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{{Character Subnav SF6 | chara=Kimberly }} | {{Character Subnav SF6 | chara=Kimberly }} | ||
{{#vardefine:player|Kimberly}} | {{#vardefine:player|Kimberly}} | ||
{{Ambox | border=yellow | icon=Icon_warning.png | type=Matchup Favorability| info=Favorability ratings are based on data collected by [https://twitter.com/ | {{Ambox | border=yellow | icon=Icon_warning.png | type=Matchup Favorability| info=Favorability ratings are based on data collected by [https://twitter.com/catcammy6/status/1836583773611147523 @CatCammy6] on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play.<br>'''Most recent data update:''' 18 September 2024}} | ||
<!--- Use {{sf6-adv|VM/M/E/P/VP|x%}} template for matchup win percentage. VM <45 / M 45-48 / E 48-52 / P 52-55 / VP >55 ---> | <!--- Use {{sf6-adv|VM/M/E/P/VP|x%}} template for matchup win percentage. VM <45 / M 45-48 / E 48-52 / P 52-55 / VP >55 ---> | ||
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| character = A.K.I. | | character = A.K.I. | ||
| icon = A.K.I. | | icon = A.K.I. | ||
| favorability = {{sf6-adv|P| | | favorability = {{sf6-adv|P|52.49%}} | ||
| data = | | data = | ||
{{SF6-MU-Health-Top | Super Art - Minimum Scaling KO ranges | SA1<br>(No Can / Can) | {{SF6-HealthBar|5|}} {{SF6-HealthBar|6|}} }} | {{SF6-MU-Health-Top | Super Art - Minimum Scaling KO ranges | SA1<br>(No Can / Can) | {{SF6-HealthBar|5|}} {{SF6-HealthBar|6|}} }} |
Revision as of 03:35, 20 September 2024
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Matchup Favorability
Favorability ratings are based on data collected by @CatCammy6 on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play. |
Click the character's portrait to open their Wiki page.
A.K.I.

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
A.K.I.'s Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if A.K.I. uses 5LP or meaty 2LP/2LK PC 5HP otherwise |
2HP -8 |
PC 5MK > 236HP (consistent) PC 2HP > Run~Stop, 2MP, 2MP, 5MP~HP (close) Burnout: PC 2LP, 5MK |
5HP (close) -4 |
PC 2LP, 5MK
|
6HP (close) -4 |
PC 2LP, 5MK
|
5HP~HP -15 |
PC 236LP, 2MP, 5MP~HP (consistent) PC 5HP (closer ranges) |
214LP~6P -16 |
PC DR~5LP, 5HP
Burnout: PC 236LP, 5MP~HP
|
214PP~6P -13 |
Has a small gap that allows DI punish
|
214HP (close) -4 |
PC 2LP, 5MP~HP
|
236LP (close) -8 |
PC 5MK (stronger) / PC 2HK (longer)
|
236PP (close) -14 |
PC 5HP/5MK at closer ranges
|
214K (Perfect Parry) |
214MK / 214KK / SA3 are the safest options for consistency after PP freeze
|
2PP~LPLK (whiff) | Delayed back jump, land + SA1
|
SA2 (Mid/Far) -19 |
Hold Parry, then whiff Drive Reversal right before final explosion
|
Safe Jump setups to watch for:
- ?
Spraycan Setup - Reversal Baits:
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
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
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:
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 |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap | A.K.I.'s 4f Normal |
---|---|
2LK~5LP, 5HP | 2LP |
2LK~2LK, 5HP | 5LK, 2LP |
A.K.I. uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern A.K.I. is missing a few useful normals:
- 5LK - longest range light punish; also can no longer end poison combos with 5LK > 236MP Crumple
- 2MP - decent mid-range buffer, but her 5MP generally gets the job done
- 6HP - long range poke that can be confirmed into Super
- Cruel Fate (214K) is shortcut-only and is missing the LK/MK versions
- This makes the trajectory more predictable
Akuma

