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{{SF6-MU-Health-Row | SA2 | {{SF6-HealthBar|11|}} }} | {{SF6-MU-Health-Row | SA2 | {{SF6-HealthBar|11|}} }} | ||
{{SF6-MU-Health-End | SA3/CA | {{SF6-HealthBar|20|}} {{SF6-HealthBar|22|}} }} | {{SF6-MU-Health-End | SA3/CA | {{SF6-HealthBar|20|}} {{SF6-HealthBar|22|}} }} | ||
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* If opponent does immediate {{clr|DR|D-Rev}} vs. light normals, can punish with {{clr|M|5MP}}{{clr|12|*}} | * If opponent does immediate {{clr|DR|D-Rev}} vs. light normals, can punish with {{clr|M|5MP}}{{clr|12|*}} | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | |||
<big>{{clr|DR|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA1}}/{{clr|SA|SA3}} (Block)<br>{{clr|SA|SA2}} ({{clr|PC|Counter-Hit}})<br>{{clr|OD|OD Snake Step}} (OS Throw) | |||
}} | |||
<big>'''TK Air Tatsu to Bait Reversals:'''</big><br> | |||
Recommend Meterless Air Tatsu, but only if you have a good reason to expect {{clr|SA|SA3}} over {{clr|SA|SA1}} | |||
{{SF6-MU-3Top | | A.K.I.'s<br>Reversal | TK Air<br>Tatsu? | KD Advantage<br>Required }} | |||
{{SF6-MU-3End | {{clr|SA|SA3}} | Reg/{{clr|OD|OD}} | +20~23 (Corner/Midscreen) | |||
* {{clr|H|Run~HK}} + all 214K enders | |||
* {{clr|H|6HK}}~j.214K, whiff {{clr|L|5LK}} | |||
* Midscreen {{clr|PC|CH/PC}} {{clr|H|2HK}}, Run~Stop | |||
}} | }} | ||
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'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | A.K.I.'s Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | A.K.I.'s Reversal Normal }} | ||
{{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}} | {{clr|L|2LP}} }} | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}} | {{clr|L|2LP}} only }} | ||
{{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}} | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LK}}, {{clr|L|2LP}} }} | ||
{{SF6-MU-2Row | {{clr|L|2LP}}~{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|delay 5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LK}}, {{clr|H|delay 5HP}}<br>{{clr|DR|DR~}}{{clr|M|2MK}}, {{clr|L|5LP}}~{{clr|L|2LK}}, {{clr|H|microwalk back 5HP}} | {{clr|M|5MP}} }} | {{SF6-MU-2Row | {{clr|L|2LP}}~{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|delay 5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LK}}, {{clr|H|delay 5HP}}<br>{{clr|DR|DR~}}{{clr|M|2MK}}, {{clr|L|5LP}}~{{clr|L|2LK}}, {{clr|H|microwalk back 5HP}} | {{clr|M|5MP}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | {{SF6-MU-2End | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | ||
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* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|M|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab9| | |||
{{clr|SA|SA1}}/{{clr|SA|SA2}} (Block) | |||
* {{clr|SA|SA3}}/{{clr|OD|OD Gou Shoryuken}} are both too fast | |||
* Mostly useful if Akuma is in Burnout or if {{clr|OD|OD Gou Shoryuken}} would cause Burnout | |||
}} | |||
<big>'''TK Air Tatsu to Bait Reversals:'''</big><br> | |||
Recommend {{clr|OD|OD}} Air Tatsu since it's required vs. Akuma's two most important reversals | |||
{{SF6-MU-3Top | | Akuma's<br>Reversal | TK Air<br>Tatsu? | KD Advantage<br>Required }} | |||
{{SF6-MU-3Row | {{clr|OD|OD Gou Shoryuken}} | {{clr|OD|OD}} | +21~23; +20 knocks down | |||
* Use {{clr|L|214LK}} in your usual {{clr|M|214MK}} corner juggles | |||
}} | |||
{{SF6-MU-3Row | {{clr|SA|SA1}} | Reg/{{clr|OD|OD}} | +20~23 }} | |||
{{SF6-MU-3Row | {{clr|SA|SA2}} | Reg/{{clr|OD|OD}} | +20~23 }} | |||
{{SF6-MU-3End | {{clr|SA|SA3}} | {{clr|OD|OD}} | +20~23 | |||
* {{clr|H|Run~HK}} + all 214K enders | |||
* {{clr|H|6HK}}~j.214K, whiff {{clr|L|5LK}} | |||
* Midscreen {{clr|PC|CH/PC}} {{clr|H|2HK}}, Run~Stop | |||
}} | |||
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'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Akuma's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Akuma's Reversal Normal }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}}, {{clr|L|2LP}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LP}}~{{clr|PC|CH}} {{clr|L|2LK}}<br>{{sf6-adv|VP|+8}} spacing, links to {{clr|M|5MK}} | {{clr|M|2MK}} }} | |||
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{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Blanka uses a meaty {{clr|L|5LK}}/{{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Blanka uses a meaty {{clr|L|5LK}}/{{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise | ||
}} | }} | ||
{{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | | {{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | {{clr|PC|PC}} {{clr|L|236LP}} punishes at all ranges (into {{clr|M|5MP}}~{{clr|H|HP}}) }} | ||
{{SF6-MU-2Row | {{clr|H|3HP}}<br>{{sf6-adv|VM|-18}} ~ {{sf6-adv|VM|-9}} | | {{SF6-MU-2Row | {{clr|H|3HP}}<br>{{sf6-adv|VM|-18}} ~ {{sf6-adv|VM|-9}} | {{clr|H|5HP}} punishes almost any range; {{clr|M|5MK}} if spaced pixel-perfect }} | ||
{{SF6-MU-2Row | {{clr|OD|OD Electricity + Blanka-chan}},<br>236K Wild Hunt<br>(Blockstring Setup) | '''Jump Forward''' + immediate {{clr|H|5HP}} > {{clr|DR|DI Crumple}} | {{SF6-MU-2Row | {{clr|OD|OD Electricity + Blanka-chan}},<br>236K Wild Hunt<br>(Blockstring Setup) | '''Jump Forward''' + immediate {{clr|H|5HP}} > {{clr|DR|DI Crumple}} | ||
* Kimberly absorbs the doll hit, allowing the crumple to occur | * Kimberly absorbs the doll hit, allowing the crumple to occur | ||
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* If D-Rev {{clr|DR|D-Rev}}, Blanka cannot be punished because he moves too far forward | * If D-Rev {{clr|DR|D-Rev}}, Blanka cannot be punished because he moves too far forward | ||
}} | }} | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>{{clr|PC|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big> (click to expand)<br></div> | |||
<div class="mw-collapsible-content"> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA3}} (Block) | |||
* {{clr|SA|SA1}}/{{clr|OD|OD Vertical Roll}} are both too fast | |||
* Not very useful; the most likely scenario is if Blanka is in Burnout and can only kill with reversal {{clr|SA|SA3}}, but will die if any {{clr|SA|SA1}} is blocked | |||
}} | |||
</div></div> | |||
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{{SF6-MU-Health-Row | SA2 | {{SF6-HealthBar|11|}} }} | {{SF6-MU-Health-Row | SA2 | {{SF6-HealthBar|11|}} }} | ||
{{SF6-MU-Health-End | SA3/CA | {{SF6-HealthBar|20|}} {{SF6-HealthBar|22|}} }} | {{SF6-MU-Health-End | SA3/CA | {{SF6-HealthBar|20|}} {{SF6-HealthBar|22|}} }} | ||
'''Beating Cammy's {{clr|SA|SA3}} Startup''': whiff {{clr|L|LK Tatsu (214LK)}}, no punish | |||
* Useful if Cammy uses {{clr|SA|SA3}} on reaction to your {{clr|DR|Drive Rush}}; in neutral, you can just jump away. | |||
* Works because {{clr|SA|SA3}} is airborne for all of its active frames | |||
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{{SF6-MU-2Top | | Cammy's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Cammy's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Cammy uses {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} if she uses {{clr|L|5LK}} }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Cammy uses {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} if she uses {{clr|L|5LK}} }} | ||
{{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-10}} | }} | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-10}} | {{clr|PC|PC}} {{clr|L|236LP}} punishes at all ranges (into {{clr|M|5MP}}~{{clr|H|HP}}) }} | ||
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{{clr|DR|[2]}} Immediate {{clr|L|236K~LK}}{{clr|12|*}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ... | {{clr|DR|[2]}} Immediate {{clr|L|236K~LK}}{{clr|12|*}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ... | ||
* '''On Hit:''' Cammy lands into the spraycan (no follow-up juggle) | * '''On Hit:''' Cammy lands into the spraycan (no follow-up juggle) | ||
** Run~Stop x2 gives Kimberly a meaty {{clr|M|2MK}} ({{sf6-adv|VP|+7}}/{{sf6-adv|P|+3}}) | ** Run~Stop x2 gives Kimberly a meaty {{clr|M|2MK}} ({{sf6-adv|VP|+7}}/{{sf6-adv|P|+3}}); beware of accidental {{clr|SA|SA1}} | ||
** Teleport~{{clr|H|4HK Overhead}} beats wakeup buttons | |||
}} | }} | ||
{{SF6-MU-2Row | Instant {{clr|OD|j.214KK}}<br>(OD Cannon Strike) | If Cammy avoids a throw with this, only {{clr|L|5LP}}/{{clr|L|2LP}} into {{clr|OD|236KK}}, {{clr|OD|623KK}}, or {{clr|SA|SA1/SA3}} dodge the spraycan.<br>She can also avoid it with a Throw (invincible during throw/tech animation), but this can be jumped/backdashed for a punish. | {{SF6-MU-2Row | Instant {{clr|OD|j.214KK}}<br>(OD Cannon Strike) | If Cammy avoids a throw with this, only {{clr|L|5LP}}/{{clr|L|2LP}} into {{clr|OD|236KK}}, {{clr|OD|623KK}}, or {{clr|SA|SA1/SA3}} dodge the spraycan.<br>She can also avoid it with a Throw (invincible during throw/tech animation), but this can be jumped/backdashed for a punish. | ||
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* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|M|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab9| | |||
{{clr|SA|SA1}}/{{clr|SA|SA3}} (Block)<br> | |||
{{clr|SA|SA2}} (whiffs, or stand block at some spacings) | |||
* {{clr|OD|OD Cannon Spike}} is too fast | |||
* Mostly useful if Cammy is in Burnout or if {{clr|OD|OD Cannon Spike}} would cause Burnout | |||
}} | |||
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* If Kimberly is knocked down, she cannot pick up a juggle afterward | * If Kimberly is knocked down, she cannot pick up a juggle afterward | ||
}} | }} | ||
<big>{{clr|H|'''Safe Jab Setups vs. Wakeup Reversals:'''}}</big> Does Not Apply<br> | |||
* {{clr|OD|OD Tensho Kicks}}, {{clr|SA|SA1}}, and {{clr|SA|SA3}} are all too fast | |||
* {{clr|SA|SA2}} (11f startup) can be safely meatied, but almost never worth attempting | |||
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'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Chun-Li's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Chun-Li's Reversal Normal }} | ||
{{SF6-MU-2Row | {{clr|L|2LK}}~ | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}}, {{clr|L|2LP}}, {{clr|L|2LK}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | {{SF6-MU-2End | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | ||
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{{SF6-MU-2Top | | Dee Jay's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Dee Jay's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|L|5LP}} if Dee Jay uses perfectly meaty {{clr|L|5LP}}<br>{{clr|PC|PC}} {{clr|M|2MP}} if Dee Jay uses non-meaty {{clr|L|5LP}} or meaty {{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|L|5LP}} if Dee Jay uses perfectly meaty {{clr|L|5LP}}<br>{{clr|PC|PC}} {{clr|M|2MP}} if Dee Jay uses non-meaty {{clr|L|5LP}} or meaty {{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2Row | {{clr|M|2MK}}<br>{{sf6-adv|VM|-6}} | }} | {{SF6-MU-2Row | {{clr|M|2MK}}<br>{{sf6-adv|VM|-6}} | Safe unless done extremely close (~throw range)}} | ||
{{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-11}} ~ {{sf6-adv|M|-2}} | }} | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-11}} ~ {{sf6-adv|M|-2}} | Depends on range; usually easy to see if it's {{sf6-adv|VM|-9}} or worse | ||
* {{clr|M|2MP}}, {{clr|H|5HP}} or {{clr|L|2LP}}, {{clr|M|5MK}} are safer mid/far range options }} | |||
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* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|M|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab9| | |||
{{clr|SA|SA2}}/{{clr|SA|SA3}} (Block)<br> | |||
{{clr|SA|SA1}} ({{clr|PC|Counter-Hit}}) | |||
* {{clr|OD|OD Jackknife Maximum}} is too fast | |||
* Mostly useful if Dee Jay is in Burnout or if {{clr|OD|OD Jackknife Maximum}} would cause Burnout | |||
}} | |||
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'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Dee Jay's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Dee Jay's Reversal Normal }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}} | {{clr|L|5LP}} }} | {{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}} }} | ||
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{{SF6-MU-2Top | | Dhalsim's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Dhalsim's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Dhalsim uses a meaty {{clr|L|5LP}}/{{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Dhalsim uses a meaty {{clr|L|5LP}}/{{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2Row | {{clr|M|2MK}}<br>{{sf6-adv|VM|-10}} ~ {{sf6-adv|P|+2}} | }} | {{SF6-MU-2Row | {{clr|M|2MK}}<br>{{sf6-adv|VM|-10}} ~ {{sf6-adv|P|+2}} | If unsure about spacing, {{clr|L|2LP}}, {{clr|M|5MP}} is consistent vs. {{sf6-adv|VM|-4}} distance }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-16}} ~ {{sf6-adv|M|-1}} | If unsure about spacing, {{clr|L|2LP}}, {{clr|M|5MP}} is consistent vs. {{sf6-adv|VM|-4}} distance | ||
* The up-close disadvantage is much easier to react to with a strong punish, unlike {{clr|M|2MK}} }} | |||
{{SF6-MU-2End | {{clr|H|1HK}}<br>{{sf6-adv|VM|-7}} | Safe if spaced at most ranges; {{clr|L|5LK}} or {{clr|M|5MP}} if too close }} | |||
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* If Kimberly is knocked down, she cannot pick up a juggle afterward | * If Kimberly is knocked down, she cannot pick up a juggle afterward | ||
}} | }} | ||
<big>{{clr|DR|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA3}} (Block)<br>{{clr|SA|SA2}} (whiff underneath with crouching button)<br>{{clr|SA|SA1}} ({{clr|PC|Counter-Hit}}) | |||
}} | |||
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'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Dhalsim's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Dhalsim's Reversal Normal }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LP}}, {{clr|H|5HP}}<br>{{clr|L|5LP}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}} | {{clr|L|5LP}} }} | {{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LP}}, {{clr|H|5HP}}<br>{{clr|L|5LP}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}} }} | ||
Line 715: | Line 802: | ||
{{SF6-MU-2Top | | Ed's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Ed's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Ed uses {{clr|L|5LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Ed uses {{clr|L|5LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2End | {{clr|H|2HP}}<br>{{sf6-adv|VM|-12}} | }} | {{SF6-MU-2End | {{clr|H|2HP}}<br>{{sf6-adv|VM|-12}} | {{clr|PC|PC}} {{clr|L|236LP}} punishes at all ranges (into {{clr|M|5MP}}~{{clr|H|HP}}); can link {{clr|H|5HP}} at max punish range }} | ||
Line 734: | Line 821: | ||
{{clr|DR|[2]}} {{clr|H|2HP}} > {{clr|L|236LP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ... | {{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}} | ||
* If {{clr|DR|D-Rev}} hits, opponent can block the spraycan | * If {{clr|DR|D-Rev}} hits, opponent can block the spraycan | ||
Line 742: | Line 828: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|DR|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|OD|OD Psycho Upper}}/{{clr|SA|SA1}}/{{clr|SA|SA3}} (Block)<br>{{clr|SA|SA2}} ({{clr|PC|Counter-Hit}}) | |||
}} | |||
Line 769: | Line 862: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Ed's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Ed's Reversal Normal }} | ||
{{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LP}}, {{clr|H|5HP}}<br>{{clr|L|5LP}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}} | {{clr|L|5LP}} }} | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LP}}, {{clr|H|5HP}}<br>{{clr|L|5LP}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}} | {{clr|L|5LP}} only }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}} | {{clr|L|2LP}}, {{clr|L|5LP}} }} | {{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|2LP}}, {{clr|L|5LP}} }} | ||
Line 802: | Line 895: | ||
{{SF6-MU-2Top | | E. Honda's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | E. Honda's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if E. Honda uses a meaty {{clr|L|5LK}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if E. Honda uses a meaty {{clr|L|5LK}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-10}} | {{clr|L|236LP}} can punish at some ranges; if too far, Kim is safe oB at {{sf6-adv|M|-2}} }} | ||
{{SF6-MU-2End | {{clr|H|6HK}}<br>{{sf6-adv|VM|-5}} | Usually safe; {{clr|L|5LK}} can punish if too close (around Kim's max sweep range) }} | |||
Line 830: | Line 924: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>{{clr|PC|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big> (click to expand)<br></div> | |||
<div class="mw-collapsible-content"> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab9| | |||
{{clr|SA|SA2}}/{{clr|SA|SA3}} (Block) | |||
* {{clr|SA|SA1}}/{{clr|OD|OD Sumo Headbutt}} are both too fast | |||
* Not very useful; the most likely scenario is if E. Honda is in Burnout and can only kill with reversal {{clr|SA|SA3}}, but will die if any Super is blocked | |||
* Setups ending in {{clr|L|2LP}} can be canceled to {{clr|DR|DI}} if you expect {{clr|OD|OD Headbutt}} | |||
}} | |||
</div></div> | |||
Line 856: | Line 963: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | E. Honda's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | E. Honda's Reversal Normal }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|L|2LK/5LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|2LP}}, {{clr|L|5LK}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LP}}~{{clr|PC|CH}} {{clr|L|2LK}}<br>{{sf6-adv|VP|+8}} spacing, links to {{clr|M|5MK}} | {{clr|M|2MK}} }} | |||
Line 890: | Line 998: | ||
{{SF6-MU-2Top | | Guile's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Guile's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Guile uses {{clr|L|5LP}} or meaty {{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Guile uses {{clr|L|5LP}} or meaty {{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | }} | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | {{clr|PC|PC}} {{clr|L|236LP}} always reaches after 2nd sweep (into {{clr|M|5MP}}~{{clr|H|HP}}) | ||
* Be sure to keep holding downback for both sweeps, and be ready for quick punish if only 1 hit connects | |||
* Do not stand up immediately in case of {{clr|H|2HK}}~{{clr|H|3HK}} (can time your punish so that this isn't a factor) }} | |||
