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Matchup Favorability
Favorability ratings are based on data collected by @CatCammy6 on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play. |
Click the character's portrait to open their Wiki page.
A.K.I.

SA1 (No Can / Can) |
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SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
6HP (close) -4 |
PC 2LP, 5MK
|
5HP~HP -15 |
PC 236LP, 2MP, 5MP~HP (consistent) PC 5HP (closer ranges) |
214LP~6P -16 |
PC DR~5LP, 5HP
Burnout: PC 236LP, 5MP~HP
|
214PP~6P -13 |
Has a small gap that allows DI punish
|
214HP (close) -4 |
PC 2LP, 5MP~HP
|
236LP (close) -8 |
PC 5MK (stronger) / PC 2HK (longer)
|
236PP (close) -14 |
PC 5HP/5MK at closer ranges
|
214K (Perfect Parry) |
214MK / 214KK / SA3 are the safest options for consistency after PP freeze
|
2PP~LPLK (whiff) | Delayed back jump, land + SA1
|
SA2 (Mid/Far) -19 |
Hold Parry, then whiff Drive Reversal right before final explosion
|
Safe Jump setups to watch for:
- ?
Spraycan Setup - Reversal Baits:
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
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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) |
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
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)
|
Super vs. Super Interactions (after opponent's Super freeze):
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 |
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 |
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 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

SA1 (No Can / Can) |
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SA2 | ![]() |
SA3/CA | ![]() ![]() |
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)
|
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Akuma's Reversal | Punish Starter |
---|---|
623PP (OD Gou Shoryuken) |
[2] Walk + 2HP Forced Knockdown, j.236PP ...
|
SA1 | [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ... [1] (Parry for meter), 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
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
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
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
|
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
|
SA1 | Reg/OD | +20~23 |
SA2 | Reg/OD | +20~23 |
SA3 | OD | +20~23
|
Super vs. Super Interactions (after opponent's Super freeze):
Akuma's Super | Kimberly's Options |
---|---|
SA1 | Kim should neutral jump for a full punish |
SA2 | Kim SA1 wins |
SA3 | Kim SA1 wins |
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 |
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 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

NOTE: The Instant Overhead j.LK corner spraycan setup does NOT work against Blanka because his head hurtbox is shifted backward.
SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
SA3 (Burnout Chip) |
Whiff 214LK to avoid (leaves Kimberly +13)
|
Safe Jump setups to watch for:
- 2PP~P Launch, DR~5LK > 2PP~K Raid Jump
Spraycan Setup - Reversal Baits:
Blanka's Reversal | Punish Starter |
---|---|
[2]8KK (OD Vertical Roll) |
[1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
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 ...
|
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 ...
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
Blanka's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over Blanka for full punish (or hits Blanka from farther out)
|
SA3 | Whiff 214LK (+13) and punish with 5HP combo
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LK (+12) | 236LP (+5, links to 5LK) / SA1 / 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 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

