User:Spabobin/Training-Kimberly: Difference between revisions

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NOTE: color template (clr) 7=L, 8=M, 9=H
NOTE: color template (clr) 4=DR, 7=L, 8=M, 9=H, 10=OD, 11=SA, 12=PC/CH
--->
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== Training Drills ==
== Training Drills ==
=== Defensive Button Press Timing ===
Skilled players are great at pressing a button in the middle of "fake" blockstrings. For example, after Kimberly's {{clr|8|2MP}} or after a ranged light string where only {{clr|7|5LK}} can reach.
* See which characters have consistent 3-hit light strings that actually frame trap. Get used to interrupting ones that overextend (usually a {{sf6-adv|M|-2}} into a 5f light)
* After 3-hit light strings, see if Kim can consistently {{clr|8|2MK}} to interrupt or catch a walk back or backdash. Characters with cancelable {{clr|8|2MKs}} often do this, but Kim's has less range and less reward. Maybe {{clr|9|2HK}} can work in some matchups depending on their punish options.


=== Ways to mix up Pressure ===
=== Ways to mix up Pressure ===
{| class="wikitable"
{| class="wikitable"
| Pressure after {{clr|4|DR~}}{{clr|8|2MK}} ||
| Pressure after {{clr|4|DR~}}{{clr|8|2MK}} ||
* {{clr|9|2HP}} > 236K is a good relatively safe frame trap
* {{clr|9|2HP}} > Arc Step is a good frame trap; mix with Run~Stop into Throw or Backdash
* {{clr|8|2MK}}, {{clr|7|5LK}} also frame traps and catches walk back but low reward
* {{clr|8|2MK}}, {{clr|7|5LK}} also frame traps and catches walk back, but low reward
* ?
* Fake a forward walk, then walk back to shimmy
|-
|-
| Jump into '''delayed j.214K''' as a throw bait ||
| Jump into '''delayed Air Tatsu''' as a throw bait ||
* Useful in safe jump situations, or any situation where I could do empty jump into low/throw
* Useful after KD like {{clr|8|Run~Slide}} where I can empty jump low/throw
* Not as good after safe jump (opponent can OS block + {{clr|7|5LP}})
* Doing it early gives {{clr|12|Punish Counter}} vs. throw tech, late input gives {{clr|12|Counter-hit}}
|-
|-
| - || -
| - || -
|}
|}


=== Important Safejabs to Practice ===
''Italics: only works vs. 10f or slower reversals''
{| class="wikitable"
| {{clr|11|SA3/CA}}, {{clr|4|DR~}}{{clr|7|2LP}}/{{clr|7|''2LK''}} ||
|-
| Throw, {{clr|4|DR~}}{{clr|7|2LK}} || {{sf6-adv|VP|+10 oH / +4 oB}}; midscreen, {{clr|8|Trade 5MK}} is the only frame trap on block
|-
| Corner {{clr|8|MK Tatsu Juggle}}, {{clr|7|whiff 5LP}}, {{clr|7|2LK}} || Do not chain the lights (slow down slightly)
|-
| ''{{clr|11|SA2}}, Dash + {{clr|7|2LP}}'' ||
|-
| ''Corner Air Grab, Dash + {{clr|7|2LP}}'' ||
|-
| {{clr|8|Run~HK}}, Dash + {{clr|7|2LP}}/''{{clr|7|2LK}}'' ||
|-
| Corner {{clr|4|Drive Reversal}}, Dash + {{clr|7|2LP}}/''{{clr|7|2LK}}'' ||
|-
| {{clr|8|Juggle MP Elbow}}, {{clr|8|whiff 2MP}}, {{clr|7|2LP}}<br>''{{clr|8|Juggle MP Elbow}}, Run~Stop {{clr|7|2LP}}'' ||
|-
| Corner {{clr|7|5LP}}~{{clr|8|MP}}~{{clr|9|HP}}~{{clr|9|HK}}, {{clr|8|whiff 2MP}}, {{clr|7|2LP}}<br>''Anywhere {{clr|7|5LP}}~{{clr|8|MP}}~{{clr|9|HP}}~{{clr|9|HK}}, Run~Stop {{clr|7|2LP}}'' ||
|-
| Corner Arc Step Divekick, {{clr|8|whiff 2MK}}, {{clr|7|2LP}}/''{{clr|7|2LK}}'' ||
|-
| Corner {{clr|7|LP Elbow}} juggle (min height), {{clr|8|whiff 2MK}}, {{clr|7|2LP}}/''{{clr|7|2LK}}'' || Auto-timed after Arc Step, but manual timing in most other juggles
|-
| ''{{clr|9|2HK}}, Dash + {{clr|7|whiff 2LP~2LP}}'' ||
|-
| ''Arc Step + Throw, Dash + {{clr|7|whiff 2LP~2LP}}'' ||
|-
| Corner {{clr|8|Ground MP Elbow}}, Run~Stop, {{clr|7|whiff 5LP}}~{{clr|7|2LP}}/''{{clr|7|2LK}}''<br>''Corner {{clr|8|Ground MP Elbow}}, Teleport~{{clr|7|2LP}}'' ||
|-
| {{clr|11|SA1 + Can}}, Teleport~{{clr|7|2LP}}/''{{clr|7|2LK}}'' ||
|-
| {{clr|9|HP Elbow}}, immediate {{clr|8|j.MP}} > Air Tatsu, Teleport~{{clr|7|2LK}} || Requires corner to link into {{clr|8|2MP}}, {{clr|8|5MP}}
* Midscreen can only get {{clr|12|CH}} {{clr|7|2LK}} into {{clr|8|5MK}}
|-
| {{clr|8|Grounded Run~MK}} (close range), Teleport~{{clr|7|2LK}} || Slide must hit on 1st active frame<br>Requires corner to link into {{clr|8|2MP}}, {{clr|8|5MP}}
* Midscreen can only get {{clr|12|CH}} {{clr|7|2LK}} into {{clr|8|5MK}}
|-
| {{clr|7|Grounded Run~LK}}, Dash x2, {{clr|7|2LP}}/''{{clr|7|2LK}}'' ||
|}


