Street Fighter 6/Kimberly

From SuperCombo Wiki


Introduction

Uninvited student to Guy, the 39th successor to Bushinryu. Kimberly had an ordinary upbringing, but she's a genuine prodigy who graduated college early... and now wants to be a ninja. Loves '80s pop culture.

Kimberly is a fast, tricky character who uses her plethora of unique movement options and setplay to get in and keep the opponent guessing. Good Kimberly players use the many tools at her disposal to approach the opponent unpredictably and lock them down with a variety of unexpected attacks, pushing them to the corner where she can really put the pressure on.

On the movement and neutral fronts, Kimberly not only has a high walk speed, a far-reaching Drive Rush and Drive Impact, and good pokes with 5MK and 5LK, but she also has the classic Bushinryu Sprint special move, which has a variety of different options to approach the opponent on the ground like the Shadow Slicer slide or the Neck Hunter overhead. She can also use Hidden Variable, a teleport that lets her move in from the ground or air depending on whether she uses the Overdrive version or not. Shadow Slicer, Hidden Variable, and 3MK also give Kimberly ways to evade projectiles and get in on opponents who try to keep her out with them, while j.2MP lets her adjust her jump arc to bait anti-airs; on the ground, her 2HP and Bushin Senpukyaku serve as anti-airs, while the aerial version of Bushin Senpukyaku is a combo ender and juggle setup tool.

Where Kimberly especially shines, though, is the corner. Many of her combos give great corner carry, so once the opponent's stuck there, she can use Shuriken Bomb to set up powerful okizeme and keep the pressure going, which works exceptionally well with the likes of Sprint and its follow-ups, Hidden Variable, and plain old strike/throw mix to force the opponent to guess at what she's going to do next. All of the above is especially true once Kimberly lands her Lv. 3 Super Art, Bushin Ninjastar Cypher. Once it hits successfully, Kimberly gains a damage and movement speed buff for the rest of the match, bringing her damage in line with the rest of the cast and making it even harder to deal with her walkspeed and the advantages that it gives her.

However, Kimberly's mobility and tricks are counterbalanced by her defensive options. Because Overdrive Bushin Senpukyaku doesn't have full invulnerability, Kimberly has to rely on system mechanics, Bushin Beats (her Level 1 Super Art), or Bushin Ninjastar Cypher when she needs to defend or force herself out of a bad situation. The buff from Ninjastar Cypher is also significant enough that without it, Kimberly's combos are going to be more useful for corner carry than damage until or unless she lands it, and her light buttons don't normally lend to the types of combos which give great oki at midscreen. If you like high-speed grooves and a bag of ninja tricks, then get on the scene with Kimberly.


Pick if you like: Avoid if you dislike:
  • High walkspeed with a variety of unique movement options (command runs, teleports, slides, adjusting jump arcs, etc.)
  • Accessible okizeme that sets up meaties and high/low mixups at various positions on screen, with options for enforcing combos from throw in the corner
  • Oppressive setups and mixups that loop into themselves after putting the opponent in the corner
  • Utilizing a wide variety of neutral tools to mix up your approach
  • Relying more heavily on system mechanics to get out of tight situations
  • Flawed neutral buttons that tend to lack range
  • Having significantly less damage than the rest of the cast before Level 3, even on normal throws


Classic & Modern Versions Comparison

List of differences with Modern Kimberly
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Sprint (6S)
  • Hidden Variable (2S)
Assist Combos
  • A[L~L~L]: 2LK ~ 2LP ~ L Vagabond Edge
    • On Block: stops at 2LP
  • A[M~M~M~M~M]: 5MK ~ OD Vagabond Edge ~ Jump Cancel ~ j.MP ~ Air SA2
    • No SA2: 5MK ~ OD Vagabond Edge ~ Jump Cancel ~ j.MP ~ Aerial Bushin Senpukyaku
    • If you jump manually by holding up, the Assist Combo will not continue
    • On Block: stops at OD Vagabond Edge
    • Burnout: 5MK ~ M Vagabond Edge
  • A[H~H~H~H~H~H]: 5HK ~ Bushin Tiger Fangs (5MP~HP) ~ Run~Slide ~ SA3
    • On Block: stops at 5MP
Miscellaneous Changes
  • N/A


