Street Fighter 6/Kimberly/Matchups

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A.K.I.
SF6 A.K.I. Icon.png Kimberly vs. A.K.I. (51.58%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

A.K.I.'s Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if A.K.I. uses 5LP or meaty 2LP/2LK
PC 5HP otherwise
2HP
-8
PC 5MK > 236HP (consistent)
PC 2HP > Run~Stop, 2MP, 2MP, 5MP~HP (close)
Burnout: PC 2LP, 5MK
5HP (close)
-4
PC 2LP, 5MK
  • If too far, 2LP will whiff for a spacing trap
  • If A.K.I. chains to her 5HP~HP TC, it forms a true blockstring and is easily punished on reaction
6HP (close)
-4
PC 2LP, 5MK
  • If too far, 2LP will whiff for a spacing trap
5HP~HP
-15
PC 236LP, 2MP, 5MP~HP (consistent)
PC 5HP (closer ranges)
214LP~6P
-16
PC DR~5LP, 5HP
  • If already holding Parry, can start with PC DR~5MP, 2MP, 5MP~HP instead
  • Applies to closer-range version where the projectile is blocked before the whip

Burnout: PC 236LP, 5MP~HP

  • Only at very close ranges, like from a point blank 5HK > 214LP cancel
214PP~6P
-13
Has a small gap that allows DI punish
  • Can also hold Parry between hits, then immediate PC DR~2LP, 5HP
  • Both options are risky, as A.K.I. can choose not to do the follow-up
  • SA1 may punish from VERY close range (e.g. point blank 5HK > 214PP~6P)
214HP (close)
-4
PC 2LP, 5MP~HP
  • Point blank only; or else 2LP will whiff for a spacing trap
  • The punish timing happens very quickly after the 2nd hit
236LP (close)
-8
PC 5MK (stronger) / PC 2HK (longer)
  • Only at close ranges, like from a 2MP > 236LP cancel
236PP (close)
-14
PC 5HP/5MK at closer ranges
  • SA1 can punish from a bit farther out (requires quick reversal input timing)
214K
(Perfect Parry)
214MK / 214KK / SA3 are the safest options for consistency after PP freeze
  • SA1 can trade if 214K connects high on standing Kimberly
  • 5LP Forced Knockdown works on lower-hitting connects (whiffs if A.K.I. is too high)
2PP~LPLK (whiff) Delayed back jump, land + SA1
  • Option Select to escape both Throw and Kick follow-ups; punishes even if jumping away at the latest possible timing
  • After a backdash or immediate jump, Kimberly has plenty of time for max damage punish routes
SA2 (Mid/Far)
-19
Hold Parry, then whiff Drive Reversal right before final explosion
  • Follow with immediate PC DR~5HP


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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA1/SA3 (Block)
SA2 (Counter-Hit)
OD Snake Step (OS Throw)

KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


TK Air Tatsu to Bait Reversals:
Recommend Meterless Air Tatsu, but only if you have a good reason to expect SA3 over SA1

A.K.I.'s
Reversal
TK Air
Tatsu?
KD Advantage
Required
SA3 Reg/OD +20~23 (Corner/Midscreen)
  • Run~HK + all 214K enders
  • 6HK~j.214K, whiff 5LK
  • Midscreen CH/PC 2HK, Run~Stop


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap A.K.I.'s Reversal Normal
2LK~5LP, 5HP 2LP only
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LK, 2LP
2LP~2LK~2LK, delay 5HP
2LK~5LP~2LK, delay 5HP
DR~2MK, 5LP~2LK, microwalk back 5HP
5MP
2LK/2LP~2LP~2LP, Trade 2MP/5MP
2LK/2LP~2LP~2LP, CH 5LK (whiff OS)
2MK


A.K.I. uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)

Aki's SA1 collision box pulls her far backwards on whiff; be sure to walk, dash or Drive Rush forward before starting a punish (e.g. if you make it whiff using Teleport)


Modern Control Info: (click to expand)
  • Modern A.K.I. is missing a few useful normals:
    • 5LK - longest range light punish; also can no longer end poison combos with 5LK > 236MP Crumple
    • 2MP - decent mid-range buffer, but her 5MP generally gets the job done
    • 6HP - long range poke that can be confirmed into Super
  • Cruel Fate (214K) is shortcut-only and is missing the LK/MK versions
    • This makes the trajectory more predictable
Akuma
SF6 Akuma Icon.png Kimberly vs. Akuma (47.17%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar6.png SF6 HealthBar7.png
SA2 SF6 HealthBar12.png
SA3/CA SF6 HealthBar22.png SF6 HealthBar25.png


Important Punishes:

Akuma's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Akuma uses 5LP or meaty 2LP
PC 5HP otherwise
2HK
-12
PC 236LP will always punish (+7~9 depending on spacing)
  • If not perfectly spaced, 2HK or Microwalk 5MK are also good options


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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA1/SA2 (Block)

  • SA3/OD Gou Shoryuken are both too fast
  • Mostly useful if Akuma is in Burnout or if OD Gou Shoryuken would cause Burnout
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)


TK Air Tatsu to Bait Reversals:
Recommend OD Air Tatsu since it's required vs. Akuma's two most important reversals

Akuma's
Reversal
TK Air
Tatsu?
KD Advantage
Required
OD Gou Shoryuken OD +21~23; +20 knocks down
  • Use 214LK in your usual 214MK corner juggles
SA1 Reg/OD +20~23
SA2 Reg/OD +20~23
SA3 OD +20~23
  • Run~HK + all 214K enders
  • 6HK~j.214K, whiff 5LK
  • Midscreen CH/PC 2HK, Run~Stop


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Akuma's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP, 2LP
2LK~5LP~2LP~CH 2LK
+8 spacing, links to 5MK
2MK


Akuma uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Akuma is missing a few important normals:
    • 2MP - solid cancelable 6f button and counterpoke
    • Because 2LP is unavailable outside chains, Akuma's defensive Counter-hit jabs are less threatening, as his stubby 5MP is the only possible medium link
    • 6MP Overhead - can focus on strike/throw mixups instead of worrying about high-damage DR~6MP conversions
  • Adamant Flame (214P) is shortcut-only and is missing the LP/HP versions
    • This means the meterless one will always be -4 and punishable by 2LP if close enough
  • Demon Raid (236K) is shortcut-only and is missing the LK/HK versions
    • This makes it harder for Akuma to bait anti-airs with a short version, or cross over with a far version
Blanka
SF6 Blanka Icon.png Kimberly vs. Blanka (51.59%)

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

Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Blanka's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Blanka uses a meaty 5LK/2LP
PC 5HP otherwise
2HK
-12
PC 236LP punishes at all ranges (into 5MP~HP)
3HP
-18 ~ -9
5HP punishes almost any range; 5MK if spaced pixel-perfect
OD Electricity + Blanka-chan,
236K Wild Hunt
(Blockstring Setup)
Jump Forward + immediate 5HP > DI Crumple
  • Kimberly absorbs the doll hit, allowing the crumple to occur
  • If health is too low to absorb hit, 5HP > OD Teleport does similar damage and avoids doll
  • If in Burnout, reliable alternative are: microwalk + Throw, 5HP > 214HK/SA3, or 5MP > SA1
SA3
(Burnout Chip)
Whiff 214LK to avoid (leaves Kimberly +13)
  • Cannot jump out of raw activation


