5MP~HP ...
5LP~DRC +5 5LP, 5HP > 236HP ...
2LP, 2HP > 236HP ...
2LP, 2MP, 5MP~HP ...
5LK~DRC
5MK~DRC +12 2HP > Run~Stop, 2MP, 2MP, 5MP~HP ...
  • Better damage overall, slightly higher execution

5HK, 2MP, 5MP~HP ...

  • Allows a microwalk after 5HK to preserve Drive gauge in DR x2 combos
  • If you prefer HP Elbow combos, link into 2HP > 236HP instead
2MP~DRC
5MP~DRC +14
5HP~DRC +16
2HP~DRC
5MP~HP~DRC Free Juggle 5HP > 236K~LK, 236LP ...
  • Use 2HP in the corner

2HP, instant j.236PP ...

  • Cancel 2HP into Run~Stop for a midscreen side swap (high execution)

Notes:

  • 2LP, 2HP does more damage than 5LP, 5HP and works at most ranges; a very long range light whiff punish may require the 5HP route
  • After DR~5HK, the 2HP route usually leads to more damage; the 2MP route is generally better for meterless corner carry and oki


Defense

Reversals

  • SA1 (236236K) - Strike/Throw invincible, but some characters can perfectly time a meaty jab to bait it safely
  • SA2 (214214P) - No true invincibility, but can occasionally escape certain attacks as she teleports to the top of the screen
  • SA3/CA (236236P) - Fully invincible, reasonably fast, and rewarding to land, but very expensive to use as a guess


Anti-Airs

  • 2HP - Good at close ranges; can cancel into Run~Stop for a left/right mixup afterward
    • After a Forced Knockdown, can usually juggle instant j.236PP for a strong conversion
  • Bushin Senpukyaku (214K) - Must be used a little preemptively against stronger jump-ins
    • The OD version has total air invincibility, and is cancelable into Air SA2 for good damage
  • j.MP - Good air-to-air that is special cancelable and puts the opponent into a juggle state
  • Nue Twister (j.236P) - Air-to-air command throw; the OD version is very rewarding with its OTG bounce state
    • Difficult to use consistently on reaction, but can be done from any jump direction


Anti-Projectile

  • Water Slicer Slide (3MK) - Near its max range, can be used against most projectiles on reaction, allowing a follow-up Punish Counter link.
    • Less effective against fast-recovering projectiles like Guile's Sonic Boom, or projectiles that move very slowly.
  • Elbow Drop (j.2MP) - Jumping from long range into Elbow Drop is a good way to navigate around projectiles without taking too much risk.
  • Shadow Slide (236K~MK) - A bit hard to use on reaction, but starting a sprint allows Kimberly to react with MK (or hit P to stop if no projectile is thrown). The OD version is much more projectile invincible, making it practical as a reaction tool as long as you don't get hit during the early sprinting frames.
  • OD Hidden Variable (214PP) - Kimberly teleports above the opponent quickly, bypassing the projectile entirely and allowing her to start immediate pressure even if it was too slow to punish.
    • The meterless version can also pass through projectiles, though usually requires a prediction for a successful punish
  • SA3/CA (236236P) - The range is limited, but farther than it initially appears. The invincibility allows Kimberly to punish fireballs on reaction from a closer range than her other anti-projectile tools.


Kimberly Super vs. Super Interactions

Search for "Super vs. Super Interactions" under each character on the Matchups Page to see how Kimberly can avoid a chip K.O. against the opponent's raw Super (e.g. when not used in a blockstring, like as a wakeup reversal).

In general, SA1 has enough invincibility to go through other Supers, but it may need to be delayed; additionally, it is useless against projectile Supers. SA3 is less invincible overall but can deal with projectiles at closer ranges. SA2 is occasionally useful for dodging the opponent's Super as she teleports to the top of the screen; if the opponent's move has significant recovery, Kimberly may be able to punish the opponent after whiffing this move.