Line 920: | Line 1,030: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>{{clr|PC|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big> (click to expand)<br></div> | |||
<div class="mw-collapsible-content"> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab9| | |||
{{clr|SA|SA3}} (Block)<br> | |||
* {{clr|SA|SA1}}/{{clr|OD|OD Flash Kick}} are both too fast | |||
* Not very useful; the most likely scenario is if Guile is in Burnout and can only kill with reversal {{clr|SA|SA3}}, but will die if any Super is blocked | |||
}} | |||
</div></div> | |||
Line 942: | Line 1,064: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Guile's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Guile's Reversal Normal }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}} | {{clr|L|2LP}} }} | {{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|2LP}} }} | ||
Line 1,010: | Line 1,132: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>{{clr|PC|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big> (click to expand)<br></div> | |||
<div class="mw-collapsible-content"> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA3}} (Block) | |||
* {{clr|SA|SA1}}/{{clr|OD|OD Arrow Kick}} are both too fast | |||
* Not very useful; the most likely scenario is if Jamie is in Burnout and can only kill with reversal {{clr|SA|SA3}}, but will die if any Super is blocked | |||
}} | |||
</div></div> | |||
Line 1,032: | Line 1,166: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Jamie's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Jamie's Reversal Normal }} | ||
{{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}} | {{clr|L|2LP}} }} | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|2LP}} }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LP}}~{{clr|PC|CH}} {{clr|L|2LK}}<br>{{sf6-adv|VP|+8}} spacing, links to {{clr|M|5MK}} | {{clr|M|2MK}} }} | |||
Line 1,064: | Line 1,199: | ||
{{SF6-MU-2Top | | JP's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | JP's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|H|5HP}} works for all (even if meaty) }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|H|5HP}} works for all (even if meaty) }} | ||
{{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-6}} | | {{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-6}} | Safe at most ranges; {{clr|L|5LK}} can reach at close range }} | ||
{{SF6-MU-2Row | [[Street_Fighter_6/JP#3HP|{{clr|H|3HP}}]]<br>{{sf6-adv|VM|-14}} | | {{SF6-MU-2Row | [[Street_Fighter_6/JP#3HP|{{clr|H|3HP}}]]<br>{{sf6-adv|VM|-14}} | {{clr|PC|PC}} {{clr|M|3MK Slide}} and {{clr|SA|SA1}} work at all ranges | ||
* If poorly spaced, {{clr|L|236LP}} can reach }} | |||
{{SF6-MU-2Row | [[Street_Fighter_6/JP#Stribog_(236P)|{{clr|H|236HP}}]]<br>({{clr|DR|Perfect Parry}}) | {{clr|DR|Drive Impact}} punish starter | {{SF6-MU-2Row | [[Street_Fighter_6/JP#Stribog_(236P)|{{clr|H|236HP}}]]<br>({{clr|DR|Perfect Parry}}) | {{clr|DR|Drive Impact}} punish starter | ||
* {{clr|H|5HP}} punish starter works if in Burnout or if health is too low to absorb 2nd hit | * {{clr|H|5HP}} punish starter works if in Burnout or if health is too low to absorb 2nd hit | ||
Line 1,107: | Line 1,243: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>{{clr|PC|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big> (click to expand)<br></div> | |||
<div class="mw-collapsible-content"> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab18| | |||
{{clr|SA|SA3}} (Block) | |||
* {{clr|SA|SA1}}/{{clr|OD|OD Amnesia}} are both too fast | |||
* Kim still has advantage when countered with {{clr|OD|OD Amnesia}} on these setups | |||
* Not very useful; the most likely scenario is if JP is in Burnout and can only kill with reversal {{clr|SA|SA3}}, but will die if any Super is blocked | |||
}} | |||
</div></div> | |||
Line 1,132: | Line 1,281: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | JP's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | JP's Reversal Normal }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}} | {{clr|L|2LP}} }} | {{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|2LP}} }} | ||
Line 1,166: | Line 1,315: | ||
{{SF6-MU-2Top | | Juri's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Juri's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Juri uses any '''meaty''' light normal<br>{{clr|PC|PC}} {{clr|H|5HP}} if she uses any '''non-meaty''' light normal }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Juri uses any '''meaty''' light normal<br>{{clr|PC|PC}} {{clr|H|5HP}} if she uses any '''non-meaty''' light normal }} | ||
{{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-11}} | }} | {{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-11}} | {{clr|PC|PC}} {{clr|M|3MK Slide}} and {{clr|SA|SA1}} punish from almost any range | ||
* {{clr|L|236LP}} can punish at most ranges as well, but less reliable | |||
* At perfect spacing, can be safe at {{sf6-adv|VM|-9}} }} | |||
{{SF6-MU-2End | {{clr|SA|SA1 Whiff}}<br>(Chip-out attempt) | At longer ranges, crouch block and then forward jump shortly before the final projectile.<br>If too early, can get hit by lingering projectiles. }} | {{SF6-MU-2End | {{clr|SA|SA1 Whiff}}<br>(Chip-out attempt) | At longer ranges, crouch block and then forward jump shortly before the final projectile.<br>If too early, can get hit by lingering projectiles. }} | ||
Line 1,201: | Line 1,352: | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | ||
<div style="font-weight:bold;line-height:1.6;"><big>'''Misc. Info:'''</big> (click to expand)</div> | <div style="font-weight:bold;line-height:1.6;"><big>{{clr|PC|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big> (click to expand)<br></div> | ||
<div class="mw-collapsible-content"> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA3}} (Block) | |||
* {{clr|SA|SA1}}/{{clr|OD|OD Tensenrin}} are both too fast | |||
* Not very useful; the most likely scenario is if Juri is in Burnout and can only kill with reversal {{clr|SA|SA3}}, but will die if any Super is blocked | |||
}} | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>'''Misc. Info:'''</big> (click to expand)</div> | |||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
<big>'''Super vs. Super Interactions'''</big> (after opponent's Super freeze):<br> | <big>'''Super vs. Super Interactions'''</big> (after opponent's Super freeze):<br> | ||
Line 1,224: | Line 1,387: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Juri's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Juri's Reversal Normal }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LP}}, {{clr|H|5HP}}<br>{{clr|L|5LP}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}}, {{clr|L|2LP}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LP}}~{{clr|PC|CH}} {{clr|L|2LK}}<br>{{sf6-adv|VP|+8}} spacing, links to {{clr|M|5MK}} | {{clr|M|2MK}} }} | |||
Line 1,259: | Line 1,423: | ||
{{SF6-MU-2Top | | Ken's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Ken's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Ken uses {{clr|L|5LP}} or meaty {{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Ken uses {{clr|L|5LP}} or meaty {{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-10}} | }} | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-10}} | {{clr|PC|PC}} {{clr|L|236LP}} punishes at all ranges (into {{clr|M|5MP}}~{{clr|H|HP}}) }} | ||
Line 1,282: | Line 1,446: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|H|'''Safe Jab Setups vs. Wakeup Reversals:'''}}</big> Does Not Apply<br> | |||
* {{clr|OD|OD Shoryuken}}, {{clr|SA|SA1}}, and {{clr|SA|SA3}} are all too fast | |||
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'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Ken's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Ken's Reversal Normal }} | ||
{{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L| | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}}, {{clr|L|2LP}} }} | ||
{{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L| | {{SF6-MU-2Row | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LP}}~{{clr|PC|CH}} {{clr|L|2LK}}<br>{{sf6-adv|VP|+8}} spacing, links to {{clr|M|5MK}} | {{clr|M|2MK}} }} | |||
Line 1,342: | Line 1,510: | ||
{{SF6-MU-2Top | | Kimberly's Move<br>(Opponent) | Kimberly's Punish<br>(You) }} | {{SF6-MU-2Top | | Kimberly's Move<br>(Opponent) | Kimberly's Punish<br>(You) }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Kimberly uses {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} if she uses {{clr|L|5LK}} }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Kimberly uses {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} if she uses {{clr|L|5LK}} }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-10}} | {{clr|SA|SA1}} (guaranteed punish at any range)<br>{{clr|PC|PC}} {{clr|L|236LP}}, {{clr|M|5MP}}~{{clr|H|HP}} / {{clr|H|2HK}} / {{clr|SA|SA3}} (from slightly closer) | ||
}} | }} | ||
{{SF6-MU-2End | Arc Step<br>({{clr|DR|Perfect Parry}}) | {{clr|DR|Drive Impact}} (mid-air crumple); heavily scaled but easy<br>{{clr|M|2MP}} (Forced KD), link into {{clr|M|MP Elbow}} or {{clr|M|Run~MK Slide}} (don't cancel) | |||
* Kimberly is airborne during the punish, so don't Throw or try to link normally }} | |||
