Street Fighter 6/Kimberly/Matchups: Difference between revisions

From SuperCombo Wiki
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* Can safely use a meaty {{clr|L|2LP}} before blocking {{clr|SA|SA2}}
* Can safely use a meaty {{clr|L|2LP}} before blocking {{clr|SA|SA2}}
}}
}}
{{SF6-MU-2Row | {{clr|SA|SA3}} | {{clr|DR|[2]}} {{clr|H|2HP}} > {{clr|L|236LP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ...
{{SF6-MU-2Row | {{clr|SA|SA3}} | {{clr|DR|[1]}} {{clr|H|2HP}}{{clr|12|*}} > {{clr|L|Delayed 236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ...<br>
{{clr|DR|[2]}} {{clr|H|2HP}} > {{clr|L|236LP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ...
}}
}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}

Revision as of 07:47, 10 July 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. (53.07%)

Important Punishes:

  • 2HP -


Safe Jump setups to watch for:

  • ?


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
A.K.I.'s Reversal Punish Starter
SA1 [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

SA3 [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 5MP > 236LP*, j.236PP ...

236KK Escape Immediate Throw punishes reversal OD Snake Step, juggles into spraycan
  • Meaty Light + Back Throw can put A.K.I. back into the corner (no spraycan juggle)
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
A.K.I.'s Super Kimberly's Options
SA1 Kimberly SA1 wins
SA2 Kimberly SA3 wins from around max 5MK range

At very close range, can interrupt with CH 2MP, 5HP (no invincibility)

SA3 Kimberly SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+13) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Trade vs. 5LK (+10) 236LP (+3) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap A.K.I.'s 4f Normal
2LK~5LP, 5HP 2LP
2LK~2LK, 5HP 5LK, 2LP
Akuma
SF6 Akuma Icon.png Kimberly vs. Akuma (49.46%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Akuma's Reversal Punish Starter
623PP
(OD Gou Shoryuken)
[2] Walk + 2HP Forced Knockdown, j.236PP ...
  • Most grounded starters are inconsistent (e.g. 236K~LK loops) or do less damage due to Spraycan + j.236PP scaling
  • After crouch blocking, can do max-height j.HK or Teleport~2MP for auto-timed Hit+Explosion setups that keep Akuma grounded
SA1 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[1] (Parry for meter), 5MP* > 236K~LK, DR~2HP > 236K~LK ...

  • On Hit: Akuma gets punished by the explosion
SA2 [1] Walk/Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
SA3 [1] Walk/Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

CA Demon Loses to meaty strike/throw, but be careful if blocking to bait other reversals
  • A spraycan setup that leaves you +2~3 cannot walk back out of Demon range, but ones with better advantage (like after 236K~LK juggles) allow a shimmy that can jump out after the Super freeze
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Akuma's Super Kimberly's Options
SA1 Kim should neutral jump for a full punish
SA2 Kim SA1 wins
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+14) 236LP (+5) / SA1 / SA3 / Microwalk 5MK
Trade vs. 2LP (+12) 236LP (+5) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Akuma's 4f Normal
2LK~2LK, 5HP 5LP, 2LP
Blanka
SF6 Blanka Icon.png Kimberly vs. Blanka (46.45%)

NOTE: The Instant Overhead j.LK corner spraycan setup does NOT work against Blanka because his head hurtbox is shifted backward.


Important Punishes:

  • 2HK -
  • SA3 Raw Activation - can't jump out; whiff 214LK to dodge (leaves Kimberly +13)


Safe Jump setups to watch for:

  • 2PP~P Launch, DR~5LK > 2PP~K Raid Jump


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Blanka's Reversal Punish Starter
[2]8KK
(OD Vertical Roll)
[1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Blanka lands into the Spraycan explosion (no follow-up)
j.[4]6P/j.[4]6PP
(Aerial Rolling Attack)
All versions punish Throw, and escape the Spraycan explosion on hit

OD version escapes the explosion even on block

SA1 [1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Blanka can safely block the spraycan
SA3 [1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

