< Street Fighter 6 | Kimberly
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== Neutral == | == Neutral == | ||
* '''5MK''' - | * '''5MK''' - One of Kimberly's most important pokes due to its range and cancellability. Since she doesn't have a cancellable low poke, this is her primary button for Drive Rush cancels. | ||
* '''5HP''' - Kimberly's most hitconfirmable button in neutral; she moves forward and is safe on block if not cancelled. The recovery is a bit long, so whiffing should be avoided as much as possible. | |||
* '''2MK''' - As a neutral poke, 2MK is good for space control despite not being cancellable. It has fairly low recovery and gives Kimberly frame advantage on hit or block. | |||
* '''2HK''' - A max range sweep is very difficult for most characters to punish, especially without spending Super meter. Harassing with this button can force the opponent to crouch block more often or back themselves into the corner to avoid it. | |||
* '''2MP''' - The fast recovery makes this button useful as a predictive counterpoke, capable of interrupting the startup of an opponent's slower buttons. Depending on the opponent's neutral buttons, the risk/reward may be skewed in favor of the opponent, however. | |||
* '''6HK''' - This long-range hopkick is safe on block and can hop over some low pokes. | |||
== Offense == | == Offense == |
Revision as of 05:19, 3 April 2023
Neutral
- 5MK - One of Kimberly's most important pokes due to its range and cancellability. Since she doesn't have a cancellable low poke, this is her primary button for Drive Rush cancels.
- 5HP - Kimberly's most hitconfirmable button in neutral; she moves forward and is safe on block if not cancelled. The recovery is a bit long, so whiffing should be avoided as much as possible.
- 2MK - As a neutral poke, 2MK is good for space control despite not being cancellable. It has fairly low recovery and gives Kimberly frame advantage on hit or block.
- 2HK - A max range sweep is very difficult for most characters to punish, especially without spending Super meter. Harassing with this button can force the opponent to crouch block more often or back themselves into the corner to avoid it.
- 2MP - The fast recovery makes this button useful as a predictive counterpoke, capable of interrupting the startup of an opponent's slower buttons. Depending on the opponent's neutral buttons, the risk/reward may be skewed in favor of the opponent, however.
- 6HK - This long-range hopkick is safe on block and can hop over some low pokes.
Offense
Frame Traps
- TO-DO
Okizeme
- TO-DO
Mixups
- TO-DO
Defense
Reversals
- OD Bushin Senpukyaku (214KK) - Fully invincible during startup
- Lv.1 Super (236236K) - Fully invincible, but slow enough that the opponent can safely meaty with a light normal
- Lv.3 Super/CA (236236P) - Fully invincible, reasonably fast, and rewarding to land, but very expensive to use as a guess
Anti-Airs
- 2HP - Good at close ranges; can cancel into Run~Stop for a left/right mixup afterward
- Bushin Senpukyaku (214K) - Each strength covers a good trajectory and is invincible to airborne attacks
- j.MP - Good air-to-air that is special cancellable and puts the opponent into a juggle state
- Nue Twister (j.236P) - Air-to-air command throw; the OD version is very rewarding with its OTG bounce state
Anti-Projectile
- Water Slicer Slide (3MK) - Near its max range, can be used against most projectiles on reaction, allowing a followup Punish Counter link. Less effective against fast-recovering projectiles like Guile's Sonic Boom, or projectiles that move very slowly.
- Elbow Drop (j.2MP) - Jumping from long range into Elbow Drop is a good way to navigate around projectiles without taking too much risk.
- Shadow Slide (236K~MK) - A bit hard to use on reaction, but starting a sprint allows Kimberly to react with MK (or hit LP to stop if no projectile is thrown). The OD version is much more projectile invincible, making it practical as a reaction tool as long as you don't get hit during the early sprinting frames.
- OD Hidden Variable (214PP) - Kimberly teleports above the opponent quickly, bypassing the projectile entirely and allowing her to start immediate pressure even if it was too slow to punish.
- Lv.3 Super/CA (236236P) - The range is limited, but farther than it initially appears. The invincibility allows Kimberly to punish fireballs on reaction from a closer range than her other anti-projectile tools.
Fighting Kimberly
- TO-DO