Line 1,368: | Line 1,538: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|DR|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA1}} (Block)<br>{{clr|SA|SA2}} (whiffs, or stand block at some spacings) | |||
* {{clr|SA|SA3}} is too fast | |||
}} | |||
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{{SF6-MU-2Top | | Lily's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Lily's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Lily uses a meaty {{clr|L|5LP}}/{{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Lily uses a meaty {{clr|L|5LP}}/{{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | }} | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | {{clr|PC|PC}} {{clr|L|236LP}} always punishes; can be {{sf6-adv|VP|+7~9}} depending on spacing }} | ||
Line 1,459: | Line 1,637: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|DR|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab9| | |||
{{clr|SA|SA1}}/{{clr|SA|SA2}} (Block) | |||
* {{clr|SA|SA3}} is too fast | |||
}} | |||
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'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Lily's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Lily's Reversal Normal }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LP}}, {{clr|H|5HP}}<br>{{clr|L|5LP}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}} | {{clr|L|5LK}} }} | {{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LP}}, {{clr|H|5HP}}<br>{{clr|L|5LP}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|5LP}}, {{clr|H|5HP}}<br>{{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LK}} }} | ||
Line 1,520: | Line 1,706: | ||
{{SF6-MU-2Top | | Luke's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Luke's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|H|5HP}} works for all (even if meaty) }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|H|5HP}} works for all (even if meaty) }} | ||
{{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-9}} | }} | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-9}} | Safe at perfect spacing; {{clr|PC|PC}} {{clr|H|2HK}} can punish at most ranges }} | ||
Line 1,549: | Line 1,735: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>{{clr|PC|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big> (click to expand)<br></div> | |||
<div class="mw-collapsible-content"> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA3}} (Block) | |||
* {{clr|SA|SA1}}/{{clr|SA|SA2}}/{{clr|OD|OD Rising Uppercut}} are all too fast | |||
* Not very useful; the most likely scenario is if Luke is in Burnout and can only kill with reversal {{clr|SA|SA3}}, but will die if any Super is blocked | |||
}} | |||
</div></div> | |||
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{{SF6-MU-2Top | | M. Bison's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | M. Bison's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if M. Bison uses a perfectly meaty {{clr|L|5LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if M. Bison uses a perfectly meaty {{clr|L|5LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|- | {{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | {{clr|PC|PC}} {{clr|L|236LP}} / {{clr|M|3MK Slide}} / {{clr|SA|SA1}} always punish | ||
{{SF6-MU-2Row | {{clr|H|3HK}}<br>{{sf6-adv|VM|-15}} ~ {{sf6-adv|VM|-6}} | }} | * {{clr|L|236LP}} at max range pushes back too far; {{clr|H|2HK}}/{{clr|M|5MK}} can link if almost max range }} | ||
{{SF6-MU-2Row | {{clr|H|3HK}}<br>{{sf6-adv|VM|-15}} ~ {{sf6-adv|VM|-6}} | {{clr|PC|PC}} {{clr|M|2MP}}, {{clr|H|5HP}} even at best spacing }} | |||
{{SF6-MU-2End | {{clr|SA|SA1}}<br>(Stronger Punish) | '''Jump Back''', {{clr|H|HP Spraycan}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|M|236MP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ... | {{SF6-MU-2End | {{clr|SA|SA1}}<br>(Stronger Punish) | '''Jump Back''', {{clr|H|HP Spraycan}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|M|236MP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ... | ||
* Alternate: {{clr|M|MP Spraycan}}, Microwalk {{clr|H|5HP}} > {{clr|L|236LP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ... | * Alternate: {{clr|M|MP Spraycan}}, Microwalk {{clr|H|5HP}} > {{clr|L|236LP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ... | ||
Line 1,640: | Line 1,839: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|DR|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA1}}/{{clr|SA|SA3}} (Block)<br>{{clr|SA|SA2}} (whiffs; jump back then land + punish) | |||
}} | |||
Line 1,669: | Line 1,875: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | M. Bison's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | M. Bison's Reversal Normal }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LK}}, {{clr|L|2LP}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LP}}~{{clr|PC|CH}} {{clr|L|2LK}}<br>{{sf6-adv|VP|+8}} spacing, links to {{clr|M|5MK}} | {{clr|M|2MK}} }} | |||
Line 1,689: | Line 1,896: | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right"> | =====<font style="visibility:hidden; float:right">Mai</font>===== | ||
{{MatchupData-SF6 | player ={{#var:player}} | {{MatchupData-SF6 | player ={{#var:player}} | ||
| character = | | character = Mai | ||
| icon = | | icon = Mai | ||
| favorability = {{sf6-adv|E| | | favorability = {{sf6-adv|E|?%}} | ||
| 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|}} }} | ||
Line 1,701: | Line 1,908: | ||
<big>'''Important Punishes:'''</big> | <big>'''Important Punishes:'''</big> | ||
{{SF6-MU-2Top | | | {{SF6-MU-2Top | | Mai's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr| | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Mai uses {{clr|L|5LP}}/{{clr|L|2LP}} or meaty {{clr|L|5LK}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} if she uses '''non-meaty''' {{clr|L|5LK}}/{{clr|L|2LK}} }} | ||
{{ | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-11}} | {{clr|PC|PC}} {{clr|L|236LP}} punishes from any range (into {{clr|M|5MP}}~{{clr|H|HP}}) }} | ||
<big>'''Safe Jump setups to watch for:'''</big><br> | |||
* | |||
<big>'''Safe Jump setups to watch for:'''</big><br> | |||
* | |||
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big> | |||
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Mai's Reversal | Punish Starter }} | |||
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big> | {{SF6-MU-2Row | {{clr|OD|623KK}}<br>(OD Hishou Ryuuenjin) | {{clr|DR|[1]}} {{clr|H|2HP}}{{clr|12|*}} > {{clr|L|Delayed 236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ...<br> | ||
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | | Mai's reversals can be punished '''On Hit''' depending on the circumstances: | ||
{{SF6-MU-2Row | {{clr| | * {{clr|L|LP Spraycan}} on a +2~3 setup (e.g. {{clr|M|Run~MK}} juggle / {{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|HP}}) | ||
{{clr| | ** Does not allow the usual Throw juggle, so use pressure string or backdash shimmy instead | ||
* | ** If opponent is conditioned not to use reversal {{clr|OD|623KK}}, you can start using {{clr|H|HP Spraycan}} + Throw again | ||
* {{clr|M|MP Spraycan}} on a +4 setup (e.g. {{clr|H|236HP}}, {{clr|M|j.MP}} > {{clr|OD|j.214PP}}) | |||
{{ | ** Can get an auto-timed Throw setup with this route | ||
* | * {{clr|H|HP Spraycan}} on a +7~12 setup (e.g. {{clr|OD|236KK Wallsplat}} + {{clr|L|236K~LK}}) | ||
* | ** Best overall route for block pressure or shimmy | ||
* In all these cases, Kim can juggle with {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} (Loop x2) | |||
}} | ** Must not Back Rise (do not preemptively hold Parry for the {{clr|DR|Drive Rush}} input) | ||
* ''Note: be careful if Mai has enough {{clr|SA|Super}}'' gauge stocked for a kill | |||
}} | ** While it's tempting to always press your advantage against {{clr|OD|623KK}}, Mai can take advantage if you're too predictable | ||
}} | |||
* | {{SF6-MU-2Row | {{clr|SA|SA1}} | {{clr|M|5MP}}{{clr|12|*}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ... | ||
}} | * '''On Hit:''' Mai gets hit by explosion (no follow-up juggle) | ||
{{SF6-MU- | }} | ||
{{SF6-MU-2Row | {{clr|SA|Flame SA1}} | Immediate {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ... | |||
* '''On Hit:''' Mai gets hit by explosion (no follow-up juggle) | |||
}} | }} | ||
{{SF6-MU-2Row | {{clr|SA|SA2}}<br>{{clr|SA|Flame SA2}} | Standard {{clr|H|5HP}} punish | |||
}} | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | {{SF6-MU-2Row | {{clr|SA|SA3}} | {{clr|DR|[1]}} '''Jump Back''' {{clr|H|j.HK}}, {{clr|H|5HP}}{{clr|12|*}} > {{clr|L|Immediate 236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ... | ||
<div style="font-weight:bold;line-height:1.6;"><big>'''Misc. Info:'''</big> (click to expand)</div> | * Easier alternative: {{clr|H|j.HK}}, land + {{clr|L|236LP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ... | ||
<div class="mw-collapsible-content"> | * Block/Parry causes explosion to hit Mai first (very weak punish afterwards) | ||
<big>'''Super vs. Super Interactions'''</big> (after opponent's Super freeze):<br> | }} | ||
{{SF6-MU-2Top | May help avoid Chip K.O. from raw Super | Manon's Super | Kimberly's Options }} | {{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}} > {{clr|L|236K~LK}} | ||