Drive Reversal
(Wakeup)
[1] Block, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If D-Rev D-Rev, Blanka cannot be punished because he moves too far forward


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Blanka's Super Kimberly's Options
SA1 Kim SA2 whiffs over Blanka for full punish (or hits Blanka from farther out)
  • Kim SA3 also wins from closer ranges
SA3 Whiff 214LK (+13) and punish with 5HP combo
  • Kim SA1 wins if preferred


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LK (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

  • N/A
Cammy
SF6 Cammy Icon.png Kimberly vs. Cammy (47.24%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Cammy's Reversal Punish Starter
623KK
(OD Cannon Spike)
[1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] Immediate 236K~LK*, DR~2HP > 236K~LK, DR~2HP > 236K~LK ...

Instant j.214KK
(OD Cannon Strike)
If Cammy avoids a throw with this, she can dodge the explosion with 4MP~HK
  • Cammy is also safe on block and leaves very little time to push a Spraycan mixup
SA1 Standard 5HP punish
SA2 [1] Parry, Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • If in/near Burnout, crouch block to make SA2 whiff and use a standard 5HP punish (Cammy escapes the corner)
SA3 Standard 5HP punish
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Cammy's Super Kimberly's Options
SA1 Kim SA1 wins
SA2 Can avoid the attack for a full punish
  • Crouch at close range, 3MK from slightly farther out, jump from farther ranges
SA3 Kim Delayed SA1 wins
  • Can also whiff 214LK to avoid chip, leaving Kim +1


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3 / Microwalk 5MK
Trade vs. 2LP (+13) 236LP (+4, links to 2LP) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Cammy's 4f Normal
2LK~2LK, 5HP 5LP, 2LP
Chun-Li
SF6 Chun-Li Icon.png Kimberly vs. Chun-Li (47.77%)

Important Punishes:

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


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Chun-Li's Reversal Punish Starter
22KK
(OD Tensho Kicks)
[2] 2HP > 236LP*, j.236PP ...
j.236K
(Aerial Lightning Kicks)
Chun-Li can punish a Throw mixup attempt, but explosion will punish any combo longer than 2LP > SA3
SA1 [1] Immediate 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Chun-Li gets hit by explosion (no follow-up juggle)
SA2 [2] Immediate j.236PP when explosion hits during 2nd set of kicks
  • Same punish can be performed on Hit or Block
SA3 [1] Immediate 236K~LK*, DR~2HP > 236K~LK ...

[2] Immediate j.236PP when explosion hits near end of blockstun

Drive Reversal
(Wakeup)
[1] Block, then slightly delayed *236K~LK, DR~2HP > 236K~LK ...

Block, then 5MP into Free Juggle Explosion* (not worth spending meter on j.236PP)

  • If D-Rev hits, Chun-Li will still be hit by the explosion
Drive Reversal
(Blockstun)
Explosion* starts the punish
  • If Kimberly is knocked down, she cannot pick up a juggle afterward


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Chun-Li's Super Kimberly's Options
SA1 Kim SA2 whiffs over Chun-Li from close range (full punish)
  • SA3 also wins
SA2 Kim should jump forward for a full punish
  • Kim SA1 wins if preferred
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3
Trade vs. 2LP (+14) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Whiff vs. 2LK (no Trade) -
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Chun-Li's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LP, 2LK
2LK~2LK, 5HP 5LP, 2LP, 2LK


Serenity Stream stance will low-profile the following moves:

  • 5LP
  • 214K (all)
  • j.214K (TK version; can still hit if used late in jump arc)
Dee Jay
SF6 DeeJay Icon.png Kimberly vs. DeeJay (49.02%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Dee Jay's Reversal Punish Starter
[2]8KK
(OD Jackknife Maximum)
[2] Walk back, 2HP Forced Knockdown, j.236PP ...
SA2 [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

  • Can safely use a meaty 2LP before blocking SA2
SA3 [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Dee Jay's Super Kimberly's Options
SA1 Interrupt with CH 5LP, 5MP~HP if close enough
  • Kim SA1 wins if preferred
SA2 Kim should neutral jump for a full punish
  • After meaty safe jab to bait SA2, Kim SA1 is delayed enough to win
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+15) 236LP (+5, links to 5LK) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Stand blocking 6MK leaves Dee Jay only +1, so you can jab if you expect a throw. Crouch blocking makes his mixup much stronger.


