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|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | |+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | ||
|- | |- | ||
! !! {{clr|LP|2LP}} !! {{clr|LP|5LP}}/{{clr|LK|5LK}}/{{clr|LK|2LK}} !! {{clr|MP|5MP}}/{{clr|MP|2MP}} !! {{clr| | ! !! {{clr|LP|2LP}} !! {{clr|LP|5LP}}/{{clr|LK|5LK}}/{{clr|LK|2LK}} !! {{clr|MP|5MP}}/{{clr|MP|2MP}} !! {{clr|MK|2MK}} !! {{clr|MK|5MK}}/{{clr|HP|2HP}}/{{clr|HK|2HK}} !! {{clr|HP|5HP}} !! {{clr|HK|5HK}} !! {{clr|HK|4HK}} !! {{clr|HK|6HK}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|LP|5LP}}~DR | ! {{clr|LP|5LP}}~DR | ||
| {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L| | | {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|24}} || {{SF6-Gap|L|29}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|MP|5MP}}~DR | ! {{clr|MP|5MP}}~DR | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0 | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|18}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|HP|5HP}}~DR | ! {{clr|HP|5HP}}~DR | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0 | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|18}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|LK|5LK}}~DR | ! {{clr|LK|5LK}}~DR | ||
| {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L| | | {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|21}} || {{SF6-Gap|L|26}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|MK|5MK}}~DR | ! {{clr|MK|5MK}}~DR | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap| | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|15}} || {{SF6-Gap|L|20}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|LP|2LP}}~DR | ! {{clr|LP|2LP}}~DR | ||
| {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L| | | {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|24}} || {{SF6-Gap|L|29}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|MP|2MP}}~DR | ! {{clr|MP|2MP}}~DR | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap| | | {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|18}} || {{SF6-Gap|L|23}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|HP|2HP}}~DR | ! {{clr|HP|2HP}}~DR | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0 | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|16}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|MP|5MP}}~{{clr|HP|HP}}~DR | ! {{clr|MP|5MP}}~{{clr|HP|HP}}~DR | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap| | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|15}} || {{SF6-Gap|L|20}} | ||
|} | |} | ||
Revision as of 06:18, 3 August 2023
Neutral
Kimberly has some of the fastest overall movement speed in the game, which is further enhanced after activating her Level 3 Super Art. She lacks strong threatening options at mid and long range, like projectiles and cancellable low pokes, so her movement is the key to success in the neutral game.
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 - One of Kimberly's most hitconfirmable buttons in neutral; she moves forward and is relatively safe on block at farther ranges. 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. Just be wary of opponent who use Drive Impact frequently.
2HK - Useful against opponents who like to move without stopping to block low. Some characters have difficulty punishing, while others have a nearly guaranteed sweep punish in return; the utility of 2HK varies a lot based on the specific matchup, but it's always best to space it near max range.
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.
j.2MP - Elbow Drop completely stops Kimberly's forward jump momentum, allowing her to bait anti-air attacks when used from certain ranges. It can also allow her to jump over a projectile while maintaining a safe distance. The threat of this move can cause opponents to hesitate when they see Kimberly jump, making it easier to approach from the air.
j.214K - If done near the very end of Kimberly's forward jump, it will hit 3 times with a slight delay; this can be useful when mixing up with an empty jump into immediate throw, as the defender's throw tech will cause the delayed Air Senpukyaku to connect. Mixing up Kimberly's jump timing and trajectory makes it harder for the opponent to focus on both the ground/air game.
- The OD version can be used as an instant crossup if done low to the ground with a Tiger Knee input (214~9+KK). This will whiff on crouching opponents, but is great for baiting throw techs and scoring a Punish Counter.
Offense
Frame Traps
Light Chains - all chainable light normals (5LP, 2LP, 2LK) have very small gaps between each blocked hit
- This will beat any defensive button press, but there is no airtight chain to prevent the opponent's invincible reversal
- A chain of 2LP, 5LP, 5LP~MP is great for hitconfirms; -6 oB but very difficult for many characters to punish due to pushback
2MK - Plus on block (+1) low starter. There are few useful frame traps without Drive Rush momentum, however.
5HK - At +2 on block and less pushback, Kimberly can frame trap into any light; Counterhit followups here are finicky and can depend on the character/spacing. Using 5MP or 2MP will trade with 4f buttons, possibly resulting in a trade combo (5MP into 5MK being the most consistent).
