Street Fighter 6/Kimberly/Strategy: Difference between revisions

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'''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
'''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
* '''236K~MK Slide:''' +39 (+47 when juggled into or OD version); great corner carry
 
** At +39, dash twice after KD to become +3 at point blank
{| class="wikitable"
** If you slightly delay the Slide after 5MP~HP Target Combo, leads to an automatic safe jump setup
! Knockdown !! KD Adv. !! Oki/Notes
* '''236K~HK Overhead:''' +23 (+25 OD version); similar oki to Slide knockdown, but only one dash
|-
* '''236K~LK Flipkick:''' +41 (+43 OD version); similar oki to Slide knockdown, but not a reliable knockdown ender
| '''2HK''' || + || -
** Primarily used in corner Wall Splat juggles; gives enough advantage to throw or reload Spraycan
|-
* '''214K Senpukyaku:''' +33/33/32/21 (slightly better after anti-air); good corner carry
| '''236K~MK'''<br>(Run~Slide) || +39 (Meterless)<br>+47 (OD)<br>+47 (juggled into) || Great corner carry while keeping close to opponent
** No midscreen oki, but can manually time meaty pressure in the corner
* Forward Dash x2 for great oki anywhere
* '''j.MP xx j.214K Air Senpukyaku:''' +39~40 (+48~50 OD version); sends opponent flying for great corner carry
* 5MP~HP into slightly delayed Slide gives a Safe Jump setup
** Midscreen, the distance is too far for reliable oki, but can use Run~Stop to cover ground
|-
* '''j.236P Nue Twister:''' HKD +22
| '''236K~HK'''<br>(Run~Overhead) || +23<br>+25 (OD) || Dash + slight walk for oki
** Can forward dash for corner oki; the distance is too far for strong midscreen pressure
* Less corner carry than Slide ender, but safe if blocked
** OD version can only be comboed into with Drive Rush free juggle state; gives an OTG bounce
|-
* '''236MP Vagabond Edge:''' +37 (+26 in juggles); Dash + walk to manually time oki, works well midscreen
| '''236K~LK'''<br>(Run~Flipkick) || +41<br>+43 (OD) || Dash x2 for oki (but not a very reliable KD combo ender)
** Slightly stronger than Run~Slide, but worse corner carry; there is usually a better option than 236MP
* Primarily used after Wall Splat to set up Spraycan oki (or Reload)
* '''Proximity 236K~K Divekick:''' +30~32; sends opponent far away for poor midscreen oki
|-
** Midscreen OD version is +43 and allows strong oki after double dash (+ corner Wall Splat)
| '''214K'''<br>(Bushin Senpukyaku) || +33/33/32/21<br>(L/M/H/OD) || No midscreen oki, but can manually time corner oki
* '''Proximity 236K~P Otoshi:''' HKD +31; dash for easy point blank oki anywhere
* Good corner carry and a consistent juggle ender
** OD version causes OTG bounce
* Slightly better KD Adv. when used as an anti-air
* '''Lv.1 Super:''' +22 (+38 with Spraycan); only gives good oki with corner + Spraycan
|-
* '''Lv.2 Super:''' +22, only gives good oki with corner
| '''j.MP xx j.214K'''<br>(Air Bushin Senpukyaku) || +39~40<br>+48~50 (OD) || Great corner carry, but no real midscreen oki
* '''Lv.3 Super/CA:''' HKD +16; can get decent oki with immediate Drive Rush regardless of screen position
* Can Run~Stop to gain some ground, or try to meaty with immediate Slide/Overhead
* OD version can juggle into Lv.3 Super after landing
|-
| '''j.236P'''<br>(Nue Twister) || HKD +22 || Forward dash gives oki near corner, but is too far midscreen without Drive Rush
* OD version gives OTG bounce but can only be comboed into with Drive Rush free juggle state
|-
| '''236MP'''<br>(MP Vagabond Edge) || +37<br>+26 (juggled into) || Dash + Walk to manually time oki (works midscreen)
* Better damage than Run~Slide, but worse corner carry; this is rarely the best option for Kimberly
|-
| '''Prox 236K~K'''<br>(Arc Step~Divekick) || +30~32<br>+43 (OD Midscreen) || Dash for corner oki, but too far midscreen
* OD version Wall Splats near corner, but midscreen gives oki with Forward Dash x2
|-
| '''Prox 236K~P'''<br>(Arc Step~Throw) || HKD +31 || Dash for easy point blank oki anywhere on screen
* OD version causes an OTG bounce for a juggle
|-
| '''Lv.1 Super''' || +22<br>+38 (Spraycan) || Can only get strong oki with Spraycan + Corner
|-
| '''Lv.2 Super''' || +22 (Ground/Air) || Can only get strong oki in the corner
|-
| '''Lv.3 Super/CA''' || HKD +16 || Immediate Drive Rush can give strong oki anywhere on screen
* Otherwise, Kimberly can walk slightly into a max range poke (weak oki)
|}





Revision as of 06:08, 13 April 2023


Neutral

Kimberly has some of the fastest overall movement speed in the game, which is further enhanced after activating her Level 3 Super Art. She lacks strong threatening options at mid and long range, like projectiles and cancellable low pokes, so her movement is the key to success in the neutral game.