=== Safe Jumps to Practice ===
=== Safe Jumps to Practice ===
{| class="wikitable"
{| class="wikitable"
| {{clr|9|236HP}} > instant j.214K (corner) ||
| {{clr|9|236HP}} > instant Air Tatsu (corner) ||
* Can hold up to buffer the jump, easily allowing time to input Air Tatsu
* Can hold up to buffer the jump after {{clr|9|236HP}}, easily allowing time to input Air Tatsu
* Doesn't work when juggling into {{clr|10|236PP}} due to higher KD Adv.
* Doesn't work when juggling into {{clr|10|236PP}} due to higher KD Adv.
|-
|-
| {{clr|8|5MP}}~{{clr|9|HP}} > delay {{clr|8|236K~MK}} ||
| {{clr|8|5MP}}~{{clr|9|HP}} > {{clr|8|Run~delay MK}} ||
* Frame perfect delay on slide is required (as late as possible), but allows a midscreen safe jump
* Frame perfect delay on slide is required (as late as possible), but allows a midscreen safe jump
* Even if I mess up the timing, opponent may respect it anyway (OS an instant throw as I land?)
* Even if I mess up the timing, opponent may respect it anyway (OS an instant throw as I land?)
|-
|-
| {{clr|10|236KK~K}} (Wall Splat, no follow-up), throw Spraycan ||
| {{clr|9|236HP}}, {{clr|4|DR~}}{{clr|7|2LP}}, {{clr|8|Run~MK}} ||
* Expensive and sacrifices damage, but gives a safe jump into instant overhead/low
* No cancel on {{clr|7|2LP}}, but must juggle at fastest timing
* For some reason it seems to not work occasionally; for best results, be fully cornered at the moment of the wall splat and time {{clr|9|j.HK}} as late as possible
* If opponent doesn't Back Rise, must use {{clr|8|j.MK}} which loses all my corner carry
|}
|}


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=== Combo Stuff to Practice ===
=== Combo Stuff to Practice ===
{| class="wikitable"
{| class="wikitable"
| Corner '''236K Arc Step''' (no follow-up), juggle {{clr|7|236LP}} > {{clr|10|SA3}} || Useful corner route into SA3 from no-resource hitconfirms
| Corner '''{{clr|12|PC}} {{clr|9|5HP}}, {{clr|9|delay 5HK}}, {{clr|9|5HP}}''' || High damage punish starter at point blank, ~5f leniency
* Timing is a little awkward to get used to at first, start right after landing
|-
| Corner '''{{clr|8|5MP}}~{{clr|9|HP}} > Arc Step''', juggle {{clr|7|236LP}} > {{clr|11|SA3}} || Slightly more optimal to squeeze out a kill at minimum scaling. Also wastes time to recover from Burnout if needed.
|-
| Midscreen '''{{clr|8|5MP}}~{{clr|9|HP}} > Arc Step''', juggle {{clr|11|SA1}} || Decent confirm route, especially if I need to kill while in Burnout
|-
| Midscreen '''{{clr|8|5MP}}~{{clr|9|HP}} > {{clr|10|OD Arc Step}}''': juggle {{clr|11|SA3}} or {{clr|10|Divekick}} > {{clr|11|SA2}} || Now that this frame traps on block and opponents are likely to hit a button, this is a good reward even without needing a wall bounce
|-
| {{clr|8|5MK}}{{clr|4|~DRC}} into {{clr|9|2HP}} > Run~Stop on Hit, {{clr|8|2MK}} on Block || Important for optimizing damage while remaining airtight vs. reversals on block
|-
|-
| {{clr|8|5MK}}{{clr|4|~DRC}} into {{clr|9|5HK}} on Hit, {{clr|8|2MK}} on Block || Important for optimizing damage while remaining airtight vs. reversals on block
| {{clr|4|DR~}}{{clr|9|5HK}} into Microwalk {{clr|8|2MP}} || Practice this for optimal {{clr|4|Triple DRC}} combos or to prevent Burnout; 4f leniency on the walk
* Mostly useful when I have time to check that I start with 100% Drive gauge, like baiting a wakeup {{clr|11|Super}} and parrying it to gain 2 bars
|}
|}

Latest revision as of 20:55, 28 March 2025


Training Drills

Defensive Button Press Timing

Skilled players are great at pressing a button in the middle of "fake" blockstrings. For example, after Kimberly's 2MP or after a ranged light string where only 5LK can reach.

