Street Fighter 6/Kimberly: Difference between revisions

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== Target Combos ==
=====<font style="visibility:hidden; float:right">6HK>8</font>=====
=====<font style="visibility:hidden; float:right">6HK>8</font>=====
{{MoveDataCargo
{{MoveDataCargo
Line 205: Line 206:
| info    =  
| info    =  
{{AttackDataCargo-SF6/Query|kimberly_6hk_7}}
{{AttackDataCargo-SF6/Query|kimberly_6hk_7}}
}}
=====<font style="visibility:hidden; float:right">6HK>7</font>=====
{{MoveDataCargo
| title    = 6HK>7
| subtitle =
| input    = Forward Heavy Kick > Backward Jump
| images  =
{{MoveDataCargoImage|kimberly_6hk_7|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|kimberly_6hk_7}}
}}
=====<font style="visibility:hidden; float:right">LP>MP</font>=====
{{MoveDataCargo
| title    = LP>MP
| subtitle =
| input    = Light Punch > Medium Punch
| images  =
{{MoveDataCargoImage|kimberly_lp_mp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|kimberly_lp_mp}}
}}
=====<font style="visibility:hidden; float:right">LP>MP>HP</font>=====
{{MoveDataCargo
| title    = LP>MP>HP
| subtitle =
| input    = Light Punch > Medium Punch > Heavy Punch
| images  =
{{MoveDataCargoImage|kimberly_lp_mp_hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|kimberly_lp_mp_hp}}
}}
=====<font style="visibility:hidden; float:right">LP>MP>HP>HK</font>=====
{{MoveDataCargo
| title    = LP>MP>HP>HK
| subtitle =
| input    = Light Punch > Medium Punch > Heavy Punch > Heavy Kick
| images  =
{{MoveDataCargoImage|kimberly_lp_mp_hp_hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|kimberly_lp_mp_hp_hk}}
}}
=====<font style="visibility:hidden; float:right">LP>MP>2HP</font>=====
{{MoveDataCargo
| title    = LP>MP>2HP
| subtitle =
| input    = Light Punch > Medium Punch > Crouching Heavy Punch
| images  =
{{MoveDataCargoImage|kimberly_lp_mp_2hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|kimberly_lp_mp_2hp}}
}}
=====<font style="visibility:hidden; float:right">LP>MP>2HP>HK</font>=====
{{MoveDataCargo
| title    = LP>MP>2HP>HK
| subtitle =
| input    = Light Punch > Medium Punch > Crouching Heavy Punch > Heavy Kick
| images  =
{{MoveDataCargoImage|kimberly_lp_mp_2hp_hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|kimberly_lp_mp_2hp_hk}}
}}
=====<font style="visibility:hidden; float:right">LP>MP>2HP>2HK</font>=====
{{MoveDataCargo
| title    = LP>MP>2HP>2HK
| subtitle =
| input    = Light Punch > Medium Punch > Crouching Heavy Punch > Crouching Heavy Kick
| images  =
{{MoveDataCargoImage|kimberly_lp_mp_2hp_2hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|kimberly_lp_mp_2hp_2hk}}
}}
=====<font style="visibility:hidden; float:right">MP>HP</font>=====
{{MoveDataCargo
| title    = MP>HP
| subtitle =
| input    = Medium Punch > Heavy Punch
| images  =
{{MoveDataCargoImage|kimberly_mp_hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|kimberly_mp_hp}}
}}
}}


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}}


== Target Combos ==
 


== Special moves ==
== Special moves ==

Revision as of 18:26, 8 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
  • Aerial Bushin Senpukyaku (j.S)
  • Sprint (6S)
  • Hidden Variable (2S)
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


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

Crouching Normals

2LP
2LP
Crouching Light Punch
SF6 Kimberly 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 270 LH +4 -2

2MP
2MP
Crouching Medium Punch
SF6 Kimberly 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 13 Sp SA 500 LH +7 -1

2HP
2HP
Crouching Heavy Punch
SF6 Kimberly 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 17 Sp SA 720 LH +3 -2

2LK
2LK
Crouching Light Kick
SF6 Kimberly 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 7 Chn 180 L +2 -2

2MK
2MK
Crouching Medium Kick
SF6 Kimberly 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 16 - 540 L +5 +1

2HK
2HK
Crouching Heavy Kick
SF6 Kimberly 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 24 - 810 L HKD +31 -10


Command Normals

3MK
3MK
Down-Forward Medium Kick
SF6 Kimberly 3mk.png

3MK
Water Slicer Slide
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 10 16 - 450 L -3(+6) -9(0)

4HK
3HK
Back Heavy Kick
SF6 Kimberly 4hk.png

4HK
Windmill Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 2 19 - 720 H +4 -3

6HK
6HK
Forward Heavy Kick
SF6 Kimberly 6hk.png

6HK
Hisen Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
27 3 3+18(10) land Jmp 720 LH +1(+2) -3

Target Combos

6HK>8
6HK>8
Forward Heavy Kick > Neutral Jump
SF6 Kimberly 6hk 8.png

6HK~8
Step Up (neutral hop)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 - 30+3 - - - -10(-9) -22

6HK>9
6HK>9
Forward Heavy Kick > Forward Jump
SF6 Kimberly 6hk 9.png

6HK~9
Step Up (forward hop)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 - 30+3 - - - -10(-9) -22

6HK>7
6HK>7
Forward Heavy Kick > Backward Jump
SF6 Kimberly 6hk 7.png

6HK~7
Step Up (backward hop)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 30+3 - - - -10(-9) -22

6HK>7
6HK>7
Forward Heavy Kick > Backward Jump
SF6 Kimberly 6hk 7.png

6HK~7
Step Up (backward hop)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 30+3 - - - -10(-9) -22

LP>MP
LP>MP
Light Punch > Medium Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

LP>MP>HP
LP>MP>HP
Light Punch > Medium Punch > Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

LP>MP>HP>HK
LP>MP>HP>HK
Light Punch > Medium Punch > Heavy Punch > Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

LP>MP>2HP
LP>MP>2HP
Light Punch > Medium Punch > Crouching Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

LP>MP>2HP>HK
LP>MP>2HP>HK
Light Punch > Medium Punch > Crouching Heavy Punch > Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

LP>MP>2HP>2HK
LP>MP>2HP>2HK
Light Punch > Medium Punch > Crouching Heavy Punch > Crouching Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

MP>HP
MP>HP
Medium Punch > Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Universal Mechanics

Throw
Throw
SF6 Kimberly lplk.png

LPLK
Ripcord Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1082 (1838) T KD +17 -

Back Throw
Back Throw
SF6 Kimberly 4lplk.png

4LPLK
Bell Ringer
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1082 (1839) T KD +8 -

Drive Impact
Drive Impact
SF6 Kimberly hphk.png

HPHK
Steadfast Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 720 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact.

Drive Reversal
Drive Reversal
SF6 Kimberly 6hphk.png

6HPHK
Shapeless State
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal.

Drive Rush
Drive Rush
SF6 Kimberly 66.png

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Drive Parry
Drive Parry
SF6 Kimberly mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.


Special moves

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