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.

j.2MP - Elbow Drop completely stops Kimberly's forward jump momentum, allowing her to bait anti-air attacks when used from certain ranges. It can also allow her to jump over a projectile while maintaining a safe distance. The threat of this move can cause opponents to hesitate when they see Kimberly jump, making it easier to approach from the air.

j.214K - If done near the very end of Kimberly's forward jump, it will hit 3 times with a slight delay; this can be useful when mixing up with an empty jump into immediate throw, as the defender's throw tech will cause the delayed Air Senpukyaku to connect. Mixing up Kimberly's jump timing and trajectory makes it harder for the opponent to focus on both the ground/air game.

  • The OD version can be used as an instant crossup if done low to the ground with a Tiger Knee input (214~9+KK). This will whiff on crouching opponents, but is great for baiting throw techs and scoring a Punish Counter.


Offense

Frame Traps

Light Chains - all chainable light normals (5LP, 2LP, 2LK) have very small gaps between each blocked hit

  • This will beat any defensive button press, but there is no airtight chain to prevent the opponent's invincible reversal
  • A chain of 5LP, 5LP, 5LP~MP is great for hitconfirms; -6 oB but very difficult for many characters to punish due to pushback


2MK - Plus on block (+1) low starter. There are few useful frame traps without Drive Rush, however.

5HK - At +2 on block and less pushback, Kimberly can frame trap into any light; using 5MP or 2MP will trade with 4f buttons

236K~LK - +1 oB (+3 for OD version) after the flip kick, and keeps Kimberly at close range; can frame trap into immediate 2LP for continued pressure. Throw will lose to reversal 4f normal, but if the opponent knows the matchup they are less likely to attempt this.


Okizeme and Mixups

Throw Loops: Kimberly is +3 after a Forward Throw + Dash, allowing for strong corner throw loops. She can also walk to manually time the next throw, which is better for baiting a whiffed throw tech for a strong punish. Midscreen, the opponent can escape with Back Rise.

  • Drive Rush into a normal can beat Back Rise + wakeup button, but a wakeup 4f button will still interrupt a throw attempt
  • After a Back Throw into the corner, Kimberly is only +8 and is pushed farther away; she can still threaten with an immediate button, but cannot throw loop


Meterless High/Low: When Kimberly has point blank oki, she can mix up with 4HK overhead (+4) or 2LK/2MK low starter without using Drive Rush. Both will only link into light normals without Counterhit in this scenario. This is a very useful option after air resets as well, but it can be harder to stay in 2LP range after the overhead connects.


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
2HK + -
236K~MK
(Run~Slide)
+39 (Meterless)
+47 (OD)
+47 (juggled into)
Great corner carry while keeping close to opponent
  • Forward Dash x2 for great oki anywhere
  • 5MP~HP into slightly delayed Slide gives a Safe Jump setup
236K~HK
(Run~Overhead)
+23
+25 (OD)
Dash + slight walk for oki
  • Less corner carry than Slide ender, but safe if blocked
236K~LK
(Run~Flipkick)
+41
+43 (OD)
Dash x2 for oki (but not a very reliable KD combo ender)
  • Primarily used after Wall Splat to set up Spraycan oki (or Reload)
214K
(Bushin Senpukyaku)
+33/33/32/21
(L/M/H/OD)
No midscreen oki, but can manually time corner oki
  • Good corner carry and a consistent juggle ender
  • Slightly better KD Adv. when used as an anti-air
j.MP xx j.214K
(Air Bushin Senpukyaku)
+39~40
+48~50 (OD)
Great corner carry, but no real midscreen oki
  • Can Run~Stop to gain some ground, or try to meaty with immediate Slide/Overhead
  • OD version can juggle into Lv.3 Super after landing
j.236P
(Nue Twister)
HKD +22 Forward dash gives oki near corner, but is too far midscreen without Drive Rush
  • OD version gives OTG bounce but can only be comboed into with Drive Rush free juggle state
236MP
(MP Vagabond Edge)
+37
+26 (juggled into)
Dash + Walk to manually time oki (works midscreen)
  • Better damage than Run~Slide, but worse corner carry; this is rarely the best option for Kimberly
Prox 236K~K
(Arc Step~Divekick)
+30~32
+43 (OD Midscreen)
Dash for corner oki, but too far midscreen
  • OD version Wall Splats near corner, but midscreen gives oki with Forward Dash x2
Prox 236K~P
(Arc Step~Throw)
HKD +31 Dash for easy point blank oki anywhere on screen
  • OD version causes an OTG bounce for a juggle
Lv.1 Super +22
+38 (Spraycan)
Can only get strong oki with Spraycan + Corner
Lv.2 Super +22 (Ground/Air) Can only get strong oki in the corner
Lv.3 Super/CA HKD +16 Immediate Drive Rush can give strong oki anywhere on screen
  • Otherwise, Kimberly can walk slightly into a max range poke (weak oki)


