Street Fighter 6/Kimberly/Matchups: Difference between revisions

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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Ed's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Ed's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|623PP}}<br>(OD Psycho Uppercut) | {{clr|DR|[2]}} {{clr|M|5MP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ...
* Can also start with {{clr|H|5HP}}, but it requires reversal timing and the juggle is much more strict
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
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'''623PP:'''
* {{clr|M|5MP}} (explosion), {{clr|OD|j.236PP}}
** Can also start with {{clr|H|5HP}}, but the juggle timing is tighter and non-reversal timing can mess it up
'''SA1:'''  
'''SA1:'''  
* Instant {{clr|OD|j.236PP}} after spraycan explodes '''on Hit or Block'''
* Instant {{clr|OD|j.236PP}} after spraycan explodes '''on Hit or Block'''
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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | E. Honda's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | E. Honda's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|[4]6PP}}<br>(OD Sumo Headbutt) | {{clr|DR|[1]}} {{clr|H|2HP}}{{clr|12|*}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ...
* '''On Hit:''' Honda lands and safely blocks the explosion
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
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'''[4]6PP:'''
* {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
* On Hit: Honda can safely block the explosion after landing
'''SA1:'''  
'''SA1:'''  
* {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|OD|j.236PP}}
* {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|OD|j.236PP}}
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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Guile's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Guile's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|[2]8KK}}<br>(OD Somersault Kick) | {{clr|DR|[1]}} After Guile lands, {{clr|H|2HP}}{{clr|12|*}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ...<br>
{{clr|DR|[2]}} {{clr|H|2HP}} Forced Knockdown, {{clr|OD|j.236PP}} ...
* '''On Hit:''' Guile lands into the Spraycan explosion (no follow-up)
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
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'''[2]8KK:'''
* 1-Bar: After Guile lands, {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loops
* 2-Bar: {{clr|H|2HP}} Forced Knockdown, {{clr|OD|j.236PP}}
* On Hit: Guile lands into the spraycan (no follow-up juggle)
'''SA1:'''  
'''SA1:'''  
* {{clr|M|5MP}} > {{clr|L|236K~LK}} (explosion juggles)
* {{clr|M|5MP}} > {{clr|L|236K~LK}} (explosion juggles)
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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Jamie's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Jamie's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|623KK}}<br>(OD Arrow Kick) | {{clr|DR|[1]}} Dash + slight delay {{clr|H|2HP}}{{clr|12|*}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ...<br>
{{clr|DR|[2]}} {{clr|H|2HP}} > {{clr|L|236LP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ...
}} 
{{SF6-MU-2Row | j.214K<br>(Luminous Dive Kick) | Punishes Kimberly's Throw mixup; on hit, Jamie avoids the explosion
* Meterless one can usually be punished on block, but {{clr|OD|OD}} version is usually safe unless it whiffs over Kim
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
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'''623KK:'''
* 1-Bar: Dash + slight delay {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loops
* 2-Bar: {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|OD|j.236PP}}
'''SA1:'''  
'''SA1:'''  
* BLOCK (no Parry), then standard {{clr|H|5HP}} punish (combo builds back more meter than is drained)
* BLOCK (no Parry), then standard {{clr|H|5HP}} punish (combo builds back more meter than is drained)
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* 2-Bar: {{clr|DR|PARRY}}, then {{clr|H|2HP}} > (explosion), {{clr|OD|j.236PP}}
* 2-Bar: {{clr|DR|PARRY}}, then {{clr|H|2HP}} > (explosion), {{clr|OD|j.236PP}}
** Without Parry, the {{clr|H|2HP}} requires a very precise microwalk
** Without Parry, the {{clr|H|2HP}} requires a very precise microwalk
'''j.214K:'''
* Punishes throw and escapes spraycan on hit; OD version can safely juggle {{clr|H|2HK}} Target Combo
* Baiting divekick allows Kimberly to punish meterless versions; OD is usually safe unless it whiffs over Kim




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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | JP's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | JP's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|22KK}}<br>(OD Amnesia) | {{clr|DR|[2]}} Whiff: wait ~1/2 second, {{clr|H|2HP}} > {{clr|L|236LP}}{{clr|12|*}}, {{clr|OD|j.236PP}} ...<br>
Counter: Kimberly has frame advantage after {{clr|L|Lights}} or {{clr|M|2MP}} (but Spraycan explosion is no longer useful)
* Can make JP block {{clr|L|2LP x2}}, then block Amnesia orbs
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
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'''22KK:'''
* On whiff, wait ~1/2 second, then {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|OD|j.236PP}}
* On counter activation, Kimberly has frame advantage after {{clr|L|Lights}} or {{clr|M|2MP}}; spraycan explosion is no longer useful
** Can make JP block {{clr|L|2LP x2}}, then block Amnesia orbs
** Avoid using Throw during spraycan setups if JP has meter (risk/reward is heavily skewed toward JP)
'''SA1:'''  
'''SA1:'''  
* {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
* {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Juri's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Juri's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|623PP}}<br>(OD Tensenrin) | {{clr|DR|[2]}} {{clr|H|2HP}} Forced Knockdown, {{clr|OD|j.236PP}} ...
* '''On Hit:''' Juri lands into the explosion; juggle into {{clr|DR|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}, {{clr|H|214HK}}
** Must not Back Rise (do not preemptively hold Parry for the {{clr|DR|Drive Rush}} input)
}} 
{{SF6-MU-2Row | {{clr|M|j.MP}} > j.214K~K<br>(Shiku-Sen~Shiren-sen) | Punishes Kimberly's Throw mixup and escapes the explosion
* Baiting a reversal with crouch block allows Kim to punish landing recovery on the opposite side
}}


