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<big>'''Baiting Reversals during [[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Corner Spraycan Setup]]:'''</big><br> | <big>'''Baiting Reversals during [[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Corner Spraycan Setup]]:'''</big><br> | ||
''' | '''22KK:''' | ||
* | * On whiff, wait ~1/2 second, then {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|10|j.236PP}} | ||
* | * On counter activation, Kimberly has frame advantage after {{clr|L|Lights}} or {{clr|M|2MP}}; spraycan explosion is no longer useful | ||
** Can make JP block {{clr|L|2LP x2}}, then block Amnesia orbs | |||
* ''' | ** Avoid using Throw during spraycan setups if JP has meter (risk/reward is heavily skewed toward JP) | ||
'''SA1:''' | |||
* {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) | |||
* On Hit: explosion hits JP's recovery (no follow-up juggle) | |||
'''SA3:''' | |||
* Microwalk + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) | |||
'''Drive Reversal:''' | '''Drive Reversal:''' | ||
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing) | * On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing) |
Revision as of 04:00, 24 January 2024
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A.K.I.

Important Punishes:
- 2HP -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
SA1:
- 1-Bar: Dash + 2HP > 236K~LK (explosion juggles)
- 2-Bar: 2HP > 236LP > (explosion), j.236PP
SA3:
- 1-Bar: Dash + 2HP > 236K~LK (explosion juggles)
- 2-Bar: 5MP > 236LP > (explosion), j.236PP
236KK Escape:
- Immediate Throw punishes reversal OD Snake Step, juggles into spraycan
- Kimberly can meaty with Light normal, then throw A.K.I. back into the corner (no spraycan juggle)
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
Blanka

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
- 2PP~P Launch, DR~5LK > 2PP~K Raid Jump
Baiting Reversals during Corner Spraycan Setup:
[2]8KK:
- Walk + 2HP > 236K~LK (explosion juggles)
- On Hit: Blanka lands into the spraycan (no follow-up juggle)
SA1:
- Walk + 2HP > 236K~LK (explosion juggles)
- On Hit: Blanka can safely block the spraycan
SA3:
- 2HP > 236LP > (explosion), j.236PP
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: Blanka cannot be punished because his forward movement avoids the explosion
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:
Corner Back Throw into Meaty 5HK: connects vs. crouch block
- Trade vs. 5LK: +12, combos to 3MK
Cammy

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
623KK:
- 1-Bar: Immediate 236K~LK > (explosion), DR~2HP > 236K~LK
- Launches high, allowing 2 reps of the DR juggle loop (or more if 236KK~LK is used)
- 2-Bar: Walk + 2HP Forced Knockdown, j.236PP
Instant j.214KK:
- If Cammy uses this to beat your meaty Throw, she avoids the spraycan by linking into 4MP~HK
- If blocked, Cammy is safe but there isn't enough time for a real spraycan mixup
SA1:
- Standard punish (explosion misses)
SA2:
- Stand block or Parry, then Dash + 2HP > 236K~LK (explosion juggles)
- If low on Drive meter, crouch to allow Cammy to escape the corner, then standard punish
SA3:
- Standard punish (explosion misses)
- Alternate punish: Hold Parry, immediate DR~2HP > 236K~LK (explosion juggles)
- Very precise timing and only slightly more damage
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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: Can avoid without Super (crouch at close range, 3MK from slightly farther out, jump from farther ranges)
- vs. SA3: Kim SA1 wins
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
- Trade vs. 5LP: +13, combos to SA1 / SA3 / 3MK or Microwalk 236LP / 2HK
Chun-Li