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

[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


Safe Jab Setups vs. Wakeup Reversals (9f or slower): (click to expand)

Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA3 (Block)

  • SA1/OD Vertical Roll are both too fast
  • Not very useful; the most likely scenario is if Blanka is in Burnout and can only kill with reversal SA3, but will die if any SA1 is blocked
KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Blanka's Reversal Normal
2LK/5LP~2LP~2LP, 5HP 5LK


Blanka uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Blanka is missing several important normals:
    • 2MP - extremely good poke at mid-range, letting Kimberly poke much more comfortably at 5MK range
    • 5MP - another solid mid-range poke
    • 6MP Overhead - no high/low mixup out of Drive Rush or in corner Blanka-chan setups
    • j.MP - loses damage/oki on OD Blanka Ball combos
  • Backstep Roll (63214K) is shortcut-only and is missing the LK/HK versions
    • This makes his trajectory a bit more predictable
Cammy
SF6 Cammy Icon.png Kimberly vs. Cammy (49.10%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Beating Cammy's SA3 Startup: whiff LK Tatsu (214LK), no punish

  • Useful if Cammy uses SA3 on reaction to your Drive Rush; in neutral, you can just jump away.
  • Works because SA3 is airborne for all of its active frames


Important Punishes:

Cammy's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Cammy uses 5LP/2LP/2LK
PC 5HP if she uses 5LK
2HK
-10
PC 236LP punishes at all ranges (into 5MP~HP)


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 ...

  • On Hit: Cammy lands into the spraycan (no follow-up juggle)
    • Run~Stop x2 gives Kimberly a meaty 2MK (+7/+3); beware of accidental SA1
    • Teleport~4HK Overhead beats wakeup buttons
Instant j.214KK
(OD Cannon Strike)
If Cammy avoids a throw with this, only 5LP/2LP into 236KK, 623KK, or SA1/SA3 dodge the spraycan.
She can also avoid it with a Throw (invincible during throw/tech animation), but this can be jumped/backdashed for a punish.
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA1/SA3 (Block)
SA2 (whiffs, or stand block at some spacings)

  • OD Cannon Spike is too fast
  • Mostly useful if Cammy is in Burnout or if OD Cannon Spike would cause Burnout
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)


Misc. Info: (click to expand)

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 should jump back for a full punish (+16)
  • Can microwalk 5HP, or easier 5MK > 236HP
  • Kim SA1 wins if preferred
SA2 Can avoid the attack for a full punish
  • Crouch at close range, 3MK from slightly farther out, jump from farther ranges
SA3 Kim should jump back to escape (+15); only SA1 reaches for a punish
  • Depending on screen position, can also neutral jump or forward jump + Elbow Drop for stronger side swap + punish


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 (+13) 236LP (+4, links to 2LP) / SA1 / SA3 / Microwalk 5MK
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps / Light Strings:

Kimberly's Spacing Trap Cammy's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP, 2LP


Cammy uses DI between Normal > Arc Step: Divekick punishes DI and avoids the crumple


Modern Control Info: (click to expand)
  • Modern Cammy is missing a few key normals:
    • 5LK - good ranged 5f punish and conversion from 5MP outside point blank
    • 2MP - powerful poke and link from CH jabs in neutral, making it safer for Kimberly to poke
  • Hooligan Combination (236P) is shortcut-only and is missing the LP/MP versions
    • This means Cammy will always be low enough to the ground to easily jab her out of the air
  • OD Divekick (j.214KK) is a much bigger defensive threat, as the Tiger Knee version can be easily input against throws
  • SA1/SA3 are much more threatening as whiff punishes or as a reaction counter to Drive Rush
Chun-Li
SF6 Chun-Li Icon.png Kimberly vs. Chun-Li (47.01%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Chun-Li's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Chun-Li uses 5LP/2LP
PC 5HP otherwise
2HK
-7
Impossible to punish if well-spaced


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 [1] Immediate 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • 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


Safe Jab Setups vs. Wakeup Reversals: Does Not Apply

  • OD Tensho Kicks, SA1, and SA3 are all too fast
  • SA2 (11f startup) can be safely meatied, but almost never worth attempting


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Chun-Li's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP, 2LP, 2LK
2LK/2LP~2LP~2LP, Trade 2MP/5MP
2LK/2LP~2LP~2LP, CH 5LK (whiff OS)
2MK


Chun-Li uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


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)


Modern Control Info: (click to expand)
  • Modern Chun-Li is missing several useful normals:
    • 5MK/5HK - great anti-airs, forcing her to rely on Tensho Kick; this makes it easier to cross-up or whiff Elbow Drop outside her AA range
    • j.MP/j.HP - affects her air-to-air and safe jump options
    • 3HP - allows you to focus on strike/throw mixups rather than high/low (but still has access to Stance HP)
    • 3HK Side Switch - no longer have to worry about random corner escapes out of Drive Rush
  • Hazanshu (214K) is shortcut-only and is missing the LK/HK versions
    • This makes it more predictable as an approach tool; meterless version will always be -3 oB and require at least a Counter-hit to combo afterwards
  • Despite missing so many important tools, her solid neutral and instant SA2 for whiff punishing makes her a viable Modern character at high level
Dee Jay
SF6 DeeJay Icon.png Kimberly vs. DeeJay (50.72%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Dee Jay's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 5LP if Dee Jay uses perfectly meaty 5LP
PC 2MP if Dee Jay uses non-meaty 5LP or meaty 2LP
PC 5HP otherwise
2MK
-6
Safe unless done extremely close (~throw range)
2HK
-11 ~ -2
Depends on range; usually easy to see if it's -9 or worse
  • 2MP, 5HP or 2LP, 5MK are safer mid/far range options


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 [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

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

  • Can safely use a meaty 2LP before blocking SA2
SA3 [1] 2HP* > Delayed 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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA2/SA3 (Block)
SA1 (Counter-Hit)

  • OD Jackknife Maximum is too fast
  • Mostly useful if Dee Jay is in Burnout or if OD Jackknife Maximum would cause Burnout
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Dee Jay's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP


Dee Jay uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Dee Jay is missing a few useful normals:
    • 5HP - useful shimmy/punish starter
    • 5MK - good mid-range poke
    • j.HP - strong jump-in, especially as a neutral jump throw bait
  • SA2 is always the non-rhythmic L version, which has reduced damage/oki and no cinematic enders
    • This makes the risk of wakeup SA2 much lower, especially when pressuring a cornered Modern Dee Jay since he can't switch sides
Dhalsim
SF6 Dhalsim Icon.png Kimberly vs. Dhalsim (52.43%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Dhalsim's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Dhalsim uses a meaty 5LP/2LP
PC 5HP otherwise
2MK
-10 ~ +2
If unsure about spacing, 2LP, 5MP is consistent vs. -4 distance
2HK
-16 ~ -1
If unsure about spacing, 2LP, 5MP is consistent vs. -4 distance
  • The up-close disadvantage is much easier to react to with a strong punish, unlike 2MK
1HK
-7
Safe if spaced at most ranges; 5LK or 5MP if too close