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
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'''623PP:'''
* {{clr|H|2HP}} Forced Knockdown, {{clr|OD|j.236PP}}
* On Hit: Juri lands into explosion; juggle with {{clr|DR|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}, {{clr|H|214HK}}
** Must NOT Back Rise (do not preemptively hold Parry for Drive Rush, as this counts as Back Rise input)
** Can also cancel into {{clr|H|236HP}} for alternative juggle route
'''SA1:'''  
'''SA1:'''  
* Instant {{clr|OD|j.236PP}} after spraycan explodes
* Instant {{clr|OD|j.236PP}} after spraycan explodes
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* 1-Bar (precise): Dash + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loop
* 1-Bar (precise): Dash + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loop
* 2-Bar (easy): {{clr|M|5MP}} > {{clr|L|236LP}} > (explosion), {{clr|OD|j.236PP}}
* 2-Bar (easy): {{clr|M|5MP}} > {{clr|L|236LP}} > (explosion), {{clr|OD|j.236PP}}
'''j.MP > j.214K~K:'''
* Punishes throw and escapes explosion; if Kimberly baits with crouch block, Juri whiffs and can be punished on the opposite side
* Juri can also omit {{clr|M|j.MP}} and use tiger knee Divekick; always unsafe if blocked or whiffs over Kim




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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Ken's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Ken's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|623PP}}<br>(OD Shoryuken) | Standard {{clr|H|5HP}} punish
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
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'''623PP:'''
* Standard {{clr|H|5HP}} punish after landing (more efficient than a Forced Knockdown juggle)
'''SA1:'''  
'''SA1:'''  
* 1-Bar (precise): Walk + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loops
* 1-Bar (precise): Walk + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loops
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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Ken's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Ken's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|j.214KK}}<br>(OD Air Senpukyaku) | Punishes Throw attempt; if successful, she can avoid spraycan with immediate {{clr|H|214HK}} or {{clr|H|2HP}} > {{clr|SA|SA2}}/{{clr|SA|SA3}} 
* Stay crouch blocking to make it whiff for a full punish (no Spraycan juggle)
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
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* {{clr|H|2HP}} > (explosion), {{clr|OD|j.236PP}}
* {{clr|H|2HP}} > (explosion), {{clr|OD|j.236PP}}
** Can also microwalk back + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loops
** Can also microwalk back + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loops
'''j.214KK:'''
* Punishes throw during spraycan setup; opponent's Kimberly can link immediate {{clr|H|214HK}} or use {{clr|H|2HP}} > {{clr|SA|SA2}}/{{clr|SA|SA3}} to avoid explosion
* Baiting with crouch causes {{clr|OD|j.214KK}} to whiff on opposite side; stand block leaves opponent's Kimberly safe




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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Lily's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Lily's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|623PP}}<br>(OD Tomahawk Buster) | Standard {{clr|H|5HP}} punish; can keep Lily cornered with immediate Run~Stop out of the corner first
* This reversal is only Throw invincible, so it's better to use meaty light normals unless you expect {{clr|SA|SA2}}/{{clr|SA|SA3}}
}} 
{{SF6-MU-2Row | j.PP/{{clr|OD|j.PPP}}<br>(Condor Dive) | Lily whiffs vs. crouch block, lands on explosion vs. stand block
* Useful to know in case Lily attempts to use this as a corner throw escape
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
Line 1,000: Line 1,005:




'''623PP:'''
* Standard {{clr|H|5HP}} punish after landing; Lily switches sides
** To keep Lily cornered, immediately Run~Stop to the opposite side (precise timing required)
** Not strike invuln, so consider starting pressure with Lights unless you expect SA2/SA3
'''SA1:'''  
'''SA1:'''  
* Instant {{clr|OD|j.236PP}} after spraycan explodes
* Instant {{clr|OD|j.236PP}} after spraycan explodes
Line 1,012: Line 1,013:
* Backdash after Super freeze, then immediate {{clr|M|236MP}} > (explosion) > {{clr|OD|j.236PP}}
* Backdash after Super freeze, then immediate {{clr|M|236MP}} > (explosion) > {{clr|OD|j.236PP}}
* Can also {{clr|H|nj.HK}}, {{clr|H|5HP}} > (explosion), {{clr|OD|j.236PP}} (slightly weaker)
* Can also {{clr|H|nj.HK}}, {{clr|H|5HP}} > (explosion), {{clr|OD|j.236PP}} (slightly weaker)
'''j.PP/j.PPP:'''
* Beats throw and allows Lily to land and block the explosion
* Stand blocking causes Lily to land on explosion; crouch block makes her whiff on opposite side




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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Luke's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Luke's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|623PP}}<br>(OD Rising Uppercut) | {{clr|DR|[1]}} Land, {{clr|H|2HP}}{{clr|12|*}} > {{clr|L|236K~LK}}, {{clr|DR|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} ...
* '''On Hit:''' Luke lands into the spraycan explosion, if no Back Rise, Kim can juggle with {{clr|M|3MK}} (but nothing else)
* Luke can avoid the explosion by using {{clr|OD|Slam Dunk}} follow-up
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
Line 1,072: Line 1,074:
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise)
* If Kimberly is knocked down early, immediate {{clr|DR|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} can juggle (no Back Rise)
}}  
}}  
'''623PP:'''
 
* Right as Luke lands, {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loop
 
* On Hit: Luke lands into the spraycan; can juggle with {{clr|M|3MK}} (no follow-up afterwards)
** Kimberly must not Back Rise; Luke can prevent this by using Slam Dunk follow-up
'''SA1:'''  
'''SA1:'''  
* Instant {{clr|OD|j.236PP}} after spraycan explodes (near the end of recovery)
* Instant {{clr|OD|j.236PP}} after spraycan explodes (near the end of recovery)
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<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Marisa's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Marisa's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|214KK (Armor)}}<br>(OD Scutum) | If counter-attack hits Kimberly, Marisa can force a Throw Tech or make you block {{clr|L|2LP}}
* Both options allow Marisa to safely block the explosion afterward
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
Line 1,280: Line 1,283:




'''214KK (Armor):'''
* If armor absorbs a meaty strike, Marisa can force a Throw Tech or make you block her {{clr|L|2LP}}, then she can safely block the explosion
'''SA1:'''  
'''SA1:'''  
* Throw into standard {{clr|OD|j.236PP}} spraycan juggle
* Throw into standard {{clr|OD|j.236PP}} spraycan juggle
Line 1,331: Line 1,332:
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Rashid's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Rashid's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|236PP}}<br>(OD Spinning Mixer) | {{clr|DR|[2]}} {{clr|H|2HP}} Forced Knockdown, {{clr|OD|j.236PP}} ...
}} 
{{SF6-MU-2Row | j.214K/{{clr|OD|j.214KK}}<br>(Arabian Skyhigh) | {{clr|L|LK}}/{{clr|OD|OD}} versions punish Throw and escape safely; whiffs against crouch block
* Stand Block causes Rashid to bounce off and avoid explosion, but he can be anti-aired
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
Line 1,341: Line 1,347:




'''236PP:'''
* {{clr|H|2HP}} Forced Knockdown, {{clr|OD|j.236PP}}
'''SA1:'''  
'''SA1:'''  
* Dash + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
* Dash + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
'''SA3:'''  
'''SA3:'''  
* {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|OD|j.236PP}}
* {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|OD|j.236PP}}
'''Instant j.214K/214KK:'''
* {{clr|L|LK}}/{{clr|OD|OD}} versions punish throw and escape safely; whiffs if Kimberly crouches
* Stand blocking allows Rashid to avoid explosion and mix up with double jump (but can be anti-aired)




Line 1,396: Line 1,397:
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
<big>'''[[Street_Fighter_6/Kimberly/Strategy#Shuriken_Bomb_Setups|Spraycan Setup]] - Reversal Baits:'''</big>
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Ryu's Reversal | Punish Starter }}   
{{SF6-MU-2Top | {{clr|DR|[#]}} - Drive Bars required<br>{{clr|12|[*]}} - Where Spraycan Explosion occurs | Ryu's Reversal | Punish Starter }}   
{{SF6-MU-2Row | {{clr|OD|623PP}}<br>(OD Shoryuken) | {{clr|DR|[2]}} Microwalk {{clr|H|2HP}} Forced Knockdown, {{clr|OD|j.236PP}} ...
* With perfect timing, it's possible to land {{clr|DR|[1]}} Microwalk {{clr|H|2HP}} > {{clr|L|236K~LK}} starter (very difficult)
* '''On Hit:''' Ryu lands into the spraycan (no follow-up juggle)
}} 


{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
{{SF6-MU-2Row | {{clr|DR|Drive Reversal<br>(Wakeup)}} | Block, {{clr|M|5MP}}{{clr|12|*}}  > {{clr|L|236K~LK}}
Line 1,406: Line 1,411:




'''623PP:'''
* 1-Bar (harder): Microwalk {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles) into Drive Rush loop
* 2-Bar (easy): Microwalk {{clr|H|2HP}} Forced Knockdown, {{clr|OD|j.236PP}}
* On Hit: Ryu lands into the spraycan (no follow-up juggle)
'''SA1:'''  
'''SA1:'''  
* {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
* {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)

Revision as of 23:17, 3 July 2024


Click the character's portrait to open their Wiki page.

A.K.I.
SF6 A.K.I. Icon.png Kimberly vs. A.K.I. (50.33%)

Important Punishes:

  • 2HP -


Safe Jump setups to watch for:

  • ?


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
A.K.I.'s Reversal Punish Starter
SA1 [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

SA3 [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 5MP > 236LP*, j.236PP ...

236KK Escape Immediate Throw punishes reversal OD Snake Step, juggles into spraycan
  • Meaty Light + Back Throw can put A.K.I. back into the corner (no spraycan juggle)
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
A.K.I.'s Super Kimberly's Options
SA1 Kimberly SA1 wins
SA2 Kimberly SA3 wins from around max 5MK range

At very close range, can interrupt with CH 2MP, 5HP (no invincibility)

SA3 Kimberly SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+13) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Trade vs. 5LK (+10) 236LP (+3) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap A.K.I.'s 4f Normal
2LK~5LP, 5HP 2LP
2LK~2LK, 5HP 5LK, 2LP
Akuma
SF6 Akuma Icon.png Kimberly vs. Akuma (47.16%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Akuma's Reversal Punish Starter
623PP
(OD Gou Shoryuken)
[2] Walk + 2HP Forced Knockdown, j.236PP ...
  • Most grounded starters are inconsistent (e.g. 236K~LK loops) or do less damage due to Spraycan + j.236PP scaling
  • After crouch blocking, can do max-height j.HK or Teleport~2MP for auto-timed Hit+Explosion setups that keep Akuma grounded
SA1 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[1] (Parry for meter), 5MP* > 236K~LK, DR~2HP > 236K~LK ...

  • On Hit: Akuma gets punished by the explosion
SA2 [1] Walk/Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
SA3 [1] Walk/Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

CA Demon Loses to meaty strike/throw, but be careful if blocking to bait other reversals
  • A spraycan setup that leaves you +2~3 cannot walk back out of Demon range, but ones with better advantage (like after 236K~LK juggles) allow a shimmy that can jump out after the Super freeze
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Akuma's Super Kimberly's Options
SA1 Kim should neutral jump for a full punish
SA2 Kim SA1 wins
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+14) 236LP (+5) / SA1 / SA3 / Microwalk 5MK
Trade vs. 2LP (+12) 236LP (+5) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Akuma's 4f Normal
2LK~2LK, 5HP 5LP, 2LP
Blanka
SF6 Blanka Icon.png Kimberly vs. Blanka (41.71%)

NOTE: The Instant Overhead j.LK corner spraycan setup does NOT work against Blanka because his head hurtbox is shifted backward.


Important Punishes:

  • 2HK -
  • SA3 Raw Activation - can't jump out; whiff 214LK to dodge (leaves Kimberly +13)


Safe Jump setups to watch for:

  • 2PP~P Launch, DR~5LK > 2PP~K Raid Jump


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Blanka's Reversal Punish Starter
[2]8KK
(OD Vertical Roll)
[1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Blanka lands into the Spraycan explosion (no follow-up)
j.[4]6P/j.[4]6PP
(Aerial Rolling Attack)
All versions punish Throw, and escape the Spraycan explosion on hit

OD version escapes the explosion even on block

SA1 [1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Blanka can safely block the spraycan
SA3 [2] 2HP > 236LP*, j.236PP ...
Drive Reversal
(Wakeup)
[1] Block, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If D-Rev D-Rev, Blanka cannot be punished because he moves too far forward


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Blanka's Super Kimberly's Options
SA1 Kim SA2 whiffs over Blanka for full punish (or hits Blanka from farther out)
  • Kim SA3 also wins from closer ranges
SA3 Whiff 214LK (+13) and punish with 5HP combo
  • Kim SA1 wins if preferred


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LK (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

  • N/A
Cammy
SF6 Cammy Icon.png Kimberly vs. Cammy (44.64%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Cammy's Reversal Punish Starter
623KK
(OD Cannon Spike)
[1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] Immediate 236K~LK*, DR~2HP > 236K~LK, DR~2HP > 236K~LK ...