236K~LK - +1 oB (+3 for OD version) after the flip kick, and keeps Kimberly at close range; can frame trap into immediate 2LP for continued pressure. Throw will lose to reversal 4f normal, but if the opponent knows the matchup they are less likely to attempt this.
5MP Trade Combos
In situations where Kim has +2, 5MP will trade with an opponent's 4f mash, allowing for a trade combo. The following table assumes a blockstring starting from 5HK, but will specify if a +2 DR normal is required (5LP, 2LP, 5MP, and 2HP all give +2.)
Character | Abare Normal | Adv / Combo |
---|---|---|
Blanka | 5LK | +8 / 5MK |
Cammy | 5LP | +9 / 5MK or 5HP, 5MP from DR NORMAL ONLY |
2LP | +9 / 5MP, 5MK, or 5HP | |
Chun-li | 5LP | +9 / 5MP, 5MK, or 5HP |
2LP | +10 / 5MP, 5MK, or 5HP | |
2LK | +12 / 5MP, 5MK, or 5HP | |
Dee Jay | 5LP | +11 / 5MK or 5HP, 5MP from DR NORMAL ONLY |
Dhalsim | 5LP | +9 / 5MK or 5HP, 5MP from DR NORMAL ONLY |
E. Honda | 2LP | +7 / 5MP |
5LK | +8 / 5MK | |
Guile | 2LP | +8 / 5MK, 5MP from DR NORMAL ONLY |
Jamie | 2LP | +8 / 5MP or 5MK |
JP | 2LP | +7 / 5MP |
Juri | 5LP* | +8 / 5MP or 5MK |
2LP | +9 / 5MP, 5MK, or 5HP | |
Ken | 5LP | +10 / 5MK or 5HP, 5MP from DR NORMAL ONLY |
2LP | +8 / 5MP or 5MK | |
Kimberly | 2LP | +10 / 5MP, 5MK, or 5HP |
Lily | 5LK* | +8 / 5MK, 5MP from DR NORMAL ONLY |
Luke | 2LP | +8 / 5MP or 5MK |
Manon | 5LP | +7 / 5MP from DR NORMAL ONLY |
2LP | +9 / 5MK or 5HP, 5MP from DR NORMAL ONLY | |
Marisa | 2LP | +9 / 5MP, 5MK, or 5HP |
Ryu | 5LP | +10 / 5MK or 5HP, 5MP from DR NORMAL ONLY |
2LP | +10 / 5MP, 5MK, or 5HP | |
Zangief | 2LK | +9 / 5MP, 5MK, or 5HP |
* = Whiffs if Kimberly does nothing after 5HK |
Okizeme and Mixups
Meterless High/Low: When Kimberly has point blank oki, she can mix up with 4HK overhead (+4 oH) or 2LK/2MK low starter without using Drive Rush. Both will only link into light normals without Counterhit in this scenario. This is a very useful option after air resets as well, but the 4HK can occasionally push the opponent too far away for the followup.
Due to her variety of mobility tools, Kimberly has many ways to chase knockdowns with frame kills that maintain her advantage. The fact that she can use her Run~Stop for so many of her frame kills can make her offense confusing to keep up with, since any time she starts moving she's threatening an overhead. In any situation where Run~Overhead is an oki option (meaning, it will beat wakeup 4f and be safe vs wakeup DI) you can also Run~Stop and be +2 or better, and as long as that leaves you in range to do it, 2LK will hit only 1f later than Run~Overhead, which makes it extremely difficult to fuzzy block.
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +17 | Gives strong corner throw loops by walking forward with manual timing
|
Back Throw | +8 | Cannot chase down opponent for point blank oki
|
Drive Impact (No Crumple) |
+35 | On a regular midscreen connect, Drive Rush into delayed 2MK works well
|
Drive Reversal | +23 | No real midscreen oki, but can potentially chase down with DR~5HP or DR~6HK
|
2HK | HKD +31 HKD +43 (Punish) +38~+42 (Juggle) |
On normal hit:
On punish counter:
|
5LP~MP~HP~HK (Bushin Prism Strikes) |
+26 +29 (DR juggle) |
All options here are for the grounded version of the target combo, as there's little reason to juggle into the DR version when Hellchain does more damage and has a longer knockdown
|
5LP~MP~2HP~HK (Bushin Hellchain) |
+26 +45 (DR juggle) |
On midscreen grounded hit, all you get is a safe meaty Run~Slide, not worth doing.
|
5LP~MP~2HP~2HK (Bushin Hellchain Throw) |
+16 | Not an ideal knockdown, and can't be used to end a juggle.
|
236K~MK (Run~Slide) |
+39 (Meterless) +47 (OD) +47~+49 (Juggled into) (Depends on route) |
Great corner carry while keeping close to opponent.
