Street Fighter 6/Kimberly/Combos

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Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Links and Starters

Normal Hit

Light Confirms
Very Easy


2LK, 2LP, 5LP -- Low Starter
2LP, 5LP, 5LP -- 4f Starter
2LP, 2LP, 5LP, 5LK -- 4-hit String; 214K whiffs if canceled

Basic hitconfirm string; all chained normals (2LP, 2LK, and 5LP) have a small gap that will frame trap the opponent's normals, but will lose to invincible reversals. If not point blank, it's safer to limit yourself to 2 light normals. Canceled lights can only combo into a few attacks: 214K, 236LP, Lv.1/3 Super, or Bushin Prism Strikes target combo.

Medium/Heavy Confirms
Easy


2MP, 5MP -- Most consistent hitconfirm route, but no frame trap on block
5HK, 5MP -- Slow but powerful link starter that's also +2 oB
2MK, 5LK -- Low starter that's also +1 oB
5HP > Special -- Can hitconfirm on its own with good reactions

These routes open up higher damage opportunities compared to Light chains, as they combo into more special moves. The gaps on block are generally less airtight, however.

Command Normal Confirms
Medium


j.2MP, 2LP/5LP -- Consistent Elbow Drop link even on standing opponent
4HK, 2LP -- The 2LP barely reaches after Overhead (may whiff if not started point blank)
3MK, 2LP/5LP -- At absolute max range, can link even after normal hit

A bit more situational than the standard hitconfirm routes, but important to be aware of. The ability to link out of Overhead without Drive Rush is especially important to Kimberly's mixup game, even if the damage potential is mediocre.

Example Combos
Combo Damage Meter Notes
2LP, 5LP, 5LP~MP~HP~HK 1505 - 4f starter into KD +26
5LP, 5LP, 5LP~MP~HP, 214MK 1785 - Corner Juggle
2LK, 2LP, 5LP > 214HK 1458 - -
2LK, 2LP > 236LP > Lv.3 Super 3449 3 Su -
2MK, 5LK > 214HK 1746 - -
2MP, 5MP~HP > 214HK 2097 - -
2MP, 5MP~HP > 236K~MK, 214MK 2430 - Corner Juggle
5HK, 5MP~HP > Close 236KK~K (Wallsplat), 6HK~j.214K 2781 2 Dr Must be close enough to corner for OD Arc Step to Wallsplat
5HK, 5MP~HP > Lv.1 Super 2538(2678) 1 Su -
5HP > 236HP, j.MP > j.214K 2223 - Single-hit confirm; won't combo if final frame of 5HP is canceled
4HK, 2LP > 236LP > Lv.3 Super 3503 3 Su -
3MK, 5LP~MP~HP~HK 1521 - Very precise spacing


Counter-hit

CH Light Confirms
Easy


CH 2LP (+6), 2MP
CH 5LP (+7), 5MP~HP

Both light punches are essentially interchangeable when scoring a Counter-hit. The optimal route links into 2MP, 5MP~HP, but outside point blank you should skip the 2MP.

CH Medium/Heavy Confirms
Easy


CH 2MP (+9), 5HP
CH 2MK (+7), 5MP~HP -- can add 2MP vs. point blank crouching opponent
CH 2MK (+7), 2MK, 5LK -- 214K whiffs if canceled
CH 5HK (+9), 5HP -- strong and easily confirmable
CH 4HK (+6), 2MP, 5MP~HP -- omit 2MP if not point blank


Punish Counter

PC Light Confirms
Easy


PC 2LP (+8), 5MK/5MP~HP -- 4f punish; 5MK has more consistent range
PC 5LP (+9), 5HP -- consistent 5f punish; preferred route

New Special Cancel routes:
  • 5LK/5LP/2LP > 236K~MK
  • 5LK/5LP/2LP > 236PP

It's important to use these punish routes to dish out as much damage as possible, since Kimberly's light normals don't normally lead to very much. The ability to cancel directly into Run~Slide for oki or OD Vagabond Edge for a damaging launch makes her max range 5LK punish much more useful.

PC Medium/Heavy Confirms
Medium


PC 5HP > 214P, 5HP/5HK -- 9f punish, teleports to point blank
PC 5HP, 236K~P, 5HP/5HK -- Same as above, but Run~Stop to point blank

New Special Cancel routes:
  • 2MP/5MP/5MK > 236HP -- meterless launch from a medium


Same as CH Routes:

  • PC 5HK (+11), 5HP -- 12f punish
  • PC 2MP (+11), 5HP -- 6f punish

Punish Counter 5HP gets a +23 Stagger, allowing Kimberly to get close for a second heavy combo starter. The ability to cancel mediums into 236HP improves Kimberly's damage and corner carry on 6-8f punishes. You can also just stick with her BnB or Counter-hit routes for simplicity. PC 2MP has enough advantage that you can walk forward and land 2 of them before ending with 5MP~HP.

PC Command Normal Confirms
Medium


PC 3MK, 5MP~HP -- Important vs. fireball characters if well spaced
  • Up to +10 at perfect spacing
PC 6HK~Forward Hop, j.MK, 5HP

A couple of situational punish routes. The Slide punish allows Kimberly to threaten fireball characters with a reaction punish if she's near her max slide range. The 6HK punish route is mostly useful for hopping over a low poke in neutral and hitting the recovery frames; the j.MK should be done as early as possible after the hop.


Special and Super Usage

Drive Impact

DI Wall Splat

Drive Impact Wallsplat
Easy


2HP > 236K~LK, instant j.236P -- Meterless damage + corner oki
2HP > 236K~LK, 236LP > Lv.3 Super -- High damage route with resources

These work on hit or block. For consistency, you may want to walk forward slightly before juggling 2HP. For a Spraycan setup, throw a 22HP after the flip kick instead.

DI Crumple

Drive Impact Crumple
Easy


5HP > 236HP, DR 5LP~MP~2HP~HK, 236LP -- Midscreen damage + corner carry
5HK, 5MP~HP > 236K~MK ... -- Midscreen corner carry
  • If you reach the corner, can do Spraycan setup or 214MK juggle

5HP > 236HP, j.MP > j.214KK -- Strongest corner Spraycan setup

  • If juggling to Lv.3 Super, this route does barely more damage than meterless 236K~LK corner route

Midscreen, you can use any standard hitconfirm route. In the corner, you can use the Wall Splat route by delaying 2HP until the opponent because airborne.



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