Instant j.214KK
(OD Cannon Strike)
If Cammy avoids a throw with this, she can dodge the explosion with 4MP~HK
  • Cammy is also safe on block and leaves very little time to push a Spraycan mixup
SA1 Standard 5HP punish
SA2 [1] Parry, Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • If in/near Burnout, crouch block to make SA2 whiff and use a standard 5HP punish (Cammy escapes the corner)
SA3 Standard 5HP punish
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Cammy's Super Kimberly's Options
SA1 Kim SA1 wins
SA2 Can avoid the attack for a full punish
  • Crouch at close range, 3MK from slightly farther out, jump from farther ranges
SA3 Kim Delayed SA1 wins
  • Can also whiff 214LK to avoid chip, leaving Kim +1


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3 / Microwalk 5MK
Trade vs. 2LP (+13) 236LP (+4, links to 2LP) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Cammy's 4f Normal
2LK~2LK, 5HP 5LP, 2LP
Chun-Li
SF6 Chun-Li Icon.png Kimberly vs. Chun-Li (46.88%)

Important Punishes:

  • 2HK - Difficult to punish if well spaced (-7)


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Chun-Li's Reversal Punish Starter
22KK
(OD Tensho Kicks)
[2] 2HP > 236LP*, j.236PP ...
j.236K
(Aerial Lightning Kicks)
Chun-Li can punish a Throw mixup attempt, but explosion will punish any combo longer than 2LP > SA3
SA1 [2] Immediate 5MP*, j.236PP ...
  • On Hit: Chun-Li gets hit by explosion (no follow-up juggle)
SA2 [2] Immediate j.236PP when explosion hits during 2nd set of kicks
  • Same punish can be performed on Hit or Block
SA3 [1] Immediate 236K~LK*, DR~2HP > 236K~LK ...

[2] Immediate j.236PP when explosion hits near end of blockstun

Drive Reversal
(Wakeup)
[1] Block, then slightly delayed *236K~LK, DR~2HP > 236K~LK ...

Block, then 5MP into Free Juggle Explosion* (not worth spending meter on j.236PP)

  • If D-Rev hits, Chun-Li will still be hit by the explosion
Drive Reversal
(Blockstun)
Explosion* starts the punish
  • If Kimberly is knocked down, she cannot pick up a juggle afterward


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Chun-Li's Super Kimberly's Options
SA1 Kim SA2 whiffs over Chun-Li from close range (full punish)
  • SA3 also wins
SA2 Kim should jump forward for a full punish
  • Kim SA1 wins if preferred
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3
Trade vs. 2LP (+14) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Whiff vs. 2LK (no Trade) -
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Chun-Li's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LP, 2LK
2LK~2LK, 5HP 5LP, 2LP, 2LK


Serenity Stream stance will low-profile the following moves:

  • 5LP
  • 214K (all)
  • j.214K (TK version; can still hit if used late in jump arc)
Dee Jay
SF6 DeeJay Icon.png Kimberly vs. DeeJay (51.99%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Dee Jay's Reversal Punish Starter
[2]8KK
(OD Jackknife Maximum)
[2] Walk back, 2HP Forced Knockdown, j.236PP ...
SA2 [2] 2HP > 236LP*, j.236PP ...
  • Can safely use a meaty 2LP before this punish
SA3 [2] 2HP > 236LP*, j.236PP ...
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Dee Jay's Super Kimberly's Options
SA1 Interrupt with CH 5LP, 5MP~HP if close enough
  • Kim SA1 wins if preferred
SA2 Kim should neutral jump for a full punish
  • After meaty safe jab to bait SA2, Kim SA1 is delayed enough to win
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+15) 236LP (+5, links to 5LK) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Stand blocking 6MK leaves Dee Jay only +1, so you can jab if you expect a throw. Crouch blocking makes his mixup much stronger.


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Dee Jay's 4f Normal
2LK~2LK, 5HP 5LP
Dhalsim
SF6 Dhalsim Icon.png Kimberly vs. Dhalsim (53.91%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Dhalsim's Reversal Punish Starter
j.6KKK/4KKK
(Air Teleport)
If used to escape meaty Throw, can punish on reaction with 2HP Forced Knockdown
  • If Dhalsim switches sides, cancel into Run~Stop and then juggle 214HK to put him back in the corner
SA1 Dhalsim can use this if he predicts a Throw, but loses to meaty strikes. Example punishes:
  • [2] 2HP > 236MP*, j.236PP -- (after Super freeze)
  • [1] CH 2LP, 2MP, 5MP* > delay 236K~LK -- (if committed to meaty 2LP)
  • [2] CH 2MP, 5HP > 236LP* -- (if committed to meaty 2MP)
  • On Hit: Explosion* will hit Dhalsim near the end of recovery (no follow-up juggle)
SA2 [1] slight delay 2HP > 236LP*, DR~2HP > 236K~LK ...
  • Can be safely baited by pressuring with a crouching normal; the DR momentum keeps her safe from the falling projectile
  • If unsure about the timing, just use delayed Punish Counter Throw
  • On Hit: Dhalsim can block the spraycan after releasing projectile
SA3 [1] 2HP* > delay 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

  • Kimberly can safely meaty with 2LP on setups with higher KD advantage (at least +4 after Spraycan)
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, Dhalsim will still be hit by the explosion
Drive Reversal
(Blockstun)
Explosion* starts the punish
  • If Kimberly is knocked down, she cannot pick up a juggle afterward


