Street Fighter 6/Kimberly: Difference between revisions

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{{Character Top SF6 | chara={{SUBPAGENAME}} }}



Revision as of 06:49, 7 October 2022


Introduction

Uninvited student to Guy, the 39th successor to Bushinryu. Kimberly had an ordinary upbringing, but she's a genuine prodigy who graduated college early... and now wants to be a ninja. Loves '80s pop culture.

Kimberly is a fast, tricky character who uses her plethora of unique movement options and setplay to get in and keep the opponent guessing. Good Kimberly players use the many tools at her disposal to approach the opponent unpredictably and lock them down with a variety of unexpected attacks, pushing them to the corner where she can really put the pressure on.

On the movement and neutral fronts, Kimberly not only has a high walk speed, a far-reaching Drive Rush and Drive Impact, and good pokes with 5MK and 5LK, but she also has the classic Bushinryu Sprint special move, which has a variety of different options to approach the opponent on the ground like the Shadow Slicer slide or the Neck Hunter overhead. She can also use Hidden Variable, a teleport that lets her move in from the ground or air depending on whether she uses the Overdrive version or not. Shadow Slicer, Hidden Variable, and 3MK also give Kimberly ways to evade projectiles and get in on opponents who try to keep her out with them, while j.2MP lets her adjust her jump arc to bait anti-airs; on the ground, her 2HP and Bushin Senpukyaku serve as anti-airs, while the aerial version of Bushin Senpukyaku is a combo ender and juggle setup tool.

Where Kimberly especially shines, though, is the corner. Many of her combos give great corner carry, so once the opponent's stuck there, she can use Shuriken Bomb to set up powerful okizeme and keep the pressure going, which works exceptionally well with the likes of Sprint and its follow-ups, Hidden Variable, and plain old strike/throw mix to force the opponent to guess at what she's going to do next. All of the above is especially true once Kimberly lands her Lv. 3 Super Art, Bushin Ninjastar Cypher. Once it hits successfully, Kimberly gains a damage and movement speed buff for the rest of the match, bringing her damage in line with the rest of the cast and making it even harder to deal with her walkspeed and the advantages that it gives her.

However, Kimberly's mobility and tricks are counterbalanced by her defensive options. Because Overdrive Bushin Senpukyaku doesn't have full invulnerability, Kimberly has to rely on system mechanics, Bushin Beats (her Level 1 Super Art), or Bushin Ninjastar Cypher when she needs to defend or force herself out of a bad situation. The buff from Ninjastar Cypher is also significant enough that without it, Kimberly's combos are going to be more useful for corner carry than damage until or unless she lands it, and her light buttons don't normally lend to the types of combos which give great oki at midscreen. If you like high-speed grooves and a bag of ninja tricks, then get on the scene with Kimberly.


Pick if you like: Avoid if you dislike:
  • High walkspeed with a variety of unique movement options (command runs, teleports, slides, adjusting jump arcs, etc.)
  • Accessible okizeme that sets up meaties and high/low mixups at various positions on screen, with options for enforcing combos from throw in the corner
  • Oppressive setups and mixups that loop into themselves after putting the opponent in the corner
  • Utilizing a wide variety of neutral tools to mix up your approach
  • Relying more heavily on system mechanics to get out of tight situations
  • Flawed neutral buttons that tend to lack range
  • Having significantly less damage than the rest of the cast before Level 3, even on normal throws


Classic & Modern Versions Comparison

List of differences with Modern Kimberly
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Sprint (6S)
  • Hidden Variable (2S)
Assist Combos
  • A[L~L~L]: 2LK ~ 2LP ~ L Vagabond Edge
    • On Block: stops at 2LP
  • A[M~M~M~M~M]: 5MK ~ OD Vagabond Edge ~ Jump Cancel ~ j.MP ~ Air SA2
    • No SA2: 5MK ~ OD Vagabond Edge ~ Jump Cancel ~ j.MP ~ Aerial Bushin Senpukyaku
    • If you jump manually by holding up, the Assist Combo will not continue
    • On Block: stops at OD Vagabond Edge
    • Burnout: 5MK ~ M Vagabond Edge
  • A[H~H~H~H~H~H]: 5HK ~ Bushin Tiger Fangs (5MP~HP) ~ Run~Slide ~ SA3
    • On Block: stops at 5MP
Miscellaneous Changes
  • N/A


Kimberly
SF6 Kimberly Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.0505 (0.0561)
Backward Walk Speed 0.033 (0.0366)
Forward Dash Speed 18
Backward Dash Speed 23
Forward Dash Distance 1.409
Backward Dash Distance 0.893
Drive Rush Min. Distance (Throw) 0.817
Drive Rush Min. Distance (Block) 2.479
Drive Rush Max Distance 3.565
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Introduction

Uninvited student to Guy, the 39th successor to Bushinryu. Kimberly had an ordinary upbringing, but she's a genuine prodigy who graduated college early...and now wants to be a ninja. Loves '80s pop culture.


Strengths Weaknesses
  • Pro listed here
  • Con listed here


Normals

Standing Normals

5LP
5LP
Standing Light Punch
SF6 Kimberly 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 8 Chn Sp SA TC 270 LH +5 -2

5MP
5MP
Standing Medium Punch
SF6 Kimberly 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 18 Sp SA TC 540 LH +3 -2

5HP
5HP
Standing Heavy Punch
SF6 Kimberly 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 20 Sp SA 630 LH +3 -4

5LK
5LK
Standing Light Kick
SF6 Kimberly 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 Sp SA 270 LH +1 -3

5MK
5MK
Standing Medium Kick
SF6 Kimberly 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 Sp SA 540 LH +1 -4

5HK
5HK
Standing Heavy Kick
SF6 Kimberly 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 17 - 630 LH +7 +2

Command Normals

Special moves

Drive moves

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