Line 651: | Line 651: | ||
* Only 2nd hit can cancel into Lv.2/3 Super | * Only 2nd hit can cancel into Lv.2/3 Super | ||
* Super cancels whiff unless juggled into (opponent is put into a quick ground bounce state in juggles) | * Super cancels whiff unless juggled into (opponent is put into a quick ground bounce state in juggles) | ||
}} | }} | ||
Revision as of 18:16, 30 December 2022
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Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
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: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Kimberly | |
---|---|
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
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 8 | Chn Sp SA TC | 270 | LH | +5 | -2 |
- Chains into 5LP/2LP/2LK or into Bushin Prism Strikes target combo
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 18 | Sp SA TC | 540 | LH | +3 | -2 |
- Chains into 5MP~HP target combo
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 20 | Sp SA | 630 | LH | +3 | -4 |
- In punishes, can cancel to Run~Stop or Teleport to maintain close position, then link into another 5HP
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 11 | Sp SA | 270 | LH | +1 | -3 |
- Good range for a cancellable light normal
- It's possible to chain 4 lights when ending in 5LK, but only 236LP or Super can reach when cancelled
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 18 | Sp SA | 540 | LH | +1 | -4 |
- Most important normal in footsies, particularly cancelled into Drive Rush
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 4 | 17 | - | 630 | LH | +7 | +2 |
- Whiffs vs. crouching opponents if not point blank
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 7 | Chn Sp SA | 270 | LH | +4 | -1 |
- Chains into 5LP/2LP/2LK
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 13 | Sp SA | 500 | LH | +7 | -1 |
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 17 | Sp SA | 720 | LH | +3 | -2 |
- Decent anti-air; cancel into Run~Stop for left/right mixup afterward
- Very short horizontal range
- Forces stand on hit
- In Drive Rush juggles, opponent is launched high enough to juggle OD Air Bushin Throw for a ground bounce
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 7 | Chn | 180 | L | +4 | -2 |
- Chains into 5LP/2LP/2LK; slightly more pushback than LP normals
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 16 | - | 540 | L | +5 | +1 |
- Not cancellable, but allows followup combos and block pressure
- Great option from Drive Rush, links into 5HP
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 24 | - | 810 | L | HKD +31 | -10 |
- Has some juggle potential
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 10 | 3 land | - | 270 | H | +7(+9) | +3(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 3 land | Sp SA2 | 450 | H | +11(+13) | +7(+9) |
- Puts airborne opponents into limited juggle state
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 5 | 3 land | - | 630 | H | +9(+16) | +4(+11) |
- Causes spiked knockdown vs. airborne opponents
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 3 land | - | 270 | H | +5(+10) | +1(+6) |
- Crossup
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 540 | H | +8(+13) | +4(+9) |
- Crossup
j.HK
Command Normals
j.2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | until land | 8 land | - | 540 | LH | +4(+8) | -3(+1) |
- Can only be performed from Forward Jump
- Stops Kimberly's forward air momentum; useful for baiting anti-airs from longer range
- Forced Knockdown state
3MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 10 | 16 | - | 450 | L | +1(+6) | -5(0) |
- 9-21f low profile and head projectile invuln
- The extra Punish Counter frame advantage makes it much easier to combo afterward when used against fireballs
- Great approach option against opponents in Burnout
- Applies a damage scaling penalty when used as a combo starter (100/85/75/65...)
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 2 | 19 | - | 720 | H | +4 | -3 |
- Forces crouch on hit; makes opponents wider for easier followup links
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
27 | 3 | 3+18(10) land | Jmp | 720 | LH | +1(+2) | -3 |
- Can cancel into forward, neutral, or back hop on hit or block
- Can perform j.214K after forward hop, but not j.236P
- Good for continuing a combo after OD Nue Twister ground bounce or OD Arc Step~K wall splat
- Does not hop over projectiles
- Forced Knockdown state
6HK>8
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | - | 30+3 | - | - | - | -10(-9) | -22 |
- Hops high enough to make anti-air 5LPs whiff, but is slow enough that the opponent can recovery and block/punish anyway
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | - | 30+3 | - | - | - | -10(-9) | -22 |
- Leads to a crossup, but has a large hurtbox allowing it to be counterhit with 5LP
- Can perform Air Bushin Senpukyaku shortly after forward hop
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | - | 30+3 | - | - | - | -10(-9) | -22 |
- Safest of the three hop followups, but some characters may be able to chase it down if predicted
Target Combos
LP>MP
No results
- Very difficult for most characters to punish if well spaced (e.g. 5LP, 5LP, 5LP~MP)
- Gives Kimberly a good (but low damage) way to confirm after multiple light normals
LP>MP>HP
No results
- Puts opponent into limited juggle state; can juggle with 214LK or 214MK in the corner
- Gives enough KD Advantage to set up a Spray Can or Reload
LP>MP>HP>HK
No results
- 9f gap between HP and HK on block
LP>MP>2HP
No results
- Useful against Drive Impacts, as this hit will connect as a +5 Counterhit at point blank range
LP>MP>2HP>HK
No results
- The highest damage ender of Kimberly's LP Target Combos (along with 2HP ender)
- Sends opponent across the screen; good for corner carry
LP>MP>2HP>2HK
No results
- The highest damage ender of Kimberly's LP Target Combos (along with HP ender)
- Throws the opponent backwards for a sideswitch; very useful if Kimberly is cornered
- Does not connect in juggles
MP>HP
No results
- Puts opponent into limited juggle state; does not combo into 236HP, but will combo into the EX version, or either of the other two.