{{SF6-MU-2Row | {{clr|SA|SA1}} | Kim should '''back jump''' and land for a full punish | * If {{clr|DR|D-Rev}} hits, opponent can block the spraycan | ||
* Kim {{clr|SA|SA1}} wins if preferred | }} | ||
}} | {{SF6-MU-2End | {{clr|DR|Drive Reversal<br>(Blockstun)}} | Explosion{{clr|12|*}} usually starts the punish | ||
{{SF6-MU-2Row | {{clr|SA|SA2}} | Kim {{clr|SA|SA1}} wins | * If opponent does immediate {{clr|DR|D-Rev}} vs. light normals, can punish with {{clr|M|5MP}}{{clr|12|*}} | ||
}} | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
{{SF6-MU-2End | {{clr|SA|SA3}} | Kim should '''neutral jump''' and land for a full punish | }} | ||
}} | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
{{SF6-MU-2Top | Corner Back Throw into Meaty {{clr|H|5HK}}:<br>{{clr|12|Whiffs vs. crouch block}} | 4F Trade Combo | Kimberly's Follow-up Combo }} | <div style="font-weight:bold;line-height:1.6;"><big>{{clr|PC|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big> (click to expand)<br></div> | ||
{{SF6-MU-2Row | Trade vs. {{clr|L|2LP}} ({{sf6-adv|VP|+12}}) | {{clr|L|236LP}} ({{sf6-adv|VP|+5}}, links to {{clr|L|5LK}}) / {{clr|SA|SA1}} / {{clr|SA|SA3}} | <div class="mw-collapsible-content"> | ||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA3}} (Block) | |||
* {{clr|SA|SA1}}/{{clr|SA|SA2}}/{{clr|OD|OD Hishou Ryuuenjin}} are all too fast | |||
* Not very useful; the most likely scenario is if Mai is in Burnout and can only kill with reversal {{clr|SA|SA3}}, but will die if any {{clr|SA|SA1/SA2}} is blocked | |||
}} | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>'''Misc. Info:'''</big> (click to expand)</div> | |||
<div class="mw-collapsible-content"> | |||
<big>'''Super vs. Super Interactions'''</big> (after opponent's Super freeze):<br> | |||
{{SF6-MU-2Top | May help avoid Chip K.O. from raw Super | Mai's Super | Kimberly's Options }} | |||
{{SF6-MU-2Row | {{clr|SA|SA1}} | Kim {{clr|SA|SA3}} wins at closer ranges | |||
}} | |||
{{SF6-MU-2Row | {{clr|SA|SA2}} | Kim {{clr|SA|SA1}} wins | |||
}} | |||
{{SF6-MU-2End | {{clr|SA|SA3}} | Kim should '''back jump + {{clr|H|j.HK}}''' (keep corner) or '''neutral jump''' (side switch) for a full punish | |||
* Kim {{clr|SA|SA1}} wins if preferred | |||
}} | |||
{{SF6-MU-2Top | Corner Back Throw into Meaty {{clr|H|5HK}}:<br>{{clr|12|Whiffs vs. crouch block}} | 4F Trade Combo | Kimberly's Follow-up Combo }} | |||
{{SF6-MU-2Row | Trade vs. {{clr|L|5LK}} ({{sf6-adv|VP|+16}}) | Microwalk {{clr|H|5HP}} / {{clr|L|236LP}} ({{sf6-adv|P|+3}} / {{clr|SA|SA1}} / {{clr|SA|SA3}} | |||
}} | |||
{{SF6-MU-2Row | Trade vs. {{clr|L|2LP}} ({{sf6-adv|VP|+14}}) | {{clr|L|236LP}} ({{sf6-adv|P|+3}} / {{clr|SA|SA1}} / {{clr|SA|SA3}} / Microwalk {{clr|M|5MK}}/{{clr|H|5HP}} | |||
}} | |||
{{SF6-MU-2End | Trade vs. {{clr|L|5LP}} ({{sf6-adv|VP|+13}}) | {{clr|L|236LP}} ({{sf6-adv|VP|+5}}, links to {{clr|L|5LK}}) / {{clr|SA|SA1}} / {{clr|SA|SA3}} | |||
}}<small>''Note: raw {{clr|SA|SA3}} is stronger than {{clr|L|236LP}} > {{clr|SA|SA3}}''</small> | |||
'''Spacing Traps / Light Strings:''' | |||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Mai's Reversal Normal }} | |||
{{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|2LP}}, {{clr|L|5LP}}, {{clr|L|5LK}} }} | |||
{{SF6-MU-2End | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | |||
'''Mai uses {{clr|DR|DI}} between Normal > Arc Step:''' Divekick avoids crumple but whiffs ({{sf6-adv|VM|-5}} meterless / {{sf6-adv|M|-3}} {{clr|OD|OD}}) | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>'''Modern Control Info:'''</big> (click to expand)</div> | |||
<div class="mw-collapsible-content"> | |||
* Modern Mai is missing some useful normals: | |||
** {{clr|L|5LP}} - chain-only, which makes her 4f punish options weaker with no link to {{clr|H|5HP}} | |||
** {{clr|M|5MP}} - a great cancelable poke with less commitment than {{clr|H|5HP}}; max range {{clr|PC|Counter-hit}} confirms are less threatening without this | |||
** {{clr|H|j.HP}} - high priority jump-in for closer range approaches; without this, Kimberly has no problem anti-airing close range jumps | |||
</div></div> | |||
}} | |||
=====<font style="visibility:hidden; float:right">Manon</font>===== | |||
{{MatchupData-SF6 | player ={{#var:player}} | |||
| character = Manon | |||
| icon = Manon | |||
| favorability = {{sf6-adv|E|48.54%}} | |||
| 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-Row | SA2 | {{SF6-HealthBar|11|}} }} | |||
{{SF6-MU-Health-End | SA3/CA | {{SF6-HealthBar|20|}} {{SF6-HealthBar|22|}} }} | |||
<big>'''Important Punishes:'''</big> | |||
{{SF6-MU-2Top | | Manon's Move | Kimberly's Punish }} | |||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|H|5HP}} works for all (even if meaty) }} | |||
{{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | {{clr|PC|PC}} {{clr|L|236LP}} punishes at all ranges (into {{clr|M|5MP}}~{{clr|H|HP}}) }} | |||
{{SF6-MU-2End | {{clr|SA|SA2}} | {{clr|PC|PC}} {{clr|H|5HP}} after Manon lands from first 2 kicks | |||
* More optimal 2-bar: Parry 2 hits, Backdash x2, {{clr|L|LP Spraycan}}, immediate {{clr|H|2HP}} > {{clr|M|236MP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ... }} | |||
<big>'''Safe Jump setups to watch for:'''</big><br> | |||
* | |||
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big> | |||
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Manon's Reversal | Punish Starter }} | |||
{{SF6-MU-2Row | {{clr|SA|SA1}} | {{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}} ... | |||
* Perfectly timed meaty {{clr|L|2LP}} is safe against {{clr|SA|SA1}} (not possible with all setups) | |||
}} | |||
{{SF6-MU-2Row | {{clr|SA|SA2}} | {{clr|DR|[1]}} After 2 kicks, Walk + {{clr|H|2HP}}{{clr|12|*}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ... | |||
* Don't wait too long or you can get hit by the last hit of {{clr|SA|SA2}} | |||
* On a {{sf6-adv|VP|+2~3}} KD setup, Manon dodges the explosion entirely, allowing you to hold Parry and get a full {{clr|H|5HP}} punish for extra meter | |||
* '''On Hit:''' On a {{sf6-adv|VP|+4~}} KD setup, Manon gets hit halfway through (no follow-up juggle) | |||
}} | |||
{{SF6-MU-2Row | {{clr|SA|SA3}} | {{clr|DR|[1]}} {{clr|H|nj.HP}}, {{clr|H|5HP}}{{clr|12|*}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ...<br> | |||
}} | |||
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}} > {{clr|L|236K~LK}} | |||
* If {{clr|DR|D-Rev}} hits, opponent can block the spraycan | |||
}} | |||
{{SF6-MU-2End | {{clr|DR|Drive Reversal<br>(Blockstun)}} | Explosion{{clr|12|*}} usually starts the punish | |||
* If opponent does immediate {{clr|DR|D-Rev}} vs. light normals, can punish with {{clr|M|5MP}}{{clr|12|*}} | |||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | |||
}} | |||
<big>{{clr|M|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab10| | |||
{{clr|SA|SA1}} (Block) | |||
* {{clr|SA|SA2}}/{{clr|SA|SA3}} are both too fast | |||
}} | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:90%; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;"><big>'''Misc. Info:'''</big> (click to expand)</div> | |||
<div class="mw-collapsible-content"> | |||
<big>'''Super vs. Super Interactions'''</big> (after opponent's Super freeze):<br> | |||
{{SF6-MU-2Top | May help avoid Chip K.O. from raw Super | Manon's Super | Kimberly's Options }} | |||
{{SF6-MU-2Row | {{clr|SA|SA1}} | Kim should '''back jump''' and land for a full punish | |||
* Kim {{clr|SA|SA1}} wins if preferred | |||
}} | |||
{{SF6-MU-2Row | {{clr|SA|SA2}} | Kim {{clr|SA|SA1}} wins | |||
}} | |||
{{SF6-MU-2End | {{clr|SA|SA3}} | Kim should '''neutral jump''' and land for a full punish | |||
}} | |||
{{SF6-MU-2Top | Corner Back Throw into Meaty {{clr|H|5HK}}:<br>{{clr|12|Whiffs vs. crouch block}} | 4F Trade Combo | Kimberly's Follow-up Combo }} | |||
{{SF6-MU-2Row | Trade vs. {{clr|L|2LP}} ({{sf6-adv|VP|+12}}) | {{clr|L|236LP}} ({{sf6-adv|VP|+5}}, links to {{clr|L|5LK}}) / {{clr|SA|SA1}} / {{clr|SA|SA3}} | |||
}} | }} | ||
{{SF6-MU-2End | Trade vs. {{clr|L|5LP}} ({{sf6-adv|VP|+11}}) | {{clr|SA|SA1}} / {{clr|M|3MK}} ({{sf6-adv| | {{SF6-MU-2End | Trade vs. {{clr|L|5LP}} ({{sf6-adv|VP|+11}}) | {{clr|SA|SA1}} / {{clr|M|3MK}} ({{sf6-adv|P|+1 oH}}, only meterless option) | ||
}}<small>''Note: raw {{clr|SA|SA3}} is stronger than {{clr|L|236LP}} > {{clr|SA|SA3}}''</small> | }}<small>''Note: raw {{clr|SA|SA3}} is stronger than {{clr|L|236LP}} > {{clr|SA|SA3}}''</small> | ||
Line 1,757: | Line 2,088: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Manon's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Manon's Reversal Normal }} | ||
{{SF6-MU- | {{SF6-MU-2Row | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/5LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}}, {{clr|L|2LP}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|2LP}}~{{clr|PC|CH}} {{clr|L|2LK}}<br>{{sf6-adv|VP|+8}} spacing, links to {{clr|M|5MK}} | {{clr|M|2MK}} }} | |||
Line 1,797: | Line 2,129: | ||
{{SF6-MU-2Top | | Marisa's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Marisa's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|H|5HP}} works for all (even if meaty) }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|H|5HP}} works for all (even if meaty) }} | ||
{{SF6-MU-2Row | {{clr|H|2HK}} (uncharged)<br>{{sf6-adv|VM|-11}} | }} | {{SF6-MU-2Row | {{clr|H|2HK}} (uncharged)<br>{{sf6-adv|VM|-11}} | {{clr|PC|PC}} {{clr|H|5HP}} and {{clr|L|236LP}} punish at all ranges }} | ||
{{SF6-MU-2End | {{clr|M|5MP}}~{{clr|M|MP}}<br>{{sf6-adv|VM|-8}} | Reversal {{clr|SA|SA3}} punishes TC | {{SF6-MU-2End | {{clr|M|5MP}}~{{clr|M|MP}}<br>{{sf6-adv|VM|-8}} | Reversal {{clr|SA|SA3}} punishes TC | ||
* Also punishes all cancels except airtight {{clr|DR|DRC~}}{{clr|L|2LP}}/{{clr|L|2LK}} }} | * Also punishes all cancels except airtight {{clr|DR|DRC~}}{{clr|L|2LP}}/{{clr|L|2LK}} }} | ||
Line 1,833: | Line 2,165: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|M|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab9| | |||
{{clr|SA|SA2}}/{{clr|SA|SA3}} (Block)<br> | |||
* {{clr|SA|SA1 (Hold) Counter}}/{{clr|OD|OD Scutum Counter}} are both too fast after being absorbed | |||
}} | |||
Line 1,892: | Line 2,232: | ||
{{SF6-MU-2Top | | Rashid's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Rashid's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Rashid uses {{clr|L|2LP}} or meaty {{clr|L|5LP}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Rashid uses {{clr|L|2LP}} or meaty {{clr|L|5LP}}/{{clr|L|2LK}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-11}} | }} | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-11}} | {{clr|PC|PC}} {{clr|L|236LP}} punishes at all ranges (into {{clr|M|5MP}}~{{clr|H|HP}}) }} | ||
Line 1,918: | Line 2,258: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|M|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab9| | |||
{{clr|SA|SA1}}/{{clr|SA|SA3}} (Block) | |||
* {{clr|OD|OD Spinning Mixer}} is too fast | |||
* Mostly useful if Rashid is in Burnout or if {{clr|OD|OD Spinning Mixer}} would cause Burnout | |||
}} | |||
Line 1,944: | Line 2,293: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Rashid's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Rashid's Reversal Normal }} | ||
{{SF6-MU-2Row | {{SF6-MU-2Row | {{clr|L|2LK/5LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}}, {{clr|L|5LK}} }} | ||
{{SF6-MU-2End | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | {{SF6-MU-2End | {{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|M|Trade 2MP}}/{{clr|M|5MP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (whiff OS) | {{clr|M|2MK}} }} | ||
Line 1,979: | Line 2,327: | ||
{{SF6-MU-2Top | | Ryu's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Ryu's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Ryu uses {{clr|L|5LP}} or meaty {{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Ryu uses {{clr|L|5LP}} or meaty {{clr|L|2LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | }} | {{SF6-MU-2End | {{clr|H|2HK}}<br>{{sf6-adv|VM|-12}} | {{clr|PC|PC}} {{clr|L|236LP}} will always punish ({{sf6-adv|VP|+7~9}} depending on spacing) }} | ||
Line 2,012: | Line 2,360: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|H|'''Safe Jab Setups vs. Wakeup Reversals:'''}}</big> Does Not Apply<br> | |||
* {{clr|OD|OD Shoryuken}}, {{clr|SA|SA1}}, and {{clr|SA|SA3}} are all too fast | |||
* {{clr|SA|SA2}} (10f startup) can be safely meatied, but almost never worth attempting | |||
Line 2,038: | Line 2,391: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Ryu's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Ryu's Reversal Normal }} | ||
{{SF6-MU- | {{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}}, {{clr|L|2LP}} }} | ||
Line 2,110: | Line 2,462: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|H|'''Safe Jab Setups vs. Wakeup Reversals:'''}}</big> Does Not Apply<br> | |||
* {{clr|OD|OD Rising Tackle}}, {{clr|SA|SA1}}, and {{clr|SA|SA3}} are all too fast | |||
* {{clr|SA|SA2}} (13f startup) can be safely meatied, but almost never worth attempting | |||
Line 2,135: | Line 2,492: | ||
'''Spacing Traps / Light Strings:''' | '''Spacing Traps / Light Strings:''' | ||
{{SF6-MU-2Top | | Kimberly's Spacing Trap | Terry's Reversal Normal }} | {{SF6-MU-2Top | | Kimberly's Spacing Trap | Terry's Reversal Normal }} | ||
{{SF6-MU- | {{SF6-MU-2End | {{clr|L|2LK}}~{{clr|L|2LK}}, {{clr|H|5HP}}<br>{{clr|L|2LK/2LP}}~{{clr|L|2LP}}~{{clr|L|2LP}}, {{clr|H|5HP}} | {{clr|L|5LP}}, {{clr|L|2LP}} }} | ||
Line 2,171: | Line 2,527: | ||
{{SF6-MU-2Top | | Zangief's Move | Kimberly's Punish }} | {{SF6-MU-2Top | | Zangief's Move | Kimberly's Punish }} | ||
{{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Zangief uses {{clr|L|2LP}} or meaty {{clr|L|5LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | {{SF6-MU-2Row | {{clr|L|Light Normals}}<br>({{clr|DR|Perfect Parry}}) | {{clr|PC|PC}} {{clr|M|2MP}} if Zangief uses {{clr|L|2LP}} or meaty {{clr|L|5LP}}<br>{{clr|PC|PC}} {{clr|H|5HP}} otherwise }} | ||
{{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-13}} | }} | {{SF6-MU-2Row | {{clr|H|2HK}}<br>{{sf6-adv|VM|-13}} | {{clr|PC|PC}} {{clr|M|3MK Slide}} punishes at all ranges<br> | ||
{{clr|PC|PC}} {{clr|L|236LP}} punishes unless perfectly spaced ({{sf6-adv|VP|+9}} into {{clr|H|5HP}} at max distance) | |||
* When used from {{clr|DR|Drive Rush}}, pushback usually keeps Zangief safe (but can {{clr|H|5HP}} if too close) }} | |||
{{SF6-MU-2End | Lariat (PP)<br>{{sf6-adv|VM|-41}} ~ {{sf6-adv|VM|-12}} | CROUCH BLOCK and mash {{clr|DR|Drive Impact}} for crumple | {{SF6-MU-2End | Lariat (PP)<br>{{sf6-adv|VM|-41}} ~ {{sf6-adv|VM|-12}} | CROUCH BLOCK and mash {{clr|DR|Drive Impact}} for crumple | ||
* In Burnout or if health is too low for armor, be sure not to stand up into the later hits }} | * In Burnout or if health is too low for armor, be sure not to stand up into the later hits }} | ||
Line 2,206: | Line 2,564: | ||
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | * If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise) | ||
}} | }} | ||
<big>{{clr|DR|'''Safe Jab Setups vs. Wakeup Reversals (9f or slower):'''}}</big><br> | |||
Perfect setup will leave you +5 at the moment you input {{clr|L|2LP}}, or +6 when inputting {{clr|L|2LK}} | |||
{{SF6-KimSafejab18| | |||
{{clr|SA|SA2}} (Block) | |||
* {{clr|SA|SA3}} is too fast | |||
}} | |||
Latest revision as of 23:50, 20 February 2025
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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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA1/SA3 (Block) |
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
TK Air Tatsu to Bait Reversals:
Recommend Meterless Air Tatsu, but only if you have a good reason to expect SA3 over SA1
A.K.I.'s Reversal |
TK Air Tatsu? |
KD Advantage Required |
---|---|---|
SA3 | Reg/OD | +20~23 (Corner/Midscreen)
|
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 |
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 / Light Strings:
Kimberly's Spacing Trap | A.K.I.'s Reversal Normal |
---|---|
2LK~5LP, 5HP | 2LP only |
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LK, 2LP |
2LP~2LK~2LK, delay 5HP 2LK~5LP~2LK, delay 5HP DR~2MK, 5LP~2LK, microwalk back 5HP |
5MP |
2LK/2LP~2LP~2LP, Trade 2MP/5MP 2LK/2LP~2LP~2LP, CH 5LK (whiff OS) |
2MK |
A.K.I. uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
Aki's SA1 collision box pulls her far backwards on whiff; be sure to walk, dash or Drive Rush forward before starting a punish (e.g. if you make it whiff using Teleport)
- 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) |
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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 |
PC 236LP will always punish (+7~9 depending on spacing)
|
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA1/SA2 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
KD +37 | MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
TK Air Tatsu to Bait Reversals:
Recommend OD Air Tatsu since it's required vs. Akuma's two most important reversals
Akuma's Reversal |
TK Air Tatsu? |
KD Advantage Required |
---|---|---|
OD Gou Shoryuken | OD | +21~23; +20 knocks down
|
SA1 | Reg/OD | +20~23 |
SA2 | Reg/OD | +20~23 |
SA3 | OD | +20~23
|
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 |
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 / Light Strings:
Kimberly's Spacing Trap | Akuma's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP, 2LP |
2LK~5LP~2LP~CH 2LK +8 spacing, links to 5MK |
2MK |
Akuma uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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) |
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---|---|
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 |
PC 236LP punishes at all ranges (into 5MP~HP) |
3HP -18 ~ -9 |
5HP punishes almost any range; 5MK if spaced pixel-perfect |
OD Electricity + Blanka-chan, 236K Wild Hunt (Blockstring Setup) |
Jump Forward + immediate 5HP > DI Crumple
|
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
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LK (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | Blanka's Reversal Normal |
---|---|
2LK/5LP~2LP~2LP, 5HP | 5LK |
Blanka uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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 | ![]() ![]() |
Beating Cammy's SA3 Startup: whiff LK Tatsu (214LK), no punish
- Useful if Cammy uses SA3 on reaction to your Drive Rush; in neutral, you can just jump away.