Out of 5MP~HP midscreen:
Out of 5MP~HP corner:
Out of 236HP, DR 5LP midscreen:
Out of 236HP, DR 5LP corner:
|
236K~HK (Run~Overhead) |
+23 +25 (OD) +44~+48 (OD juggle) |
After normal Run~Overhead midscreen:
In the corner, +23 is 1f off from a meaty 4HK. It's fairly lenient to manually time an overhead that will beat wakeup 4f but if you're a real sicko you can try to manually time the meaty as well.
Keep in mind that KD advantage will be different on a Run~Overhead that hits meaty. For example, if your meaty Run~Overhead gives you +1 on block, your knockdown will be +27, meaning a second Run~Overhead will also be meaty and be -2 instead of -3, as well as +24 on the knockdown, which is enough time to threaten another Run~Overhead that beats wakeup 4f and is safe vs DI. |
236K~LK (Run~Flipkick) |
+41 +53~56 (juggle) +43 (OD) +56~60 (OD juggle) |
Dash x2 for oki
Gives +55 from OD Prox Run~Divekick in the corner, enabling a variety of mixups:
|
214K (Bushin Senpukyaku) |
+23/22/21/20 (L/M/H/OD) |
Midscreen:
Corner:
|
j.MP xx j.214K (Air Bushin Senpukyaku) |
+39~40 +48~50 (OD) |
These options assume you're using this at the earliest possible timing after a 236HP/236PP launch. Midscreen:
Corner:
The knockdown situation after OD air tatsu is 1f better than after MP~HP xx 236K~K, so all of your options should be basically the same, but to do meaty 4HK you whiff 5MP instead of 2MK since it's 1f longer total duration. Unfortunately the reel back on 5MP whiff means you won't get 5LP as a link from 4HK which means you can't end in target combo. |
j.236P (Nue Twister) |
HKD +22 | Corner:
Midscreen:
OD is usually used in corner combos and gives two juggle options; Run~Flip is less damage and gives +55, 6HK9~j.MP gives +53. Either way is plenty of advantage for a corner mixup so you should probably always go for damage. Corner oki options:
Additionally, juggling into j.HP instead of j.MP gives +42, which gives automatic timing for a j.HK safe jump. |
236MP (MP Vagabond Edge) |
+37 +26 (juggled) |
Midscreen:
Corner:
The juggled version gives +26, which is the same KD timing as either grounded Bushin Prism Strikes or Hellchain. |
Prox 236K~K (Arc Step~Divekick) |
+29~32 +43 (OD Midscreen) |
KD advantage depends on screen position, as KD timing depends on how far the divekick travels before hitting the opponent.
Midscreen:
In the corner, if you juggle into Prox 236K (likely from 5MP~HP target combo), instead of ending in divekick, you can end in 236P for a little more damage and the same +30 knockdown as midscreen Prox 236K~K. |
Prox 236K~P (Arc Step~Throw) |
HKD +31 |
OD version causes a ground bounce for a juggle. |
Lv.1 Super | +22 +38 (Spraycan) |
With bomb:
No bomb:
|
Lv.2 Super | HKD +22 (Ground/Air) | Hard KDs at very close range, giving strong offense at any screen position
|
Lv.3 Super/CA | HKD +16 | Same knockdown timing as Bushin Hellchain Throw.
|
Shuriken Bomb Setups
The following setups are intended to allow a Forward Throw to juggle into the Spraycan bomb explosion when timed perfectly. It also allows various other mixup options to prevent the opponent from simply teching the throw every time. While Spraycan setups are powerful, they involve sacrificing some guaranteed damage for the hopes of cashing in on something much stronger. Be aware of your opponent's health bar, and go for the guaranteed KO instead if available.
Unless otherwise stated, these are corner only; throw the Spraycans as early as possible and use 22HP Shuriken Bomb.