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


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA3 (Block)
SA2 (whiff underneath with crouching button)
SA1 (Counter-Hit)

KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Dhalsim's Reversal Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP


Dhalsim uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Dhalsim is missing a few key normals:
    • 5MK - useful poke, but he can still zone effectively with 5MP
    • j.HK - important Float normal for zoning; this makes it much easier to approach a mid-range float and jump at mid-range with Elbow Drop baits
    • j.2LP - can no longer harass with divekick into backwards Air Teleport
    • 4HK - fairly rewarding anti-air
    • 1HK - sweep that Kimberly struggles to punish normally
  • Yoga Arch (236K) is shortcut-only and is missing the LK/HK versions (also applies to OD version trajectory)
    • Importantly, this eliminates his 1MK > HK Arch corner Burnout loop
Ed
SF6 Ed Icon.png Kimberly vs. Ed (53.23%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Ed's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Ed uses 5LP
PC 5HP otherwise
2HP
-12
PC 236LP punishes at all ranges (into 5MP~HP); can link 5HP at max punish range


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
SA1 [2] Immediate j.236PP when explosion connects
  • Works on Hit or Block; great option if Ed is in Burnout
SA3 [1] Walk + 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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

OD Psycho Upper/SA1/SA3 (Block)
SA2 (Counter-Hit)

KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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)


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 / Light Strings:

Kimberly's Spacing Trap Ed's Reversal Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
5LP only
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
2LP, 5LP


Ed uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Ed is missing some key normals:
    • 2LK - important 5f punish and neutral buffer; moves like spaced LP Elbow are much easier to abuse, and it's less risky to hit a button after a 3-light blockstring since he lacks the threat of 2LK > OD Blitz
    • 2MK - important OD Flicker buffer; without this, it also becomes easier to quickly identify 5MK > DR in neutral, which has a gap on block
    • j.MK - air-to-air and space control tool; much easier to walk forward vs. neutral jumps
E.Honda
SF6 Ehonda Icon.png Kimberly vs. E.Honda (51.07%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar10.png
SA3/CA SF6 HealthBar19.png SF6 HealthBar21.png


Important Punishes:

E. Honda's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if E. Honda uses a meaty 5LK/2LK
PC 5HP otherwise
2HK
-10
236LP can punish at some ranges; if too far, Kim is safe oB at -2
6HK
-5
Usually safe; 5LK can punish if too close (around Kim's max sweep range)


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
SA1 [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

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

SA2 [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
SA3 PARRY, then 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • If not enough meter to Parry, explosion whiffs; use standard 5HP punish instead
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower): (click to expand)

Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA2/SA3 (Block)

  • SA1/OD Sumo Headbutt are both too fast
  • Not very useful; the most likely scenario is if E. Honda is in Burnout and can only kill with reversal SA3, but will die if any Super is blocked
  • Setups ending in 2LP can be canceled to DI if you expect OD Headbutt
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap E. Honda's Reversal Normal
2LK/5LP~2LP~2LP, 5HP 2LP, 5LK
2LK~5LP~2LP~CH 2LK
+8 spacing, links to 5MK
2MK


E. Honda uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern E. Honda is missing a few useful normals:
    • 5LK - useful link to 5LP~MP
    • 5MK - useful poke vs. lows; can poke with ranged 2MK/2HK more safely
    • 3HK Overhead - worse setplay and kara-cancel baits in neutral; can still perform the Target Combo version after 5MP
  • Oicho Throw (63214K) is shortcut-only and is missing the LK/MK versions; meterless version will have below-average range
  • OD Headbutt and SA2, when charged, are good at stuffing approaches on reaction with Modern inputs
Guile
SF6 Guile Icon.png Kimberly vs. Guile (53.51%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Guile's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Guile uses 5LP or meaty 2LP
PC 5HP otherwise
2HK
-12
PC 236LP always reaches after 2nd sweep (into 5MP~HP)
  • Be sure to keep holding downback for both sweeps, and be ready for quick punish if only 1 hit connects
  • Do not stand up immediately in case of 2HK~3HK (can time your punish so that this isn't a factor)


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)
SA1 [1] nj.HP, 5HP* > 236K~LK, DR~2HP > 236K~LK ...
  • 2HP can connect, but very finicky timing/spacing

Meter Gain: Parry, 5MP* > 236K~LK, DR~2HP > 236K~LK ...

  • On Hit: Guile gets punished by the explosion (no follow-up juggle)
SA3 [1] Land, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[2] 2HP Forced Knockdown, 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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower): (click to expand)

Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA3 (Block)

  • SA1/OD Flash Kick are both too fast
  • Not very useful; the most likely scenario is if Guile is in Burnout and can only kill with reversal SA3, but will die if any Super is blocked
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)


Misc. Info: (click to expand)

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)


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 / Light Strings:

Kimberly's Spacing Trap Guile's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
2LP


Guile uses DI between Normal > Arc Step: Divekick and Command Throw both punish DI and avoid the crumple


Modern Control Info: (click to expand)
  • Modern Guile is missing several normals:
    • 5LK - longest-range 5f punish; LP Elbow becomes much safer if spaced
    • 5HP - good poke, buffer tool, punish starter
    • 6MP Overhead - after Boom + DR, only need to look for strike/throw mixup; still has 2MK TC version
    • 6HK - good throw bait and low crush; less risky to poke with 2MK/3MK/2HK at max range
  • OD Flash Kick can be mashed repeatedly without losing down charge
    • This gives Modern Guile multiple chances to beat DR blockstrings even if starting with airtight sequence
Jamie
SF6 Jamie Icon.png Kimberly vs. Jamie (48.47%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Jamie's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Jamie uses 5LP (DL0) or a meaty 2LP/5LP (DL1+)
PC 5HP otherwise
2HK
-11
PC 236LP (guaranteed); 5HP at closer ranges (stronger)
  • Other guaranteed options: SA1, SA3, 3MK (but all are weaker)
214PP + 2 Drinks
-35
Immediate DR~5HK, 5HK, 5MP
  • Must not back rise (don't hold DR input early)
  • If no Drive meter, can also use immediate SA1 or 236K~MK


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
SA1 Block or Forward Jump, then standard 5HP punish
  • Parry causes the explosion to hit Jamie, resulting in less damage and meter gain
  • Blocking keeps the corner, Jump will switch sides (but gives ample time to reposition)
SA3 [1] PARRY, then 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • If no meter to Parry, Back Jump j.HK, 236LP*, j.236P
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower): (click to expand)

Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA3 (Block)

