Street Fighter 6/Kimberly/Resources

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Revision as of 17:20, 17 June 2025 by AkashicAYS (talk | contribs) (→‎Patch History)
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Patch History

  • 2LK
    • Pushback on block reduced (allows for more consistent light chains)
  • 2MP
    • Slower whiff recovery, 13f to 15f; total whiff animation goes from 21f to 23f
    • Expanded the feet hurtbox on whiff from frame 6 until the end of recovery
    • Expanded the extended arm hurtbox on whiff; no longer partially retracts on frames 13-15; no longer fully retracts on frame 19 until end of recovery
    • Pushback on block reduced (gives better meaty/DR pressure, but otherwise it is easier for the opponent to take back their turn on block)
  • 2MK
    • Starter scaling increased, 15% -> 20%
  • 2HK
    • Increased KD Advantage, +31 -> +38 (now gives point blank oki after 2 dashes with no PC required)

  • j.HP
    • Juggle Start value is now reduced, 1 -> 0; Juggle Increase value reduced, 5 -> 0 (gives more lenient juggles with 2 spraycans)

  • Bushin Prism Strikes (5LP~MP~HP~HK)
    • Given quicker recovery, 24f to 19f (on hit only)
    • Increased KD Advantage, +26 -> +49 and knockdown type changed to a ground bound; allows enough advantage for spraycan setup

  • LP Vagabond Edge (236LP)
    • Hurtbox expanded on whiff until end of recovery
  • Aerial Bushin Senpukyaku (j.214K/j.214KK)
    • Hitbox on final hit extended upward
  • Shuriken Bomb Spread (22PP)
    • Properties changed on the LP+MP and MP+HP versions
    • The 2nd spraycan explosion is now delayed, allowing for staggered pressure and extended bomb juggles
    • No change to the LP+HP version with simultaneous explosions
  • Drive Reversal
    • No longer moves backward on the first frame
  • SA1/SA2 (236236K/214214P)
    • Fixed issue where move would not KO the opponent when trading hits
  • 5HP
    • Increased forward movement during startup (Range: 1.26 -> 1.41)
    • The edge of the hitbox was raised to make low-profile attacks effective against it
  • 5HK
    • Proximity guard box now matches the attack hitbox (bug fix)
  • 2LP
    • Increased Block Advantage, -2 -> -1; DR Cancel Block Advantage, -2 -> -1; blockstun increased, 8f -> 9f
    • Gains much better pressure after Drive Rush or vs. Burnout
  • 2LK
    • Increased Hit Advantage, +2 -> +4; increased hitstun, 12f -> 14f
    • Can now link to 2HP/5MK from Drive Rush or into 2MP/5MP on Counter-hit
    • When spaced out, DR~2LK can be up to +10, linking to 5HP

  • Water Slicer Slide (3MK)
    • First 4 active frames have set recovery; always +1 oH / -5 oB at worse
    • These 4 frames also cause a knockdown on Punish Counter (KD +37), greatly enhancing its use as a whiff punish
  • Hisen Kick (6HK)
    • Foot hitbox extended forward and hurtbox reduced; Drive Gain increased, 1200 -> 3000
    • On hit, 1f longer hitconfirm window for CH/PC combo extensions
  • Elbow Drop (j.2MP)
    • Will now be buffered when input early in jump arc

  • LP Vagabond Edge (236LP)
    • Increased Block Advantage, -5(-3) -> -4(-2); blockstun increased, 19f -> 20f
    • Less pushback on hit, and a different knockback animation occurs when connecting with final active frame
  • OD Torso Cleaver (236KK~LK)
    • Combo-only hitbox expanded upward (more consistent 2-hit juggles)
  • Arc Step (cl.236K/cl.236KK)
    • Given quicker startup of 8f from 6f after Sprint; all medium attacks can now combo into both versions naturally
    • 5HP/5MP now frame trap into Arc step, and 5MK/5MP~HP frame trap into OD Arc Step
  • Bushin Hojin Kick (cl.236K~K)
    • Juggles 1f longer on hit; can juggle into SA1 midscreen after 5MP~HP
  • OD Bushin Hojin Kick (cl.236KK~K)
    • Can juggle into 236LP, SA1, or SA3 midscreen after 5MP~HP
    • Cannot cancel 236LP into SA3 due to distance
    • Corner wallsplat is slightly higher, removing some auto-timed KD +42 safe jump setups after 5MP~HP

  • Air SA2 (j.214214P)
    • Faster startup, 13f to 2f, when canceled from OD specials
    • More consistent and allows cancel from midscreen OD Bushin Hojin Kick
  • Shuriken Bomb (22P)
    • Damage scaling reduced from 20% Starter/Combo scaling to 10% Starter scaling only
  • OD Sprint (236KK)
    • Fixed bug that would cause sound effect not to play

  • Bushin Senpukyaku (214K)
    • Given throw invincibility to avoid losing to midair throws
    • 214LK throw invuln on frames 7-11, 214MK throw invuln on frames 8-12, 214HK throw invuln on frames 9-13
    • 214KK throw invuln on frames 7-11
  • 5LK
    • Reduced pushback
  • 5MK
    • Super Art gauge gain has been increased, 500 -> 700
  • 2MP
    • Damage increased from 450 to 500 and pushback is reduced; can now link 2MP, 2MP, 5MP

  • LP Vagabond Edge (236LP)
    • Slightly increased Block Advantage, -6 -> -5, and can be spaced safely at range
  • Bushin Senpukyaku (214K)
    • Anti-air invuln now starts 1f before active on all meterless versions and has a reduced head hurtbox
  • OD Bushin Senpukyaku (214KK)
    • Now cancelable into Air SA2 on 4th hit; slight improvement to damage and juggle potential
  • Sprint (236K)
    • Can hold forward during Sprint to prevent automatic transition into Arc Step at close range
  • OD Nue Twister (j.236PP)
    • Juggle limit increased; now combos after 236HP or Wallsplat > 2HP > 236K~LK
    • Now counts as 2 hits for damage scaling when comboed into

  • SA1 (236236K)
    • Startup decreased from 12f to 10f
    • Can now choose whether or not to spend Spraycan (by holding K)
  • SA2 (214214P)
    • Damage increased, 2600 -> 2800, hitbox expanded for juggle consistency
  • Various moves give more Drive Gauge on block when opponent is in burnout
    • Neck Hunter (236K~HK), OD Neck Hunter (236KK~HK), Shadow Slide (236K~MK), OD Shadow Slide (236KK~MK)
  • Adjusted Drive Gauge gain on Perfect Parry
    • Normal/OD Arc Step (236K/236KK), OD Torso Cleaver(236KK~LK), OD Neck Hunter (236KK~HK), OD Shadow Slide (236KK~MK), Normal/OD Aerial Bushin Senpukyaku (j.214K/214KK)

  • Bushin Prism Strikes 1 (5LP~MP)
    • Super Art Gauge gained on block increased, 150 -> 200
  • MP/HP/OD Vagabond Punch (236MP/236HP/236PP)
    • Opponent loses more Drive Gauge on block, 2000 -> 4000

  • All Super Arts
    • Fixed an issue where if her supers hit a stunned opponent with a full Drive Gauge, they would recover from burnout during the combo
  • SA3 (236236P)
    • Fixed an issue where it would hit opponents behind her

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