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Akuma's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Akuma uses 5LP or meaty 2LP PC 5HP otherwise |
2HK -12 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Akuma's Reversal | Punish Starter |
---|---|
623PP (OD Gou Shoryuken) |
[2] Walk + 2HP Forced Knockdown, j.236PP ...
|
SA1 | [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ... [1] (Parry for meter), 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
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
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
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:
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 |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap | Akuma's 4f Normal |
---|---|
2LK~2LK, 5HP | 5LP, 2LP |
Akuma uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Akuma is missing a few important normals:
- 2MP - solid cancelable 6f button and counterpoke
- Because 2LP is unavailable outside chains, Akuma's defensive Counter-hit jabs are less threatening, as his stubby 5MP is the only possible medium link
- 6MP Overhead - can focus on strike/throw mixups instead of worrying about high-damage DR~6MP conversions
- Adamant Flame (214P) is shortcut-only and is missing the LP/HP versions
- This means the meterless one will always be -4 and punishable by 2LP if close enough
- Demon Raid (236K) is shortcut-only and is missing the LK/HK versions
- This makes it harder for Akuma to bait anti-airs with a short version, or cross over with a far version
Blanka

NOTE: The Instant Overhead j.LK corner spraycan setup does NOT work against Blanka because his head hurtbox is shifted backward.
SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Blanka's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Blanka uses a meaty 5LK/2LP PC 5HP otherwise |
2HK -12 |
|
3HP -18 ~ -9 |
|
SA3 (Burnout Chip) |
Whiff 214LK to avoid (leaves Kimberly +13)
|
Safe Jump setups to watch for:
- 2PP~P Launch, DR~5LK > 2PP~K Raid Jump
Spraycan Setup - Reversal Baits:
Blanka's Reversal | Punish Starter |
---|---|
[2]8KK (OD Vertical Roll) |
[1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
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 ...
|
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 ...
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Blanka's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over Blanka for full punish (or hits Blanka from farther out)
|
SA3 | Whiff 214LK (+13) and punish with 5HP combo
|
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LK (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps vs. 4f Normals:
- N/A
Blanka uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Blanka is missing several important normals:
- 2MP - extremely good poke at mid-range, letting Kimberly poke much more comfortably at 5MK range
- 5MP - another solid mid-range poke
- 6MP Overhead - no high/low mixup out of Drive Rush or in corner Blanka-chan setups
- j.MP - loses damage/oki on OD Blanka Ball combos
- Backstep Roll (63214K) is shortcut-only and is missing the LK/HK versions
- This makes his trajectory a bit more predictable
Cammy

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Cammy's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Cammy uses 5LP/2LP/2LK PC 5HP if she uses 5LK |
2HK -10 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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
|
SA1 | Standard 5HP punish |
SA2 | [1] Parry, Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | Standard 5HP punish |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Cammy's Super | Kimberly's Options |
---|---|
SA1 | Kim should jump back for a full punish (+16)
|
SA2 | Can avoid the attack for a full punish
|
SA3 | Kim should jump back to escape (+15); only SA1 reaches for a punish
|
Misc. Info:
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 |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap | Cammy's 4f Normal |
---|---|
2LK~2LK, 5HP | 5LP, 2LP |
Cammy uses DI between 2HP > Arc Step: Divekick punishes DI and avoids the crumple
Modern Control Info:
- Modern Cammy is missing a few key normals:
- 5LK - good ranged 5f punish and conversion from 5MP outside point blank
- 2MP - powerful poke and link from CH jabs in neutral, making it safer for Kimberly to poke
- Hooligan Combination (236P) is shortcut-only and is missing the LP/MP versions
- This means Cammy will always be low enough to the ground to easily jab her out of the air
- OD Divekick (j.214KK) is a much bigger defensive threat, as the Tiger Knee version can be easily input against throws
- SA1/SA3 are much more threatening as whiff punishes or as a reaction counter to Drive Rush
Chun-Li