Universal Mechanics
Throws
Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1082 (1838) | T | KD +17 | - |
- Allows for strong corner throw loops (+3 after Forward Dash)
Back Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1082 (1839) | T | KD +8 | - |
- Side switches
Drive Moves
Drive Impact
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
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
Armor Break; See Drive Reversal.
Drive Rush
No results
See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.
Drive Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry.
Taunts
5pppkkk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
200 (total) | - | - | - | - | - | - | - |
6pppkkk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
290 (total) | - | - | - | - | - | - | - |
4pppkkk
Special Moves
214K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6(1)6(1)6(8)3 | 6+17 land | - | 360,270,360 (990) | LH | KD +23 | -30 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6(1)6(1)6(8)3 | 8+17 land | - | 360x3 (1080) | LH | KD +22 | -32 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6(1)6(1)6(8)3 | 11+17 land | - | 450,360x2 (1170) | LH | KD +21 | -35 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6(1)6(1)6(1)6(1)2 | 12+17 land | SA2 (4th) | 450,200x3,360 (1410) | LH | KD +21 | -40 |
- Great anti-air; LK version is good for close jumps, MK/HK version for farther jumps
- Strong juggle ender; MK version is particularly useful in several corner juggles
- OD version is Kimberly's primary reversal
j.214K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2(7)2(7)2 | 12 land | - | 225x2,450 (900) | LH | +4(+8) (KD +38~42) |
-1(+4) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2(2)3(2)2(2)3(2)2 | 12 land | SA2 | 450,90x2,270,450 (1350) | LH | +5(+8) (KD +46~51) |
-1(+4) |
- Can be used from Forward Jump or after 6HK ~ Forward Hop only
- All versions whiff on crouching opponents
- OD version can crossup if used at minimum height from close range
- OD version can combo into Kimberly's Lv. 2 Super, making it strong in juggles
236P
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 21 | SA3 | 810 | LH | +3(+5) (KD +30~36) |
-4(-2) |
- LP version is the strongest when cancelling into Lv. 3 Super; has juggle potential
- Safe vs. opponents in Burnout, making it a low-risk cancel option
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 2 | 28 | SA3 (1st) | 540x2 (1080) | LH | KD +37 (KD +26) |
-12 |
- 2nd hit only comes out on hit; has juggle potential
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 2 | 28 | SA3 (1st) / Jmp | 360,180 (540) | LH | KD +56 | -12 |
- 2nd hit only comes out on hit; 2nd hit jump cancellable into Forward Jump
- Has no juggle potential, so won't combo from 5MP~HP Target Combo
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 2 | 28 | SA2 SA3 (1st) / Jmp | 360,180 (540) | LH | KD +56 | -12 |
- 2nd hit only comes out on hit; 2nd hit jump cancellable into Forward Jump
- Has juggle potential, combos from 5MP~HP Target Combo
236K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8~ | - | - | - | - | - | - | - |
- Cancels into follow-ups after 8 frames minimum; can hold button for fastest followup time
- e.g. 236[MK] results in fastest possible Run~Slide
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(6)~ | - | - | - | - | - | - | - |
- Cancels into follow-ups after 8 frames minimum (6f minimum for OD Stop)
236K>LP
No results
- Latest possible stop is 55f (41+14) if Kimberly runs fullscreen without colliding with opponent
No results
- Latest possible stop is 53f (41+12) if Kimberly runs fullscreen without colliding with opponent
236K>LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+21 | 7 | 16 | SA3 | 900 | LH | KD +41 (KD +53~66) |
+1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+17 | 7 | 16 | SA2 SA3 | 540x2 | LH | KD +43 (KD +56~66) |
+3 |
- First 2 active frames can only hit grounded, remaining active frames can only hit airborne
- Puts opponent into limited juggle state (much higher juggle vs. airborne)
236K>MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+10 | 12 | 19 | SA3 | 720 | L | KD +39~50 (KD +42~53) |
-12(-1) |
- Can low profile under projectiles if used preemptively
- Puts opponent into limited juggle state (if juggled into, can followup with MK Senpukyaku near the corner)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+8 | 8,4 | 19 | SA2 SA3 (1st) | 700,200 (900) | L,L | KD +47~50 (KD +49~52) |
-10(-7) |
- 2 hits, only 1st is Super cancellable
- 6-21f low profile and upper body projectile invuln (does not apply to the OD Run itself)
- Cancel into Lv.2 Super whiffs on grounded opponents
- Higher juggle potential (e.g. HP Vagabond, OD Run~Slide, MK Senpukyaku)
- In the corner, juggle into OD Slide (2 hits) allows Lv.3 Super to juggle after both hits
236K>HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+19 | 5 | 19 | SA3 | 900 | H | KD +23 | -3 |
- Lv.3 Super cancel can only combo in high-connect juggles, or if overhead is armor absorbed
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+15 | 2,3 | 19 | SA2 SA3 (2nd) | 810,270 (1080) | H | KD +25(+44) | -1 |
- Only 2nd hit can cancel into Lv.2/3 Super
