Street Fighter 6/Kimberly/Combos

From SuperCombo Wiki


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

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 2LP/5LP, 2MP, 5MP~HP ... Anywhere 1413~
(1098~)
Easy Linking from a CH Light into a Medium allows stronger combo enders. If the CH occurs during a chained light blockstring (e.g. 2LP, CH 2LP), omit the 2MP and skip straight to 5MP.
CH 2MP, 5HP > 236HP ... Anywhere 1602~ Easy Good meterless CH starter from closer ranges.
CH 2MK, 5MP~HP ... Anywhere 1377~ Medium Useful after meaty 2MK if the opponent wakes up with a button, but doesn't work from outside close range.
CH 2MK, 2MK, 5LK > 214HK/236LP Anywhere 2069~
(1835~)
Medium Close range start only. 214HK is better for damage/knockdown but whiffs on most crouching opponents.
CH 5HK, 5HP > 236HP ... Anywhere 1818~ Easy 5HK is a bit slow for normal frame trap usage, but can be effective against opponents who delay throw tech. The forward movement ensures 5HP will reach at nearly any range.
CH 4HK, 5MP~HP ... Anywhere 1503~ Medium At farther ranges, nothing will link even after CH 4HK. The overhead is too slow for practical use in blockstrings, so this is primarily for meaty pressure.
CH 6HK~Forward/Neutral Hop, j.LK, 5LP ... Anywhere 1269~
(1899~)
Medium If the opponent is late when trying to interrupt 6HK, Kimberly can choose which side to land on before coming down with a quick light combo. If the opponent is crouching, the j.LK becomes +6, allowing a 2MP, 5MP~HP link.

Punish Counter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5LK > 236MP Anywhere 1296 Easy Useful cancel route for max range meterless light punishes. Useful if you're not confident that your other normals can reach.
PC 2LP, 2HP/5MK ... Anywhere 972~
(810~)
Easy Important links after a 4f punish. 2HP is preferred for its high damage and better meterless follow-up options, but the range is very short. 5MK is much more consistent to make up for its reduced damage potential.
PC 5LP, 5HP > 236HP ... Anywhere 1323~ Easy 5f punish starter that works from farther out. In some rare cases, 5HP may not reach, so 5MK can be substituted for a weaker but consistent ender.
PC 5MP/5MK > 236HP ... Anywhere 1188~
(1107~)
Easy Meterless launch starter on a 6f punish (5MP) or ranged 8f punish (5MK). Note that 5MK applies extra damage scaling as a combo starter. On a closer range 6f punish, use a more powerful 2MP, 5HP route instead (see Counter-hit section).
PC 5HP > 214P Teleport, 5HK, 5MP~HP ... Anywhere 2070~ Medium Teleport is the easiest way to get point blank after a 5HP Punish Counter stagger, but 236K~P (Run~Stop) also works. For a meterless launch, can instead link to 5HP > 236HP.
PC 3MK Slide, 5MP~HP ... Anywhere 1269~ Medium Consistent link after a well-spaced slide under the opponent's projectile, which can be up to +10 on hit.
PC 6HK~Forward/Neutral Hop, j.MK, 2HP ... Anywhere 1800~ Medium After 6HK crushes a low poke or throw attempt, Kimberly can choose which side to land on before continuing with a strong jump-in combo. Without the Hop cancel, she is only +5 and can only link into light normals.

Special and Super Usage

Drive Impact

Note: Wall Splat juggled into 2HP may require a slight walk forward if started farther away from the corner.
After a DI Crumple, the wall splat juggle routes can also be used if you delay 2HP until the opponent becomes airborne.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI (Wallsplat), 2HP > 236K~LK, instant j.236P Corner 2790
(2217)
1 Easy Works on Hit/Block. Good damage/oki with no extra meter cost. Can replace j.236P with Spray Can setup. () refers to damage from blocked DI wall splat.
DI (Wallsplat), 2HP > 236K~LK, 236LP > 236236P Corner 4412
(3814)
1 3 Easy Works on Hit/Block. Good way to cash out damage without spending extra Drive gauge. () refers to damage from blocked DI wall splat.
PC DI (Crumple), 2HP > 236HP, DR~5LP~MP~2HP~HK, 236LP Anywhere 2627 2 Medium Good midscreen damage and corner carry.
PC DI (Crumple), 5HK, 5MP~HP > 236K~MK, (214MK) Anywhere 2322
(2754)
1 Easy Good corner carry with no extra Drive cost. If it reaches the corner, can follow with Spray Can setup or 214MK juggle after slide. () refers to damage with corner 214MK.
PC DI (Crumple), 2HP > 236HP, j.MP > j.214KK *Anywhere 2763
(4763)
3 0~3 Easy Works anywhere, but particularly useful for corner spray can setups without sacrificing damage. If you intend to finish with a corner juggle into SA3, the 236K~LK route does nearly identical damage with no extra Drive cost. () refers to damage with SA3 corner juggle.



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu