Street Fighter 6/Kimberly/Strategy: Difference between revisions

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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



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