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** Kimberly can safely meaty with lights against SA3 | ** Kimberly can safely meaty with lights against SA3 | ||
'''Reversal Hits:''' | '''Reversal Hits:''' | ||
* ''' | * '''214KK (armor):''' OD Scutum will hit Kimberly out of any meaty strike; Marisa can then Throw to force a tech, or {{clr|L|2LP}} then safely block the spraycan | ||
* '''SA1:''' Marisa will hit Kimberly, then get hit by the explosion (no follow-up juggle) | * '''SA1:''' Marisa will hit Kimberly, then get hit by the explosion (no follow-up juggle) | ||
** If Marisa does the unheld version, Kimberly can safely meaty it with a light normal, then punish with immediate {{clr|L|236LP}} > (explosion) starter | ** If Marisa does the unheld version, Kimberly can safely meaty it with a light normal, then punish with immediate {{clr|L|236LP}} > (explosion) starter |
Revision as of 06:49, 2 January 2024
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Blanka

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- [2]8KK: walk forward, 2HP > (explosion) > 236K~LK punish
- SA1: walk forward, 2HP > (explosion) > 236K~LK punish
- SA3: immediate 2HP > 236LP > (explosion), j.236PP
Reversal Hits:
- [2]8KK: Blanka lands into the bomb, no follow-up juggle
- If Kimberly can survive the reversal and Blanka does not have SA2 activated, she should always push the advantage when Blanka is at low HP or Drive gauge
- SA1: Blanka hits Kimberly, then blocks the spraycan (cannot safely jab the SA1)
Cammy

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- 623KK: immediate 236K~LK > (explosion), DR~2HP > 236K~LK juggle punish
- With proper timing, this allows four loops of 236K~LK (3rd must be OD version)
- For easier punish, walk forward into 2HP Forced Knockdown juggle starter
- SA1: standard punish, no explosion
- SA2: stand block or Parry, then immediate 2HP > (explosion) > 236K~LK punish
- If very low on Drive, crouch block to make Cammy whiff, then standard punish on the opposite side
- Alternative punish: immediate 236LP > (explosion) > juggle j.236PP starter
- SA3: standard punish, no explosion
- For slightly more damage, hold Parry then immediate DR~2HP > (explosion) > 236K~LK loop punish (very precise)
Reversal Hits:
- 623KK: Cammy escapes, no punish
- SA1: Cammy escapes, no punish
- Instant j.214KK: if used to punish Kimberly's throw, Cammy can link into 4MP~HK and avoid the explosion
Chun-Li

Important Punishes:
- 2HK - Difficult to punish if well spaced (-7)
Shuriken Bomb corner setup info:
Reversal is Blocked:
- :
Reversal Hits:
- :
Dee Jay

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- :
Reversal Hits:
- :
Dhalsim

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- SA1: no reason to block since it loses to strikes, and Kimberly can punish startup with any strike 8f or faster after the Super freeze
- If you do block, the spraycan will explode near the end of the animation. Will be too far away for j.236PP if Dhalsim used LP Super; use a simple juggle ender, or if you held Parry you can do immediate DR~2HP > 236K~LK
- SA2: no reason to block since Kimberly can safely meaty with any crouching normal
- The safest punish is to simply wait for him to release the fireball, then Throw as late as possible so the projectile whiffs. Do not attempt a Throw before he releases, or you will get hit during startup. If he keeps charging it, the spraycan will explode, allowing a quick juggle starter like j.236PP.
- A cinematic option like 2HP > 236LP > SA3 is another good punish that can avoid the falling SA2.
- SA3: immediate 2HP > 236LP > (explosion), juggle j.236PP
- Most spraycan setups do not allow Kimberly to safely meaty with 2LP, but some like Launch > j.214KK have enough KD Advantage to achieve this.
Reversal Hits:
- SA1: Kimberly gets hit, then spraycan punishes Dhalsim near the end (no follow-up juggle)
- SA2: Kimberly gets hit, then Dhalsim can block the spraycan
Instant Air Teleport:
- If Dhalsim tries to escape a meaty Throw, Kimberly can recover and punish with 2HP Forced Knockdown juggle starter. A good way to keep Dhalsim cornered is to cancel this into Run~Stop to switch sides, then juggle 214HK.
Drive Reversal:
- Due to Dhalsim's lack of defensive options, he is very likely to use Drive Reversal against any meaty attack. All mediums and 5HK can safely block while the spraycan explodes for a punish. If you expect the Drive Reversal, canceling a button into 214PP~j.HP before the explosion hits is a great way to call it out.
E.Honda

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- :
Reversal Hits:
- :
Guile

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- :
Reversal Hits:
- :
Jamie

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- :
Reversal Hits:
- :
JP

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- :
Reversal Hits:
- :
Juri

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- :
Reversal Hits:
- :
Ken

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- :
Reversal Hits:
- :
Kimberly

Important Punishes:
- 2HK (max range) - No punish
- 2HK (mid range) - 2HK or Lv.3 Super
Shuriken Bomb corner setup info:
Reversal is Blocked:
- SA1: immediate 2HP > 236LP > (explosion), juggle j.236PP
- Meaty 2LP/5LP/2LK can all block SA1 if timed properly after standard spraycan setups
- SA3: immediate 2HP, (explosion), juggle j.236PP
- Slightly more optimal SA3 meter dump route starts with microwalk back, 2HP > (explosion) 236K~LK into DR~2HP > 236K~LK loops
Reversal Hits:
- SA1: opponent's Kimberly avoids the explosion and lands the full Super
Lily