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Chun-Li's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Chun-Li uses 5LP/2LP PC 5HP otherwise |
2HK -7 |
Impossible to punish if well-spaced |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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 ...
|
SA2 | [2] Immediate j.236PP when explosion hits during 2nd set of kicks
|
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)
|
Drive Reversal (Blockstun) |
Explosion* starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Chun-Li's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over Chun-Li from close range (full punish)
|
SA2 | Kim should jump forward for a full punish
|
SA3 | Kim SA1 wins |
Misc. Info:
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) | - |
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 |
Chun-Li uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
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)
Modern Control Info:
- Modern Chun-Li is missing several useful normals:
- 5MK/5HK - great anti-airs, forcing her to rely on Tensho Kick; this makes it easier to cross-up or whiff Elbow Drop outside her AA range
- j.MP/j.HP - affects her air-to-air and safe jump options
- 3HP/Stance HP Overhead - allows you to focus on strike/throw mixups rather than high/low
- 3HK Side Switch - no longer have to worry about random corner escapes out of Drive Rush
- Hazanshu (214K) is shortcut-only and is missing the LK/HK versions
- This makes it more predictable as an approach tool; meterless version will always be -3 oB and require at least a Counter-hit to combo afterwards
- Despite missing so many important tools, her solid neutral and instant SA2 for whiff punishing makes her a viable Modern character at high level
Dee Jay

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Dee Jay's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 5LP if Dee Jay uses perfectly meaty 5LP PC 2MP if Dee Jay uses non-meaty 5LP or meaty 2LP PC 5HP otherwise |
2MK -6 |
|
2HK -11 ~ -2 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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 ...
|
SA3 | [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Dee Jay's Super | Kimberly's Options |
---|---|
SA1 | Interrupt with CH 5LP, 5MP~HP if close enough
|
SA2 | Kim should neutral jump for a full punish
|
SA3 | Kim SA1 wins |
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LP (+15) | 236LP (+5, links to 5LK) / SA1 / SA3 / Microwalk 5MK |
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 |
Dee Jay uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Dee Jay is missing a few useful normals:
- 5HP - useful shimmy/punish starter
- 5MK - good mid-range poke
- j.HP - strong jump-in, especially as a neutral jump throw bait
- SA2 is always the non-rhythmic L version, which has reduced damage/oki and no cinematic enders
- This makes the risk of wakeup SA2 much lower, especially when pressuring a cornered Modern Dee Jay since he can't switch sides
Dhalsim

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Dhalsim's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Dhalsim uses a meaty 5LP/2LP PC 5HP otherwise |
2MK -10 ~ +2 |
|
2HK -16 ~ -1 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Dhalsim's Reversal | Punish Starter |
---|---|
j.6KKK/4KKK (Air Teleport) |
If used to escape meaty Throw, can punish on reaction with 2HP Forced Knockdown
|
SA1 | Dhalsim can use this if he predicts a Throw, but loses to meaty strikes. Example punishes:
|
SA2 | [1] slight delay 2HP > 236LP*, DR~2HP > 236K~LK ...
|
SA3 | [1] 2HP* > delay 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Dhalsim's Super | Kimberly's Options |
---|---|
SA1 | CH 2MP, 5HP at close range, or use SA1 if preferred
|
SA2 | Use a crouching button to start a punish that avoids the downward projectile, or do a delayed Punish Counter Throw
|
SA3 | Kim Delayed SA1 wins (must know the proper timing; cannot react to the Super freeze ending)
|
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LP (+13) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Whiff vs. 2LK (no Trade) | - |
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 |
Dhalsim uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Dhalsim is missing a few key normals:
- 5MK - useful poke, but he can still zone effectively with 5MP
- j.HK - important Float normal for zoning; this makes it much easier to approach a mid-range float and jump at mid-range with Elbow Drop baits
- j.2LP - can no longer harass with divekick into backwards Air Teleport
- 4HK - fairly rewarding anti-air
- 1HK - sweep that Kimberly struggles to punish normally
- Yoga Arch (236K) is shortcut-only and is missing the LK/HK versions (also applies to OD version trajectory)
- Importantly, this eliminates his 1MK > HK Arch corner Burnout loop
Ed