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Dee Jay's 4f Normal
2LK~2LK, 5HP 5LP
Dhalsim
SF6 Dhalsim Icon.png Kimberly vs. Dhalsim (56.09%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Dhalsim's Reversal Punish Starter
j.6KKK/4KKK
(Air Teleport)
If used to escape meaty Throw, can punish on reaction with 2HP Forced Knockdown
  • If Dhalsim switches sides, cancel into Run~Stop and then juggle 214HK to put him back in the corner
SA1 Dhalsim can use this if he predicts a Throw, but loses to meaty strikes. Example punishes:
  • [2] 2HP > 236MP*, j.236PP -- (after Super freeze)
  • [1] CH 2LP, 2MP, 5MP* > delay 236K~LK -- (if committed to meaty 2LP)
  • [2] CH 2MP, 5HP > 236LP* -- (if committed to meaty 2MP)
  • On Hit: Explosion* will hit Dhalsim near the end of recovery (no follow-up juggle)
SA2 [1] slight delay 2HP > 236LP*, DR~2HP > 236K~LK ...
  • Can be safely baited by pressuring with a crouching normal; the DR momentum keeps her safe from the falling projectile
  • If unsure about the timing, just use delayed Punish Counter Throw
  • On Hit: Dhalsim can block the spraycan after releasing projectile
SA3 [1] 2HP* > delay 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

  • Kimberly can safely meaty with 2LP on setups with higher KD advantage (at least +4 after Spraycan)
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, Dhalsim will still be hit by the explosion
Drive Reversal
(Blockstun)
Explosion* starts the punish
  • If Kimberly is knocked down, she cannot pick up a juggle afterward


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Dhalsim's Super Kimberly's Options
SA1 CH 2MP, 5HP at close range, or use SA1 if preferred
  • Do not try to jump out in case Dhalsim used HP version of SA1
SA2 Use a crouching button to start a punish that avoids the downward projectile, or do a delayed Punish Counter Throw
  • Kim SA3 wins cleanly, using the cinematic to dissipate the projectile
SA3 Kim Delayed SA1 wins (must know the proper timing; cannot react to the Super freeze ending)
  • Safer escape: SA2 (+29 on whiff), then Dash + 5HP punish


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3
Whiff vs. 2LK (no Trade) -
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Dhalsim's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
5LP
Ed
SF6 Ed Icon.png Kimberly vs. Ed (54.22%)

Important Punishes:

  • 2HP -


Safe Jump setups to watch for:

  • 5MP~HP > 214HP (anywhere)
  • Corner 214LP/214MP (low-height juggle)


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Ed's Reversal Punish Starter
623PP
(OD Psycho Uppercut)
[2] 5MP*, j.236PP ...
  • Can also start with 5HP, but it requires reversal timing and the juggle is much more strict
SA1 [2] Immediate j.236PP when explosion connects on Hit or Block
SA3 [1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Ed's Super Kimberly's Options
SA1 Kim should forward jump and land for a full 5HP punish
  • Kim SA1 wins if preferred
SA2 Kim SA3 wins from ~1/3 screen or closer; if in range, CH 2MP, 5HP can interrupt
  • Kim SA2 can punish raw activation at a specific range (about max 2MK range to ~1/3 screen)
SA3 Kim Delayed SA1 wins; can also whiff SA2 at close range, then 236K~MK punish
  • At point blank, Kim can forward jump to avoid the attack (Ed's forward movement causes a side switch on the 1st active frame, and it cannot hit cross-up)