  • SA1/OD Arrow Kick are both too fast
  • Not very useful; the most likely scenario is if Jamie is in Burnout and can only kill with reversal SA3, but will die if any Super is blocked
KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Jamie's Reversal Normal
2LK~5LP, 5HP
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
2LP
2LK/2LP~2LP~2LP, Trade 2MP/5MP
2LK/2LP~2LP~2LP, CH 5LK (whiff OS)
2MK
2LK~5LP~2LP~CH 2LK
+8 spacing, links to 5MK
2MK


Jamie uses DI between Normal > Arc Step: Divekick punishes DI and avoids the crumple


Modern Control Info: (click to expand)
  • Modern Jamie is missing 2MP, weakening his Counter-hit jab threat and making it harder for him to stuff Drive Rush or counterpoke
  • Bakkai (236K) is shortcut-only and is missing the LK/HK versions
    • This means he lacks the common 236LK safe jump, and cannot convert into Bakkai from mediums or 5LP~LK~MP
JP
SF6 JP Icon.png Kimberly vs. JP (53.47%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

JP's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 5HP works for all (even if meaty)
2HK
-6
Safe at most ranges; 5LK can reach at close range
3HP
-14
PC 3MK Slide and SA1 work at all ranges
  • If poorly spaced, 236LP can reach
236HP
(Perfect Parry)
Drive Impact punish starter
  • 5HP punish starter works if in Burnout or if health is too low to absorb 2nd hit
  • At longer ranges (e.g. spaced 5HP > 236HP cancel), you may be limited to 5MK, 2HK, or 3MK
236PP
(Perfect Parry)
Drive Impact punish starter
  • 2MP/5MP punish starter works if in Burnout or if health is too low to absorb 2nd hit
  • At longer ranges (e.g. spaced 2MP > 236PP cancel), no normals/specials can beat 2nd hit
OD Amnesia +
immediate SA1
(corner)
Hold Parry, then immediate DR~Throw
  • For situations when you would normally have the advantage OD Amnesia triggers
  • Can also microwalk + Throw (strict timing) or punish with any raw Super before the bombs detonate
  • If for some reason JP does this midscreen, only SA1 can punish before bombs detonate
SA2
(Raw Activation)
Punish with 12f Counter-Hit move after the freeze
  • Depends on range; SA1 reaches the farthest


Safe Jump setups to watch for:


OD Amnesia Bombs:

  • After blocking/parrying the first bomb, instant j.MP makes the second bomb whiff
  • Be careful if JP is nearby, as he can hit you during your prejump frames for a combo


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
SA1 [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: JP gets hit by explosion (no follow-up juggle)
SA3 [1] Microwalk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower): (click to expand)

Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA3 (Block)

  • SA1/OD Amnesia are both too fast
  • Kim still has advantage when countered with OD Amnesia on these setups
  • Not very useful; the most likely scenario is if JP is in Burnout and can only kill with reversal SA3, but will die if any Super is blocked
KD +16 SA3/CA ...

5LP~MP~2HP~2HK (Corner Sideswitch) ...
... DR~2LP/2LK/2MP

KD +17 Forward Throw, DR~2LK/2MP
KD +20 5MP~HP > Run~MK, MK Tatsu (Corner) ...

2LP x3 > HK Tatsu (Corner) ...
... w.2LP, 2MP
... w.5LP, 2LK

  • Slow down the whiffed light to avoid chaining
KD +21 HK Tatsu (Corner) ...

... w.2LP, 2MK
... w.2LK, 2MP

  • Don't start with 2LP x3 (makes it KD +20)
KD +22 SA2 (Ground/Air) ...

Nue Twister (Corner) ...
... Dash + 2LP/2LK/2MP

KD +23 Run~HK ...

5MP~HP > MK Tatsu (Corner) ...
Drive Reversal (Corner) ...
... Dash + 2LP/2LK/2MP

KD +25 OD Run~HK, Dash + 2MP
  • Grounded connect only; perfect meaty (+9/+1)
KD +26 5MP~HP > 236MP ...

5LP~MP~HP~HK ...
5LP~MP~2HP~HK (Corner) ...
... Run~Stop, 2LP/2LK
... Dash + 2MK (+7/+3)

KD +30 5MP~HP > Arc Step, juggle Divekick or 236LP ...

... w.2MK, 2LP/2LK/2MP (Corner)
... DR~3MK

  • 236LP is auto-timed here, but works in any min-height juggle
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 MP Elbow (grounded) ...

... Teleport~2LP/2LK/2MP (Corner)
... Dash + w.2LP, 2MP (Corner)

KD +38 SA1 + Can, Teleport~2LP/2LK/2MP
KD +39 HP Elbow, immediate j.MP > Air Tatsu...

Run~MK (grounded, 1st active frame) ...
... Teleport~2LK/2MP

  • 2MP can link to 5MK
  • 2LK has no follow-up if midscreen
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK/2MP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Empty jump forward, 2MP (near Corner)
... Run~Stop x2, 2LP/2LK/2MP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap JP's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
2LP


JP uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern JP is missing a few useful normals:
    • 5LK - longest 5f punish option, but 2LP usually gets the job done
    • 2MP - extremely useful mid-range poke, forcing him to rely on 5MK which is 1f slower with a much worse hurtbox
    • 2HK - a safe sweep, but not commonly used since he can use a spaced 3HP instead
  • Stribog (236P) is shortcut-only and is missing the MP/HP versions
    • This removes the important wall bounce combo route and some SA1 juggle routes; meterless version will always be -10 oB
Juri
SF6 Juri Icon.png Kimberly vs. Juri (49.32%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Juri's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Juri uses any meaty light normal
PC 5HP if she uses any non-meaty light normal
2HK
-11
PC 3MK Slide and SA1 punish from almost any range
  • 236LP can punish at most ranges as well, but less reliable
  • At perfect spacing, can be safe at -9
SA1 Whiff
(Chip-out attempt)
At longer ranges, crouch block and then forward jump shortly before the final projectile.
If too early, can get hit by lingering projectiles.