1) 5LP~MP~HP knockdown, throw Spraycan
- Can also 236HP launch + DR 5LP~MP~HP juggle for corner carry
2) 5MP~HP > 236K~MK Slide, throw Spraycan
- Do not delay the MK slide after starting the run
- Also works from OD Version (236KK~MK), even against grounded opponents
3) (Any launcher), j.MP > j.214KK, throw Spraycan
- Works at any height connect, but may require a slight delay to time a meaty Throw
4) Drive Impact (wallsplat), juggle 2HP > 236K~LK, throw Spraycan
- If the DI crumples, wait for opponent to become airborne before juggling 2HP
5) Close 236KK~K (wallsplat), juggle 236K~LK, slight delay + throw Spraycan
- The 236KK wallsplat occurs much higher than the DI wallsplat, forcing a different Spraycan timing
After throwing the Spraycan:
- Forward Throw (immediate); explosion juggles mid-throw
- Follow with instant j.236PP for OTG bounce, then 236K~LK or DR~2HP > 236K~LK ...
- If the opponent techs the throw, they still must block the bomb, allowing more pressure
- Note: Throw applies 2 hits of scaling, making the followup much weaker
- 2LK, 2LP > 236LP (explosion hits), jump forward, j.236PP on the way down
- Low starter; if blocked, explosion allows more block pressure
- 4HK, 2LP > 236K~LK (explosion hits after 2LP)
- Overhead starter
- 2LK, 4HK, (explosion hits), instant j.236PP
- Low into overhead
- Backdash (bait Throw tech), 5HP > 236LP (explosion hits)
- Highly damaging route; back walk will not escape opponent's throw range
- Backdash will lose to opponent's reversal attacks
Punishing Opponent's Reversal after Shuriken Bomb
In some cases, it is possible for Kimberly to punish the opponent if they successfully hit her with an invincible wakeup reversal while a Spraycan is active. It is important to avoid using Back Rise to stay in range for this punish. To wake up in place, don't hit 2 buttons while landing from the knockdown; holding MP+MK in preparation for Drive Rush can cause a Back Rise to occur, so don't start the input until Kimberly has started her wakeup animation.
vs. Juri 623PP:
- immediate DR~5HP will juggle; follow up with 236K~LK juggle or Close 236KK~K (OD Arc Step) wallsplat route
- also works vs. Kimberly 214KK, but this is not an invincible reversal
vs. Luke 623PP:
- immediate 3MK slide (no followup juggle)
After blocking a reversal, Kimberly's optimal punish will depend on the specific move being blocked. The opponent may still be airborne when the bomb hits, or may avoid the bomb entirely. A quick, strong hit like 5HK or 236LP right before the spraycan explodes is a good way to ensure a high-damage punish, and it leads into the same followups you would have gotten on a successful bomb mixup. Starting the punish with a high-connect 2HP can also lead to good damage if there isn't enough time to get a grounded punish before the explosion.
TO-DO
- TO-DO
vs. Burnout
3MK can be safely spaced more easily against a burned out opponent, making it a stronger approach tool. 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
Counter-DI Burnout Sequence (2 blockstring routes):
nj.HK (juggle), DR~2HP > 22HP Spraycan, Run~Stop, 5MP~HP > 22MP Spraycan (during explosion), 5MP~HP > 236LP (explosion),
... 5HK, 5MP~HP > DR~2HP (Burnout) > Drive Impact (stun)
- Route 1 - opponent starting with 6 Drive bars
- 6f gap between 22MP Spraycan and 5MP; 4f gap between 5HK and 5MP that can trade with 4f normals
... DR~5HK (Burnout), 2HP > Drive Impact (stun)
- Route 2 - opponent starting with ~4.5 Drive bars; eliminates the 4f gap at the end
Important notes about this sequence:
- Requires 2 Spraycans; will drain a blocking opponent's entire Drive Gauge after they spend 1 bar on Drive Impact
- Kimberly spends 2 Drive bars (counter-DI + first Drive Rush), builds it back, then spends 4 more on the final Drive Rush cancel and Drive Impact
- Does ~3/4 screen corner carry; if Kimberly is fully cornered at the beginning, it will not reach the opposite corner for a stun
- Opponent has options like invincible reversals/supers or Drive Reversal to escape, and getting hit will not drain additional Drive
- Video: Pupumon203 on Twitter
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
2LP | 5LP/5LK/2LK | 5MP/2MP | 2MK | 5MK/2HP/2HK | 5HP | 5HK | 4HK | 6HK | |
---|---|---|---|---|---|---|---|---|---|
5LP~DR | 6 | 7 | 8 | 9 | 10 | 11 | 14 | 24 | 29 |
5MP~DR | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 13 | 18 |
5HP~DR | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 13 | 18 |
5LK~DR | 3 | 4 | 5 | 6 | 7 | 8 | 11 | 21 | 26 |
5MK~DR | 0 | 0 | 0 | 0 | 1 | 2 | 5 | 15 | 20 |
2LP~DR | 6 | 7 | 8 | 9 | 10 | 11 | 14 | 24 | 29 |
2MP~DR | 0 | 1 | 2 | 3 | 4 | 5 | 8 | 18 | 23 |
2HP~DR | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 11 | 16 |
5MP~HP~DR | 0 | 0 | 0 | 0 | 1 | 2 | 5 | 15 | 20 |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit. In Kimberly's case, there are really only two things you need to know: light normals should link to 2LP > 2HP, and medium/heavy normals should link to 5HK. You can choose to end your combos however you'd like, but there are diminishing returns on spending more Drive meter due to damage scaling; consider saving your meter unless it will secure the KO.