- Works because SA3 is airborne for all of its active frames
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 |
PC 236LP punishes at all ranges (into 5MP~HP) |
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, only 5LP/2LP into 236KK, 623KK, or SA1/SA3 dodge the spraycan. She can also avoid it with a Throw (invincible during throw/tech animation), but this can be jumped/backdashed for a punish. |
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA1/SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
KD +37 | MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LP (+13) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Trade vs. 2LP (+13) | 236LP (+4, links to 2LP) / SA1 / SA3 / Microwalk 5MK |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | Cammy's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP, 2LP |
Cammy uses DI between Normal > Arc Step: Divekick punishes DI and avoids the crumple
- 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) |
![]() ![]() |
---|---|
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
|
Safe Jab Setups vs. Wakeup Reversals: Does Not Apply
- OD Tensho Kicks, SA1, and SA3 are all too fast
- SA2 (11f startup) can be safely meatied, but almost never worth attempting
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 |
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 / Light Strings:
Kimberly's Spacing Trap | Chun-Li's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP, 2LP, 2LK |
2LK/2LP~2LP~2LP, Trade 2MP/5MP 2LK/2LP~2LP~2LP, CH 5LK (whiff OS) |
2MK |
Chun-Li uses DI between Normal > 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 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 - allows you to focus on strike/throw mixups rather than high/low (but still has access to Stance HP)
- 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 |
Safe unless done extremely close (~throw range) |
2HK -11 ~ -2 |
Depends on range; usually easy to see if it's -9 or worse
|
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA2/SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
KD +37 | MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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 |
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 / Light Strings:
Kimberly's Spacing Trap | Dee Jay's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP |
Dee Jay uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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 |
If unsure about spacing, 2LP, 5MP is consistent vs. -4 distance |
2HK -16 ~ -1 |
If unsure about spacing, 2LP, 5MP is consistent vs. -4 distance
|
1HK -7 |
Safe if spaced at most ranges; 5LK or 5MP if too close |
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block) |
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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)
|
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 / Light Strings:
Kimberly's Spacing Trap | Dhalsim's Reversal Normal |
---|---|
2LK~2LP, 5HP 5LP~5LP, 5HP 2LK~5LP, 5HP 2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP |
Dhalsim uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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 |
PC 236LP punishes at all ranges (into 5MP~HP); can link 5HP at max punish range |
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
|
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
OD Psycho Upper/SA1/SA3 (Block) |
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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
|
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 / Light Strings:
Kimberly's Spacing Trap | Ed's Reversal Normal |
---|---|
2LK~2LP, 5HP 5LP~5LP, 5HP 2LK~5LP, 5HP |
5LP only |
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
2LP, 5LP |
Ed uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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 |
236LP can punish at some ranges; if too far, Kim is safe oB at -2 |
6HK -5 |
Usually safe; 5LK can punish if too close (around Kim's max sweep range) |
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
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA2/SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
KD +37 | MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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 |
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 / Light Strings:
Kimberly's Spacing Trap | E. Honda's Reversal Normal |
---|---|
2LK/5LP~2LP~2LP, 5HP | 2LP, 5LK |
2LK~5LP~2LP~CH 2LK +8 spacing, links to 5MK |
2MK |
E. Honda uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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 |
PC 236LP always reaches after 2nd sweep (into 5MP~HP)
|
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
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
KD +37 | MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | Guile's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
2LP |
Guile uses DI between Normal > Arc Step: Divekick and Command Throw both punish DI and avoid the crumple
- 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 |
PC 236LP (guaranteed); 5HP at closer ranges (stronger)
|
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
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | Jamie's Reversal Normal |
---|---|
2LK~5LP, 5HP 2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
2LP |
2LK/2LP~2LP~2LP, Trade 2MP/5MP 2LK/2LP~2LP~2LP, CH 5LK (whiff OS) |
2MK |
2LK~5LP~2LP~CH 2LK +8 spacing, links to 5MK |
2MK |
Jamie uses DI between Normal > Arc Step: Divekick punishes DI and avoids the crumple
- 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 |
Safe at most ranges; 5LK can reach at close range |
3HP -14 |
PC 3MK Slide and SA1 work at all ranges
|
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
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA ... 5LP~MP~2HP~2HK (Corner Sideswitch) ... |
KD +17 | Forward Throw, DR~2LK/2MP |
KD +20 | 5MP~HP > Run~MK, MK Tatsu (Corner) ... 2LP x3 > HK Tatsu (Corner) ...
|
KD +21 | HK Tatsu (Corner) ... ... w.2LP, 2MK
|
KD +22 | SA2 (Ground/Air) ... Nue Twister (Corner) ... |
KD +23 | Run~HK ... 5MP~HP > MK Tatsu (Corner) ... |
KD +25 | OD Run~HK, Dash + 2MP
|
KD +26 | 5MP~HP > 236MP ... 5LP~MP~HP~HK ... |
KD +30 | 5MP~HP > Arc Step, juggle Divekick or 236LP ... ... w.2MK, 2LP/2LK/2MP (Corner)
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | MP Elbow (grounded) ... ... Teleport~2LP/2LK/2MP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP/2LK/2MP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu... Run~MK (grounded, 1st active frame) ...
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK/2MP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+11) | SA1 / SA3 |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | JP's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
2LP |
JP uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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) |
![]() ![]() |
---|---|
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 |
PC 3MK Slide and SA1 punish from almost any range
|
SA1 Whiff (Chip-out attempt) |
At longer ranges, crouch block and then forward jump shortly before the final projectile. If too early, can get hit by lingering projectiles. |
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
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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 |
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 / Light Strings:
Kimberly's Spacing Trap | Juri's Reversal Normal |
---|---|
2LK~2LP, 5HP 5LP~5LP, 5HP 2LK~5LP, 5HP 2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP, 2LP |
2LK~5LP~2LP~CH 2LK +8 spacing, links to 5MK |
2MK |
Juri uses DI between Normal > 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 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 |
PC 236LP punishes at all ranges (into 5MP~HP) |
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
|
Safe Jab Setups vs. Wakeup Reversals: Does Not Apply
- OD Shoryuken, SA1, and SA3 are all too fast
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) |
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 / Light Strings:
Kimberly's Spacing Trap | Ken's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP, 2LP |
2LK/2LP~2LP~2LP, Trade 2MP/5MP 2LK/2LP~2LP~2LP, CH 5LK (whiff OS) |
2MK |
2LK~5LP~2LP~CH 2LK +8 spacing, links to 5MK |
2MK |
Ken uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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) |
![]() ![]() |
---|---|
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) |
Arc Step (Perfect Parry) |
Drive Impact (mid-air crumple); heavily scaled but easy 2MP (Forced KD), link into MP Elbow or Run~MK Slide (don't cancel)
|
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 if attempted at +2 or worse; 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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA1 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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 |
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+14) | 236LP (+3) / SA1 / SA3 / Microwalk 5MK |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap (Self) |
Kimberly's Reversal Normal (Opponent) |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
2LP |
2LK/2LP~2LP~2LP, Trade 2MP/5MP 2LK/2LP~2LP~2LP, CH 5LK (whiff OS) 2LK~2LP~2LP, microwalk back 5HP |
2MK |
Opponent's Kimberly uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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

NOTE: Do not attempt a Safe Jump when Lily has a Wind stock, as her LP/OD Tomahawk has 4f startup. If you think the opponent recognizes your safe jump setup, you can bait this with an empty jump.