  • See which characters have consistent 3-hit light strings that actually frame trap. Get used to interrupting ones that overextend (usually a -2 into a 5f light)
  • After 3-hit light strings, see if Kim can consistently 2MK to interrupt or catch a walk back or backdash. Characters with cancelable 2MKs often do this, but Kim's has less range and less reward. Maybe 2HK can work in some matchups depending on their punish options.


Ways to mix up Pressure

Pressure after DR~2MK
  • 2HP > Arc Step is a good frame trap; mix with Run~Stop into Throw or Backdash
  • 2MK, 5LK also frame traps and catches walk back, but low reward
  • Fake a forward walk, then walk back to shimmy
Jump into delayed Air Tatsu as a throw bait
  • Useful after KD like Run~Slide where I can empty jump low/throw
  • Not as good after safe jump (opponent can OS block + 5LP)
  • Doing it early gives Punish Counter vs. throw tech, late input gives Counter-hit
- -


Important Safejabs to Practice

Italics: only works vs. 10f or slower reversals

SA3/CA, DR~2LP/2LK
Throw, DR~2LK +10 oH / +4 oB; midscreen, Trade 5MK is the only frame trap on block
Corner MK Tatsu Juggle, whiff 5LP, 2LK Do not chain the lights (slow down slightly)
SA2, Dash + 2LP
Corner Air Grab, Dash + 2LP
Run~HK, Dash + 2LP/2LK
Corner Drive Reversal, Dash + 2LP/2LK
Juggle MP Elbow, whiff 2MP, 2LP
Juggle MP Elbow, Run~Stop 2LP
Corner 5LP~MP~HP~HK, whiff 2MP, 2LP
Anywhere 5LP~MP~HP~HK, Run~Stop 2LP
Corner Arc Step Divekick, whiff 2MK, 2LP/2LK
Corner LP Elbow juggle (min height), whiff 2MK, 2LP/2LK Auto-timed after Arc Step, but manual timing in most other juggles
2HK, Dash + whiff 2LP~2LP
Arc Step + Throw, Dash + whiff 2LP~2LP
Corner Ground MP Elbow, Run~Stop, whiff 5LP~2LP/2LK
Corner Ground MP Elbow, Teleport~2LP
SA1 + Can, Teleport~2LP/2LK
HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Requires corner to link into 2MP, 5MP
  • Midscreen can only get CH 2LK into 5MK
Grounded Run~MK (close range), Teleport~2LK Slide must hit on 1st active frame
Requires corner to link into 2MP, 5MP
  • Midscreen can only get CH 2LK into 5MK
Grounded Run~LK, Dash x2, 2LP/2LK

Safe Jumps to Practice

236HP > instant Air Tatsu (corner)
  • Can hold up to buffer the jump after 236HP, easily allowing time to input Air Tatsu
  • Doesn't work when juggling into 236PP due to higher KD Adv.
5MP~HP > Run~delay MK
  • Frame perfect delay on slide is required (as late as possible), but allows a midscreen safe jump
  • Even if I mess up the timing, opponent may respect it anyway (OS an instant throw as I land?)
236HP, DR~2LP, Run~MK
  • No cancel on 2LP, but must juggle at fastest timing
  • If opponent doesn't Back Rise, must use j.MK which loses all my corner carry


Combo Stuff to Practice

Corner PC 5HP, delay 5HK, 5HP High damage punish starter at point blank, ~5f leniency
Corner 5MP~HP > Arc Step, juggle 236LP > SA3 Slightly more optimal to squeeze out a kill at minimum scaling. Also wastes time to recover from Burnout if needed.
Midscreen 5MP~HP > Arc Step, juggle SA1 Decent confirm route, especially if I need to kill while in Burnout
Midscreen 5MP~HP > OD Arc Step: juggle SA3 or Divekick > SA2 Now that this frame traps on block and opponents are likely to hit a button, this is a good reward even without needing a wall bounce
5MK~DRC into 2HP > Run~Stop on Hit, 2MK on Block Important for optimizing damage while remaining airtight vs. reversals on block
DR~5HK into Microwalk 2MP Practice this for optimal Triple DRC combos or to prevent Burnout; 4f leniency on the walk
  • Mostly useful when I have time to check that I start with 100% Drive gauge, like baiting a wakeup Super and parrying it to gain 2 bars