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)
  • Note: be careful if Juri has enough Super gauge stocked for a kill; while it's tempting to always press your advantage against 623PP, Juri can take advantage if you're too predictable
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
SA1 [0~2] Wait for explosion, then instant j.236P/j.236PP
  • Damage is mediocre for 2 bars, so only use OD version for better oki setups
  • On Hit: Juri gets hit by explosion (no follow-up juggle, Kim only takes 1100 damage)
SA3 [1] Delay 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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower): (click to expand)

Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA3 (Block)

  • SA1/OD Tensenrin are both too fast
  • Not very useful; the most likely scenario is if Juri is in Burnout and can only kill with reversal SA3, but will die if any Super is blocked
KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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


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


Spacing Traps / Light Strings:

Kimberly's Spacing Trap Juri's Reversal Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP, 2LP
2LK~5LP~2LP~CH 2LK
+8 spacing, links to 5MK
2MK


Juri uses DI between Normal > Arc Step: Divekick punishes DI and avoids the crumple

  • Divekick whiffs if starting from OD Arc Step or if Juri's DI is delayed


Modern Control Info: (click to expand)
  • Modern Juri is missing some useful normals:
    • 5LP - chain-only, taking away a useful meaty option; can no longer link to 5LK from lights
    • 5MK - important combo tool and a great advancing option from Drive Rush, making it easier to stuff her approach
    • 6MP - useful buffer tool, but generally replaceable with 2MK
    • j.MP - important cancelable air-to-air; no longer has the dangerous Burnout instant overhead into Divekick
    • j.HP - high priority jump-in that could stuff some anti-airs if done early; makes Juri's jump timing more predictable
Ken
SF6 Ken Icon.png Kimberly vs. Ken (44.97%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Ken's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Ken uses 5LP or meaty 2LP
PC 5HP otherwise
2HK
-10
PC 236LP punishes at all ranges (into 5MP~HP)


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
SA1 [1] Walk + 2HP* > Delay 236K~LK, DR~2HP > 236K~LK ...

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

SA3 Standard 5HP punish after landing
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)


Safe Jab Setups vs. Wakeup Reversals: Does Not Apply

  • OD Shoryuken, SA1, and SA3 are all too fast


Misc. Info: (click to expand)

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)


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 / Light Strings:

Kimberly's Spacing Trap Ken's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP, 2LP
2LK/2LP~2LP~2LP, Trade 2MP/5MP
2LK/2LP~2LP~2LP, CH 5LK (whiff OS)
2MK
2LK~5LP~2LP~CH 2LK
+8 spacing, links to 5MK
2MK


Ken uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Ken is missing a few key normals:
    • 2LP - chain-only, taking away much of its utility in Counter-hit conversions, and links to 5MP
    • 2MP - fast buffer tool and counterpoke; another blow to Modern Ken's Counter-hit game when 5MP is too far to connect
    • j.HK - important long-range jump-in, weakening his air approach
  • Hadoken (236P) is shortcut-only and is missing the LP/MP versions; can no longer chase slow fireball with Drive Rush
  • Dragonlash Kick (623K) is shortcut-only and is missing the LK/MK versions; loses a useful Burnout low/throw bait that led to a high damage punish
Kimberly
SF6 Kimberly Icon.png Kimberly vs. Kimberly (50%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Kimberly's Move
(Opponent)
Kimberly's Punish
(You)
Light Normals
(Perfect Parry)
PC 2MP if Kimberly uses 5LP/2LP/2LK
PC 5HP if she uses 5LK
2HK
-10
SA1 (guaranteed punish at any range)
PC 236LP, 5MP~HP / 2HK / SA3 (from slightly closer)
Arc Step
(Perfect Parry)
Drive Impact (mid-air crumple); heavily scaled but easy
2MP (Forced KD), link into MP Elbow or Run~MK Slide (don't cancel)
  • Kimberly is airborne during the punish, so don't Throw or try to link normally


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
Kimberly's Reversal Punish Starter
j.214KK
(OD Air Senpukyaku)
Punishes Throw if attempted at +2 or worse; 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)
SA1 [1] 2HP* > Delay 236K~LK, DR~2HP > 236K~LK ...

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

SA3 [1] 2HP* > Delay 236K~LK, DR~2HP > 236K~LK ...
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA1 (Block)
SA2 (whiffs, or stand block at some spacings)

  • SA3 is too fast
KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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 (+18), then 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


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 / Light Strings:

Kimberly's Spacing Trap
(Self)
Kimberly's Reversal Normal
(Opponent)
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
2LP
2LK/2LP~2LP~2LP, Trade 2MP/5MP
2LK/2LP~2LP~2LP, CH 5LK (whiff OS)
2LK~2LP~2LP, microwalk back 5HP
2MK


Opponent's Kimberly uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Kimberly is missing some key normals:
    • 5LK - important punish tool and required for many +5 links; much easier to space LP Elbow safely
    • 2MP - important combo starter, particularly in Counter-hit routes; loses significant damage by missing this
    • j.MK - her main cross-up tool; Modern Kim has to work with the much more limited j.LK
    • j.HP - her best vertical approach, and important for corner safe jump setups
Lily
SF6 Lily Icon.png Kimberly vs. Lily (52.62%)

NOTE: Do not attempt a Safe Jump when Lily has a Wind stock, as her LP/OD Tomahawk has 4f startup. If you think the opponent recognizes your safe jump setup, you can bait this with an empty jump.

Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Lily's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Lily uses a meaty 5LP/2LP
PC 5HP otherwise
2HK
-12
PC 236LP always punishes; can be +7~9 depending on spacing


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
SA1 [0~2] Wait for explosion, then instant j.236P/j.236PP
  • Damage is mediocre for 2 bars, so only use OD version for better oki setups
SA2 Standard 5HP punish

[1] 2HP Forced Knockdown > 236K~LK, DR~2HP > 236K~LK ...

SA3 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • Time your nj.HP late, or the follow-up may whiff; can also use 5HP upon landing (slightly weaker)
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA1/SA2 (Block)

  • SA3 is too fast
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)


Misc. Info: (click to expand)

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


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


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 / Light Strings:

Kimberly's Spacing Trap Lily's Reversal Normal
2LK~2LP, 5HP
5LP~5LP, 5HP
2LK~5LP, 5HP
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LK


Lily uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD, inside LP/OD command grab range)


Modern Control Info: (click to expand)
  • Modern Lily is missing a few normals:
    • 5LP - chain-only, losing her only good 5f punish; much easier to space LP Elbow
    • 5MK - decent range cancelable poke used in CH/DR routes
    • 3HP Overhead - no longer has an overhead threat (though it was mediocre to begin with)
Luke
SF6 Luke Icon.png Kimberly vs. Luke (48.79%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Luke's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 5HP works for all (even if meaty)
2HK
-9
Safe at perfect spacing; PC 2HK can punish at most ranges


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
SA1 [1] Immediate *236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Luke gets hit by explosion (no follow-up juggle)
SA2 [1] Walk + 2HP* > Delay 236K~LK, DR~2HP > 236K~LK ...

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

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

[2] 5MP > 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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower): (click to expand)

Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA3 (Block)

  • SA1/SA2/OD Rising Uppercut are all too fast
  • Not very useful; the most likely scenario is if Luke is in Burnout and can only kill with reversal SA3, but will die if any Super is blocked
KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Luke's Reversal Normal
2LK/5LP~2LP~2LP, 5HP 2LP


Luke uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Luke is missing a few important normals:
    • 5LK - longest range 5f punish, but his great 2LP makes up for this in most cases
    • 5MK - good mid-range poke; Kimberly can stand a little closer in neutral without this threat
    • 4HK - rewarding poke when it lands as Punish Counter
    • j.MP - important for max damage corner juggles
    • j.HP - Luke's best vertical approach (e.g. neutral jump throw bait); his j.HK still gets the job done
M.Bison
SF6 Mbison Icon.png Kimberly vs. M.Bison (50.49%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

M. Bison's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if M. Bison uses a perfectly meaty 5LP
PC 5HP otherwise
2HK
-12
PC 236LP / 3MK Slide / SA1 always punish
  • 236LP at max range pushes back too far; 2HK/5MK can link if almost max range
3HK
-15 ~ -6
PC 2MP, 5HP even at best spacing
SA1
(Stronger Punish)
Jump Back, HP Spraycan, DR~2HP > 236MP*, j.236PP ...
  • Alternate: MP Spraycan, Microwalk 5HP > 236LP*, j.236PP ...
  • If cans are empty, reload and do a standard 5HP combo


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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA1/SA3 (Block)
SA2 (whiffs; jump back then land + punish)

KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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 ...


