< Street Fighter 6 | Kimberly
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* '''2MP''' - The fast recovery makes this button useful as a predictive counterpoke, capable of interrupting the startup of an opponent's slower buttons. Depending on the opponent's neutral buttons, the risk/reward may be skewed in favor of the opponent, however. | * '''2MP''' - The fast recovery makes this button useful as a predictive counterpoke, capable of interrupting the startup of an opponent's slower buttons. Depending on the opponent's neutral buttons, the risk/reward may be skewed in favor of the opponent, however. | ||
* '''6HK''' - This long-range hopkick is safe on block and can hop over some low pokes. | * '''6HK''' - This long-range hopkick is safe on block and can hop over some low pokes. | ||
== Offense == | == Offense == | ||
=== Frame Traps === | === Frame Traps === | ||
* TO-DO | * TO-DO | ||
=== Okizeme === | === Okizeme === | ||
* '''Throw Loops:''' Kimberly is +3 after a Forward Throw + Dash, allowing for strong corner throw loops. She can also walk to manually time the next throw, which is better for baiting a whiffed throw tech for a strong punish. Midscreen, the opponent can escape with Back Rise. | * '''Throw Loops:''' Kimberly is +3 after a Forward Throw + Dash, allowing for strong corner throw loops. She can also walk to manually time the next throw, which is better for baiting a whiffed throw tech for a strong punish. Midscreen, the opponent can escape with Back Rise. | ||
=== Mixups === | === Mixups === | ||
* TO-DO | * TO-DO | ||
=== vs. Burnout === | |||
* '''3MK''' is much easier to space safely on block, allowing an easy approach option. If the opponent is aware that you are going for this, they can walk forward to get hit intentionally at a closer range, which will likely allow them to punish even on hit. | |||
* '''236LP''' becomes safe (-2) on block, allowing for safe cancels that are easily confirmed into Lv.3 Super. | |||
* Chip Damage sequence (~25% chip, safe against 4f buttons but loses to invincible Supers): | |||
** '''[5MP~HP xx OD Sprint ~ HK]''' x4, '''5MP~HP xx 236LP xx Lv.3 Super''' | |||
** If 5MP~HP hits, it can be easily confirmed into high damage | |||
** If opponent hits a button or gets hit by the Overhead, Kimberly can immediately restart the sequence with any remaining Drive meter | |||
** Looping the sequence 4 times will guarantee Burnout for Kimberly; this should only be done to guarantee the KO | |||
== Defense == | == Defense == | ||
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* '''Lv.1 Super (236236K)''' - Fully invincible, but slow enough that the opponent can safely meaty with a light normal | * '''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 | * '''Lv.3 Super/CA (236236P)''' - Fully invincible, reasonably fast, and rewarding to land, but very expensive to use as a guess | ||
=== Anti-Airs === | === Anti-Airs === | ||
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* '''j.MP''' - Good air-to-air that is special cancellable and puts the opponent into a juggle state | * '''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 | * '''Nue Twister (j.236P)''' - Air-to-air command throw; the OD version is very rewarding with its OTG bounce state | ||
=== Anti-Projectile === | === Anti-Projectile === | ||
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== Fighting Kimberly == | == Fighting vs. Kimberly == | ||
* | === 6HK~Hop in neutral === | ||
* Without the Hop cancel, Kimberly is -3 on block, allowing you to start your offense | |||
* If she does Forward Hop for a crossup, she has a large hurtbox underneath her; '''5LP''' will anti-air and put her into a juggle state | |||
* A Vertical Hop is much slower; you can input 5LP to anticipate the crossup, then block same-side to cover both options | |||
* You can also whiff 5LP and then input an anti-air move like Shoryuken, but this can be baited by a Back Hop | |||
* Back Hop is usually safe, but some long-range moves like Supers can potentially punish this with a good read | |||
=== Sprint Followups === | |||
* Kimberly's LK Flip Kick is +1 on block, allowing her to continue pressure; however, it's very slow, making it interruptible | |||
* The MK Slide hits low and is fast enough to beat a defensive button press in a blockstring; however, it's extremely unsafe | |||
* The HK Overhead must be blocked high; it is safe on block (-3, or -1 for OD version) and usually slow enough to interrupt | |||
* Parry or Drive Impact can defend against all 3 of these followup options, but Kimberly can stop and Throw for a Punish Counter instead | |||
** Arc Step will also safely bounce away from Drive Impact; she can also reaction cancel into a Super to break the armor | |||
* If Kimberly has Lv.3 Super available, blocking low is the safer option since the Overhead won't combo directly into it | |||
=== Sprint ~ Arc Step (236K at close proximity) === | |||
* Due to pushback, Kimberly is safe if she bounces off of you with no followup | |||
* If you '''block''' the Arc Step '''midscreen''', you can avoid the Throw and the Divekick by simply walking backward for a punish | |||
* If the Arc Step '''hits''' or you are in the '''corner''', the Throw/Divekick mixup is real; Jump or Backdash to beat the throw, or block the divekick | |||
* If you defend correctly, Kimberly is very punishable on both options | |||
* Any AA invincible uppercut can also beat both followups, but this is unsafe if Kimberly chooses not to input a followup | |||
Revision as of 05:58, 3 April 2023
Neutral
- 5MK - One of Kimberly's most important pokes due to its range and cancellability. Since she doesn't have a cancellable low poke, this is her primary button for Drive Rush cancels.