Kimberly
SF6 Kimberly Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.0505 (0.0561)
Backward Walk Speed 0.033 (0.0366)
Forward Dash Speed 18
Backward Dash Speed 23
Forward Dash Distance 1.409
Backward Dash Distance 0.893
Drive Rush Min. Distance (Throw) 0.817
Drive Rush Min. Distance (Block) 2.479
Drive Rush Max Distance 3.565
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33


Normals

Standing Normals

5LP
5LP
Standing Light Punch
SF6 Kimberly 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 8 Chn Sp SA TC 270 LH +5 -2
  • Chains into 5LP/2LP/2LK or into Bushin Prism Strikes target combo

5MP
5MP
Standing Medium Punch
SF6 Kimberly 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 18 Sp SA TC 540 LH +3 -2
  • Chains into 5MP~HP target combo

5HP
5HP
Standing Heavy Punch
SF6 Kimberly 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 20 Sp SA 630 LH +3 -4
  • In punishes, can cancel to Run~Stop or Teleport to maintain close position, then link into another 5HP

5LK
5LK
Standing Light Kick
SF6 Kimberly 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 Sp SA 270 LH +1 -3
  • Good range for a cancellable light normal
  • It's possible to chain 4 lights when ending in 5LK, but only 236LP or Super can reach when cancelled

5MK
5MK
Standing Medium Kick
SF6 Kimberly 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 Sp SA 540 LH +1 -4
  • Most important normal in footsies, particularly cancelled into Drive Rush

5HK
5HK
Standing Heavy Kick
SF6 Kimberly 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 17 - 630 LH +7 +2
  • Whiffs vs. crouching opponents if not point blank

Crouching Normals

2LP
2LP
Crouching Light Punch
SF6 Kimberly 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 270 LH +4 -1
  • Chains into 5LP/2LP/2LK

2MP
2MP
Crouching Medium Punch
SF6 Kimberly 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 13 Sp SA 500 LH +7 -1

2HP
2HP
Crouching Heavy Punch
SF6 Kimberly 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 17 Sp SA 720 LH +3 -2
  • Decent anti-air; cancel into Run~Stop for left/right mixup afterward
  • Very short horizontal range
  • Forces stand on hit
  • In Drive Rush juggles, opponent is launched high enough to juggle OD Air Bushin Throw for a ground bounce

2LK
2LK
Crouching Light Kick
SF6 Kimberly 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 7 Chn 180 L +4 -2
  • Chains into 5LP/2LP/2LK; slightly more pushback than LP normals

2MK
2MK
Crouching Medium Kick
SF6 Kimberly 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 16 - 540 L +5 +1
  • Not cancellable, but allows followup combos and block pressure
  • Great option from Drive Rush, links into 5HP

2HK
2HK
Crouching Heavy Kick
SF6 Kimberly 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 24 - 810 L HKD +31 -10
  • Has some juggle potential

Jumping Normals

j.LP
j.LP
Jumping Light Punch
SF6 Kimberly jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 270 H +7(+9) +3(+5)

j.MP
j.MP
Jumping Medium Punch
SF6 Kimberly jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land Sp SA2 450 H +11(+13) +7(+9)
  • Puts airborne opponents into limited juggle state

j.HP
j.HP
Jumping Heavy Punch
SF6 Kimberly jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 630 H +9(+16) +4(+11)
  • Causes spiked knockdown vs. airborne opponents

j.LK
j.LK
Jumping Light Kick
SF6 Kimberly jlk.png

j.LK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 3 land - 270 H +5(+10) +1(+6)
  • Crossup

j.MK
j.MK
Jumping Medium Kick
SF6 Kimberly jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 540 H +8(+13) +4(+9)
  • Crossup

j.HK
j.HK
Jumping Heavy Kick
SF6 Kimberly jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 630 H +11(+16) +6(+11)
  • Great horizontal range and a good downward hitbox
  • Useful for air resets after corner wall splat into 6HK

Command Normals

j.2MP
j.2MP
Jumping Down Medium Punch
SF6 Kimberly j2mp.png

j.2MP
Elbow Drop
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 until land 8 land - 540 LH +4(+8) -3(+1)
  • Can only be performed from Forward Jump
  • Stops Kimberly's forward air momentum; useful for baiting anti-airs from longer range
  • Forced Knockdown state

3MK
3MK
Down-Forward Medium Kick
SF6 Kimberly 3mk.png

3MK
Water Slicer Slide
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 10 16 - 450 L +1(+6) -5(0)
  • 9-21f low profile and head projectile invuln
  • The extra Punish Counter frame advantage makes it much easier to combo afterward when used against fireballs
  • Great approach option against opponents in Burnout
  • Applies a damage scaling penalty when used as a combo starter (100/85/75/65...)