Spraycan Setups

Wall Splat, juggle 236K~LK, immediate 22MP Spraycan

  • Can wall splat with Drive Impact or a combo into 236KK (close) ~ K
  • Throwing the opponent immediately on wakeup allows the Spraycan to juggle afterward
  • You can also bait the throw tech, or mix up with 4HK overhead / 2MK low
  • LP Spraycan doesn't bounce out of the corner, which may cause the explosion to whiff after Throw


vs. Burnout

3MK can be safely spaced more easily against a burned out opponent, making it a stronger approach tool. If the opponent is aware that you are going for this, they can walk forward to get hit intentionally at a closer range, which will likely allow them to punish even on hit.

236LP becomes safe (-2) on block, allowing for safe cancels that are easily confirmed into Lv.3 Super.

Chip Damage sequence (~25% chip, safe against 4f buttons but loses to invincible Supers):
[5MP~HP xx OD Sprint ~ HK] x4, 5MP~HP xx 236LP xx Lv.3 Super

  • If 5MP~HP hits, it can be easily confirmed into high damage
  • If opponent hits a button or gets hit by the Overhead, Kimberly can immediately restart the sequence with any remaining Drive meter
  • Looping the sequence 4 times will guarantee Burnout for Kimberly; this should only be done to guarantee the KO


Drive Rush

TO-DO


Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +5 5LP, 5HP xx 236HP ...
5MP +14 5HK, 5HP xx 236HP ...
5HK, 2MP, 5MP~HP xx 236K~MK ...
5HP +16 5HK, 5HP xx 236HP ...
5HK, 2MP, 5MP~HP xx 236K~MK ...
5LK +5 5LP, 5HP xx 236HP ...
5MK +12 5HK, 5HP xx 236HP ...
5HK, 2MP, 5MP~HP xx 236K~MK ...
2LP +5 5LP, 5HP xx 236HP ...
2MP +13 5HK, 5HP xx 236HP ...
5HK, 2MP, 5MP~HP xx 236K~MK ...
2HP +15 5HK, 5HP xx 236HP ...
5HK, 2MP, 5MP~HP xx 236K~MK ...
5MP~HP Free Juggle 2HP juggle

Notes:

  • The listed routes are general BnB concepts, focusing on damage and oki without excessive meter use
  • The 5HK, 2MP, 5MP~HP route can juggle into 214MK after the slide near the corner, or cancel into Lv.3 Super anywhere
  • The 5HK, 5HP xx 236HP route usually leads to more damage, but the oki is often worse midscreen
  • The 2HP juggle after 5MP~HP has many followup possibilities, depending on screen position or desired meter use


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 vs. Kimberly

6HK~Hop in neutral

  • Without the Hop cancel, Kimberly is -3 on block, allowing you to start your offense
  • If she does Forward Hop for a crossup, she has a large hurtbox underneath her; 5LP will anti-air and put her into a juggle state
  • A Vertical Hop is much slower; you can input 5LP to anticipate the crossup, then block same-side to cover both options
  • You can also whiff 5LP and then input an anti-air move like Shoryuken, but this can be baited by a Back Hop
  • Back Hop is usually safe, but some long-range moves like Supers can potentially punish this with a good read


Sprint Followups

  • Kimberly's LK Flip Kick is +1 on block, allowing her to continue pressure; however, it's very slow, making it interruptible
  • The MK Slide hits low and is fast enough to beat a defensive button press in a blockstring; however, it's extremely unsafe
  • The HK Overhead must be blocked high; it is safe on block (-3, or -1 for OD version) and usually slow enough to interrupt
  • Parry or Drive Impact can defend against all 3 of these followup options, but Kimberly can stop and Throw for a Punish Counter instead
    • Arc Step will also safely bounce away from Drive Impact; she can also reaction cancel into a Super to break the armor
  • If Kimberly has Lv.3 Super available, blocking low is the safer option since the Overhead won't combo directly into it


Sprint ~ Arc Step (236K at close proximity)

  • Due to pushback, Kimberly is safe if she bounces off of you with no followup
  • If you block the Arc Step midscreen, you can avoid the Throw and the Divekick by simply walking backward for a punish
  • If the Arc Step hits or you are in the corner, the Throw/Divekick mixup is real; Jump or Backdash to beat the throw, or block the divekick
  • If you defend correctly, Kimberly is very punishable on both options
  • Any AA invincible uppercut can also beat both followups, but this is unsafe if Kimberly chooses not to input a followup



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