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+14) 236LP (+4, links to 2LP) / SA1 / SA3 / Microwalk 5MK
Whiff vs. 2LP (no Trade) -
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Ed's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
5LP
2LK~2LK, 5HP 2LP, 5LP
E.Honda
SF6 Ehonda Icon.png Kimberly vs. E.Honda (54.16%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
E. Honda's Reversal Punish Starter
[4]6PP
(OD Sumo Headbutt)
[1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Honda lands and safely blocks the explosion
SA1 [2] 2HP > 236LP*, j.236PP ...
SA2 [2] 2HP*, j.236PP ...
SA3 PARRY, then 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • If not enough meter to Parry, explosion whiffs; use standard 5HP punish instead
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
E. Honda's Super Kimberly's Options
SA1 Kim SA1 wins
SA2 Kim should back jump and land for a full 5HP punish
  • Kim Delayed SA1 wins if preferred
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+11) 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
  • 2HK knockdown is a better meterless ender than 236LP (which recovers too far away for strike/throw mixup)
Trade vs. 5LK (+12) 236LP (+5) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

  • N/A
Guile
SF6 Guile Icon.png Kimberly vs. Guile (50.07%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Guile's Reversal Punish Starter
[2]8KK
(OD Somersault Kick)
[1] After Guile lands, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP Forced Knockdown, j.236PP ...

  • On Hit: Guile lands into the Spraycan explosion (no follow-up)
SA1 [1] nj.HP, 5HP* > 236K~LK, DR~2HP > 236K~LK ...
  • 2HP can connect, but very finicky timing/spacing

Meter Gain: Parry, 5MP* > 236K~LK, DR~2HP > 236K~LK ...

  • On Hit: Guile gets punished by the explosion (no follow-up juggle)
SA3 [1] Land, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP Forced Knockdown, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Guile's Super Kimberly's Options
SA1 Kim can forward jump and punish the horizontal version; SA3 also wins
  • Before jumping, watch Guile's startup animation to make sure he isn't using the non-invincible upward version
SA3 Kim SA1 whiffs under Guile (+18); can punish with 236K~MK or SA2 midscreen, or a full combo in the corner
  • Kim SA3 also whiffs under Guile for an easier and stronger midscreen punish (only use if needed to secure a game win)


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Guile's 4f Normal
2LK~2LK, 5HP 2LP
Jamie
SF6 Jamie Icon.png Kimberly vs. Jamie (48.94%)

Important Punishes:

  • 2HK -
  • 214PP + 2 Drinks - immediate DR~5HK, 5HK, 5MP punish
    • Must not back rise (don't hold DR input early)
    • Immediate SA1 or 236K~MK also works if no Drive meter


Safe Jump setups to watch for:

  • Corner 623LK, DL2 236LK, or grounded 214HP


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Jamie's Reversal Punish Starter
623KK
(OD Arrow Kick)
[1] Dash + slight delay 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

j.214K
(Luminous Dive Kick)
Punishes Kimberly's Throw mixup; on hit, Jamie avoids the explosion
  • Meterless one can usually be punished on block, but OD version is usually safe unless it whiffs over Kim
SA1 Block or Forward Jump, then standard 5HP punish
  • Parry causes the explosion to hit Jamie, resulting in less damage and meter gain
  • Blocking keeps the corner, Jump will switch sides (but gives ample time to reposition)
SA3 [1] PARRY, then 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • If no meter to Parry, Back Jump j.HK, 236LP*, j.236P
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Jamie's Super Kimberly's Options
SA1 Kim should neutral jump and land for a full 5HP punish (walk forward for a while to regain Drive meter)
  • Kim SA1 wins if preferred
SA3 Kim should neutral jump and land for a full 5HP punish
  • Kim SA1 wins if preferred


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Jamie's 4f Normal
2LK~5LP, 5HP
2LK~2LK, 5HP
2LP
JP
SF6 JP Icon.png Kimberly vs. JP (52.10%)

Important Punishes:

  • 2HK -
  • 3HP -
  • SA2 Raw Activation - Can punish with 12f counter-hit attack after freeze (depends on range; SA1 reaches the farthest)


Safe Jump setups to watch for:


OD Amnesia Bombs:

  • After blocking/parrying the first bomb, instant j.MP makes the second bomb whiff
  • Be careful if JP is nearby, as he can hit you during your prejump frames for a combo


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
JP's Reversal Punish Starter
22KK
(OD Amnesia)
[2] Whiff: wait ~1/2 second, 2HP > 236LP*, j.236PP ...