4HK
4HK
Back Heavy Kick
SF6 Kimberly 4hk.png

4HK
Windmill Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 2 19 - 720 H +4 -3
  • Forces crouch on hit; makes opponents wider for easier followup links

6HK
6HK
Forward Heavy Kick
SF6 Kimberly 6hk.png

6HK
Hisen Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
27 3 3+18(10) land Jmp 720 LH +1(+2) -3
  • Can cancel into forward, neutral, or back hop on hit or block
    • Can perform j.214K after forward hop, but not j.236P
  • Good for continuing a combo after OD Nue Twister ground bounce or OD Arc Step~K wall splat
  • Does not hop over projectiles
  • Forced Knockdown state

6HK>8
6HK>(8/9/7)
Forward Heavy Kick > Hop
SF6 Kimberly 6hk 8.png
Neutral Hop
SF6 Kimberly 6hk 9.png
Forward Hop
SF6 Kimberly 6hk 7.png
Back Hop

6HK~8
Step Up (neutral hop)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 - 30+3 - - - -10(-9) -22
  • Hops high enough to make anti-air 5LPs whiff, but is slow enough that the opponent can recovery and block/punish anyway
6HK~9
Step Up (forward hop)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 - 30+3 - - - -10(-9) -22
  • Leads to a crossup, but has a large hurtbox allowing it to be counterhit with 5LP
  • Can perform Air Bushin Senpukyaku shortly after forward hop
6HK~7
Step Up (backward hop)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 30+3 - - - -10(-9) -22
  • Safest of the three hop followups, but some characters may be able to chase it down if predicted

Target Combos

LP>MP
LP>MP
SF6 Kimberly 5mp.png

                  No results
  • Very difficult for most characters to punish if well spaced (e.g. 5LP, 5LP, 5LP~MP)
  • Gives Kimberly a good (but low damage) way to confirm after multiple light normals

LP>MP>HP
LP>MP>HP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Puts opponent into limited juggle state; can juggle with 214LK or 214MK in the corner
  • Gives enough KD Advantage to set up a Spray Can or Reload

LP>MP>HP>HK
LP>MP>HP>HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • 9f gap between HP and HK on block

LP>MP>2HP
LP>MP>2HP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Useful against Drive Impacts, as this hit will connect as a +5 Counterhit at point blank range

LP>MP>2HP>HK
LP>MP>2HP>HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • The highest damage ender of Kimberly's LP Target Combos (along with 2HP ender)
  • Sends opponent across the screen; good for corner carry

LP>MP>2HP>2HK
LP>MP>2HP>2HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • The highest damage ender of Kimberly's LP Target Combos (along with HP ender)
  • Throws the opponent backwards for a sideswitch; very useful if Kimberly is cornered
  • Does not connect in juggles

MP>HP
MP>HP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Puts opponent into limited juggle state; does not combo into 236HP, but will combo into the EX version, or either of the other two.

Universal Mechanics

Throws

Throw
Throw
LPLK
SF6 Kimberly lplk.png

LPLK
Ripcord Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1082 (1838) T KD +17 -
  • Allows for strong corner throw loops (+3 after Forward Dash)

Back Throw
Back Throw
4LPLK
SF6 Kimberly 4lplk.png

4LPLK
Bell Ringer
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1082 (1839) T KD +8 -
  • Side switches

Drive Moves

Drive Impact
Drive Impact
HPHK
SF6 Kimberly hphk.png

HPHK
Steadfast Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 720 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact.

Drive Reversal
Drive Reversal
6HPHK (in blockstun)
SF6 Kimberly 6hphk.png

6HPHK
Shapeless State (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

Armor Break; See Drive Reversal.

Drive Rush
Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Drive Parry
Drive Parry
MPMK
SF6 Kimberly mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry.