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 |
PC 236LP always punishes; can be +7~9 depending on spacing |
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA1/SA2 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
KD +37 | MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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 |
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LK (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
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 / Light Strings:
Kimberly's Spacing Trap | Lily's Reversal Normal |
---|---|
2LK~2LP, 5HP 5LP~5LP, 5HP 2LK~5LP, 5HP 2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LK |
Lily uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD, inside LP/OD command grab range)
- 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 at perfect spacing; PC 2HK can punish at most ranges |
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
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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 |
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | Luke's Reversal Normal |
---|---|
2LK/5LP~2LP~2LP, 5HP | 2LP |
Luke uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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 -12 |
PC 236LP / 3MK Slide / SA1 always punish
|
3HK -15 ~ -6 |
PC 2MP, 5HP even at best spacing |
SA1 (Stronger Punish) |
Jump Back, HP Spraycan, DR~2HP > 236MP*, j.236PP ...
|
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA1/SA3 (Block) |
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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)
|
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 / Light Strings:
Kimberly's Spacing Trap | M. Bison's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LK, 2LP |
2LK~5LP~2LP~CH 2LK +8 spacing, links to 5MK |
2MK |
M. Bison uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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)
Mai

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Mai's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Mai uses 5LP/2LP or meaty 5LK/2LK PC 5HP if she uses non-meaty 5LK/2LK |
2HK -11 |
PC 236LP punishes from any range (into 5MP~HP) |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Mai's Reversal | Punish Starter |
---|---|
623KK (OD Hishou Ryuuenjin) |
[1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ... Mai's reversals can be punished On Hit depending on the circumstances:
|
SA1 | 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
Flame SA1 | Immediate DR~2HP > 236K~LK, DR~2HP > 236K~LK ...
|
SA2 Flame SA2 |
Standard 5HP punish |
SA3 | [1] Jump Back j.HK, 5HP* > Immediate 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
Super vs. Super Interactions (after opponent's Super freeze):
Mai's Super | Kimberly's Options |
---|---|
SA1 | Kim SA3 wins at closer ranges |
SA2 | Kim SA1 wins |
SA3 | Kim should back jump + j.HK (keep corner) or neutral jump (side switch) for a full punish
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LK (+16) | Microwalk 5HP / 236LP (+3 / SA1 / SA3 |
Trade vs. 2LP (+14) | 236LP (+3 / SA1 / SA3 / Microwalk 5MK/5HP |
Trade vs. 5LP (+13) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | Mai's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
2LP, 5LP, 5LK |
2LK/2LP~2LP~2LP, Trade 2MP/5MP 2LK/2LP~2LP~2LP, CH 5LK (whiff OS) |
2MK |
Mai uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- Modern Mai is missing some useful normals:
- 5LP - chain-only, which makes her 4f punish options weaker with no link to 5HP
- 5MP - a great cancelable poke with less commitment than 5HP; max range Counter-hit confirms are less threatening without this
- j.HP - high priority jump-in for closer range approaches; without this, Kimberly has no problem anti-airing close range jumps
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 |
PC 236LP punishes at all ranges (into 5MP~HP) |
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA1 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +22 | SA2, Dash + 2LP Nue Twister (Corner), Dash + 2LP |
KD +23 | Run~HK, Dash + 2LP/2LK 5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
KD +38 | SA1 + Can, Teleport~2LP/2LK |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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 |
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 (+1 oH, only meterless option) |
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | Manon's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/5LP~2LP~2LP, 5HP |
5LP, 2LP |
2LK~5LP~2LP~CH 2LK +8 spacing, links to 5MK |
2MK |
Manon uses DI between Normal > 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 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 |
PC 5HP and 236LP punish at all ranges |
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA2/SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
KD +37 | MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+13) | 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
|
Spacing Traps / Light Strings:
Kimberly's Spacing Trap | Marisa's Reversal Normal |
---|---|
2LK/5LP~2LP~2LP, 5HP | 2LP |
Marisa uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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 |
PC 236LP punishes at all ranges (into 5MP~HP) |
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA1/SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
KD +37 | MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Run~MK (grounded, 1st active frame), Teleport~2LK
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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
|
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 / Light Strings:
Kimberly's Spacing Trap | Rashid's Reversal Normal |
---|---|
2LK/5LP~2LP~2LP, 5HP | 5LP, 5LK |
2LK/2LP~2LP~2LP, Trade 2MP/5MP 2LK/2LP~2LP~2LP, CH 5LK (whiff OS) |
2MK |
Rashid uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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) |
![]() ![]() |
---|---|
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 |
PC 236LP will always punish (+7~9 depending on spacing) |
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
|
Safe Jab Setups vs. Wakeup Reversals: Does Not Apply
- OD Shoryuken, SA1, and SA3 are all too fast
- SA2 (10f startup) can be safely meatied, but almost never worth attempting
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 |
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 / Light Strings:
Kimberly's Spacing Trap | Ryu's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP, 2LP |
Ryu uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- 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
Terry

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
Important Punishes:
Terry's Move | Kimberly's Punish |
---|---|
Light Normals (Perfect Parry) |
PC 2MP if Terry uses 5LP or meaty 2LP PC 5HP otherwise |
2HK -11 |
SA1 (guaranteed punish) PC 236LP (at most ranges)
|
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Terry's Reversal | Punish Starter |
---|---|
623PP (OD Rising Tackle) |
+2~3 Setup: [1] Land, 5MP* > 236K~LK, DR~2HP > 236K~LK ... +4~ Setup: [1] Backdash (Explosion* hits), 236K~LK, DR~2HP > 236K~LK ...
|
SA1 | [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA2 | [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [2] Delay 2HP Forced Knockdown, j.236PP ...
[2] Air-to-air nj.HP*, j.236PP ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Safe Jab Setups vs. Wakeup Reversals: Does Not Apply
- OD Rising Tackle, SA1, and SA3 are all too fast
- SA2 (13f startup) can be safely meatied, but almost never worth attempting
Super vs. Super Interactions (after opponent's Super freeze):
Terry's Super | Kimberly's Options |
---|---|
SA1 | Kim SA1 wins |
SA2 | Kim should forward/neutral jump and land for a full punish
|
SA3 | No escape (Terry has too much invincibility) |
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 / Light Strings:
Kimberly's Spacing Trap | Terry's Reversal Normal |
---|---|
2LK~2LK, 5HP 2LK/2LP~2LP~2LP, 5HP |
5LP, 2LP |
Terry uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)
- Modern Terry is missing a few key normals:
- 5LK - Terry's most consistent 5f punish
- 5MK - good mid-range poke
- j.HP - primary close-range jump-in (easier to anti-air close jumps)
- Power Charge (236K) is shortcut-only and is missing the LK version (and its useful combo loops)
- The HK version exists only in his H Assist Combo
- Crack Shoot (214K) is shortcut-only and is missing the LK/MK versions (the most important for pressure and Burnout loops)
Zangief

SA1 (No Can / Can) |
![]() ![]() |
---|---|
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 |
PC 3MK Slide punishes at all ranges PC 236LP punishes unless perfectly spaced (+9 into 5HP at max distance)
|
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
|
Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA2 (Block)
|
---|---|
KD +16 | SA3/CA ... 5LP~MP~2HP~2HK (Corner Sideswitch) ... |
KD +17 | Forward Throw, DR~2LK/2MP |
KD +20 | 5MP~HP > Run~MK, MK Tatsu (Corner) ... 2LP x3 > HK Tatsu (Corner) ...
|
KD +21 | HK Tatsu (Corner) ... ... w.2LP, 2MK
|
KD +22 | SA2 (Ground/Air) ... Nue Twister (Corner) ... |
KD +23 | Run~HK ... 5MP~HP > MK Tatsu (Corner) ... |
KD +25 | OD Run~HK, Dash + 2MP
|
KD +26 | 5MP~HP > 236MP ... 5LP~MP~HP~HK ... |
KD +30 | 5MP~HP > Arc Step, juggle Divekick or 236LP ... ... w.2MK, 2LP/2LK/2MP (Corner)
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | MP Elbow (grounded) ... ... Teleport~2LP/2LK/2MP (Corner) |
KD +38 | SA1 + Can, Teleport~2LP/2LK/2MP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu... Run~MK (grounded, 1st active frame) ...
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP/2LK/2MP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
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 / Light Strings:
Kimberly's Spacing Trap | Zangief's Reversal Normal |
---|---|
2LK~2LK~2LP, 5HP | 2LK |
Zangief uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD, inside MP/OD SPD range)
- 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