< Street Fighter 6 | Kimberly
(Created page with "{{Stub}} {{TOClimit|2}} {{Character Subnav SF6 | chara=Kimberly }} == Neutral == * '''5MK''' - TO-DO == Offense == === Frame Traps === * TO-DO === Okizeme === * TO-DO ==...") |
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* '''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. | * '''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. | * '''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 Kimberly == | |||
* TO-DO | |||
Revision as of 07:18, 29 March 2023
Neutral
- 5MK - TO-DO
Offense
Frame Traps
- TO-DO
Okizeme
- TO-DO
Mixups
- TO-DO
Defense
Reversals
- OD Bushin Senpukyaku (214KK) - Fully invincible during startup
- Lv.1 Super (236236K) - Fully invincible, but slow enough that the opponent can safely meaty with a light normal
- Lv.3 Super/CA (236236P) - Fully invincible, reasonably fast, and rewarding to land, but very expensive to use as a guess
Anti-Airs
- 2HP - Good at close ranges; can cancel into Run~Stop for a left/right mixup afterward
- 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 Kimberly
- TO-DO