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Ed's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Ed uses 5LP PC 5HP otherwise |
2HP -12 |
Safe Jump setups to watch for:
- 5MP~HP > 214HP (anywhere)
- Corner 214LP/214MP (low-height juggle)
Spraycan Setup - Reversal Baits:
Ed's Reversal | Punish Starter |
---|---|
623PP (OD Psycho Uppercut) |
[2] 5MP*, j.236PP ...
|
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Ed's Super | Kimberly's Options |
---|---|
SA1 | Kim should forward jump and land for a full 5HP punish
|
SA2 | Kim SA3 wins from ~1/3 screen or closer; if in range, CH 2MP, 5HP can interrupt
|
SA3 | Kim Delayed SA1 wins; can also whiff SA2 at close range, then 236K~MK punish
|
Misc. Info:
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) | - |
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 |
Ed uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Ed is missing some key normals:
- 2LK - important 5f punish and neutral buffer; moves like spaced LP Elbow are much easier to abuse, and it's less risky to hit a button after a 3-light blockstring since he lacks the threat of 2LK > OD Blitz
- 2MK - important OD Flicker buffer; without this, it also becomes easier to quickly identify 5MK > DR in neutral, which has a gap on block
- j.MK - air-to-air and space control tool; much easier to walk forward vs. neutral jumps
E.Honda

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
E. Honda's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if E. Honda uses a meaty 5LK/2LK PC 5HP otherwise |
2HK -10 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
E. Honda's Reversal | Punish Starter |
---|---|
[4]6PP (OD Sumo Headbutt) |
[1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA1 | [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ... |
SA2 | [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ... |
SA3 | PARRY, then 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
E. Honda's Super | Kimberly's Options |
---|---|
SA1 | Kim SA1 wins |
SA2 | Kim should back jump and land for a full 5HP punish
|
SA3 | Kim SA1 wins |
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+11) | 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
|
Trade vs. 5LK (+12) | 236LP (+5) / SA1 / SA3 |
Spacing Traps vs. 4f Normals:
- N/A
E. Honda uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern E. Honda is missing a few useful normals:
- 5LK - useful link to 5LP~MP
- 5MK - useful poke vs. lows; can poke with ranged 2MK/2HK more safely
- 3HK Overhead - worse setplay and kara-cancel baits in neutral; can still perform the Target Combo version after 5MP
- Oicho Throw (63214K) is shortcut-only and is missing the LK/MK versions; meterless version will have below-average range
- OD Headbutt and SA2, when charged, are good at stuffing approaches on reaction with Modern inputs
Guile

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Guile's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Guile uses 5LP or meaty 2LP PC 5HP otherwise |
2HK -12 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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 ...
|
SA1 | [1] nj.HP, 5HP* > 236K~LK, DR~2HP > 236K~LK ...
Meter Gain: Parry, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [1] Land, 2HP* > 236K~LK, DR~2HP > 236K~LK ... [2] 2HP Forced Knockdown, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Guile's Super | Kimberly's Options |
---|---|
SA1 | Kim can forward jump and punish the horizontal version; SA3 also wins
|
SA3 | Kim SA1 whiffs under Guile (+18); can punish with 236K~MK or SA2 midscreen, or a full combo in the corner
|
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap | Guile's 4f Normal |
---|---|
2LK~2LK, 5HP | 2LP |
Guile uses DI between 2HP > Arc Step: Divekick and Command Throw both punish DI and avoid the crumple
Modern Control Info:
- Modern Guile is missing several normals:
- 5LK - longest-range 5f punish; LP Elbow becomes much safer if spaced
- 5HP - good poke, buffer tool, punish starter
- 6MP Overhead - after Boom + DR, only need to look for strike/throw mixup; still has 2MK TC version
- 6HK - good throw bait and low crush; less risky to poke with 2MK/3MK/2HK at max range
- OD Flash Kick can be mashed repeatedly without losing down charge
- This gives Modern Guile multiple chances to beat DR blockstrings even if starting with airtight sequence
Jamie