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 / Light Strings:

Kimberly's Spacing Trap M. Bison's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LK, 2LP
2LK~5LP~2LP~CH 2LK
+8 spacing, links to 5MK
2MK


M. Bison uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern M. Bison is missing some key normals:
    • 5LK - important light combo ender for Backfist; will have to end more combos in Scissor Kick
    • 5HK - main punish starter, especially for shimmies; punishes are much weaker
    • 3HK Slide - long-range low threat, making it safer to walk back and forth in neutral
    • j.MK - main cross-up button; can still use the weaker j.LK
    • j.HP - main close-range air normal (e.g. neutral jump throw bait)
Mai
SF6 Mai Icon.png Kimberly vs. Mai (?%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Mai's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Mai uses 5LP/2LP or meaty 5LK/2LK
PC 5HP if she uses non-meaty 5LK/2LK
2HK
-11
PC 236LP punishes from any range (into 5MP~HP)


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Mai's Reversal Punish Starter
623KK
(OD Hishou Ryuuenjin)
[1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

Mai's reversals can be punished On Hit depending on the circumstances:

  • LP Spraycan on a +2~3 setup (e.g. Run~MK juggle / 5LP~MP~HP)
    • Does not allow the usual Throw juggle, so use pressure string or backdash shimmy instead
    • If opponent is conditioned not to use reversal 623KK, you can start using HP Spraycan + Throw again
  • MP Spraycan on a +4 setup (e.g. 236HP, j.MP > j.214PP)
    • Can get an auto-timed Throw setup with this route
  • HP Spraycan on a +7~12 setup (e.g. 236KK Wallsplat + 236K~LK)
    • Best overall route for block pressure or shimmy
  • In all these cases, Kim can juggle with DR~2HP > 236K~LK (Loop x2)
    • Must not Back Rise (do not preemptively hold Parry for the Drive Rush input)
  • Note: be careful if Mai has enough Super gauge stocked for a kill
    • While it's tempting to always press your advantage against 623KK, Mai can take advantage if you're too predictable
SA1 5MP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Mai gets hit by explosion (no follow-up juggle)
Flame SA1 Immediate DR~2HP > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Mai gets hit by explosion (no follow-up juggle)
SA2
Flame SA2
Standard 5HP punish
SA3 [1] Jump Back j.HK, 5HP* > Immediate 236K~LK, DR~2HP > 236K~LK ...
  • Easier alternative: j.HK, land + 236LP*, j.236PP ...
  • Block/Parry causes explosion to hit Mai first (very weak punish afterwards)
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower): (click to expand)

Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA3 (Block)

  • SA1/SA2/OD Hishou Ryuuenjin are all too fast
  • Not very useful; the most likely scenario is if Mai is in Burnout and can only kill with reversal SA3, but will die if any SA1/SA2 is blocked
KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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

May help avoid Chip K.O. from raw Super
Mai's Super Kimberly's Options
SA1 Kim SA3 wins at closer ranges
SA2 Kim SA1 wins
SA3 Kim should back jump + j.HK (keep corner) or neutral jump (side switch) for a full punish
  • Kim SA1 wins if preferred


Corner Back Throw into Meaty 5HK:
Whiffs vs. crouch block
4F Trade Combo Kimberly's Follow-up Combo
Trade vs. 5LK (+16) Microwalk 5HP / 236LP (+3 / SA1 / SA3
Trade vs. 2LP (+14) 236LP (+3 / SA1 / SA3 / Microwalk 5MK/5HP
Trade vs. 5LP (+13) 236LP (+5, links to 5LK) / SA1 / SA3
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps / Light Strings:

Kimberly's Spacing Trap Mai's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
2LP, 5LP, 5LK
2LK/2LP~2LP~2LP, Trade 2MP/5MP
2LK/2LP~2LP~2LP, CH 5LK (whiff OS)
2MK


Mai uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Mai is missing some useful normals:
    • 5LP - chain-only, which makes her 4f punish options weaker with no link to 5HP
    • 5MP - a great cancelable poke with less commitment than 5HP; max range Counter-hit confirms are less threatening without this
    • j.HP - high priority jump-in for closer range approaches; without this, Kimberly has no problem anti-airing close range jumps
Manon
SF6 Manon Icon.png Kimberly vs. Manon (48.54%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Manon's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 5HP works for all (even if meaty)
2HK
-12
PC 236LP punishes at all ranges (into 5MP~HP)
SA2 PC 5HP after Manon lands from first 2 kicks
  • More optimal 2-bar: Parry 2 hits, Backdash x2, LP Spraycan, immediate 2HP > 236MP*, j.236PP ...


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

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

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

  • Perfectly timed meaty 2LP is safe against SA1 (not possible with all setups)
SA2 [1] After 2 kicks, Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • Don't wait too long or you can get hit by the last hit of SA2
  • On a +2~3 KD setup, Manon dodges the explosion entirely, allowing you to hold Parry and get a full 5HP punish for extra meter
  • On Hit: On a +4~ KD setup, Manon gets hit halfway through (no follow-up juggle)
SA3 [1] nj.HP, 5HP* > 236K~LK, DR~2HP > 236K~LK ...
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA1 (Block)

  • SA2/SA3 are both too fast
KD +16 SA3/CA, DR~2LP/2LK

5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +22 SA2, Dash + 2LP

Nue Twister (Corner), Dash + 2LP

KD +23 Run~HK, Dash + 2LP/2LK

5MP~HP > MK Tatsu (Corner), Dash + 2LP/2LK
Drive Reversal (Corner), Dash + 2LP/2LK

KD +25 OD Run~HK, DR~w.2LP~2LP/2LK
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, Run~Stop 2LP

5LP~MP~HP~HK, Run~Stop 2LP
5LP~MP~2HP~HK, Run~Stop 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP/2LK
... LP Elbow, w.2MK, 2LP/2LK

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP/2LK (harder execution)
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 Grounded MP Elbow (corner) ...