- Super cancels whiff unless juggled into (opponent is put into a quick ground bounce state in juggles)
236K (proximity)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15+6 | 2(6)2 (Whiff: 1) |
26+4 land (Whiff: 25) |
- | 270,180 (450) | LH | +3 | -6 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13+6 | 2(6)2 (Whiff: 1) |
26+4 land (Whiff: 25) |
- | 180,90 (270) | LH | +3 | -6 |
- Can only hit grounded opponents (whiffs attack if opponent is airborne)
236K (proximity)>K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+15+13 | 6 | 20 land | - | 630 | LH | KD +29(+31) | -8 |
- KD Adv. is slightly worse when juggled into
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+13+13 | 6 | 20 land | SA2 | 420,210 (630) | LH | KD +43 (Wall Splat +86) | -8 |
- OD version wall splats near the corner for a juggle followup
- OD version cancel into Lv.2 Super only works in the corner
236K (proximity)>P
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+15+13 | 6 | 40 land | - | 1440 | T | HKD +31 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8+13+13 | 6 | 40 land | - | 900 | T | HKD +94 (OTG) | - |
- Grabs standing/crouching opponents, whiffs vs. airborne
- If the 236K starter is blocked midscreen, opponent can walk back to avoid both followups
- In the corner or after a grounded 236K hit, the mixup is more potent
- OD version ground bounces the opponent for an OTG
214P
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 8 | 17(7) | - | - | - | - | - |
- After reappearing, recovery is cancellable into any attack after 5f (otherwise 17f recovery)
- Carries forward momentum well, allowing Kimberly to stay close to the opponent after the followup hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 8 | 16(7)+3 land | - | - | - | - | - |
- After reappearing, recovery is cancellable into any attack after 5f (otherwise 17f recovery)
- Recovers in the air; air attacks have the same landing properties as regular air normals
- Can also cancel into air specials or Lv.2 Super before landing
- Very useful as a prediction against fireballs
22P(refill)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
42 | - | 2 | - | - | - | - | - |
- Refills 1 spray can if there is not another can stocked or active on-screen
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
42 | - | 2 | - | - | - | - | - |
- Refills 2 spray cans if there is not another can stocked or active on-screen
22P(1 stock)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18(103) | [10] | 26 | - | 450 | LH | KD +88 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19(103) | [10 each] | 26 | - | 450x2 (900) | LH | KD +90-93 | - |
- Button strength determines the placement of the spray cans (LP close, MP mid, HP far)
- For 2-stock version, throws both spray cans according to which buttons were pressed
- Only 2 cans can be active on-screen at once
- Spray can explodes after 103f (including 19f startup); can hit OTG in some circumstances (like after Throw)
- Explosion puts opponent into a limited juggle state
- MP and HP version bounce slightly out of the corner, which can be useful for certain setups
j.236P
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 20 land | - | 1440 | T | HKD +22 | - |
- Can be performed from any jump direction, but not after 6HK~Hop; no minimum height requirement
- Strike Throw, can be comboed into
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 20 land | - | 900 | T | HKD +98 OTG | - |
- Less juggle potential than meterless version; generally requires Drive Rush 2HP to start a juggle
- Ground bounces for OTG; can followup with 6HK
Super Arts
236236K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 15 | 40 | - | 1800 | LH | KD +22 | -25 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 15 | 40 | - | 2200 | LH | KD +38 | -25 |
- Armor Break
- Depletes 1/2 stock of opponent's Drive Gauge on hit
- 200 extra damage and +16 KD Advantage on hit with a spray can stocked
214214P
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | until land | 39 land | - | 2800 | LH | KD +22 | -26(-20) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13(2) | until land | 39 land | - | 2800 | LH | KD +22 | -26(-20) |
- Armor Break
- Depletes 1 stock of opponent's Drive Gauge on hit
- Very little invincibility (only until screen freeze), making it a poor reversal option
- Ground version can be used as an anti-fireball or whiff punish tool, but the range is somewhat limited
- Air version is a combo ender, primarily after Aerial Bushin Senpukyaku; can only be used from Forward Jump
236236P
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 51 | - | 4000 | LH | HKD +16 | -35 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 51 | - | 4500 | LH | HKD +16 | -35 |
- Armor Break
- Depletes 2 stocks of opponent's Drive Gauge on hit
- Immediately upon activation, Kimberly enters an install state that lasts for the remainder of the match, even carrying over between rounds
- This install grants her an 11% damage buff to all attacks and an 11% increase to her walk speed
- Technically, Kimberly's base damage is 11% lower than other characters (even on universal mechanics) so this just brings her in line with the rest of the cast, but the walk speed buff makes her incredibly fast