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Jamie's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Jamie uses 5LP (DL0) or a meaty 2LP/5LP (DL1+) PC 5HP otherwise |
2HK -11 |
SA1 (guaranteed punish) PC 236LP, 5MP ...
|
214PP + 2 Drinks -35 |
Immediate DR~5HK, 5HK, 5MP
|
Safe Jump setups to watch for:
- Corner 623LK, DL2 236LK, or grounded 214HP
Spraycan Setup - Reversal Baits:
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
|
SA1 | Block or Forward Jump, then standard 5HP punish
|
SA3 | [1] PARRY, then 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
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)
|
SA3 | Kim should neutral jump and land for a full 5HP punish
|
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap | Jamie's 4f Normal |
---|---|
2LK~5LP, 5HP 2LK~2LK, 5HP |
2LP |
Jamie uses DI between 2HP > Arc Step: Divekick punishes DI and avoids the crumple
Modern Control Info:
- Modern Jamie is missing 2MP, weakening his Counter-hit jab threat and making it harder for him to stuff Drive Rush or counterpoke
- Bakkai (236K) is shortcut-only and is missing the LK/HK versions
- This means he lacks the common 236LK safe jump, and cannot convert into Bakkai from mediums or 5LP~LK~MP
JP

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
JP's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 5HP works for all (even if meaty) |
2HK -6 |
|
3HP -14 |
|
236HP (Perfect Parry) |
Drive Impact punish starter
|
236PP (Perfect Parry) |
Drive Impact punish starter
|
OD Amnesia + immediate SA1 (corner) |
Hold Parry, then immediate DR~Throw
|
SA2 (Raw Activation) |
Punish with 12f Counter-Hit move after the freeze
|
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:
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)
|
SA1 | [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [1] Microwalk + 2HP* > 236K~LK, DR~2HP > 236K~LK ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
JP's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over JP at close range for a strict Walk + 5HP/5MK punish
|
SA2 | Interrupt the raw activation if close enough
|
SA3 | Kim should neutral jump to avoid chip, then full punish after landing
|
Misc. Info:
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 |
JP uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern JP is missing a few useful normals:
- 5LK - longest 5f punish option, but 2LP usually gets the job done
- 2MP - extremely useful mid-range poke, forcing him to rely on 5MK which is 1f slower with a much worse hurtbox
- 2HK - a safe sweep, but not commonly used since he can use a spaced 3HP instead
- Stribog (236P) is shortcut-only and is missing the MP/HP versions
- This removes the important wall bounce combo route and some SA1 juggle routes; meterless version will always be -10 oB
Juri

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Juri's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Juri uses any meaty light normal PC 5HP if she uses any non-meaty light normal |
2HK -11 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Juri's Reversal | Punish Starter |
---|---|
623PP (OD Tensenrin) |
[2] 2HP Forced Knockdown, j.236PP ...
|
j.MP > j.214K~K (Shiku-Sen~Shiren-sen) |
Punishes Kimberly's Throw mixup and escapes the explosion
|
SA1 | [0~2] Wait for explosion, then instant j.236P/j.236PP
|
SA3 | [1] Delay 2HP* > 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Juri's Super | Kimberly's Options |
---|---|
SA1 | Kim SA3 wins at closer ranges
|
SA2 | At close range, Kim can punish with CH 2MP, 5HP regardless of whether Juri does the dash attack
|
SA3 | Kim SA1 wins |
Misc. Info:
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 |
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 |
Juri uses DI between 2HP > Arc Step: Divekick punishes DI and avoids the crumple
- Divekick whiffs if starting from OD Arc Step or if Juri's DI is delayed
Modern Control Info:
- Modern Juri is missing some useful normals:
- 5LP - chain-only, taking away a useful meaty option; can no longer link to 5LK from lights
- 5MK - important combo tool and a great advancing option from Drive Rush, making it easier to stuff her approach
- 6MP - useful buffer tool, but generally replaceable with 2MK
- j.MP - important cancelable air-to-air; no longer has the dangerous Burnout instant overhead into Divekick
- j.HP - high priority jump-in that could stuff some anti-airs if done early; makes Juri's jump timing more predictable
Ken