Counter: Kimberly has frame advantage after Lights or 2MP (but Spraycan explosion is no longer useful)

  • Can make JP block 2LP x2, then block Amnesia orbs
SA1 [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: JP gets hit by explosion (no follow-up juggle)
SA3 [1] Microwalk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
JP's Super Kimberly's Options
SA1 Kim SA2 whiffs over JP at close range for a strict Walk + 5HP/5MK punish
  • Kim SA3 also wins
SA2 Interrupt the raw activation if close enough
  • Close range: CH 2MP starter; Mid range: SA1 can reach the farthest
SA3 Kim should neutral jump to avoid chip, then full punish after landing
  • Delayed SA1 wins if JP attempts an SA3 blockstring with a gap


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+11) SA1 / SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap JP's 4f Normal
2LK~2LK, 5HP 2LP
Juri
SF6 Juri Icon.png Kimberly vs. Juri (47.81%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Juri's Reversal Punish Starter
623PP
(OD Tensenrin)
[2] 2HP Forced Knockdown, j.236PP ...
  • On Hit: Juri lands into the explosion; juggle into DR~5HP > 236K~LK, 214HK
    • Must not Back Rise (do not preemptively hold Parry for the Drive Rush input)
j.MP > j.214K~K
(Shiku-Sen~Shiren-sen)
Punishes Kimberly's Throw mixup and escapes the explosion
  • Baiting a reversal with crouch block allows Kim to punish landing recovery on the opposite side
SA1 [0~2] Wait for explosion, then instant j.236P/j.236PP
  • Damage is mediocre for 2 bars, so only use OD version for better oki setups
  • On Hit: Juri gets hit by explosion (no follow-up juggle, Kim only takes 1100 damage)
SA3 [1] Delay 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Juri's Super Kimberly's Options
SA1 Kim SA3 wins at closer ranges
  • After blocking, can time a jump to avoid the last projectile hit to avoid Chip KO
SA2 At close range, Kim can punish with CH 2MP, 5HP regardless of whether Juri does the dash attack
  • Kim SA1 beats the dash attack to avoid chip, but will be blocked if Juri does nothing
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+13) 236LP (+3 / SA1 / SA3 / Microwalk 5MK
Trade vs. 5LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Be careful pressing your advantage on Spraycan setups if Juri has 3 bars of Super stocked. Many Juri players will exploit the fact that Kimberly players want to press their advantage, knowing that they get a combo even after Juri's 623PP.


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Juri's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
5LP, 2LP
Ken
SF6 Ken Icon.png Kimberly vs. Ken (46.47%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Ken's Reversal Punish Starter
623PP
(OD Shoryuken)
Standard 5HP punish
SA1 [1] Walk + 2HP* > Delay 236K~LK, DR~2HP > 236K~LK ...

[2] 5MP > 236LP*, j.236PP ...

SA3 Standard 5HP punish after landing
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Ken's Super Kimberly's Options
SA1 Kim SA1 wins
SA2 Kim SA1 wins, but at close range she can mash CH 2LP to interrupt
SA3 Kim Delayed SA1 wins (but very precise timing)


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+14) 236LP (+5, links to 5LK) / SA1 / SA3
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Ken's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LP
2LK~2LK, 5HP 2LP, 5LP
Kimberly
SF6 Kimberly Icon.png Kimberly vs. Kimberly (50%)

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)


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Ken's Reversal Punish Starter
j.214KK
(OD Air Senpukyaku)
Punishes Throw attempt; if successful, she can avoid spraycan with immediate 214HK or 2HP > SA2/SA3
  • Stay crouch blocking to make it whiff for a full punish (no Spraycan juggle)
SA1 [1] 2HP* > Delay 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