Taunts

5pppkkk
Neutral Taunt
5PPPKKK
SF6 Kimberly 5pppkkk.png
"Man, come on, I'm ready to go!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
200 (total) - - - - - - -

6pppkkk
Forward Taunt
6PPPKKK
SF6 Kimberly 6pppkkk.png
"Dōmo arigatō, from the Bushinryu!"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
290 (total) - - - - - - -

4pppkkk
Back Taunt
4PPPKKK
SF6 Kimberly 4pppkkk.png
"Rin Pyo To Sha Kai Jin Retsu Zai Zen!"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
328 (total) - - - - - - -

Special Moves

214K
Bushin Senpukyaku
214K
SF6 Kimberly 214lk.png

SF6 Kimberly 214kk.png

214LK
Bushin Senpukyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6(1)6(1)6(8)3 6+17 land - 360,270,360 (990) LH KD +23 -30
214MK
Bushin Senpukyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6(1)6(1)6(8)3 8+17 land - 360x3 (1080) LH KD +22 -32
214HK
Bushin Senpukyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6(1)6(1)6(8)3 11+17 land - 450,360x2 (1170) LH KD +21 -35
214KK
Bushin Senpukyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6(1)6(1)6(1)6(1)2 12+17 land SA2 (4th) 450,200x3,360 (1410) LH KD +21 -40
  • Great anti-air; LK version is good for close jumps, MK/HK version for farther jumps
  • Strong juggle ender; MK version is particularly useful in several corner juggles
  • OD version is Kimberly's primary reversal

j.214K
Aerial Bushin Senpukyaku
j.214K
SF6 Kimberly 214lk.png

SF6 Kimberly 214kk.png

j.214K
Aerial Bushin Senpukyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(7)2(7)2 12 land - 225x2,450 (900) LH +4(+8)
(KD +38~42)
-1(+4)
j.214KK
Aerial Bushin Senpukyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(2)3(2)2(2)3(2)2 12 land SA2 450,90x2,270,450 (1350) LH +5(+8)
(KD +46~51)
-1(+4)
  • Can be used from Forward Jump or after 6HK ~ Forward Hop only
  • All versions whiff on crouching opponents
  • OD version can crossup if used at minimum height from close range
  • OD version can combo into Kimberly's Lv. 2 Super, making it strong in juggles

236P
Vagabond Edge
236P
SF6 Kimberly 236lp.png

SF6 Kimberly 236mp.png
MP Follow-up

SF6 Kimberly 236hp.png
HP Follow-up

SF6 Kimberly 236pp.png
OD Follow-up

236LP
Vagabond Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 21 SA3 810 LH +3(+5)
(KD +30~36)
-4(-2)
  • LP version is the strongest when cancelling into Lv. 3 Super; has juggle potential
  • Safe vs. opponents in Burnout, making it a low-risk cancel option
236MP
Vagabond Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 2 28 SA3 (1st) 540x2 (1080) LH KD +37
(KD +26)
-12
  • 2nd hit only comes out on hit; has juggle potential
236HP
Vagabond Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 2 28 SA3 (1st) / Jmp 360,180 (540) LH KD +56 -12
  • 2nd hit only comes out on hit; 2nd hit jump cancellable into Forward Jump
  • Has no juggle potential, so won't combo from 5MP~HP Target Combo
236PP
Vagabond Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 2 28 SA2 SA3 (1st) / Jmp 360,180 (540) LH KD +56 -12
  • 2nd hit only comes out on hit; 2nd hit jump cancellable into Forward Jump
  • Has juggle potential, combos from 5MP~HP Target Combo

236K
Sprint
236K
SF6 Kimberly 236k.png

SF6 Kimberly 236kk.png

236K
Sprint
Startup Active Recovery Cancel Damage Guard On Hit On Block
8~ - - - - - - -
  • Cancels into follow-ups after 8 frames minimum; can hold button for fastest followup time
    • e.g. 236[MK] results in fastest possible Run~Slide
236KK
Sprint
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(6)~ - - - - - - -
  • Cancels into follow-ups after 8 frames minimum (6f minimum for OD Stop)

236K>LP
Emergency Stop
236K>P
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Latest possible stop is 55f (41+14) if Kimberly runs fullscreen without colliding with opponent

No results

  • Latest possible stop is 53f (41+12) if Kimberly runs fullscreen without colliding with opponent