Important Punishes:
- 2HK - Difficult to punish if well spaced (-7)
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
22KK:
- 2HP > 236LP > (explosion), j.236PP
SA1:
- Immediate 5MP > (explosion), j.236PP
- On Hit: Chun-Li gets hit by explosion (no follow-up juggle)
SA2:
- Immediate j.236PP; Chun-Li gets hit by explosion during 2nd rep of kicks
- On Hit: can still punish the same way
SA3:
- j.236PP starter; Chun-Li gets hit by explosion near the end of blockstun
- Reversal 236K~LK also allows high-connect Drive Rush loops
Drive Reversal:
- On Block: Explosion punishes
- On Hit: Chun-Li cannot be juggled 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: Kim SA2 whiffs over Chun-Li for a full punish (close range only); SA3 also wins
- SA1 loses (not projectile invuln)
- vs. SA2: Kim SA1 wins, but she should jump forward for a full punish
- vs. SA3: Kim SA1 wins
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +14, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
- Trade vs. 5LP: +13, combos to SA1 / SA3 / 3MK or Microwalk 2HK
- vs. 2LK: causes Kimberly 5HK to whiff
Dee Jay

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
[2]8KK:
- Walk Back, 2HP > (explosion), j.236PP
- Stricter timing: Immediate Backdash + 2HP Forced Knockdown, j.236PP
SA2:
- 2HP > 236LP > (explosion), j.236PP
- Can safely bait wakeup SA2 with meaty 2LP
SA3:
- 2HP > 236LP > (explosion), j.236PP
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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, but she should interrupt with CH 5LP, 5MP~HP instead
- vs. SA2: Kim should just neutral jump for a full punish
- After a meaty safe jab to bait SA2, the SA1 is delayed long enough to win
- vs. SA3: Kim SA1 wins
Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block
- Trade vs. 5LP: +15, combos to SA1 / 3MK or Microwalk 236LP / SA3 / 2HK / 5MK
Dhalsim

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
Instant Air Teleport:
- Kimberly can recover from meaty Throw and punish with 2HP Forced Knockdown juggle starter
- To keep corner: cancel to Run~Stop and juggle with 214HK
SA1: (can safely interrupt with meaty strike)
- After freeze, interrupt with 2HP > 236MP > (explosion)
- If committed to meaty strike, use short counter-hit combo into 236LP
- On Hit: Dhalsim gets hit by explosion near end of recovery (no follow-up juggle)
SA2: (can safely bait with a crouching normal)
- Slight delay 2HP > 236LP > (explosion), then immediate Drive Rush into delayed 2HP juggle
- The Drive Rush momentum will keep Kimberly deep in the corner, avoiding the SA2 projectile
- The 2HP can go into 236K~LK loops or instant j.236PP
- On Hit: Dhalsim can block the spraycan after releasing projectile
SA3:
- 2HP > 236LP > (explosion), j.236PP
- 2LP can be used as a safe meaty with higher KD Advantage spraycan setups (Launch > j.214KK, High juggle 236K~LK)
Drive Reversal:
- On Block: Explosion punishes
- On Hit: Dhalsim cannot be juggled because he hits Kimberly twice
- 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 Drive Reversal 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.
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 should just interrupt with CH 2MP, 5HP, but her SA1 wins (not a true projectile)
- Do not try to jump out in case Dhalsim used the HP version
- vs. SA2: Kim should just use a crouching button to start a punish that avoids the downward projectile, or use a delayed Punish Counter Throw
- Kim SA3 also blows through it, allowing the cinematic to dissipate the projectile
- vs. SA3: Kim SA1 wins
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 5LP: +13, combos to SA1 / 3MK or Microwalk 236LP / 2HK
E.Honda

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
[4]6PP:
- 2HP > 236K~LK (explosion juggles)
- On Hit: Honda can safely block the explosion after landing
SA1:
- 2HP > 236LP > (explosion), j.236PP
SA2:
- 2HP > (explosion), j.236PP
SA3:
- PARRY, then 5MP > 236K~LK (explosion juggles)
- If you can't Parry, use a standard 5HP punish (explosion whiffs)
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 should just back jump and land for a full 5HP punish (but her SA1 wins)
- vs. SA3: Kim SA1 wins
Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block
- Trade vs. 2LP: +11, combos to 236LP / SA3 / 2HK / 3MK or Microwalk 5MK
- Trade vs. 5LK: +12, combos to 3MK
Guile