... Teleport~2LP
... Run~Stop, w.5LP~2LP/2LK

KD +38 SA1 + Can, Teleport~2LP/2LK
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Run~Stop x2, 2LP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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


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 (+1 oH, only meterless option)
Note: raw SA3 is stronger than 236LP > SA3


Spacing Traps / Light Strings:

Kimberly's Spacing Trap Manon's Reversal Normal
2LK~2LK, 5HP
2LK/5LP~2LP~2LP, 5HP
5LP, 2LP
2LK~5LP~2LP~CH 2LK
+8 spacing, links to 5MK
2MK


Manon uses DI between Normal > Arc Step: Divekick punishes DI and avoids the crumple


Be sure you can identify when Manon uses reversal SA2 vs. SA3/CA; trying to jump out of the SA2 screen freeze will get you hit.

  • "With Poise!" - SA2 voice line
  • "Let's Begin!" - SA3 voice line, sticks foot up toward the camera
  • "C'est Parti" - CA voice line, sticks foot up toward the camera


Modern Control Info: (click to expand)
  • Modern Manon is missing a few useful normals:
    • 2LP - chain-only, losing her max range 4f punish
    • 2MP - powerful disjointed button, useful in buffers and DR combos/pressure; will have a harder time converting into 4HP
    • 5HK - extremely important poke with high reward as a whiff punish; allows Kimberly to play more comfortably at her max poke range
    • 3HK - side switch PC/juggle ender when cornered
  • Renversé (236P) is shortcut-only and is missing the MP/HP versions (weaker damage on certain juggle routes)
Marisa
SF6 Marisa Icon.png Kimberly vs. Marisa (53.80%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar10.png
SA3/CA SF6 HealthBar19.png SF6 HealthBar21.png


Important Punishes:

Marisa's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 5HP works for all (even if meaty)
2HK (uncharged)
-11
PC 5HP and 236LP punish at all ranges
5MP~MP
-8
Reversal SA3 punishes TC
  • Also punishes all cancels except airtight DRC~2LP/2LK


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
SA1 [2] Immediate Throw punish into j.236PP
  • If you wait and she charges the Super, Marisa may absorb the explosion
  • On Hit (after Counterattack): Marisa gets hit by explosion after hitting Kimberly (no follow-up juggle)
SA2 [2] 2HP Forced Knockdown, j.236PP ...
  • Interrupt before Marisa lands for the downward smash, otherwise you get a weak explosion starter
SA3 [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ...

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

  • Kimberly can safely meaty with Light normals
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA2/SA3 (Block)

  • SA1 (Hold) Counter/OD Scutum Counter are both too fast after being absorbed
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)


Misc. Info: (click to expand)

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)


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 / Light Strings:

Kimberly's Spacing Trap Marisa's Reversal Normal
2LK/5LP~2LP~2LP, 5HP 2LP


Marisa uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Marisa is missing a few useful normals:
    • 5LK - Marisa's longest 6f normal, but 5LP is close enough as a replacement
    • 2MK - decent low poke; Kimberly can walk back at her poke range more safely
    • 5HK - very rewarding whiff punish and shimmy button
    • 3HP Overhead - eliminates the high/low threat, especially out of Drive Rush
  • Quadriga (236K) is unavailable outside of H Auto Combo - don't have to worry about random spaced kick in neutral
Rashid
SF6 Rashid Icon.png Kimberly vs. Rashid (47.45%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Rashid's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Rashid uses 2LP or meaty 5LP/2LK
PC 5HP otherwise
2HK
-11
PC 236LP punishes at all ranges (into 5MP~HP)


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
SA1 [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
SA3 [1] Wait + 2HP* > Delayed 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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA1/SA3 (Block)

  • OD Spinning Mixer is too fast
  • Mostly useful if Rashid is in Burnout or if OD Spinning Mixer would cause Burnout
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded, 1st active frame), Teleport~2LK

  • Requires corner for 2MP, 5MP link
  • Midscreen gets nothing without Counter-hit link into 5MK
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Rashid's Reversal Normal
2LK/5LP~2LP~2LP, 5HP 5LP, 5LK
2LK/2LP~2LP~2LP, Trade 2MP/5MP
2LK/2LP~2LP~2LP, CH 5LK (whiff OS)
2MK


Rashid uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Rashid is missing a few important noramls:
    • 5LK - only exists in L Auto Combo; outside of this, cannot convert lights into LK Eagle Spike
    • 2MP - good meaty with low pushback, forcing Rashid to rely on the weaker 5MP for pressure
    • 6HK - great Low Crush out of Drive Rush, making his approach weaker
  • Eagle Spike (214K) is shortcut-only and is missing the MK/HK versions (loses some routes with good damage and oki)
Ryu
SF6 Ryu Icon.png Kimberly vs. Ryu (50.67%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Ryu's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Ryu uses 5LP or meaty 2LP
PC 5HP otherwise
2HK
-12
PC 236LP will always punish (+7~9 depending on spacing)


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)
SA1 [1] PARRY, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • If no Parry, start with 5MP or microwalk instead
  • On Hit: Ryu gets hit by explosion (no follow-up juggle)
SA2 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Ryu can safely block the explosion if uncharged version hits Kimberly
  • Kimberly can safely meaty with Light Normals, but cannot jump out afterwards (start with Parry + 5HP* > 236K~LK instead)
SA3 [1] PARRY, 2HP* Forced Knockdown > 236K~LK, DR~2HP > 236K~LK ...
  • The timing of explosion + 2HP prevents j.236P/j.236PP from juggling at the end of this route; use 214HK/236LP
  • If no Parry, crouch blocking will reduce Drive damage but changes the juggle timing (can no longer juggle 236K~LK)

[2] 2HP Forced Knockdown, 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)


Safe Jab Setups vs. Wakeup Reversals: Does Not Apply

  • OD Shoryuken, SA1, and SA3 are all too fast
  • SA2 (10f startup) can be safely meatied, but almost never worth attempting


Misc. Info: (click to expand)

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


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 / Light Strings:

Kimberly's Spacing Trap Ryu's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP, 2LP


Ryu uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Ryu is missing a few key normals:
    • 5MK - good mid-range poke against lows; makes it easier for Kimberly to harass with 2MK
    • 5HK - great punish starter (especially out of shimmy) and used in high damage Drive Rush routes
    • 4HP - fastest heavy, but since there is no 236HK it's not a big loss
    • j.MP - useful cancelable air-to-air
    • j.HK - important ranged jump-in, weakening his air approach
  • Tatsumaki Senpu-kyaku (214K) is shortcut-only and is missing the LK/HK versions (missing the side switch)
  • High Blade Kick (236K) is shortcut-only and is missing the HK version (which is the safest in neutral)
    • LK version only exists as L Auto Combo ender, allowing it to be buffered from 5LK
Terry
SF6 Terry Icon.png Kimberly vs. Terry (46.09%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar11.png
SA3/CA SF6 HealthBar20.png SF6 HealthBar22.png


Important Punishes:

Terry's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Terry uses 5LP or meaty 2LP
PC 5HP otherwise
2HK
-11
SA1 (guaranteed punish)
PC 236LP (at most ranges)
  • If spaced perfectly, 236LP will be safely blocked at -3
  • The link to 5MP can whiff at max range; 5LK > 236LP is more consistent


Safe Jump setups to watch for:


Spraycan Setup - Reversal Baits:

[#] - Drive Bars required
[*] - Where Spraycan Explosion occurs
Terry's Reversal Punish Starter
623PP
(OD Rising Tackle)
+2~3 Setup: [1] Land, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
+4~ Setup: [1] Backdash (Explosion* hits), 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Terry lands into the spraycan (no follow-up juggle)
SA1 [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • 5MP starter is more consistent on Run~LK spraycan setups
  • On Hit: Terry gets hit by explosion (no follow-up juggle)
SA2 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
  • On Hit: Terry can safely block the spraycan or end with Triple Geyser; gets hit if he stops at Double Geyser
  • Kimberly can safely meaty with Light Normals, but cannot jump out afterwards (start with Parry + Microwalk 2HP* > 236K~LK instead)
SA3 [2] Delay 2HP Forced Knockdown, j.236PP ...
  • Time it late enough so spraycan hits right after 2HP

[2] Air-to-air nj.HP*, j.236PP ...