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Ken's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Ken uses 5LP or meaty 2LP PC 5HP otherwise |
2HK -10 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
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:
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 |
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 |
Ken uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Ken is missing a few key normals:
- 2LP - chain-only, taking away much of its utility in Counter-hit conversions, and links to 5MP
- 2MP - fast buffer tool and counterpoke; another blow to Modern Ken's Counter-hit game when 5MP is too far to connect
- j.HK - important long-range jump-in, weakening his air approach
- Hadoken (236P) is shortcut-only and is missing the LP/MP versions; can no longer chase slow fireball with Drive Rush
- Dragonlash Kick (623K) is shortcut-only and is missing the LK/MK versions; loses a useful Burnout low/throw bait that led to a high damage punish
Kimberly

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Kimberly's Move (Opponent) |
Kimberly's Punish (You) |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Kimberly uses 5LP/2LP/2LK PC 5HP if she uses 5LK |
2HK -10 |
SA1 (guaranteed punish at any range) PC 236LP, 5MP~HP / 2HK / SA3 (from slightly closer) |
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:
Kimberly'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
|
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Kimberly's Super (Opponent) |
Kimberly's Options (Self) |
---|---|
SA1 | Kim should jump back (+18), then 5HP for a full punish
|
SA2 | Kim has several options to beat this non-invincible Super without spending meter
|
SA3 | Kim SA1 wins |
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+14) | 236LP (+3) / SA1 / SA3 / Microwalk 5MK |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap (Self) |
Kimberly's 4f Normal (Opponent) |
---|---|
2LK~2LK, 5HP | 2LP |
Opponent's Kimberly uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Kimberly is missing some key normals:
- 5LK - important punish tool and required for many +5 links; much easier to space LP Elbow safely
- 2MP - important combo starter, particularly in Counter-hit routes; loses significant damage by missing this
- j.MK - her main cross-up tool; Modern Kim has to work with the much more limited j.LK
- j.HP - her best vertical approach, and important for corner safe jump setups
Lily

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Lily's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Lily uses a meaty 5LP/2LP PC 5HP otherwise |
2HK -12 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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
|
j.PP/j.PPP (Condor Dive) |
Lily whiffs vs. crouch block, lands on explosion vs. stand block
|
SA1 | [0~2] Wait for explosion, then instant j.236P/j.236PP
|
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 ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Lily's Super | Kimberly's Options |
---|---|
SA1 | Kim should neutral jump and land for a full punish
|
SA2 | No escape (Lily has too much invincibility) |
SA3 | Kim should neutral jump and land for a full punish |
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LK (+12) | 236LP (+5, links to 5LK) / SA1 / 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 |
Lily uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD, inside LP/OD command grab range)
Modern Control Info:
- Modern Lily is missing a few normals:
- 5LP - chain-only, losing her only good 5f punish; much easier to space LP Elbow
- 5MK - decent range cancelable poke used in CH/DR routes
- 3HP Overhead - no longer has an overhead threat (though it was mediocre to begin with)
Luke

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Luke's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 5HP works for all (even if meaty) |
2HK -9 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Luke's Reversal | Punish Starter |
---|---|
623PP (OD Rising Uppercut) |
[1] Land, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA1 | [1] Immediate *236K~LK, DR~2HP > 236K~LK ...
|
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Luke's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over Luke at close range for a full 5HP punish
|
SA2 | Kim SA1 wins |
SA3 | Kim SA1 wins |
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps vs. 4f Normals:
- N/A
Luke uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Luke is missing a few important normals:
- 5LK - longest range 5f punish, but his great 2LP makes up for this in most cases
- 5MK - good mid-range poke; Kimberly can stand a little closer in neutral without this threat
- 4HK - rewarding poke when it lands as Punish Counter
- j.MP - important for max damage corner juggles
- j.HP - Luke's best vertical approach (e.g. neutral jump throw bait); his j.HK still gets the job done
M.Bison