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
[2]8KK:
- 1-Bar: After Guile lands, 2HP > 236K~LK (explosion juggles) into Drive Rush loops
- 2-Bar: 2HP Forced Knockdown, j.236PP
- On Hit: Guile lands into the spraycan (no follow-up juggle)
SA1:
- 5MP > 236K~LK (explosion juggles)
- 2HP starter can also work, but very finicky range (especially after Parry)
- On Hit: Guile's recovery is hit by explosion (no follow-up juggle)
SA3:
- 1-Bar: Right as Guile lands, 2HP > 236K~LK (explosion juggles) into Drive Rush loops
- 2-Bar: 2HP Forced Knockdown, j.236PP
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5MK > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 Guile at close range for a full 5HP punish, or hits Guile from farther out
- Kim SA3 can also punish; SA1 loses (not projectile invuln)
- vs. SA3: Kim SA1 whiffs under Guile to avoid chip, but no punish unless Guile is cornered
- SA2 whiffs at close range for a 236K~MK punish, and SA3 whiffs for a midscreen 5HP punish (worthwhile if it will secure the win)
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +12, combos to 3MK
Jamie

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
623KK:
- 1-Bar: Dash + slight delay 2HP > 236K~LK (explosion juggles) into Drive Rush loops
- 2-Bar: 2HP > 236LP > (explosion), j.236PP
SA1:
- BLOCK (no Parry), then standard 5HP punish (combo builds back more meter than is drained)
- Parry causes the explosion to hit Jamie; in this case, juggle into immediate j.236PP
- Parrying results in less overall damage and net Drive meter gain
SA3:
- 1-Bar: 5MP > 236K~LK (explosion juggles) into Drive Rush loops
- 2-Bar: PARRY, then 2HP > (explosion), j.236PP
- Without Parry, the 2HP requires a very precise microwalk
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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, but she should just neutral jump and land for a full 5HP punish
- vs. SA3: Kim SA1 wins, but she should just neutral jump and land for a full 5HP punish
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +12, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK
JP

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
OD Amnesia Bombs:
- Instant j.MP can escape in between the hits after blocking or parrying the first bomb
Baiting Reversals during Corner Spraycan Setup:
22KK:
- On whiff, wait ~1/2 second, then 2HP > 236LP > (explosion), j.236PP
- On counter activation, Kimberly has frame advantage after Lights or 2MP; spraycan explosion is no longer useful
- Can make JP block 2LP x2, then block Amnesia orbs
- Avoid using Throw during spraycan setups if JP has meter (risk/reward is heavily skewed toward JP)
SA1:
- 2HP > 236K~LK (explosion juggles)
- On Hit: explosion hits JP's recovery (no follow-up juggle)
SA3:
- Microwalk + 2HP > 236K~LK (explosion juggles)
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 JP at close range for a strict Walk + 5HP / 5MK punish (from close range only)
- Kim SA3 can also punish; SA1 loses (not projectile invuln)
- vs. SA2: Interrupt with CH 2MP, 5HP at close range if possible (Supers are too slow to punish)
- vs. SA3: Kim should just neutral jump to avoid chip and punish
- Kim SA1 wins if delayed, like if JP attempts to chip out with meaty SA3 or a Burnout blockstring with a gap
Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block
- Trade vs. 2LP: +11, combos to 236LP / 3MK
Juri

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
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)
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 SA3 is the only move that can avoid chip, and only at closer ranges
- SA1 loses (not projectile invuln)
- vs. SA2: Kim should just punish with CH 2MP, 5HP at close range (works regardless of whether Juri performs dash attack)
- Kim SA1 beats the dash attack, but is too slow if Juri just does the install activation
- vs. SA3: Kim SA1 wins
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
- Trade vs. 5LP: +12, combos to SA1 / SA3 / 3MK or Microwalk 236LP / 2HK
Ken

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
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
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 SA1 wins, but Kim should mash 2LP for a counter-hit interrupt at close range
- vs. SA3: Kim SA1 wins
- Kim SA3 loses this interaction, so don't attempt it
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +12, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK
- Trade vs. 5LP: +14, combos to SA1 / 3MK or Microwalk 236LP / SA3 / 2HK
Kimberly