SA3 [1] 2HP* > Delay 236K~LK, DR~2HP > 236K~LK ...
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Kimberly's Super
(Opponent)
Kimberly's Options
(Self)
SA1 Kim should jump back, then Walk + 5HP for a full punish
  • Kim SA1 wins if preferred (also useful after a safe meaty 2LP)
SA2 Kim has several options to beat this non-invincible Super without spending meter
  • Close range: crouch to make it whiff
  • Farther ranges: jump away or anti-air 2HP
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+14) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap JP's 4f Normal
2LK~2LK, 5HP 2LP
Lily
SF6 Lily Icon.png Kimberly vs. Lily (50.54%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Lily's Reversal Punish Starter
623PP
(OD Tomahawk Buster)
Standard 5HP punish; can keep Lily cornered with immediate Run~Stop out of the corner first
  • This reversal is only Throw invincible, so it's better to use meaty light normals unless you expect SA2/SA3
j.PP/j.PPP
(Condor Dive)
Lily whiffs vs. crouch block, lands on explosion vs. stand block
  • Useful to know in case Lily attempts to use this as a corner throw escape
SA1 [0~2] Wait for explosion, then instant j.236P/j.236PP
  • Damage is mediocre for 2 bars, so only use OD version for better oki setups
SA2 Standard 5HP punish

[1] 2HP Forced Knockdown > 236K~LK, DR~2HP > 236K~LK ...

SA3 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • Time your nj.HP late, or the follow-up may whiff; can also use 5HP upon landing (slightly weaker)
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Lily's Super Kimberly's Options
SA1 Kim should neutral jump and land for a full punish
  • Kim SA1 wins if preferred
SA2 No escape (Lily has too much invincibility)
SA3 Kim should neutral jump and land for a full punish


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LK (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


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.


Careful when trying to anti-air Lily as she jumps out of the corner, as she can use Air SA2 after crossing up as a read against anti-airs


Lily can use 623PP or tiger knee Condor Dive against throw loops, so corner mixup should probably be weighted in favor of strikes


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Lily's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
5LK
Luke
SF6 Luke Icon.png Kimberly vs. Luke (50.97%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Luke's Reversal Punish Starter
623PP
(OD Rising Uppercut)
[1] Land, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Luke lands into the spraycan explosion, if no Back Rise, Kim can juggle with 3MK (but nothing else)
  • Luke can avoid the explosion by using Slam Dunk follow-up
SA1 [1] Immediate *236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Luke gets hit by explosion (no follow-up juggle)
SA2 [1] Walk + 2HP* > Delay 236K~LK, DR~2HP > 236K~LK ...

[2] 5MP > 236LP*, j.236PP ...

SA3 [1] Walk/Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 5MP > 236LP*, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Luke's Super Kimberly's Options
SA1 Kim SA2 whiffs over Luke at close range for a full 5HP punish
  • From slightly farther out, it will hit Luke instead; can also SA3 punish
SA2 Kim SA1 wins
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

  • N/A
M.Bison
SF6 Mbison Icon.png Kimberly vs. M.Bison (49.70%)

Important Punishes:

  • 2HK -
  • 3HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
M. Bison's Reversal Punish Starter
[2]8KK
(OD Shadow Rise)
Can escape a meaty Throw; follow-ups do not punish Kimberly, but there is no universal punish for all of them
  • Immediate OD Head Press will stuff any AA except 214KK, but Bison cannot press his advantage if blocked
    • If he attempts a Throw and it hits or is teched, the explosion will not connect
  • Immediate OD Devil Reverse can be anti-aired by 214K, but not worth the risk since he can delay or steer it
SA1 Standard 5HP punish
SA2 Walk + standard 5HP punish
  • Meaty attacks are safe except Throw
SA3 [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
M. Bison's Super Kimberly's Options
SA1 Kim should neutral jump and land for a full 5HP punish
  • Kim SA1 wins if preferred
SA2 Kim should jump to avoid the downward stomp and get a full punish
  • Delayed SA1 can win if used in a meaty scenario, but may be hard to know which direction to input
SA3 Kim Delayed SA1 wins (must know the proper timing; cannot react to the Super freeze ending)
  • SA2 whiffs over M. Bison at close range (+20); no meterless punish midscreen but has stronger options near either corner
  • M. Bison cornered: PC 236LP, 5HP ...
  • Kimberly cornered: PC 3MK, 2MP, 5MP~HP ...