- 5HP - Kimberly's most hitconfirmable button in neutral; she moves forward and is safe on block if not cancelled. The recovery is a bit long, so whiffing should be avoided as much as possible.
- 2MK - As a neutral poke, 2MK is good for space control despite not being cancellable. It has fairly low recovery and gives Kimberly frame advantage on hit or block.
- 2HK - A max range sweep is very difficult for most characters to punish, especially without spending Super meter. Harassing with this button can force the opponent to crouch block more often or back themselves into the corner to avoid it.
- 2MP - The fast recovery makes this button useful as a predictive counterpoke, capable of interrupting the startup of an opponent's slower buttons. Depending on the opponent's neutral buttons, the risk/reward may be skewed in favor of the opponent, however.
- 6HK - This long-range hopkick is safe on block and can hop over some low pokes.
Offense
Frame Traps
- TO-DO
Okizeme
- Throw Loops: Kimberly is +3 after a Forward Throw + Dash, allowing for strong corner throw loops. She can also walk to manually time the next throw, which is better for baiting a whiffed throw tech for a strong punish. Midscreen, the opponent can escape with Back Rise.
Mixups
- TO-DO
vs. Burnout
- 3MK is much easier to space safely on block, allowing an easy approach option. If the opponent is aware that you are going for this, they can walk forward to get hit intentionally at a closer range, which will likely allow them to punish even on hit.
- 236LP becomes safe (-2) on block, allowing for safe cancels that are easily confirmed into Lv.3 Super.
- Chip Damage sequence (~25% chip, safe against 4f buttons but loses to invincible Supers):
- [5MP~HP xx OD Sprint ~ HK] x4, 5MP~HP xx 236LP xx Lv.3 Super
- If 5MP~HP hits, it can be easily confirmed into high damage
- If opponent hits a button or gets hit by the Overhead, Kimberly can immediately restart the sequence with any remaining Drive meter
- Looping the sequence 4 times will guarantee Burnout for Kimberly; this should only be done to guarantee the KO
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 vs. Kimberly
6HK~Hop in neutral
- Without the Hop cancel, Kimberly is -3 on block, allowing you to start your offense
- If she does Forward Hop for a crossup, she has a large hurtbox underneath her; 5LP will anti-air and put her into a juggle state
- A Vertical Hop is much slower; you can input 5LP to anticipate the crossup, then block same-side to cover both options
- You can also whiff 5LP and then input an anti-air move like Shoryuken, but this can be baited by a Back Hop
- Back Hop is usually safe, but some long-range moves like Supers can potentially punish this with a good read
Sprint Followups
- Kimberly's LK Flip Kick is +1 on block, allowing her to continue pressure; however, it's very slow, making it interruptible
- The MK Slide hits low and is fast enough to beat a defensive button press in a blockstring; however, it's extremely unsafe
- The HK Overhead must be blocked high; it is safe on block (-3, or -1 for OD version) and usually slow enough to interrupt
- Parry or Drive Impact can defend against all 3 of these followup options, but Kimberly can stop and Throw for a Punish Counter instead
- Arc Step will also safely bounce away from Drive Impact; she can also reaction cancel into a Super to break the armor
- If Kimberly has Lv.3 Super available, blocking low is the safer option since the Overhead won't combo directly into it
Sprint ~ Arc Step (236K at close proximity)
- Due to pushback, Kimberly is safe if she bounces off of you with no followup
- If you block the Arc Step midscreen, you can avoid the Throw and the Divekick by simply walking backward for a punish
- If the Arc Step hits or you are in the corner, the Throw/Divekick mixup is real; Jump or Backdash to beat the throw, or block the divekick
- If you defend correctly, Kimberly is very punishable on both options
- Any AA invincible uppercut can also beat both followups, but this is unsafe if Kimberly chooses not to input a followup