Important Punishes:
- 2HK - 2HK, 236LP, or SA3
- No punish if perfectly spaced at max range
Safe Jump setups to watch for:
- Corner juggles into 6HK~j.HP
- 5MP~HP > 236K~MK - can set up midscreen safe jump (but requires frame-perfect timing)
Baiting Reversals during Corner Spraycan Setup:
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
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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: Kim should jump back and punish with Walk + 5HP
- After a meaty safe jab, counter with your own SA1 to beat it
- vs. SA2: No need for Super (crouch at close range, jump or anti-air 2HP at farther ranges)
- vs. SA3: Kim SA1 wins
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +14, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
Lily

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
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
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 should just neutral jump and land for a full punish (but her SA1 wins)
- vs. SA2: Kim must delay SA1 as late as possible to whiff under Lily, allowing a Dash + 5HP punish
- Very difficult to time; no other Super has enough invincibility
- vs. SA3: Kim should just neutral jump and land for a full punish (but her SA1 wins)
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.
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 5LK: +12, combos to 3MK
Luke

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
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
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 Luke at close range for a full 5HP punish, or hits Luke from farther out
- Kim SA3 can also punish; SA1 loses (not projectile invuln)
- vs. SA2: Kim SA1 wins
- vs. SA3: Kim SA1 wins
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +12, combos to 3MK
Manon

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
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
Baiting Reversals during Corner Spraycan Setup:
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)
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 should just back jump and land for a full 5HP punish (but her SA1 wins)
- vs. SA2: Kim SA1 wins
- vs. SA3: Kim should just neutral jump and land for a full punish (but her SA1 wins)
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +13, combos to SA1 / SA3 / 3MK or Microwalk 236LP / 2HK
- Trade vs. 5LP: +11, combos to 3MK
Marisa

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
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
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5MK > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 should just Throw or forward jump for a full punish
- The earlier frames of Marisa's charged SA1 can counter Kim's supers, but later frames can be armor broken
- vs. SA2: Kim SA1 wins
- vs. SA3: Kim should just back jump and land for a full 5HP punish (but her SA1 wins)
- If Kim is cornered, neutral jump instead to swap sides
Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block
- Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 2HK / 3MK or Microwalk 5MK
Rashid

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
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
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 whiffs under Rashid, allowing her to punish with 236HP or a corner Walk + 5HP starter
- vs. SA2: Kim SA3 can blow through the tornado at close-mid range
- If Rashid activates inside of Kim's normal ranges, she can stuff the startup with common buttons like 5HP or 5MK
- vs. SA3: Kim SA1 trades, only taking 10 damage and leaving her +16 for a follow-up combo.
- If you can't afford to take any damage, slightly delay SA1 to win cleanly
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 5LK: +12, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
- Trade vs. 5LP: +13, combos to SA1 / 3MK
Ryu

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
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
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 Ryu at close range for full 5HP punish (hits Ryu from slightly farther out)
- Kim SA3 can also punish; SA1 loses (not projectile invuln)
- vs. SA2: Kim should just neutral jump and come down with early j.HP/j.HK to ensure she doesn't trade with charged SA2
- Can also forward jump and immediately 5MK > 236HP punish (stronger punish if Ryu holds charge)
- Kim SA1 also wins (Ryu SA2 is not a true projectile)
- vs. SA3: Kim SA1 whiffs under Ryu, allowing a 236MP or strict Walk + 5MK > 236HP punish
- In the corner, Kim gets a full 5HP punish starter
- SA3 also whiffs under and allows a full midscreen 5HP punish starter
- SA2 also whiffs but the only midscreen punish is 236K~MK (not worth the extra bar)
Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block
- Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
- Trade vs. 5LP: +14, combos to SA1 / 3MK or Microwalk 236LP / SA3 / 2HK
Zangief

Important Punishes:
- 2HK -
Safe Jump setups to watch for:
Baiting Reversals during Corner Spraycan Setup:
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
Drive Reversal:
- On Block: Explosion punishes (may be able to start with 2HP or 5MP if opponent activated at earliest timing)
- On Hit: DR~5HP > 236K~LK
- Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
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 land for a standard 5HP punish
- If Zangief SA2 is timed to hit meaty or used in a Burnout blockstring like 2LP > SA2, then SA1 can counter it
Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block
- vs. 2LK: causes Kimberly 5HK to whiff