Street Fighter 6/Kimberly/Matchups: Difference between revisions

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* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:''' Kim SA1 wins
* '''vs. SA2:''' Kim SA3 wins from around max poke range (SA1 loses to projectile hitbox)
** At very close range, can interrupt startup with CH {{clr|M|2MP}}, {{clr|H|5HP}}
* '''vs. SA3:''' Kim SA1 wins
<big>'''Misc. info:'''</big><br>
}}
}}


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'''Punishing Drive Reversal on Hit:'''
'''Punishing Drive Reversal on Hit:'''
* Blanka's Drive Reversal moves forward far enough to avoid the spraycan explosion, so he cannot be punished on hit
* Blanka's Drive Reversal moves forward far enough to avoid the spraycan explosion, so he cannot be punished on hit
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:''' Kim SA2 whiffs over Blanka, allowing a full punish; from farther out, SA2 hits Blanka
** Kim SA3 also wins from closer ranges
* '''vs. SA3:''' Kim SA1 wins
<big>'''Misc. info:'''</big><br>
}}
}}


Line 78: Line 101:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 103: Line 137:
'''Punishing Drive Reversal on Hit:'''
'''Punishing Drive Reversal on Hit:'''
* Chun-Li cannot be juggled after her successful Drive Reversal because she hits Kimberly twice
* Chun-Li cannot be juggled after her successful Drive Reversal because she hits Kimberly twice
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 127: Line 172:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 156: Line 212:
'''Punishing Drive Reversal on Hit:'''
'''Punishing Drive Reversal on Hit:'''
* Dhalsim cannot be juggled after his successful Drive Reversal because he hits Kimberly twice
* Dhalsim cannot be juggled after his successful Drive Reversal because he hits Kimberly twice
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 180: Line 247:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


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* Juggle {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 230: Line 318:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 255: Line 353:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 282: Line 391:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 304: Line 424:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 313: Line 444:
| data        = <big>'''Important Punishes:'''</big>
| data        = <big>'''Important Punishes:'''</big>
* '''2HK (max range)''' - No punish
* '''2HK (max range)''' - No punish
* '''2HK (mid range)''' - 2HK or Lv.3 Super
* '''2HK (mid range)''' - {{clr|H|2HK}} or SA3




Line 327: Line 458:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if the opposing Kimberly is in Burnout and tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 353: Line 495:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''




Line 384: Line 533:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 419: Line 579:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 444: Line 615:
* Juggle {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 466: Line 648:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''




Line 507: Line 696:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''
* '''vs. SA2:'''
* '''vs. SA3:'''
<big>'''Misc. info:'''</big><br>
}}
}}


Line 533: Line 733:
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Juggle {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}} into preferred ender
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
* Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA2:''' just jump forward to avoid chip and use a standard punish
** If SA2 is timed to hit meaty or used in a Burnout blockstring like {{clr|L|2LP}} > SA2, then SA1 can counter it
<big>'''Misc. info:'''</big><br>
}}
}}



Revision as of 02:45, 12 January 2024


Click the character's portrait to open their Wiki page.

A.K.I.
SF6 A.K.I. Icon.png Kimberly vs. A.K.I.

Important Punishes:

  • 2HP -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • SA1: immediate 2HP > 236LP > (explosion), j.236PP
    • 1-bar route with comparable damage: Dash + 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
  • SA3: immediate 5MP > 236LP > (explosion), j.236PP
    • 1-bar route with comparable damage: Dash + 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P

Reversal Hits:

  • SA1: cinematic allows A.K.I. to avoid the explosion

236KK Escape:

  • A Throw will punish reversal OD Snake Step and juggle into the spraycan
  • Kimberly can also meaty with a light normal, then react to OD Snake Step with an immediate Back Throw to regain corner position (but no spraycan juggle)
  • Using a medium/heavy meaty ensures A.K.I. can escape freely

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA1 wins
  • vs. SA2: Kim SA3 wins from around max poke range (SA1 loses to projectile hitbox)
    • At very close range, can interrupt startup with CH 2MP, 5HP
  • vs. SA3: Kim SA1 wins


Misc. info:
Blanka
SF6 Blanka Icon.png Kimberly vs. 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)

Punishing Drive Reversal on Hit:

  • Blanka's Drive Reversal moves forward far enough to avoid the spraycan explosion, so he cannot be punished on hit


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA2 whiffs over Blanka, allowing a full punish; from farther out, SA2 hits Blanka
    • Kim SA3 also wins from closer ranges
  • vs. SA3: Kim SA1 wins


Misc. info:
Cammy
SF6 Cammy Icon.png Kimberly vs. 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 Dash + 2HP > (explosion) > 236K~LK punish
    • If very low on Drive, crouch block to make Cammy whiff, then standard punish on the opposite side
    • Easier timing: immediate 2HP > (explosion), 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

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Chun-Li
SF6 Chun-Li Icon.png Kimberly vs. Chun-Li

Important Punishes:

  • 2HK - Difficult to punish if well spaced (-7)