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
M. Bison's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if M. Bison uses a perfectly meaty 5LP PC 5HP otherwise |
2HK -11 |
|
3HK -15 ~ -6 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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
|
SA1 | Standard 5HP punish |
SA2 | Walk + standard 5HP punish
|
SA3 | [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
M. Bison's Super | Kimberly's Options |
---|---|
SA1 | Kim should neutral jump and land for a full 5HP punish
|
SA2 | Kim should jump to avoid the downward stomp and get a full punish
|
SA3 | Kim Delayed SA1 wins (must know the proper timing; cannot react to the Super freeze ending)
|
Misc. Info:
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 |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap | M. Bison's 4f Normal |
---|---|
2LK~2LK, 5HP | 5LK, 2LP |
M. Bison uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern M. Bison is missing some key normals:
- 5LK - important light combo ender for Backfist; will have to end more combos in Scissor Kick
- 5HK - main punish starter, especially for shimmies; punishes are much weaker
- 3HK Slide - long-range low threat, making it safer to walk back and forth in neutral
- j.MK - main cross-up button; can still use the weaker j.LK
- j.HP - main close-range air normal (e.g. neutral jump throw bait)
Manon

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Manon's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 5HP works for all (even if meaty) |
2HK -12 |
|
SA2 | PC 5HP after Manon lands from first 2 kicks
|
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Manon's Reversal | Punish Starter |
---|---|
SA1 | [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ...
|
SA2 | [1] After 2 kicks, Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [1] nj.HP, 5HP* > 236K~LK, DR~2HP > 236K~LK ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Manon's Super | Kimberly's Options |
---|---|
SA1 | Kim should back jump and land for a full punish
|
SA2 | Kim SA1 wins |
SA3 | Kim should neutral jump and land for a full punish |
Misc. Info:
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) |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap | Manon's 4f Normal |
---|---|
2LK~2LK, 5HP | 5LP, 2LP |
Manon uses DI between 2HP > Arc Step: Divekick punishes DI and avoids the crumple
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
Modern Control Info:
- Modern Manon is missing a few useful normals:
- 2LP - chain-only, losing her max range 4f punish
- 2MP - powerful disjointed button, useful in buffers and DR combos/pressure; will have a harder time converting into 4HP
- 5HK - extremely important poke with high reward as a whiff punish; allows Kimberly to play more comfortably at her max poke range
- 3HK - side switch PC/juggle ender when cornered
- Renversé (236P) is shortcut-only and is missing the MP/HP versions (weaker damage on certain juggle routes)
Marisa

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Marisa's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 5HP works for all (even if meaty) |
2HK (uncharged) -11 |
|
5MP~MP -8 |
Reversal SA3 punishes TC
|
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:
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
|
SA1 | [2] Immediate Throw punish into j.236PP
|
SA2 | [2] 2HP Forced Knockdown, j.236PP ...
|
SA3 | [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Marisa's Super | Kimberly's Options |
---|---|
SA1 | Kim should Throw or forward jump for a full punish
|
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
|
Misc. Info:
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+13) | 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
|
Spacing Traps vs. 4f Normals:
- N/A
Marisa uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Marisa is missing a few useful normals:
- 5LK - Marisa's longest 6f normal, but 5LP is close enough as a replacement
- 2MK - decent low poke; Kimberly can walk back at her poke range more safely
- 5HK - very rewarding whiff punish and shimmy button
- 3HP Overhead - eliminates the high/low threat, especially out of Drive Rush
- Quadriga (236K) is unavailable outside of H Auto Combo - don't have to worry about random spaced kick in neutral
Rashid