236K>LK
Torso Cleaver
236K>LK
SF6 Kimberly 236k lk.png

SF6 Kimberly 236kk lk.png

236K~LK
Torso Cleaver
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+21 7 16 SA3 900 LH KD +41
(KD +53~66)
+1
236KK~LK
Torso Cleaver
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+17 7 16 SA2 SA3 540x2 LH KD +43
(KD +56~66)
+3
  • First 2 active frames can only hit grounded, remaining active frames can only hit airborne
  • Puts opponent into limited juggle state (much higher juggle vs. airborne)

236K>MK
Shadow Slide
236K>MK
SF6 Kimberly 236k mk.png

SF6 Kimberly 236kk mk.png

236K~MK
Shadow Slide
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+10 12 19 SA3 720 L KD +39~50
(KD +42~53)
-12(-1)
  • Can low profile under projectiles if used preemptively
  • Puts opponent into limited juggle state (if juggled into, can followup with MK Senpukyaku near the corner)
236KK~MK
Shadow Slide
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+8 8,4 19 SA2 SA3 (1st) 700,200 (900) L,L KD +47~50
(KD +49~52)
-10(-7)
  • 2 hits, only 1st is Super cancellable
  • 6-21f low profile and upper body projectile invuln (does not apply to the OD Run itself)
  • Cancel into Lv.2 Super whiffs on grounded opponents
  • Higher juggle potential (e.g. HP Vagabond, OD Run~Slide, MK Senpukyaku)
    • In the corner, juggle into OD Slide (2 hits) allows Lv.3 Super to juggle after both hits

236K>HK
Neck Hunter
236K>HK
SF6 Kimberly 236k hk.png

SF6 Kimberly 236kk hk.png

236K~HK
Neck Hunter
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+19 5 19 SA3 900 H KD +23 -3
  • Lv.3 Super cancel can only combo in high-connect juggles, or if overhead is armor absorbed
236KK~HK
Neck Hunter
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+15 2,3 19 SA2 SA3 (2nd) 810,270 (1080) H KD +25(+44) -1
  • Only 2nd hit can cancel into Lv.2/3 Super
  • Super cancels whiff unless juggled into (opponent is put into a quick ground bounce state in juggles)

236K (proximity)
Arc Step
236K (close)
SF6 Kimberly 236k prox.png

SF6 Kimberly 236kk prox.png

236K (close)
Arc Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
15+6 2(6)2
(Whiff: 1)
26+4 land
(Whiff: 25)
- 270,180 (450) LH +3 -6
236KK (close)
Arc Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+6 2(6)2
(Whiff: 1)
26+4 land
(Whiff: 25)
- 180,90 (270) LH +3 -6
  • Can only hit grounded opponents (whiffs attack if opponent is airborne)

236K (proximity)>K
Bushin Hojin Kick
236K (close)>K
SF6 Kimberly 236k prox k.png

SF6 Kimberly 236kk prox k.png

236K (close)~K
Bushin Hojin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+15+13 6 20 land - 630 LH KD +29(+31) -8
  • KD Adv. is slightly worse when juggled into
236KK (close)~K
Bushin Hojin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+13+13 6 20 land SA2 420,210 (630) LH KD +43 (Wall Splat +86) -8
  • OD version wall splats near the corner for a juggle followup
  • OD version cancel into Lv.2 Super only works in the corner

236K (proximity)>P
Bushin Izuna Otoshi
236K>K (close)>P
SF6 Kimberly 236k prox p.png

SF6 Kimberly 236kk prox p.png

236K (close)~P
Bushin Izuna Otoshi
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+15+13 6 40 land - 1440 T HKD +31 -
236KK (close)~P
Bushin Izuna Otoshi
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+13+13 6 40 land - 900 T HKD +94 (OTG) -
  • Grabs standing/crouching opponents, whiffs vs. airborne
  • If the 236K starter is blocked midscreen, opponent can walk back to avoid both followups
    • In the corner or after a grounded 236K hit, the mixup is more potent
  • OD version ground bounces the opponent for an OTG

214P
Hidden Variable
214P
SF6 Kimberly 214p.png

SF6 Kimberly 214pp.png

214P
Hidden Variable
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 8 17(7) - - - - -
  • After reappearing, recovery is cancellable into any attack after 5f (otherwise 17f recovery)
  • Carries forward momentum well, allowing Kimberly to stay close to the opponent after the followup hit
214PP
Hidden Variable
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 8 16(7)+3 land - - - - -
  • After reappearing, recovery is cancellable into any attack after 5f (otherwise 17f recovery)
  • Recovers in the air; air attacks have the same landing properties as regular air normals
  • Can also cancel into air specials or Lv.2 Super before landing
  • Very useful as a prediction against fireballs