Starter | Hit Adv. | Combo Route |
---|---|---|
2LP~DR | +4 | 2LP, 2HP > 236HP/236KK ... |
5LP~DR | +5 | 2LP, 2HP > 236HP/236KK ... 5LP, 5HP > 236HP/236KK ... |
5LK~DR | ||
5HP~DR | +16 | 5HK, 2HP > 236HP/236KK ... 5HK, 2MP, 5MP~HP > 236K~MK ... |
2HP~DR | ||
5MP~DR | +14 | |
5MK~DR | +12 | |
2MP~DR | ||
5MP~HP~DR | Free Juggle | 2HP > 236K~LK ... 2HP, instant j.236PP ... |
Notes:
- 2LP, 2HP does more damage than 5LP, 5HP and works at most ranges; a very long range light whiff punish may require the 5HP route
- In the corner, the 5HK, 2MP, 5MP~HP route can juggle into 214MK or end with a Shuriken Bomb setup; it can also cancel to Lv.3 Super anywhere
- After DR~5HK, the 2HP route usually leads to more damage; the 2MP route is generally better for meterless corner carry and oki
Defense
Reversals
- 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
- Note: OD Bushin Senpukyaku (214KK) is only invincible against airborne attacks and is not a useful reversal
Anti-Airs
- 2HP - Good at close ranges; can cancel into Run~Stop for a left/right mixup afterward
- After a Forced Knockdown, can usually juggle instant j.236PP for a strong conversion
- OD Bushin Senpukyaku (214KK) - Invincible to airborne attacks, but too expensive to be a primary anti-air
- The meterless versions can work if used preemptively, but they do not have complete anti-air invincibility
- 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
- Difficult to use consistently on reaction, but can be done from any jump direction
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.
- The meterless version can also pass through projectiles, though usually requires a prediction for a successful 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 take back your turn
- 5LP is a near universal option to beat both Forward Hop and Vertical Hop, while remaining safe to everything else
- A stronger option like many 2HP attacks can lead to very powerful Forced Knockdown juggles, but may be unsafe if Kimberly does nothing
- Back Hop is hard to punish due to its range, but some long-range attacks can reach for a punish
- Attempting a reversal special like Shoryuken is not recommended, as it may be punishable if unsuccessful
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
- The overhead out of OD run can catch opponents jumping out, but the meterless one won't. As a result, some moves are able to go over both the overhead and low followup out of run, though not necessarily as a reactive option or a reversal. Examples:
- Chun 6HK
- Lily 236K
- Manon 214KK
- Marisa 623P
- Ken 623K
- The overhead out of OD run can catch opponents jumping out, but the meterless one won't. As a result, some moves are able to go over both the overhead and low followup out of run, though not necessarily as a reactive option or a reversal. Examples:
- 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, be wary of Run~MK Slide into Lv.3 for big damage. The Run~HK Overhead cannot combo in this way.
Sprint ~ Arc Step (236K at close proximity)
- Due to pushback, Arc Step is almost always safe if she bounces away with no followup
- Kimberly has two specials she can cancel into mid-air, a Divekick and a Command Throw
- The Divekick is unsafe if blocked, at -8
- The Command Throw is very unsafe if the defender backdashes or neutral jumps
- Neutral Jump is a riskier option, as Kimberly may instead bounce away, then dash up for an anti-air
- This makes the situation a 50/50 mixup for both the attacker and defender
- For the meterless version, Kimberly is at much greater risk due to the potential for high punish damage
- The OD Arc Step followups allow much greater damage, making it a more balanced risk
- Any anti-air invincible uppercut can beat both followups, but this is punishable if Kimberly chooses not to input a followup
- Meterless Arc Step is interruptible when cancelled from any button except 2HP, so don't let the opponent get away with always cancelling into this from buttons like 5HP or 5MK