Street Fighter 6/Kimberly/Strategy: Difference between revisions

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(cleaning things up, moving explanations of run oki with overhead vs stop low earlier to avoid listing both run-stop and run-overhead and bloating this section with stuff that's implied anyway once you understand how her oki works)
(missed something obvious)
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* After 236HP launch into DR~5LP, this TC keeps opponents in a juggle state with much better advantage
* After 236HP launch into DR~5LP, this TC keeps opponents in a juggle state with much better advantage
** Juggling into 236LP lets you chase with Run~Stop, but doesn't give an ideal spacing and doesn't auto-time any mixup
** Juggling into 236LP lets you chase with Run~Stop, but doesn't give an ideal spacing and doesn't auto-time any mixup
** Dash, Run~Overhead hits meaty, {{sf6-adv|M|-2}}, safe vs DI
** Run~Stop twice chases back rise and leaves you point blank, but only {{sf6-adv|P|+1}}
** Run~Stop twice chases back rise and leaves you point blank, but only {{sf6-adv|P|+1}}
** Run~Stop, OD Run~Overhead hits frame 1 of wakeup, {{sf6-adv|M|-1}}, safe vs DI
** Run~Stop, OD Run~Overhead hits frame 1 of wakeup, {{sf6-adv|M|-1}}, safe vs DI

Revision as of 01:19, 25 June 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 - One of Kimberly's most hitconfirmable buttons in neutral; she moves forward and is relatively safe on block at farther ranges. 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. Just be wary of opponent who use Drive Impact frequently.

2HK - Useful against opponents who like to move without stopping to block low. Some characters have difficulty punishing, while others have a nearly guaranteed sweep punish in return; the utility of 2HK varies a lot based on the specific matchup, but it's always best to space it near max range.

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 2LP, 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.

Due to her variety of mobility tools, Kimberly has many ways to chase knockdowns with frame kills that maintain her advantage. The fact that she can use her Run~Stop for so many of her frame kills can make her offense confusing to keep up with, since any time she starts moving she's threatening an overhead. In any situation where Run~Overhead is an oki option (meaning, it will beat wakeup 4f and be safe vs wakeup DI) you can also Run~Stop and be +2 or better, and as long as that leaves you in range to do it, 2LK will hit only 1f later than Run~Overhead, which makes it extremely difficult to fuzzy block.


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

Knockdown KD Adv. Oki/Notes
Forward Throw +17 Gives strong corner throw loops by walking forward with manual timing
  • Midscreen, can apply pressure with DR~2MK, 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 On a regular midscreen connect, Drive Rush into delayed 2MK works well
  • Cannot hold down for the 2MK input or the DR will be cancelled; must input 2+MK nearly simultaneously
  • Other options: Teleport~2LP, Teleport~5MP (trade with 4f), meaty 236K~LK or 236K~HK
Drive Reversal +23 No real midscreen oki, but can potentially chase down with DR~5HP or DR~6HK
  • If the opponent reaches the corner:
    • OD Run~Overhead will hit frame 1 of their wakeup, -1, safe vs DI
2HK HKD +31
HKD +43 (Punish)
+38~+42 (Juggle)
On normal hit:
  • Forward dash, 5HK hits meaty, +4 on block, safe vs DI
  • Drive Rush 4HK hits frame 2 of their wakeup, +1, safe vs DI

On punish counter:

  • Double forward dash gives +5 point blank
  • Forward dash, OD Run~Overhead hits meaty, +0, safe vs DI
  • In the corner, forward dash, Run~Flip trades with wakeup 4f, juggles to tatsu, +1, safe vs DI
5LP~MP~HP~HK
(Bushin Prism Strikes)
+26
+29 (DR juggle)
All options here are for the grounded version of the target combo, as there's little reason to juggle into the DR version when Hellchain does more damage and has a longer knockdown
  • Forward dash is +8 and chases back rise, but won't be point blank
  • Run~Overhead hits frame 1 of wakeup, -3, safe vs DI
  • OD Run~Overhead hits meaty, +1, safe vs DI
  • Run~LK hits frame 3 of wakeup, +1, safe vs DI
  • In the corner, whiff 2LP, 5HK hits meaty, +4, safe vs DI
  • Stopping at HP allows for a Spraycan setup (+3, ideal for throw offense) or a corner 214MK juggle
5LP~MP~2HP~HK
(Bushin Hellchain)
+26
+45 (DR juggle)
On midscreen grounded hit, all you get is a safe meaty Run~Slide, not worth doing.
  • In the corner, the knockdown situation is the exact same as Prism Strikes
  • After 236HP launch into DR~5LP, this TC keeps opponents in a juggle state with much better advantage
    • Juggling into 236LP lets you chase with Run~Stop, but doesn't give an ideal spacing and doesn't auto-time any mixup
    • Dash, Run~Overhead hits meaty, -2, safe vs DI
    • Run~Stop twice chases back rise and leaves you point blank, but only +1
    • Run~Stop, OD Run~Overhead hits frame 1 of wakeup, -1, safe vs DI
    • Run~Stop, DR 5HK hits meaty, +7, safe vs DI
  • In the corner, after the juggled version:
    • Bomb gives +1, not ideal since opponents can mash vs low or throw, but it's still a bomb setup
    • Whiff 2LP, DR 4HK hits frame 2 of wakeup, +1, safe vs DI
5LP~MP~2HP~2HK
(Bushin Hellchain Throw)
+16 Not an ideal knockdown, and can't be used to end a juggle.
  • DR 2MK hits frame 3 of wakeup, +5, safe vs DI
  • Immediate slide meaties, but is -3
236K~MK
(Run~Slide)
+39 (Meterless)
+47 (OD)
+47~+49 (Juggled into)
(Depends on route)
Great corner carry while keeping close to opponent.
  • Forward Dash x2 for great oki anywhere