Fighting vs. Kimberly

6HK~Hop in neutral

  • Without the Hop cancel, Kimberly's 6HK is -3 on block, allowing you to take back your turn
    • +1 if done out of Drive Rush (delay throw tech is the safest defensive option unless you see a Hop)
  • A quick standing button like 5LP is a near-universal option to beat both Forward Hop and Vertical Hop, while taking your turn back
  • A stronger option like 2HP can lead to very powerful Forced Knockdown juggles, but may be unsafe if Kimberly does nothing
  • Back Hop is hard to punish due to its range, but some long-range attacks can reach for a punish
  • Attempting a reversal special like Shoryuken is not recommended, as it may be punishable if unsuccessful


Sprint Follow-ups

  • Sprint into Arc Step will frame trap when canceled from 5HP, 2HP, or 5MP
  • The OD version also frame traps from 5MK or 5MP~HP
  • These gaps can be interrupted with invincible reversals, or the Arc Step can be Perfect Parried
  • However, Kimberly can cancel her Sprint instead, allowing her to punish these options
  • Most Sprint cancels are punishable (-4 or worse) except from 2HP; however, mashing lights is a bad idea
  • The strongest defensive option is to delay a light normal so that you will block Arc Step while interrupting a Run~Stop into a normal/throw


  • Run~LK Flip Kick is +1 on block, allowing Kimberly to continue pressure; however, it's very slow, making it interruptible
  • Run~MK Slide hits low and is fast enough to beat a defensive button press in a blockstring; however, it's extremely unsafe
  • Run~HK Overhead must be blocked high; it is safe on block (-3, or -1 for OD)
    • Defending against Arc Step with delayed jabs may be susceptible to the LK/HK enders depending on the timing


  • Drive Impact may occasionally work in Sprint blockstrings, but carries some major risks:
    • The LK/MK/HK enders are all cancelable into SA3 on reaction
    • Run~Stop allows Kimberly to punish with a counter-DI
    • Arc Step can be canceled into the Divekick follow-up, causing DI to whiff; this is relatively safe, but may be punished by some longer-ranged attacks like Zangief/Lily command grabs. Kimberly is always safe at -3 if the Sprint was canceled from 2HP.
    • Some characters can be hit out of their Drive Impact:
      • Guile: Divekick and Command Throw both punish the DI (throw is much more rewarding)
      • Cammy, Jamie, Manon: Divekick punishes the DI
      • Juri: Meterless Divekick punishes unless started with 2HP > Sprint


Sprint ~ Arc Step Mixup

After blocking Kimberly's Arc Step, the defender is put into an immediate mixup; she can come down with a Command Throw, a Divekick, or she can choose not to use a follow-up, leaving her safe at -6 due to the large pushback.

  • The Command Throw will connect if the opponent stays grounded, but is extremely punishable if predicted
  • The Divekick is unsafe if blocked at -8, but it beats Backdash, Neutral Jump, or cornered Back Jump (midscreen Back Jump escapes)
  • No Follow-up allows Kimberly to chase down a Neutral Jump (DR~2HP) or Back Jump (DR~5HK) on reaction, or interrupt the opponent's immediate Drive Rush

The opponent can try to beat both attack options with a Full Invuln or Anti-Air Invuln reversal, but this also loses to No Follow-up. In general, the safest option for the defender is to either Block (and accept the possible command throw) or Backdash (which is much harder to punish on reaction than a Jump). If Kimberly starts with OD Arc Step, she gets much higher rewards for landing either follow-up, which skews the risk/reward in her favor.

  • With practice and good reactions, there is a consistent way to avoid both follow-ups: hold straight back, then watch closely to see if Kimberly pauses mid-air for a follow-up attack. If she does, you can perform a "fuzzy jump" by holding Block until the moment the Divekick would connect, then immediately shifting to Up+Back to avoid the throw (since it hits slightly later). This is much easier to perform on a leverless controller due to the very small timing difference (about 2 frames). Video Example

Many Kimberly players will auto-pilot a Drive Rush after landing from a blocked Arc Step, anticipating the opponent's jump. This is easily punished on reaction if you are looking for it, as she is close enough to be counterpoked by most light and medium normals. Midscreen, most characters are safe against this Drive Rush if they backdash; the only punishable ones are:

  • DR~5MP: E. Honda, Zangief
  • DR~5MK: Marisa, Rashid, Zangief


Miscellaneous

Corner Back Throw into Meaty 5HK

An immediate 5HK after throwing the opponent back into the corner can hit all standing characters, as well as crouching Blanka, Dee Jay, E. Honda, JP, Marisa, and Zangief. If the opponent hits a reversal 4f button, this can result in a trade combo that depends heavily on pushback, trade advantage, and whether the opponent is standing or crouching. A few characters have low-hitting 4f normals that avoid this trade scenario entirely.

SA1 works universally after this trade, and SA3 works on everyone except Manon's 5LP. For a good meterless route, 236LP usually combos, and depending on the trade it may be +4 or +5 for a follow-up link.

Search for "Corner Back Throw" on the Matchups Page for more information on each character's trade combo routes.



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