  • Easy timing and it looks cool for almost the same damage
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)


Safe Jab Setups vs. Wakeup Reversals: Does Not Apply

  • OD Rising Tackle, SA1, and SA3 are all too fast
  • SA2 (13f startup) can be safely meatied, but almost never worth attempting


Misc. Info: (click to expand)

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

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


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 / Light Strings:

Kimberly's Spacing Trap Terry's Reversal Normal
2LK~2LK, 5HP
2LK/2LP~2LP~2LP, 5HP
5LP, 2LP


Terry uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD)


Modern Control Info: (click to expand)
  • Modern Terry is missing a few key normals:
    • 5LK - Terry's most consistent 5f punish
    • 5MK - good mid-range poke
    • j.HP - primary close-range jump-in (easier to anti-air close jumps)
  • Power Charge (236K) is shortcut-only and is missing the LK version (and its useful combo loops)
    • The HK version exists only in his H Assist Combo
  • Crack Shoot (214K) is shortcut-only and is missing the LK/MK versions (the most important for pressure and Burnout loops)
Zangief
SF6 Zangief Icon.png Kimberly vs. Zangief (47.39%)
Super Art - Minimum Scaling KO ranges
SA1
(No Can / Can)
SF6 HealthBar5.png SF6 HealthBar6.png
SA2 SF6 HealthBar10.png
SA3/CA SF6 HealthBar18.png SF6 HealthBar20.png


Important Punishes:

Zangief's Move Kimberly's Punish
Light Normals
(Perfect Parry)
PC 2MP if Zangief uses 2LP or meaty 5LP
PC 5HP otherwise
2HK
-13
PC 3MK Slide punishes at all ranges

PC 236LP punishes unless perfectly spaced (+9 into 5HP at max distance)

  • When used from Drive Rush, pushback usually keeps Zangief safe (but can 5HP if too close)
Lariat (PP)
-41 ~ -12
CROUCH BLOCK and mash Drive Impact for crumple
  • In Burnout or if health is too low for armor, be sure not to stand up into the later hits


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
SA1 Escapes the corner; Throw him back, or use a standard midscreen 5HP punish
SA2 [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

Parry, then standard 5HP punish (builds more initial Drive gauge)

  • Zangief is projectile invuln, so will not interact with Spraycan if you let him spin
  • Kimberly can safely meaty with Light Normals
SA3 [1] Neutral Jump, nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...

[1] Back Jump, Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
[2] Backdash, Immediate 236MP*, j.236PP ...

  • Must be airborne before Super freeze for all of these
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)


Safe Jab Setups vs. Wakeup Reversals (9f or slower):
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK

Reversals

SA2 (Block)

  • SA3 is too fast
KD +16 SA3/CA ...

5LP~MP~2HP~2HK (Corner Sideswitch) ...
... DR~2LP/2LK/2MP

KD +17 Forward Throw, DR~2LK/2MP
KD +20 5MP~HP > Run~MK, MK Tatsu (Corner) ...

2LP x3 > HK Tatsu (Corner) ...
... w.2LP, 2MP
... w.5LP, 2LK

  • Slow down the whiffed light to avoid chaining
KD +21 HK Tatsu (Corner) ...

... w.2LP, 2MK
... w.2LK, 2MP

  • Don't start with 2LP x3 (makes it KD +20)
KD +22 SA2 (Ground/Air) ...

Nue Twister (Corner) ...
... Dash + 2LP/2LK/2MP

KD +23 Run~HK ...

5MP~HP > MK Tatsu (Corner) ...
Drive Reversal (Corner) ...
... Dash + 2LP/2LK/2MP

KD +25 OD Run~HK, Dash + 2MP
  • Grounded connect only; perfect meaty (+9/+1)
KD +26 5MP~HP > 236MP ...

5LP~MP~HP~HK ...
5LP~MP~2HP~HK (Corner) ...
... Run~Stop, 2LP/2LK
... Dash + 2MK (+7/+3)

KD +30 5MP~HP > Arc Step, juggle Divekick or 236LP ...

... w.2MK, 2LP/2LK/2MP (Corner)
... DR~3MK

  • 236LP is auto-timed here, but works in any min-height juggle
KD +31 2HK, Dash + w.2LP~2LP

Arc Step > Command Throw, Dash + w.2LP~2LP

KD +37 MP Elbow (grounded) ...

... Teleport~2LP/2LK/2MP (Corner)
... Dash + w.2LP, 2MP (Corner)

KD +38 SA1 + Can, Teleport~2LP/2LK/2MP
KD +39 HP Elbow, immediate j.MP > Air Tatsu...

Run~MK (grounded, 1st active frame) ...
... Teleport~2LK/2MP

  • 2MP can link to 5MK
  • 2LK has no follow-up if midscreen
KD +41 Run~LK (grounded), Dash x2 + 2LP/2LK/2MP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)
... Empty jump forward, 2MP (near Corner)
... Run~Stop x2, 2LP/2LK/2MP (Anywhere; slow inputs to avoid accidental Super)


Misc. Info: (click to expand)

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

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 / Light Strings:

Kimberly's Spacing Trap Zangief's Reversal Normal
2LK~2LK~2LP, 5HP 2LK


Zangief uses DI between Normal > Arc Step: Divekick avoids crumple but whiffs (-5 meterless / -3 OD, inside MP/OD SPD range)


Modern Control Info: (click to expand)
  • Modern Zangief is missing some important normals:
    • 5MK - incredible poke, especially against lows; has to rely on 5MP instead
    • 2MK - another great poke that hits low; Kimberly can walk more safely at mid-range, but must still beware of his sweep
    • 5HK - good punish starter; effective as a callout against Elbow Drop baits, so Kimberly may be able to get away with this more at certain ranges
    • 22MK~MK~MK - while not the most useful, no longer have to worry about the frame trap vs. SPD mixup
  • The threat of Instant SA3 makes it much riskier to pressure Zangief, even with a quick light chain; also must be aware of him doing it directly from a forward walk



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