Out of 5MP~HP midscreen:

  • Run~Stop, Run~Overhead hits frame 2 of wakeup, -3, safe vs DI
  • Run~Stop, OD Run~Overhead hits meaty, +0, safe vs DI

Out of 5HP~HP corner:

  • Bomb gives +3, ideal throw oki
  • Whiff 2MK, 4HK hits meaty, -2, safe vs DI
  • Whiff 2MK, whiff 5LK, 2LK hits frame 1 of wakeup

Out of 236HP, DR 5LP midscreen:

  • Run~Stop, Run~Overhead hits meaty wakeup, -2, safe vs DI

Out of 236HP, DR 5LP corner:

  • Bomb gives +5, even more ideal throw oki, 2LK hits meaty
236K~HK
(Run~Overhead)
+23
+25 (OD)
+44~+48 (OD juggle)
After normal Run~Overhead:
  • Run~Stop chases back rise and gives +1
  • Forward dash chases back rise and gives +5

After OD Run~Overhead:

  • Run~Overhead hits frame 2 of wakeup, -3 safe vs DI
  • OD Run~Overhead gives a much longer knockdown if it catches an opponent jumping out. In that instance, Run~Stop into forward dash will be +4~+8, and the Run~Stop gives you time to confirm how it hit.
236K~LK
(Run~Flipkick)
+41
+53~56 (juggle)
+43 (OD)
+56~60 (OD juggle)
Dash x2 for oki
  • Primarily used after Wall Splat or OTG bounce for Spraycan oki (or juggled into 236LP > Lv.3 Super)
214K
(Bushin Senpukyaku)
+23/22/21/20
(L/M/H/OD)
Can DR~2MK midscreen, or Dash + Throw/Normal for corner oki
  • Decent corner carry and a consistent juggle ender
j.MP xx j.214K
(Air Bushin Senpukyaku)
+39~40
+48~50 (OD)
These options assume you're using this at the earliest possible timing after a 236HP/236PP launch.
Midscreen:
  • Teleport, 2MK hits frame 1 of wakeup and chases back roll, +1
  • DR 6HK hits meaty, +3, safe vs DI

Corner:

  • Whiff 2LP, Run~Overhead hits frame 1 of wakeup, -3, safe vs DI

The knockdown situation after OD air tatsu is 1f better than after MP~HP xx 236K~K, so all of your options should be basically the same, but to do meaty 4HK you whiff 5MP instead of 2MK since it's 1f longer total duration.

j.236P
(Nue Twister)
HKD +22 OD version gives OTG bounce, but is hard to combo into and usually ends with a different juggle option
Corner:
  • Forward dash gives +4 at ideal shimmy range

Midscreen:

  • DR 5HK hits frame 1 of wakeup, +6, safe vs DI
236MP
(MP Vagabond Edge)
+37
+26 (juggled)
Midscreen:
  • DR 6HK hits frame 2 of wakeup, +1, safe vs DI
  • whiff 2LP, Run~Overhead hits frame 3 of wakeup, -3, safe vs DI

Corner:

  • Dash, 4HK hits frame 3 of wakeup, -3, safe vs DI
  • Whiff 2LK chain 5LP, 5HK hits meaty, +5, safe vs DI

The juggled version gives +26, which is the same KD timing as either grounded Bushin Prism Strikes or Hellchain.

Prox 236K~K
(Arc Step~Divekick)
+29~32
+43 (OD Midscreen)
KD advantage depends on screen position, as KD timing depends on how far the divekick travels before hitting the opponent.
  • DR 4HK hits frame 3 of wakeup midscreen, trades with abare in the corner, either way gives full combo and is +1, safe vs DI

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)
With bomb:
  • Midscreen:
    • Teleport chases back rise and multiple buttons will beat abare, but you won't be in range to follow up without DR
  • Corner:
    • Double forward dash gives +2 point blank
    • Forward dash, OD Run~Overhead hits frame 3 of wakeup, -1, safe vs DI

No bomb:

  • Midscreen:
    • DR 5HK hits frame 1 of wakeup, +6, safe vs DI
    • OD Run~Overhead hits frame 1 of wakeup, -1, safe vs DI
  • Corner:
    • Fwd dash gives +4 in range of her longer normals
Lv.2 Super HKD +22 (Ground/Air) Hard KDs at very close range, giving strong offense at any screen position
  • Forward dash is +4 point blank
  • OD Run~Overhead hits frame 1 of wakeup, -1, safe vs DI
Lv.3 Super/CA HKD +16 Same knockdown timing as Bushin Hellchain Throw.
  • DR 2MK hits frame 3 of wakeup, +5, safe vs DI
  • Immediate slide meaties, but is -3


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 236K~LK or DR~2HP > 236K~LK ...
    • If the opponent techs the throw, they still must block the bomb, allowing more pressure
    • Note: Throw applies 2 hits of scaling, making the followup much weaker
  • 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. Juri 623PP:

  • immediate DR~5HP will juggle; follow up with 236K~LK juggle or Close 236KK~K (OD Arc Step) wallsplat route
  • also works vs. Kimberly 214KK, but this is not an invincible reversal

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.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
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 3 0 0 0 0 0 0 13 18
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 1 2 5 1 4 8 0 2 4 1 3 4 18 23
2HP~DR 0 0 0 0 0 1 0 0 0 0 0 0 11 16
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 to 2LP > 2HP, and medium/heavy normals should link to 5HK. You can choose to end your combos however you'd like, but there are diminishing returns on spending more Drive meter due to damage scaling; consider saving your meter unless it will secure the KO.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +5 2LP, 2HP > 236HP/236KK ...
5LP, 5HP > 236HP/236KK ...
5MP~DR +14 5HK, 2HP > 236HP/236KK ...
5HK, 2MP, 5MP~HP > 236K~MK ...
5HP~DR +16 5HK, 2HP > 236HP/236KK ...
5HK, 2MP, 5MP~HP > 236K~MK ...
5LK~DR +5 2LP, 2HP > 236HP/236KK ...
5LP, 5HP > 236HP/236KK ...
5MK~DR +12 5HK, 2HP > 236HP/236KK ...
5HK, 2MP, 5MP~HP > 236K~MK ...
2LP~DR +4 2LP, 2HP > 236HP/236KK ...
2MP~DR +12 5HK, 2HP > 236HP/236KK ...
5HK, 2MP, 5MP~HP > 236K~MK ...
2HP~DR +16 5HK, 2HP > 236HP/236KK ...
5HK, 2MP, 5MP~HP > 236K~MK ...
5MP~HP~DR Free Juggle 2HP > 236K~LK ...
2HP, instant j.236PP ...

Notes:

  • 2LP, 2HP does more damage than 5LP, 5HP and works at most ranges; a very long range light whiff punish may require the 5HP route
  • In the corner, the 5HK, 2MP, 5MP~HP route can juggle into 214MK or end with a Shuriken Bomb setup; it can also cancel to Lv.3 Super anywhere
  • After DR~5HK, the 2HP route usually leads to more damage; the 2MP route is generally better for meterless corner carry and oki


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
  • OD Bushin Senpukyaku (214KK) - Invincible to airborne attacks, but too expensive to be a primary anti-air
    • The meterless versions can work if used preemptively, but they do not have complete anti-air invincibility
  • 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
    • Difficult to use consistently on reaction, but can be done from any jump direction


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.
    • The meterless version can also pass through projectiles, though usually requires a prediction for a successful 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 take back your turn
  • 5LP is a near universal option to beat both Forward Hop and Vertical Hop, while remaining safe to everything else
  • A stronger option like many 2HP attacks can lead to very powerful Forced Knockdown juggles, but may be unsafe if Kimberly does nothing
  • Back Hop is hard to punish due to its range, but some long-range attacks can reach for a punish
  • Attempting a reversal special like Shoryuken is not recommended, as it may be punishable if unsuccessful


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
    • The overhead out of OD run can catch opponents jumping out, but the meterless one won't. As a result, some moves are able to go over both the overhead and low followup out of run, though not necessarily as a reactive option or a reversal. Examples:
      • Chun 6HK
      • Lily 236K
      • Manon 214KK
      • Marisa 623P
      • Ken 623K
  • 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, be wary of Run~MK Slide into Lv.3 for big damage. The Run~HK Overhead cannot combo in this way.


Sprint ~ Arc Step (236K at close proximity)

  • Due to pushback, Arc Step is almost always safe if she bounces away with no followup
  • Kimberly has two specials she can cancel into mid-air, a Divekick and a Command Throw
    • The Divekick is unsafe if blocked, at -8
    • The Command Throw is very unsafe if the defender backdashes or neutral jumps
    • Neutral Jump is a riskier option, as Kimberly may instead bounce away, then dash up for an anti-air
  • This makes the situation a 50/50 mixup for both the attacker and defender
    • For the meterless version, Kimberly is at much greater risk due to the potential for high punish damage
    • The OD Arc Step followups allow much greater damage, making it a more balanced risk
  • Any anti-air invincible uppercut can beat both followups, but this is punishable if Kimberly chooses not to input a followup
  • Meterless Arc Step is interruptible when cancelled from any button except 2HP, so don't let the opponent get away with always cancelling into this from buttons like 5HP or 5MK



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