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Dhalsim's Super Kimberly's Options
SA1 CH 2MP, 5HP at close range, or use SA1 if preferred
  • Do not try to jump out in case Dhalsim used HP version of SA1
SA2 Use a crouching button to start a punish that avoids the downward projectile, or do a delayed Punish Counter Throw
  • Kim SA3 wins cleanly, using the cinematic to dissipate the projectile
SA3 Kim Delayed SA1 wins (must know the proper timing; cannot react to the Super freeze ending)
  • Safer escape: SA2 (+29 on whiff), then Dash + 5HP punish


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3
Whiff vs. 2LK (no Trade) -
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Dhalsim's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
5LP
Ed
SF6 Ed Icon.png Kimberly vs. Ed (52.69%)

Important Punishes:

  • 2HP -


Safe Jump setups to watch for:

  • 5MP~HP > 214HP (anywhere)
  • Corner 214LP/214MP (low-height juggle)


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Ed's Reversal Punish Starter
623PP
(OD Psycho Uppercut)
[2] 5MP*, j.236PP ...
  • Can also start with 5HP, but it requires reversal timing and the juggle is much more strict
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • Instant j.236PP after spraycan explodes on Hit or Block

SA3:

  • 1-Bar: Walk + 2HP > 236K~LK (explosion juggles)
  • 2-Bar: 2HP > 236LP > (explosion), j.236PP


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Ed's Super Kimberly's Options
SA1 Kim should forward jump and land for a full 5HP punish
  • Kim SA1 wins if preferred
SA2 Kim SA3 wins from ~1/3 screen or closer; if in range, CH 2MP, 5HP can interrupt
  • Kim SA2 can punish raw activation at a specific range (about max 2MK range to ~1/3 screen)
SA3 Kim Delayed SA1 wins; can also whiff SA2 at close range, then 236K~MK punish
  • At point blank, Kim can forward jump to avoid the attack (Ed's forward movement causes a side switch on the 1st active frame, and it cannot hit cross-up)


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+14) 236LP (+4, links to 2LP) / SA1 / SA3 / Microwalk 5MK
Whiff vs. 2LP (no Trade) -
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Ed's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
5LP
2LK~2LK, 5HP 2LP, 5LP
E.Honda
SF6 Ehonda Icon.png Kimberly vs. E.Honda (54.24%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
E. Honda's Reversal Punish Starter
[4]6PP
(OD Sumo Headbutt)
[1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Honda lands and safely blocks the explosion
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • 2HP > 236LP > (explosion), j.236PP

SA2:

  • 2HP > (explosion), j.236PP

SA3:

  • PARRY, then 5MP > 236K~LK (explosion juggles)
    • If you can't Parry, use a standard 5HP punish (explosion whiffs)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
E. Honda's Super Kimberly's Options
SA1 Kim SA1 wins
SA2 Kim should back jump and land for a full 5HP punish
  • Kim Delayed SA1 wins if preferred
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+11) 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
  • 2HK knockdown is a better meterless ender than 236LP (which recovers too far away for strike/throw mixup)
Trade vs. 5LK (+12) 236LP (+5) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

  • N/A
Guile
SF6 Guile Icon.png Kimberly vs. Guile (45.80%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Guile's Reversal Punish Starter
[2]8KK
(OD Somersault Kick)
[1] After Guile lands, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP Forced Knockdown, j.236PP ...

  • On Hit: Guile lands into the Spraycan explosion (no follow-up)
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • 5MP > 236K~LK (explosion juggles)
    • 2HP starter can also work, but very finicky range (especially after Parry)
  • On Hit: Guile's recovery is hit by explosion (no follow-up juggle)

SA3:

  • 1-Bar: Right as Guile lands, 2HP > 236K~LK (explosion juggles) into Drive Rush loops
  • 2-Bar: 2HP Forced Knockdown, j.236PP


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Guile's Super Kimberly's Options
SA1 Kim can forward jump and punish the horizontal version; SA3 also wins
  • Before jumping, watch Guile's startup animation to make sure he isn't using the non-invincible upward version
SA3 Kim SA1 whiffs under Guile (+18); can punish with 236K~MK or SA2 midscreen, or a full combo in the corner
  • Kim SA3 also whiffs under Guile for an easier and stronger midscreen punish (only use if needed to secure a game win)


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Guile's 4f Normal
2LK~2LK, 5HP 2LP
Jamie
SF6 Jamie Icon.png Kimberly vs. Jamie (48.87%)

Important Punishes:

  • 2HK -
  • 214PP + 2 Drinks - immediate DR~5HK, 5HK, 5MP punish
    • Must not back rise (don't hold DR input early)
    • Immediate SA1 or 236K~MK also works if no Drive meter


Safe Jump setups to watch for:

  • Corner 623LK, DL2 236LK, or grounded 214HP


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Jamie's Reversal Punish Starter
623KK
(OD Arrow Kick)
[1] Dash + slight delay 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

j.214K
(Luminous Dive Kick)
Punishes Kimberly's Throw mixup; on hit, Jamie avoids the explosion
  • Meterless one can usually be punished on block, but OD version is usually safe unless it whiffs over Kim
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • BLOCK (no Parry), then standard 5HP punish (combo builds back more meter than is drained)
    • Parry causes the explosion to hit Jamie; in this case, juggle into immediate j.236PP
    • Parrying results in less overall damage and net Drive meter gain

SA3:

  • 1-Bar: 5MP > 236K~LK (explosion juggles) into Drive Rush loops
  • 2-Bar: PARRY, then 2HP > (explosion), j.236PP
    • Without Parry, the 2HP requires a very precise microwalk


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Jamie's Super Kimberly's Options
SA1 Kim should neutral jump and land for a full 5HP punish (walk forward for a while to regain Drive meter)
  • Kim SA1 wins if preferred
SA3 Kim should neutral jump and land for a full 5HP punish
  • Kim SA1 wins if preferred


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Jamie's 4f Normal
2LK~5LP, 5HP
2LK~2LK, 5HP
2LP
JP
SF6 JP Icon.png Kimberly vs. JP (56.52%)

Important Punishes:

  • 2HK -
  • 3HP -
  • SA2 Raw Activation - Can punish with 12f counter-hit attack after freeze (depends on range; SA1 reaches the farthest)


Safe Jump setups to watch for:


OD Amnesia Bombs:

  • Instant j.MP can escape in between the hits after blocking or parrying the first bomb


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
JP's Reversal Punish Starter
22KK
(OD Amnesia)
[2] Whiff: wait ~1/2 second, 2HP > 236LP*, j.236PP ...

Counter: Kimberly has frame advantage after Lights or 2MP (but Spraycan explosion is no longer useful)

  • Can make JP block 2LP x2, then block Amnesia orbs
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • 2HP > 236K~LK (explosion juggles)
  • On Hit: explosion hits JP's recovery (no follow-up juggle)

SA3:

  • Microwalk + 2HP > 236K~LK (explosion juggles)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
JP's Super Kimberly's Options
SA1 Kim SA2 whiffs over JP at close range for a strict Walk + 5HP/5MK punish
  • Kim SA3 also wins
SA2 Interrupt the raw activation if close enough
  • Close range: CH 2MP starter; Mid range: SA1 can reach the farthest
SA3 Kim should neutral jump to avoid chip, then full punish after landing
  • Delayed SA1 wins if JP attempts an SA3 blockstring with a gap


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+11) SA1 / SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap JP's 4f Normal
2LK~2LK, 5HP 2LP
Juri
SF6 Juri Icon.png Kimberly vs. Juri (44.83%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Juri's Reversal Punish Starter
623PP
(OD Tensenrin)
[2] 2HP Forced Knockdown, j.236PP ...
  • On Hit: Juri lands into the explosion; juggle into DR~5HP > 236K~LK, 214HK
    • Must not Back Rise (do not preemptively hold Parry for the Drive Rush input)
j.MP > j.214K~K
(Shiku-Sen~Shiren-sen)
Punishes Kimberly's Throw mixup and escapes the explosion
  • Baiting a reversal with crouch block allows Kim to punish landing recovery on the opposite side
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • Instant j.236PP after spraycan explodes
    • Be careful not to get hit during the slight gap in the middle of SA1
  • On Hit: Juri is hit by explosion late in the animation (no follow-up juggle, Kimberly only takes 1100 damage)

SA3:

  • 1-Bar (precise): Dash + 2HP > 236K~LK (explosion juggles) into Drive Rush loop
  • 2-Bar (easy): 5MP > 236LP > (explosion), j.236PP


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Juri's Super Kimberly's Options
SA1 Kim SA3 wins at closer ranges
  • After blocking, can time a jump to avoid the last projectile hit to avoid Chip KO
SA2 At close range, Kim can punish with CH 2MP, 5HP regardless of whether Juri does the dash attack
  • Kim SA1 beats the dash attack to avoid chip, but will be blocked if Juri does nothing
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+13) 236LP (+3 / SA1 / SA3 / Microwalk 5MK
Trade vs. 5LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Be careful pressing your advantage on Spraycan setups if Juri has 3 bars of Super stocked. Many Juri players will exploit the fact that Kimberly players want to press their advantage, knowing that they get a combo even after Juri's 623PP.


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Juri's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
5LP, 2LP
Ken
SF6 Ken Icon.png Kimberly vs. Ken (43.30%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Ken's Reversal Punish Starter
623PP
(OD Shoryuken)
Standard 5HP punish
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • 1-Bar (precise): Walk + 2HP > 236K~LK (explosion juggles) into Drive Rush loops
  • 2-Bar (easy): 5MP > 236LP > (explosion), j.236PP

SA3:

  • Standard 5HP punish after landing (more efficient than a Forced Knockdown juggle)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Ken's Super Kimberly's Options
SA1 Kim SA1 wins
SA2 Kim SA1 wins, but at close range she can mash CH 2LP to interrupt
SA3 Kim Delayed SA1 wins (but very precise timing)


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LP (+14) 236LP (+5, links to 5LK) / SA1 / SA3
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Ken's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LP
2LK~2LK, 5HP 2LP, 5LP
Kimberly
SF6 Kimberly Icon.png Kimberly vs. Kimberly (50%)

Important Punishes:

  • 2HK - 2HK, 236LP, or SA3
    • No punish if perfectly spaced at max range


Safe Jump setups to watch for:

  • Corner juggles into 6HK~j.HP
  • 5MP~HP > 236K~MK - can set up midscreen safe jump (but requires frame-perfect timing)


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Ken's Reversal Punish Starter
j.214KK
(OD Air Senpukyaku)
Punishes Throw attempt; if successful, she can avoid spraycan with immediate 214HK or 2HP > SA2/SA3
  • Stay crouch blocking to make it whiff for a full punish (no Spraycan juggle)
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • 2HP > 236LP > (explosion), j.236PP
    • Note: Meaty 2LP/5LP/2LK are all safe against wakeup SA1

SA3:

  • 2HP > (explosion), j.236PP
    • Can also microwalk back + 2HP > 236K~LK (explosion juggles) into Drive Rush loops


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Kimberly's Super
(Opponent)
Kimberly's Options
(Self)
SA1 Kim should jump back, then Walk + 5HP for a full punish
  • Kim SA1 wins if preferred (also useful after a safe meaty 2LP)
SA2 Kim has several options to beat this non-invincible Super without spending meter
  • Close range: crouch to make it whiff
  • Farther ranges: jump away or anti-air 2HP
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+14) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap JP's 4f Normal
2LK~2LK, 5HP 2LP
Lily
SF6 Lily Icon.png Kimberly vs. Lily (52.87%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Lily's Reversal Punish Starter
623PP
(OD Tomahawk Buster)
Standard 5HP punish; can keep Lily cornered with immediate Run~Stop out of the corner first
  • This reversal is only Throw invincible, so it's better to use meaty light normals unless you expect SA2/SA3
j.PP/j.PPP
(Condor Dive)
Lily whiffs vs. crouch block, lands on explosion vs. stand block
  • Useful to know in case Lily attempts to use this as a corner throw escape
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • Instant j.236PP after spraycan explodes
    • Note: Meaty 2LP/5LP/2LK are all safe against wakeup SA1

SA2:

  • Standard 5HP punish, or 2HP Forced Knockdown into 236K~LK loops

SA3:

  • Backdash after Super freeze, then immediate 236MP > (explosion) > j.236PP
  • Can also nj.HK, 5HP > (explosion), j.236PP (slightly weaker)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Lily's Super Kimberly's Options
SA1 Kim should neutral jump and land for a full punish
  • Kim SA1 wins if preferred
SA2 No escape (Lily has too much invincibility)
SA3 Kim should neutral jump and land for a full punish


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LK (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Lily's Windclad 623LP/623PP have 4f startup, meaning she cannot be safe jumped with wind stocks. If you think the opponent knows this and will recognize your safe jump setups, you can instead empty jump to bait the reversal.