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Trade vs. 5LK (+13) 5HP full combo
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap M. Bison's 4f Normal
2LK~2LK, 5HP 5LK, 2LP
Manon
SF6 Manon Icon.png Kimberly vs. Manon (47.89%)

Important Punishes:

  • 2HK -
  • SA2 - Interrupt with 5HP punish after Manon lands from first 2 kicks
    • More optimal: Block/Parry, Backdash x2, LP Spraycan, immediate 2HP > 236MP*, j.236PP ...


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Manon's Reversal Punish Starter
SA1 [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

  • Perfectly timed meaty 2LP is safe against SA1 (not possible with all setups)
SA2 [1] After 2 kicks, Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • Don't wait too long or you can get hit by the last hit of SA2
  • On a +2~3 KD setup, Manon dodges the explosion entirely, allowing you to hold Parry and get a full 5HP punish for extra meter
  • On Hit: On a +4~ KD setup, Manon gets hit halfway through (no follow-up juggle)
SA3 [1] nj.HP, 5HP* > 236K~LK, DR~2HP > 236K~LK ...
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Manon's Super Kimberly's Options
SA1 Kim should back jump and land for a full punish
  • Kim SA1 wins if preferred
SA2 Kim SA1 wins
SA3 Kim should neutral jump and land for a full punish


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Trade vs. 5LP (+11) SA1 / 3MK (-3 oH, only meterless option)
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Manon's 4f Normal
2LK~2LK, 5HP 5LP, 2LP


Be sure you can identify when Manon uses reversal SA2 vs. SA3/CA; trying to jump out of the SA2 screen freeze will get you hit.

  • "With Poise!" - SA2 voice line
  • "Let's Begin!" - SA3 voice line, sticks foot up toward the camera
  • "C'est Parti" - CA voice line, sticks foot up toward the camera
Marisa
SF6 Marisa Icon.png Kimberly vs. Marisa (47.28%)

Important Punishes:

  • 5MP~MP - Reversal SA3 punishes TC and all cancels except DRC
    • Even a DRC will lose to Super unless Marisa uses airtight 2LP/2LK
  • 2HK -


Burnout Drive Impact Stun Routes:

  • 2HP or DR~5MK to prevent 214K from armoring through


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Marisa's Reversal Punish Starter
214KK (Armor)
(OD Scutum)
If counter-attack hits Kimberly, Marisa can force a Throw Tech or make you block 2LP
  • Both options allow Marisa to safely block the explosion afterward
SA1 [2] Immediate Throw punish into j.236PP
  • If you wait and she charges the Super, Marisa may absorb the explosion
  • On Hit (after Counterattack): Marisa gets hit by explosion after hitting Kimberly (no follow-up juggle)
SA2 [2] 2HP Forced Knockdown, j.236PP ...
  • Interrupt before Marisa lands for the downward smash, otherwise you get a weak explosion starter
SA3 [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

  • Kimberly can safely meaty with Light normals
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Marisa's Super Kimberly's Options
SA1 Kim should Throw or forward jump for a full punish
  • Kim's reversal Supers will lose if Marisa holds her SA1 counter
SA2 Kim Delayed SA1 wins
SA3 Kim should back jump and land for a full 5HP punish; if cornered, neutral jump instead to swap sides
  • Kim Delayed SA1 wins (somewhat strict timing)


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+13) 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
  • 2HK knockdown is a better meterless ender than 236LP (which recovers too far away for strike/throw mixup)
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