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • 22KK: immediate 2HP > 236LP > (explosion), j.236PP
  • SA1: immediate 5MP > (explosion), j.236PP
    • For easier timing but less damage, just let spraycan explode and start juggle with high-connect 236K~LK
  • SA2: explosion hits early in her 2nd series of kicks; immediate j.236PP is most consistent punish route
  • SA3: explosion hits right after blockstun ends; easiest punish starter is j.236PP
    • Can also use reversal 236K~LK to set up a high-connect juggle loop

Reversal Hits:

  • 22KK: Chun-Li avoids the explosion
  • SA1: Chun-Li's recovery gets hit by explosion (no juggle follow-up)
  • SA2: Chun-Li gets hit by explosion early in her 2nd series of kicks; immediate j.236PP is most consistent punish route

Punishing Drive Reversal on Hit:

  • Chun-Li cannot be juggled after her successful Drive Reversal because she hits Kimberly twice


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Dee Jay
SF6 DeeJay Icon.png Kimberly vs. DeeJay

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • [2]8KK: walk back so Dee Jay lands in front, then 2HP > (explosion), j.236PP
    • With precise timing, can get more damage with microwalk back into 2HP Forced Knockdown to make the explosion whiff, then continue with j.236PP as usual
  • SA2: immediate 2HP > 236LP > (explosion), j.236PP
    • Meaty 2LP can block SA2 if timed properly after standard spraycan setups
  • SA3: immediate 2HP > 236LP > (explosion), j.236PP

Reversal Hits:

  • [2]8KK: Dee Jay avoids the explosion
  • SA2: Dee Jay avoids the explosion

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Dhalsim
SF6 Dhalsim Icon.png Kimberly vs. 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.

Punishing Drive Reversal on Hit:

  • Dhalsim cannot be juggled after his successful Drive Reversal because he hits Kimberly twice


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
E.Honda
SF6 Ehonda Icon.png Kimberly vs. E.Honda

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • [4]6PP: 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
  • SA1: 2HP > 236LP > (explosion), j.236PP
  • SA2: 2HP > (explosion), j.236PP
  • SA3: PARRY, then 5MP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
    • If you can't parry, use a standard 5HP punish since explosion whiffs

Reversal Hits:

  • [4]6PP: Honda recovers safely to block the explosion
  • SA1/SA2: Honda avoids the explosion

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Guile
SF6 Guile Icon.png Kimberly vs. Guile

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • [2]8KK: before spraycan explodes, 2HP Forced Knockdown, j.236PP
    • With delayed punish timing, can save 1 bar with 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
  • SA1: immediate 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
    • Parrying causes more pushback, causing 2HP to whiff if you miss the reversal timing; Kimberly also cannot walk back before SA1
    • 5MP can be used as a starter instead for slightly less damage but more consistency
  • SA3: before spraycan explodes, 2HP Forced Knockdown, j.236PP
    • Right as Guile lands, can save 1 bar with 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P

Reversal Hits:

  • [2]8KK: Guile lands into the explosion (no follow-up juggle)
  • SA1: Guile's recovery is hit by explosion (no follow-up juggle)

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5MK > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA3:


Misc. info:
Jamie
SF6 Jamie Icon.png Kimberly vs. Jamie

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • 623KK: 2HP > 236LP > (explosion), j.236PP
    • Can save 1 bar with Dash + slight delay 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
  • SA1: PARRY, then j.236PP after the explosion
    • Jamie will avoid the explosion if you just block; in Burnout, just use a standard 5HP punish
  • SA3: 5MP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
    • If you PARRY, can also do 2HP > (explosion), j.236PP starter (without parry, requires very specific microwalk)

Reversal Hits:

  • 623KK/SA1: Jamie avoids the explosion

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA3:


Misc. info:
JP
SF6 JP Icon.png Kimberly vs. JP

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • 22K/KK (whiff): wait about half a second, then 2HP > 236LP > (explosion), j.236PP
    • Meaty lights will stuff meterless Amnesia startup, but OD Amnesia is a huge threat against Kimberly's spraycan setups
  • SA1: immediate 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
  • SA3: microwalk + 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P

Reversal Hits:

  • 22K/KK (counter activates):
    • Kimberly has frame advantage if a light or 2MP is countered, but Spraycan is essentially taken out of the picture
    • If OD Amnesia counters your Throw, JP can Back Throw to avoid spraycan and get a follow-up juggle
  • SA1: explosion hits JP's recovery (no follow-up juggle)

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Juri
SF6 Juri Icon.png Kimberly vs. Juri

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • 623PP: before explosion, 2HP (Forced Knockdown), j.236PP
    • If Juri lands, use 2HP > (explosion), j.236PP for a bit less damage
  • SA1: spraycan explodes after a few hits, juggle immediate j.236PP
    • Be careful not to get hit during the slight gap in the middle of the SA1 animation
  • SA3: 5MP > 236LP > (explosion), j.236PP
    • To save 1 bar with precise timing: Dash + 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P

Reversal Hits:

  • 623PP: Juri lands into explosion; can juggle with DR~5HP > 236K~LK, 214HK
    • Must NOT Back Rise in order to stay close enough for juggle (do not hold Parry preemptively for the Drive Rush)
    • 2HP will whiff under Juri in this juggle, so make sure to use 5HP; can also cancel into 236HP for alternate juggle route
  • SA1: spraycan explodes partway through animation (Kimberly only takes 1100 damage, no follow-up juggle)

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Ken
SF6 Ken Icon.png Kimberly vs. Ken

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • 623PP: Ken avoids the explosion; 2HP (Forced Knockdown), j.236PP or use a standard 5HP punish when he lands
  • SA1: 5MP > 236LP > (explosion), j.236PP
    • 1-bar route with more precise timing: Walk Forward + 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
  • SA3: Ken avoids the explosion; 2HP (Forced Knockdown), j.236PP or use a standard 5HP punish when he lands

Reversal Hits:

  • 623PP/SA1: Ken avoids the explosion

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Kimberly
SF6 Kimberly Icon.png Kimberly vs. Kimberly

Important Punishes:

  • 2HK (max range) - No punish
  • 2HK (mid range) - 2HK or SA3


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

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if the opposing Kimberly is in Burnout and tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Lily
SF6 Lily Icon.png Kimberly vs. 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

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:

Lily's Windclad 623LP/623PP have 4f startup, meaning she cannot be safe jumped with wind stocks. If you think the opponent knows this and will recognize your safe jump setups, you can instead empty jump to bait the reversal.
Luke
SF6 Luke Icon.png Kimberly vs. Luke

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • 623PP: right as Luke lands, 2HP > (explosion) 236K~LK, DR~2HP > 236K~LK, j.236P
  • SA1: Luke gets hit by explosion near the end, most consistent conversion is j.236PP
  • SA2: immediate 5MP > 236LP > (explosion), j.236PP
    • Can also microwalk 2HP to start, but timing is somewhat precise to combo into spraycan
  • SA3: immediate 5MP > 236LP > (explosion), j.236PP
    • Can also microwalk 2HP to start, but timing is very precise to combo into spraycan

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: Luke's recovery gets hit by explosion, no follow-up juggle
  • SA2: Luke avoids the explosion

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Manon
SF6 Manon Icon.png Kimberly vs. 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)

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Marisa
SF6 Marisa Icon.png Kimberly vs. 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

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5MK > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Rashid
SF6 Rashid Icon.png Kimberly vs. Rashid

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • 623PP: before bomb explodes, 2HP (Forced Knockdown), j.236PP
    • If Rashid hits the ground, let the spraycan explode after 2HP and finish the juggle the same way (slightly less damage)
  • SA1: Dash + 2HP > (explosion) > 236K~LK, DR~2HP > 236K~LK, j.236P
  • SA3: immediate 2HP > 236LP > (explosion), j.236PP

Reversal Hits:

  • 623PP/SA1: Rashid avoids the explosion

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
In low-health Burnout, if Rashid attempts reversal SA1 to chip you out, Kimberly can use her own SA1 after the freeze, causing both characters to whiff through each other, allowing the following punishes:

  • Immediate 236HP Punish starter
    • Seems to rarely whiff under certain circumstances; 236K~MK Slide is guaranteed but low-reward
  • (if Rashid was cornered), walk up 5HP starter
  • (if Burnout ends), DR~5HP starter

In a similar vein, Kimberly can use SA1 to trade with Rashid's SA3 immediately after the freeze. Kim only takes 10 damage while dealing 90, and she is +16 for a strong trade combo. If you're not sure that you can survive the 10 damage, slightly delaying the SA1 allows it to win cleanly.

Rashid's SA2 is not a real reversal; if he activates it within range of your normals, start mashing 5HP immediately for a Counter-hit punish (or if you're unsure of the range, use 5MK/2HK).
Ryu
SF6 Ryu Icon.png Kimberly vs. 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), 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

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1:
  • vs. SA2:
  • vs. SA3:


Misc. info:
Zangief
SF6 Zangief Icon.png Kimberly vs. Zangief

Important Punishes:

  • 2HK -


Shuriken Bomb corner setup info:
Reversal is Blocked:

  • SA1 (whiff): Standard punish (no explosion since Zangief switches sides)
    • If you didn't press a button, immediately 214P Teleport to maintain corner position, then punish with 2HP > 236LP > (explosion), j.236PP
  • SA2: standard punish, Zangief is projectile invuln during explosion
  • SA3 (whiff): must jump or backdash before the Super freeze; options include:
    • Backdash: immediate 236MP (explosion), j.236PP
    • Neutral Jump: land, 2HP > 236LP > (explosion), j.236PP
    • Back Jump: land, 5HK > (explosion), j.236PP

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

Punishing Drive Reversal on Hit: If you don't Back Rise, Kimberly can juggle after the spraycan explosion

  • Juggle DR~5HP > 236K~LK into preferred ender
  • Weaker/faster juggle starter may be required if Drive Reversal is slightly delayed


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA2: just jump forward to avoid chip and use a standard punish
    • If SA2 is timed to hit meaty or used in a Burnout blockstring like 2LP > SA2, then SA1 can counter it


Misc. info:



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