SA1 (No Can / Can) |
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SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Rashid's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Rashid uses 2LP or meaty 5LP/2LK PC 5HP otherwise |
2HK -11 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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
|
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Rashid's Super | Kimberly's Options |
---|---|
SA1 | Kim SA1 whiffs and stays in front of Rashid for a full punish
|
SA2 | Kim SA3 can win at close-mid range, or she can interrupt if within poke range |
SA3 | Kim Delayed SA1 wins
|
Misc. Info:
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 |
Spacing Traps vs. 4f Normals:
Kimberly's Spacing Trap | Rashid's 4f Normal |
---|---|
N/A | 5LP |
2LK~2LK, 5HP | 5LK |
Rashid uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Rashid is missing a few important noramls:
- 5LK - only exists in L Auto Combo; outside of this, cannot convert lights into LK Eagle Spike
- 2MP - good meaty with low pushback, forcing Rashid to rely on the weaker 5MP for pressure
- 6HK - great Low Crush out of Drive Rush, making his approach weaker
- Eagle Spike (214K) is shortcut-only and is missing the MK/HK versions (loses some routes with good damage and oki)
Ryu

SA1 (No Can / Can) |
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SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Ryu's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Ryu uses 5LP or meaty 2LP PC 5HP otherwise |
2HK -12 |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Ryu's Reversal | Punish Starter |
---|---|
623PP (OD Shoryuken) |
[2] Microwalk 2HP Forced Knockdown, j.236PP ...
|
SA1 | [1] PARRY, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA2 | [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [1] PARRY, 2HP* Forced Knockdown > 236K~LK, DR~2HP > 236K~LK ...
[2] 2HP Forced Knockdown, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Ryu's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over Ryu at close range for a full 5HP 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
|
SA3 | Kim SA1 whiffs slightly behind Ryu for a full 5HP punish |
Misc. Info:
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 |
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 |
Ryu uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Modern Control Info:
- Modern Ryu is missing a few key normals:
- 5MK - good mid-range poke against lows; makes it easier for Kimberly to harass with 2MK
- 5HK - great punish starter (especially out of shimmy) and used in high damage Drive Rush routes
- 4HP - fastest heavy, but since there is no 236HK it's not a big loss
- j.MP - useful cancelable air-to-air
- j.HK - important ranged jump-in, weakening his air approach
- Tatsumaki Senpu-kyaku (214K) is shortcut-only and is missing the LK/HK versions (missing the side switch)
- High Blade Kick (236K) is shortcut-only and is missing the HK version (which is the safest in neutral)
- LK version only exists as L Auto Combo ender, allowing it to be buffered from 5LK
Zangief

SA1 (No Can / Can) |
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SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Zangief's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Zangief uses 2LP or meaty 5LP PC 5HP otherwise |
2HK -13 |
|
Lariat (PP) -41 ~ -12 |
CROUCH BLOCK and mash Drive Impact for crumple
|
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:
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)
|
SA3 | [1] Neutral Jump, nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ... [1] Back Jump, Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Super vs. Super Interactions (after opponent's Super freeze):
Zangief's Super | Kimberly's Options |
---|---|
SA2 | Kim should jump forward to avoid chip, landing behind Zangief for a full punish
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Whiff vs. 2LK (no Trade) | - |
Spacing Traps vs. 4f Normals:
- N/A
Zangief uses DI between 2HP > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD, inside MP/OD SPD range)
Modern Control Info:
- Modern Zangief is missing some important normals:
- 5MK - incredible poke, especially against lows; has to rely on 5MP instead
- 2MK - another great poke that hits low; Kimberly can walk more safely at mid-range, but must still beware of his sweep
- 5HK - good punish starter; effective as a callout against Elbow Drop baits, so Kimberly may be able to get away with this more at certain ranges
- 22MK~MK~MK - while not the most useful, no longer have to worry about the frame trap vs. SPD mixup
- The threat of Instant SA3 makes it much riskier to pressure Zangief, even with a quick light chain; also must be aware of him doing it directly from a forward walk