Careful when trying to anti-air Lily as she jumps out of the corner, as she can use Air SA2 after crossing up as a read against anti-airs


Lily can use 623PP or tiger knee Condor Dive against throw loops, so corner mixup should probably be weighted in favor of strikes


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Lily's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
5LK
Luke
SF6 Luke Icon.png Kimberly vs. Luke (47.10%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Luke's Reversal Punish Starter
623PP
(OD Rising Uppercut)
[1] Land, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Luke lands into the spraycan explosion, if no Back Rise, Kim can juggle with 3MK (but nothing else)
  • Luke can avoid the explosion by using Slam Dunk follow-up
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • Instant j.236PP after spraycan explodes (near the end of recovery)
  • On Hit: Luke's recovery gets hit by explosion (no follow-up juggle)

SA2:

  • 5MP > 236LP > (explosion), j.236PP
    • Can also start with microwalk 2HP, but timing is somewhat precise

SA3:

  • 5MP > 236LP > (explosion), j.236PP
    • Can also start with microwalk 2HP, but timing is VERY precise


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Luke's Super Kimberly's Options
SA1 Kim SA2 whiffs over Luke at close range for a full 5HP punish
  • From slightly farther out, it will hit Luke instead; can also SA3 punish
SA2 Kim SA1 wins
SA3 Kim SA1 wins


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

  • N/A
M.Bison
SF6 Mbison Icon.png Kimberly vs. M.Bison (?)

Important Punishes:

  • 2HK -
  • 3HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
M. Bison's Reversal Punish Starter
[2]8KK
(OD Shadow Rise)
Can escape a meaty Throw; follow-ups do not punish Kimberly, but there is no universal punish for all of them
  • Immediate OD Head Press will stuff any AA except 214KK, but Bison cannot press his advantage if blocked
    • If he attempts a Throw and it hits or is teched, the explosion will not connect
  • Immediate OD Devil Reverse can be anti-aired by 214K, but not worth the risk since he can delay or steer it
SA1 Standard 5HP punish
SA2 Walk + standard 5HP punish
  • Meaty attacks are safe except Throw
SA3 [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP > 236LP*, j.236PP ...

Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
M. Bison's Super Kimberly's Options
SA1 Kim should neutral jump and land for a full 5HP punish
  • Kim SA1 wins if preferred
SA2 Kim should jump to avoid the downward stomp and get a full punish
  • Delayed SA1 can win if used in a meaty scenario, but may be hard to know which direction to input
SA3 Kim Delayed SA1 wins (must know the proper timing; cannot react to the Super freeze ending)
  • SA2 whiffs over M. Bison at close range (+20); no meterless punish midscreen but has stronger options near either corner
  • M. Bison cornered: PC 236LP, 5HP ...
  • Kimberly cornered: PC 3MK, 2MP, 5MP~HP ...


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Trade vs. 5LK (+13) 5HP full combo
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap M. Bison's 4f Normal
2LK~2LK, 5HP 5LK, 2LP
Manon
SF6 Manon Icon.png Kimberly vs. Manon (52.77%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Dealing with Reversals:

  • SA1: A perfectly timed meaty 2LP allows Kimberly to block/parry due to its 10f startup
    • To avoid chip damage or low-Drive Burnout, jump back on reaction to SA1 freeze and punish with 5HP starter
  • SA2: Can use a standard 5HP punish immediately after she lands from the first 2 hits; if uncertain, wait for the full animation to play out
    • Optimal punish: Backdash x2 immediately after blocking first 2 hits, then LP Spraycan into immediate 2HP > 236MP > (explosion), j.236PP
    • "With Poise!" - voice line to help identify SA2
  • SA3: can be jumped after the freeze; do not jump pre-emptively in case she used SA2 instead
    • "Let's Begin!"/"C'est Parti" - voice line to help identify SA3/CA; Manon sticks foot toward the camera


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Manon's Reversal Punish Starter
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • 2HP > 236LP > (explosion), j.236PP

SA2:

  • Immediately after first 2 kicks, 5MP > 236LP > (explosion), j.236PP
  • Swag punish starter: Parry 2 hits, Dash x2 (explosion hits), immediate 236K~LK high-connect juggle
    • Only works on setups with +4 or higher KD Advantage after Spraycan
  • On Hit: Manon may escape, but some setups with higher KD Advantage hit her mid-animation (no follow-up juggle)

SA3:

  • Backdash after Super freeze, then immediate 236MP > (explosion) > j.236PP
  • Can also nj.HK, 5HP > (explosion), j.236PP (slightly weaker)


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Manon's Super Kimberly's Options
SA1 Kim should back jump and land for a full punish
  • Kim SA1 wins if preferred
SA2 Kim SA1 wins
SA3 Kim should neutral jump and land for a full punish


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+12) 236LP (+5, links to 5LK) / SA1 / SA3
Trade vs. 5LP (+11) SA1 / 3MK (-3 oH, only meterless option)
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Manon's 4f Normal
2LK~2LK, 5HP 5LP, 2LP
Marisa
SF6 Marisa Icon.png Kimberly vs. Marisa (50.74%)

Important Punishes:

  • 5MP~MP - Reversal SA3 punishes TC and all cancels except DRC
    • Even a DRC will lose to Super unless Marisa uses airtight 2LP/2LK
  • 2HK -


Burnout Drive Impact Stun Routes:

  • 2HP or DR~5MK to prevent 214K from armoring through


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Marisa's Reversal Punish Starter
214KK (Armor)
(OD Scutum)
If counter-attack hits Kimberly, Marisa can force a Throw Tech or make you block 2LP
  • Both options allow Marisa to safely block the explosion afterward
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • Throw into standard j.236PP spraycan juggle
    • If you block/parry instead, she may or may not absorb the explosion depending on how long she holds the button
  • On Hit (counter): Marisa hits Kimberly, then get hit by the explosion (no follow-up juggle)

SA2:

  • 2HP Forced Knockdown (after 1st hit), j.236PP

SA3:

  • 2HP > 236LP > (explosion), j.236PP
    • Kimberly can safely meaty SA3 with Light normals


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Marisa's Super Kimberly's Options
SA1 Kim should Throw or forward jump for a full punish
  • Kim's reversal Supers will lose if Marisa holds her SA1 counter
SA2 Kim Delayed SA1 wins
SA3 Kim should back jump and land for a full 5HP punish; if cornered, neutral jump instead to swap sides
  • Kim Delayed SA1 wins (somewhat strict timing)


Misc. Info:

Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+13) 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
  • 2HK knockdown is a better meterless ender than 236LP (which recovers too far away for strike/throw mixup)
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

  • N/A
Rashid
SF6 Rashid Icon.png Kimberly vs. Rashid (48.49%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Rashid's Reversal Punish Starter
236PP
(OD Spinning Mixer)
[2] 2HP Forced Knockdown, j.236PP ...
j.214K/j.214KK
(Arabian Skyhigh)
LK/OD versions punish Throw and escape safely; whiffs against crouch block
  • Stand Block causes Rashid to bounce off and avoid explosion, but he can be anti-aired
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • Dash + 2HP > 236K~LK (explosion juggles)

SA3:

  • 2HP > 236LP > (explosion), j.236PP


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Rashid's Super Kimberly's Options
SA1 Kim SA1 whiffs and stays in front of Rashid for a full punish
  • If no Super meter, a frame-perfect 214K can win (exact timing varies by 1f for each strength)
SA2 Kim SA3 can win at close-mid range, or she can interrupt if within poke range
SA3 Kim Delayed SA1 wins
  • With frame-perfect delay (risky), can trade for +16 punish while only taking 10 damage


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LK (+12) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Rashid's 4f Normal
N/A 5LP
2LK~2LK, 5HP 5LK
Ryu
SF6 Ryu Icon.png Kimberly vs. Ryu (49.29%)

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Ryu's Reversal Punish Starter
623PP
(OD Shoryuken)
[2] Microwalk 2HP Forced Knockdown, j.236PP ...
  • With perfect timing, it's possible to land [1] Microwalk 2HP > 236K~LK starter (very difficult)
  • On Hit: Ryu lands into the spraycan (no follow-up juggle)
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • 2HP > 236K~LK (explosion juggles)
  • On Hit: Ryu's recovery gets hit by explosion (no follow-up juggle)

SA2:

  • 5HK, (explosion), j.236PP
    • More pushback on block if Ryu partially charges SA2; pick simple juggle ender instead
    • Kimberly can safely pressure with meaty 2LP against wakeup SA2
  • On Hit: If uncharged, Ryu can safely block spraycan after hitting Kimberly

SA3:

  • 2HP Forced Knockdown, j.236PP


Super vs. Super Interactions (after opponent's Super freeze):

May help avoid Chip K.O. from raw Super
Ryu's Super Kimberly's Options
SA1 Kim SA2 whiffs over Ryu at close range for a full 5HP punish
  • From slightly farther out, SA2 will hit; SA3 can also punish
SA2 Kim should neutral jump and come down with an early j.HP/j.HK to ensure she doesn't trade with Charged SA2
  • Kim Delayed SA1 wins if preferred
SA3 Kim SA1 whiffs slightly behind Ryu for a full 5HP punish


Misc. Info:

Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 2LP (+13) 236LP (+3) / SA1 / SA3 / Microwalk 5MK
Trade vs. 5LP (+14) 236LP (+4, links to 2LP) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps vs. 4f Normals:

Kimberly's Spacing Trap Ryu's 4f Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LP
2LK~2LK, 5HP 2LP, 5LP
Zangief
SF6 Zangief Icon.png Kimberly vs. Zangief (47.56%)

Important Punishes:

  • 2HK -
  • Lariat (PP) - After block or whiff, immediately use Drive Impact for crumple
    • If too late or low on Drive gauge, be sure not to stand into later active frames


Burnout Drive Impact Stun Routes:

  • 2HP or DR~5MK to prevent 5HP from armoring through


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Zangief's Reversal Punish Starter
Drive Reversal
(Wakeup)
Block, 5MP* > 236K~LK
  • If D-Rev hits, opponent can block the spraycan
Drive Reversal
(Blockstun)
Explosion* usually starts the punish
  • If opponent does immediate D-Rev vs. light normals, can punish with 5MP*
  • If Kimberly is knocked down early, immediate DR into 5HP/5MK > 236K~LK can juggle (no Back Rise)


SA1:

  • Zangief can escape the corner; just throw him back, or use a standard 5HP punish

SA2:

  • Standard 5HP punish; Zangief is projectile invuln the entire time
    • Can safely use a meaty Light normal against wakeup SA2

SA3: Must be airborne before Super freeze

  • Backdash: Immediate 236MP (explosion), j.236PP
  • Neutral Jump: land, 2HP > 236LP > (explosion), j.236PP
  • Back Jump: land, 5HK > (explosion), j.236PP


Super vs. Super Interactions (after opponent's Super freeze):

Misc. Info:
May help avoid Chip K.O. from raw Super
Zangief's Super Kimberly's Options
SA2 Kim should jump forward to avoid chip, landing behind Zangief for a full punish
  • If timed meaty of after a Burnout blockstring like 2LP > SA2, then SA1 can counter it
Corner Back Throw into Meaty 5HK:
Connects vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Whiff vs. 2LK (no Trade) -


Spacing Traps vs. 4f Normals:

  • N/A



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