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- 623PP: standard punish, no explosion
- Not strike invuln, so you should only bait this if you expect SA2 or SA3
- To keep Lily cornered after blocking, do immediate Run~Stop and punish with 5HP on the opposite side (precise timing required)
- SA1: Explosion hits Lily mid-animation, juggle with j.236PP or a standard meterless juggle ender
- Meaty 2LP/5LP/2LK can all block SA1 if timed properly after standard spraycan setups
- SA2: Lily avoids the explosion; use a standard punish, or time a high-connect 2HP Forced Knockdown into 236K~LK loops
- SA3 (whiff): Backdash after Super freeze, then immediate 236MP > (explosion) > j.236PP
- For slightly less damage but easier timing, just nj.HK, 5HP > (explosion), j.236PP
Reversal Hits:
- 623PP / SA1 / SA2: Lily avoids the explosion
Luke

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- 623PP:
- SA1:
- SA2:
- SA3:
Reversal Hits:
- 623PP: Luke lands into the explosion; Kimberly can juggle with immediate 3MK if she doesn't Back Rise (no follow-up juggle)
- Luke avoids the explosion if he uses Slam Dunk follow-up
- SA1:
- SA2:
Manon

Important Punishes:
- 2HK -
Dealing with Reversals:
- SA1: A perfectly timed meaty 2LP allows Kimberly to block/parry due to its 10f startup
- To avoid chip damage or low-Drive Burnout, jump back on reaction to SA1 freeze and punish with 5HP starter
- SA2: Can use a standard 5HP punish immediately after she lands from the first 2 hits; if uncertain, wait for the full animation to play out
- Optimal punish: Backdash x2 immediately after blocking first 2 hits, then LP Spraycan into immediate 2HP > 236MP > (explosion), j.236PP
- "With Poise!" - voice line to help identify SA2
- SA3: can be jumped after the freeze; do not jump pre-emptively in case she used SA2 instead
- "Let's Begin!"/"C'est Parti" - voice line to help identify SA3/CA; Manon sticks foot toward the camera
Shuriken Bomb corner setup info:
Reversal is Blocked:
- SA1: immediate 2HP > 236LP > (explosion), j.236PP
- SA2: Manon usually avoids explosion, so stick with standard punish
- In some particular setups, explosion may hit Manon if you push her back after parrying her first 2 hits
- Example: After j.214KK setup, parry 2 hits of SA2, Forward Dash x2 (explosion hits), immediate 236K~LK for high-connect juggle loops
- SA3 (whiff): Backdash after Super freeze, then immediate 236MP > (explosion) > j.236PP
- For slightly less damage but easier timing, just nj.HK, 5HP > (explosion), j.236PP
Reversal Hits:
- SA1: Manon avoids the explosion
- SA2: Manon usually avoids the explosion, but a setup with more KD Advantage like 236K~LK juggles can cause Manon to get hit in the middle (no follow-up)
Marisa

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- SA1: Immediate 236LP into explosion if uncharged; varies significantly if charged
- To avoid any timing confusion, just Throw on reaction to the SA1 startup and use the standard throw juggle route
- SA2: immediate 2HP after 1st hit (Forced Knockdown), juggle j.236PP (no explosion)
- SA3: immediate 2HP > 236LP > (explosion), juggle j.236PP
- Kimberly can safely meaty with lights against SA3
Reversal Hits:
- 214KK (armor): OD Scutum will hit Kimberly out of any meaty strike; Marisa can then Throw to force a tech, or 2LP then safely block the spraycan
- SA1: Marisa will hit Kimberly, then get hit by the explosion (no follow-up juggle)
- If Marisa does the unheld version, Kimberly can safely meaty it with a light normal, then punish with immediate 236LP > (explosion) starter
Ryu

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- 623PP: before bomb explodes, microwalk 2HP > 236K~LK juggle starter
- SA1: immediate 2HP > (explosion) > 236K~LK punish
- SA2: easiest punish is 5HK, (explosion), j.236PP starter
- The previous microwalk 2HP punish also works, but is more precise and requires longer walk
- If Ryu partially holds SA2, there is more pushback and explosion hits him first; pick a simple juggle route instead
- SA3: before bomb explodes, easiest punish is 2HP (Forced Knockdown), juggle j.236PP
- 2HP > 236K~LK is possible, but very precise timing/spacing required to avoid crossing under Ryu
Reversal Hits:
- 623PP: Ryu lands into the bomb, no follow-up juggle
- If Kimberly can survive the reversal, she should always push the advantage when Ryu is at low HP or Drive gauge
- SA1: Ryu's recovery gets hit by explosion, no follow-up juggle
- SA2: Ryu hits Kimberly, then blocks the spraycan unless he holds the SA2
- Kimberly can do a safe meaty 2LP; after blocking SA2, microwalk 2HP > (explosion) > 236K~LK punish
Zangief

Important Punishes:
- 2HK -
Shuriken Bomb corner setup info:
Reversal is Blocked:
- SA1 (whiff): standard punish, no explosion since Zangief switches sides
- SA2: standard punish, Zangief is projectile invuln during explosion
Reversal Hits:
- SA2: Zangief is invuln to the spraycan explosion on hit
- Kimberly can safely meaty Zangief SA2 with any light normal after Spraycan setup