22P(refill)
Genius at Play
22P (0 stock)
SF6 Kimberly 22p(0).png

22P (refill)
Genius at Play
Startup Active Recovery Cancel Damage Guard On Hit On Block
42 - 2 - - - - -
  • Refills 1 spray can if there is not another can stocked or active on-screen
22PP (refill)
Genius at Play
Startup Active Recovery Cancel Damage Guard On Hit On Block
42 - 2 - - - - -
  • Refills 2 spray cans if there is not another can stocked or active on-screen

22P(1 stock)
Shuriken Bomb
22P
SF6 Kimberly 22p(1).png

SF6 Kimberly 22p(2).png

22P (1 stock)
Shuriken Bomb
Startup Active Recovery Cancel Damage Guard On Hit On Block
18(103) [10] 26 - 450 LH KD +88 -
22PP (2 stock)
Shuriken Bomb Spread
Startup Active Recovery Cancel Damage Guard On Hit On Block
19(103) [10 each] 26 - 450x2 (900) LH KD +90-93 -
  • Button strength determines the placement of the spray cans (LP close, MP mid, HP far)
    • For 2-stock version, throws both spray cans according to which buttons were pressed
  • Only 2 cans can be active on-screen at once
  • Spray can explodes after 103f (including 19f startup); can hit OTG in some circumstances (like after Throw)
  • Explosion puts opponent into a limited juggle state
  • MP and HP version bounce slightly out of the corner, which can be useful for certain setups

j.236P
Nue Twister
j.236P
SF6 Kimberly j236p.png

SF6 Kimberly j236pp.png

j.236P
Nue Twister
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 20 land - 1440 T HKD +22 -
  • Can be performed from any jump direction, but not after 6HK~Hop; no minimum height requirement
  • Strike Throw, can be comboed into
j.236PP
Nue Twister
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 20 land - 900 T HKD +98 OTG -
  • Less juggle potential than meterless version; generally requires Drive Rush 2HP to start a juggle
  • Ground bounces for OTG; can followup with 6HK

Super Arts

236236K
Bushin Beats
Level 1 Super Art
236236K
SF6 Kimberly 236236k.png

236236K
Bushin Beats
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 15 40 - 1800 LH KD +22 -25
236236[K]
Bushin Thunderous Beats
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 15 40 - 2200 LH KD +38 -25
  • Armor Break
  • Depletes 1/2 stock of opponent's Drive Gauge on hit
  • 200 extra damage and +16 KD Advantage on hit with a spray can stocked

214214P
Bushin Scramble
Level 2 Super Art
214214P (AIR OK)
SF6 Kimberly 214214p.png

214214P
Bushin Scramble
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 until land 39 land - 2800 LH KD +22 -26(-20)
j.214214P
Soaring Bushin Scramble
Startup Active Recovery Cancel Damage Guard On Hit On Block
13(2) until land 39 land - 2800 LH KD +22 -26(-20)
  • Armor Break
  • Depletes 1 stock of opponent's Drive Gauge on hit
  • Very little invincibility (only until screen freeze), making it a poor reversal option
  • Ground version can be used as an anti-fireball or whiff punish tool, but the range is somewhat limited
  • Air version is a combo ender, primarily after Aerial Bushin Senpukyaku; can only be used from Forward Jump

236236P
Bushin Ninjastar Cypher
Level 3 Super Art
236236P
SF6 Kimberly 236236p.png

SF6 Kimberly 236236p(ca).png
Critical Art adds 500 damage

236236P
Bushin Ninjastar Cypher
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 51 - 4000 LH HKD +16 -35
236236P
Bushin Ninjastar Cypher (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 51 - 4500 LH HKD +16 -35
  • Armor Break
  • Depletes 2 stocks of opponent's Drive Gauge on hit
  • Immediately upon activation, Kimberly enters an install state that lasts for the remainder of the match, even carrying over between rounds
    • This install grants her an 11% damage buff to all attacks and an 11% increase to her walk speed
    • Technically, Kimberly's base damage is 11% lower than other characters (even on universal mechanics) so this just brings her in line with the rest of the cast, but the walk speed buff makes her incredibly fast


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