Street Fighter 6/Kimberly/Strategy: Difference between revisions

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2) 5MP~HP > 236K~MK Slide, throw Spraycan
2) 5MP~HP > 236K~MK Slide, throw Spraycan
* Do not delay the MK slide after starting the run
* Do not delay the MK slide after starting the run
* Also works from OD Version (236KK~MK), even against grounded opponents


3) (Any launcher), j.MP > j.214KK, throw Spraycan
3) (Any launcher), j.MP > j.214KK, throw Spraycan

Revision as of 04:38, 28 May 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 momentum, however.

5HK - At +2 on block and less pushback, Kimberly can frame trap into any light; Counterhit followups here are finicky and can depend on the character/spacing. Using 5MP or 2MP will trade with 4f buttons, possibly resulting in a trade combo (5MP into 5MK being the most consistent).

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

Meterless High/Low: When Kimberly has point blank oki, she can mix up with 4HK overhead (+4 oH) 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 the 4HK can occasionally push the opponent too far away for the followup.


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

Knockdown KD Adv. Oki/Notes
Forward Throw +21
+3 (after Dash)
Gives strong corner throw loops with a dash or forward walk
  • Walking requires manual timing, but makes it easier to shimmy back out of throw range to bait the tech
  • Midscreen, can apply pressure with Drive Rush + Normal, but a wakeup button will stop repeated Throws
Back Throw +8 Cannot chase down opponent for point blank oki
  • If throwing opponent back into the corner, can reach with meaty 5HP/5MK/2MK
  • Meaty 5HK can set up a +12~+14 trade vs. 4f lights (but followups are character-specific)
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +34
HKD +46 (Punish)
Dash + walk or Run~Stop for point blank oki
  • Can also do a slightly delayed Run~LK for frame advantage
  • The extra Punish Counter advantage allows for oki even from max whiff punish range
5LP~MP~HP~HK
(Bushin Prism Strikes)
+26 Dash + walk works, but won't be point blank vs. Back Rise
  • Run~Stop leaves Kimberly closer to opponent but requires manual timing
  • Immediate Run~LK beats reversal normals and has frame advantage
5LP~MP~2HP~HK
(Bushin Hellchain)
+26 No midscreen oki (sends opponent flying fullscreen)
  • Allows corner oki, but is weaker than 5LP~MP~HP into 214MK juggle
5LP~MP~2HP~2HK
(Bushin Hellchain Throw)
+16 Recovers too far away for oki, even when throwing opponent back into corner
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)


Shuriken Bomb Setups

The following setups are intended to allow a Forward Throw to juggle into the Spraycan bomb explosion when timed perfectly. It also allows various other mixup options to prevent the opponent from simply teching the throw every time. While Spraycan setups are powerful, they involve sacrificing some guaranteed damage for the hopes of cashing in on something much stronger. Be aware of your opponent's health bar, and go for the guaranteed KO instead if available.

Unless otherwise stated, these are corner only; throw the Spraycans as early as possible and use 22HP Shuriken Bomb.


1) 5LP~MP~HP knockdown, throw Spraycan

  • Can also 236HP launch + DR 5LP~MP~HP juggle for corner carry

2) 5MP~HP > 236K~MK Slide, throw Spraycan

  • Do not delay the MK slide after starting the run
  • Also works from OD Version (236KK~MK), even against grounded opponents

3) (Any launcher), j.MP > j.214KK, throw Spraycan

  • Works at any height connect, but may require a slight delay to time a meaty Throw

4) Drive Impact (wallsplat), juggle 2HP > 236K~LK, throw Spraycan

  • If the DI crumples, wait for opponent to become airborne before juggling 2HP

5) Close 236KK~K (wallsplat), juggle 236K~LK, slight delay + throw Spraycan

  • The 236KK wallsplat occurs much higher than the DI wallsplat, forcing a different Spraycan timing


After throwing the Spraycan:

  • Forward Throw (immediate); explosion juggles mid-throw
    • Follow with instant j.236PP for OTG bounce, then DR~2HP > 236K~LK ...
    • If the opponent techs the throw, they still must block the bomb, allowing more pressure
  • 2LK, 2LP > 236LP (explosion hits), jump forward, j.236PP on the way down
    • Low starter; if blocked, explosion allows more block pressure
  • 4HK, 2LP > 236K~LK (explosion hits after 2LP)
    • Overhead starter
  • 2LK, 4HK, (explosion hits), instant j.236PP
    • Low into overhead
  • Backdash (bait Throw tech), 5HP > 236LP (explosion hits)
    • Highly damaging route; back walk will not escape opponent's throw range
    • Backdash will lose to opponent's reversal attacks


Punishing Opponent's Reversal after Shuriken Bomb

In some cases, it is possible for Kimberly to punish the opponent if they successfully hit her with an invincible wakeup reversal while a Spraycan is active. It is important to avoid using Back Rise to stay in range for this punish. To wake up in place, don't hit 2 buttons while landing from the knockdown; holding MP+MK in preparation for Drive Rush can cause a Back Rise to occur, so don't start the input until Kimberly has started her wakeup animation.


vs. Kimberly 214KK, Juri 623PP:

  • immediate DR~5HP will juggle; follow up with 236K~LK juggle or Close 236KK~K (OD Arc Step) wallsplat route.

vs. Luke 623PP:

  • immediate 3MK slide (no followup juggle)


After blocking a reversal, Kimberly's optimal punish will depend on the specific move being blocked. The opponent may still be airborne when the bomb hits, or may avoid the bomb entirely. A quick, strong hit like 5HK or 236LP right before the spraycan explodes is a good way to ensure a high-damage punish, and it leads into the same followups you would have gotten on a successful bomb mixup. Starting the punish with a high-connect 2HP can also lead to good damage if there isn't enough time to get a grounded punish before the explosion.

TO-DO

  • TO-DO


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

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing. Green cells with "0" represent a true blockstring, which the opponent cannot escape without using Drive Reversal. Yellow cells with "1" to "4" represent a short gap that loses to invincible reversals, but can lead to frame traps; if the gap is 4f, the opponent can trade with a reversal light normal, which may result in a favorable trade combo for the attacker.

Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 4HK 6HK
5LP~DR 7 8 11 7 10 14 6 8 10 7 9 10 24 29
5MP~DR 0 0 0 0 0 3 0 0 0 0 0 0 13 18
5HP~DR 0 0 0 0 0 1 0 0 0 0 0 0 11 16
5LK~DR 4 5 8 4 7 11 3 5 7 4 6 7 21 26
5MK~DR 0 0 2 0 1 5 0 0 1 0 0 1 15 20
2LP~DR 7 8 11 7 10 14 6 8 10 7 9 10 24 29
2MP~DR 0 1 4 0 3 7 0 1 3 0 2 3 17 22
2HP~DR 0 0 1 0 0 4 0 0 0 0 0 0 14 19
5MP~HP~DR 0 0 2 0 1 5 0 0 1 0 0 1 15 20


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit. In Kimberly's case, there are really only two things you need to know: light normals should link into 5LP, and medium/heavy normals should link into 5HK. You can choose to end your combos however you'd like, but it's usually best not to spend any additional Drive gauge unless it will secure the KO.

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 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


Anti-Airs

  • 2HP - Good at close ranges; can cancel into Run~Stop for a left/right mixup afterward
    • After a Forced Knockdown, can usually juggle instant j.236PP for a strong conversion
  • 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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