  • N/A
Rashid
SF6 Rashid Icon.png Kimberly vs. Rashid (46.63%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Rashid's Reversal Punish Starter
236PP
(OD Spinning Mixer)
[2] 2HP Forced Knockdown, j.236PP ...
j.214K/j.214KK
(Arabian Skyhigh)
LK/OD versions punish Throw and escape safely; whiffs against crouch block
  • Stand Block causes Rashid to bounce off and avoid explosion, but he can be anti-aired
SA1 [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
SA3 [1] Wait + 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Rashid's Super Kimberly's Options
SA1 Kim SA1 whiffs and stays in front of Rashid for a full punish
  • If no Super meter, a frame-perfect 214K can win (exact timing varies by 1f for each strength)
SA2 Kim SA3 can win at close-mid range, or she can interrupt if within poke range
SA3 Kim Delayed SA1 wins
  • With frame-perfect delay (risky), can trade for +16 punish while only taking 10 damage


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LK (+12) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Rashid's 4f Normal
N/A 5LP
2LK~2LK, 5HP 5LK
Ryu
SF6 Ryu Icon.png Kimberly vs. Ryu (48.85%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Ryu's Reversal Punish Starter
623PP
(OD Shoryuken)
[2] Microwalk 2HP Forced Knockdown, j.236PP ...
  • With perfect timing, it's possible to land [1] Microwalk 2HP > 236K~LK starter (very difficult)
  • On Hit: Ryu lands into the spraycan (no follow-up juggle)
SA1 [1] PARRY, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • If no Parry, start with 5MP or microwalk instead
  • On Hit: Ryu gets hit by explosion (no follow-up juggle)
SA2 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Ryu can safely block the explosion if uncharged version hits Kimberly
  • Kimberly can safely meaty with Light Normals, but cannot jump out afterwards (start with Parry + 5HP* > 236K~LK instead)
SA3 [1] PARRY, 2HP* Forced Knockdown > 236K~LK, DR~2HP > 236K~LK ...
  • The timing of explosion + 2HP prevents j.236P/j.236PP from juggling at the end of this route; use 214HK/236LP
  • If no Parry, crouch blocking will reduce Drive damage but changes the juggle timing (can no longer juggle 236K~LK)

[2] 2HP Forced Knockdown, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Ryu's Super Kimberly's Options
SA1 Kim SA2 whiffs over Ryu at close range for a full 5HP punish
  • From slightly farther out, SA2 will hit; SA3 can also punish
SA2 Kim should neutral jump and come down with an early j.HP/j.HK to ensure she doesn't trade with Charged SA2
  • Kim Delayed SA1 wins if preferred
SA3 Kim SA1 whiffs slightly behind Ryu for a full 5HP punish


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+13) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Trade vs. 5LP (+14) 236LP (+4, links to 2LP) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Ryu's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LP
2LK~2LK, 5HP 2LP, 5LP
Zangief
SF6 Zangief Icon.png Kimberly vs. Zangief (48.67%)

Important Punishes:

  • 2HK -
  • Lariat (PP) - After block or whiff, immediately use Drive Impact for crumple
    • If too late or low on Drive gauge, be sure not to stand into later active frames


Burnout Drive Impact Stun Routes:

  • 2HP or DR~5MK to prevent 5HP from armoring through


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Zangief's Reversal Punish Starter
SA1 Escapes the corner; Throw him back, or use a standard midscreen 5HP punish
SA2 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

Parry, then standard 5HP punish (builds more initial Drive gauge)

  • Zangief is projectile invuln, so will not interact with Spraycan if you let him spin
  • Kimberly can safely meaty with Light Normals
SA3 [1] Neutral Jump, nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[1] Back Jump, Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
[2] Backdash, Immediate 236MP*, j.236PP ...

  • Must be airborne before Super freeze for all of these
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

Misc. Info:
May help avoid Chip K.O. from raw Super
Zangief's Super Kimberly's Options
SA2 Kim should jump forward to avoid chip, landing behind Zangief for a full punish
  • If timed meaty of after a Burnout blockstring like 2LP > SA2, then SA1 can counter it
Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Whiff vs. 2LK (no Trade) -


Spacing Traps vs. 4f Normals:

  • N/A



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