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
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 ...
|
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 ...
|
SA3 | Standard 5HP punish |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
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
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
Super vs. Super Interactions (after opponent's Super freeze):
Cammy's Super | Kimberly's Options |
---|---|
SA1 | Kim should jump back for a full punish (+16)
|
SA2 | Can avoid the attack for a full punish
|
SA3 | Kim should jump back to escape (+15); only SA1 reaches for a punish
|
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 |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
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 ...
|
SA2 | [2] Immediate j.236PP when explosion hits during 2nd set of kicks
|
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)
|
Drive Reversal (Blockstun) |
Explosion* starts the punish
|
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
Super vs. Super Interactions (after opponent's Super freeze):
Chun-Li's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over Chun-Li from close range (full punish)
|
SA2 | Kim should jump forward for a full punish
|
SA3 | Kim SA1 wins |
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) | - |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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 ...
|
SA3 | [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
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
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
Super vs. Super Interactions (after opponent's Super freeze):
Dee Jay's Super | Kimberly's Options |
---|---|
SA1 | Interrupt with CH 5LP, 5MP~HP if close enough
|
SA2 | Kim should neutral jump for a full punish
|
SA3 | Kim SA1 wins |
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LP (+15) | 236LP (+5, links to 5LK) / SA1 / SA3 / Microwalk 5MK |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
1HK -7 |
Safe if spaced at most ranges; 5LK or 5MP if too close |
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Dhalsim's Reversal | Punish Starter |
---|---|
j.6KKK/4KKK (Air Teleport) |
If used to escape meaty Throw, can punish on reaction with 2HP Forced Knockdown
|
SA1 | Dhalsim can use this if he predicts a Throw, but loses to meaty strikes. Example punishes:
|
SA2 | [1] slight delay 2HP > 236LP*, DR~2HP > 236K~LK ...
|
SA3 | [1] 2HP* > delay 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* starts the punish
|
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) |
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
Dhalsim's Super | Kimberly's Options |
---|---|
SA1 | CH 2MP, 5HP at close range, or use SA1 if preferred
|
SA2 | Use a crouching button to start a punish that avoids the downward projectile, or do a delayed Punish Counter Throw
|
SA3 | Kim Delayed SA1 wins (must know the proper timing; cannot react to the Super freeze ending)
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LP (+13) | 236LP (+5, links to 5LK) / SA1 / SA3 |
Whiff vs. 2LK (no Trade) | - |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
Ed's Reversal | Punish Starter |
---|---|
623PP (OD Psycho Uppercut) |
[2] 5MP*, j.236PP ...
|
SA1 | [2] Immediate j.236PP when explosion connects
|
SA3 | [1] Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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) |
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
Ed's Super | Kimberly's Options |
---|---|
SA1 | Kim should forward jump and land for a full 5HP punish
|
SA2 | Kim SA3 wins from ~1/3 screen or closer; if in range, CH 2MP, 5HP can interrupt
|
SA3 | Kim Delayed SA1 wins; can also whiff SA2 at close range, then 236K~MK punish
|
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) | - |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
E. Honda's Reversal | Punish Starter |
---|---|
[4]6PP (OD Sumo Headbutt) |
[1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
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 ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA2/SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
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
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
Super vs. Super Interactions (after opponent's Super freeze):
E. Honda's Super | Kimberly's Options |
---|---|
SA1 | Kim SA1 wins |
SA2 | Kim should back jump and land for a full 5HP punish
|
SA3 | Kim SA1 wins |
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+11) | 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
|
Trade vs. 5LK (+12) | 236LP (+5) / SA1 / 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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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)
|
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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 ...
|
SA1 | [1] nj.HP, 5HP* > 236K~LK, DR~2HP > 236K~LK ...
Meter Gain: Parry, 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [1] Land, 2HP* > 236K~LK, DR~2HP > 236K~LK ... [2] 2HP Forced Knockdown, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
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
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
Super vs. Super Interactions (after opponent's Super freeze):
Guile's Super | Kimberly's Options |
---|---|
SA1 | Kim can forward jump and punish the horizontal version; SA3 also wins
|
SA3 | Kim SA1 whiffs under Guile (+18); can punish with 236K~MK or SA2 midscreen, or a full combo in the corner
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / 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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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)
|
214PP + 2 Drinks -35 |
Immediate DR~5HK, 5HK, 5MP
|
Safe Jump setups to watch for:
- Corner 623LK, DL2 236LK, or grounded 214HP
Spraycan Setup - Reversal Baits:
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
|
SA1 | Block or Forward Jump, then standard 5HP punish
|
SA3 | [1] PARRY, then 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
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)
|
SA3 | Kim should neutral jump and land for a full 5HP punish
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / 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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
236HP (Perfect Parry) |
Drive Impact punish starter
|
236PP (Perfect Parry) |
Drive Impact punish starter
|
OD Amnesia + immediate SA1 (corner) |
Hold Parry, then immediate DR~Throw
|
SA2 (Raw Activation) |
Punish with 12f Counter-Hit move after the freeze
|
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:
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)
|
SA1 | [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [1] Microwalk + 2HP* > 236K~LK, DR~2HP > 236K~LK ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA ... 5LP~MP~2HP~2HK (Corner Sideswitch) ... |
KD +17 | Forward Throw, DR~2LK/2MP |
KD +20 | 5MP~HP > Run~MK, MK Tatsu (Corner) ... 2LP x3 > HK Tatsu (Corner) ...
|
KD +21 | HK Tatsu (Corner) ... ... w.2LP, 2MK
|
KD +22 | SA2 (Ground/Air) ... Nue Twister (Corner) ... |
KD +23 | Run~HK ... 5MP~HP > MK Tatsu (Corner) ... |
KD +25 | OD Run~HK, Dash + 2MP
|
KD +26 | 5MP~HP > 236MP ... 5LP~MP~HP~HK ... |
KD +30 | 5MP~HP > Arc Step, juggle Divekick or 236LP ... ... w.2MK, 2LP/2LK/2MP (Corner)
|
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) |
KD +38 | SA1 + Can, Teleport~2LP/2LK/2MP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu... Run~MK (grounded, 1st active frame) ...
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
JP's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over JP at close range for a strict Walk + 5HP/5MK punish
|
SA2 | Interrupt the raw activation if close enough
|
SA3 | Kim should neutral jump to avoid chip, then full punish after landing
|
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
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:
Juri's Reversal | Punish Starter |
---|---|
623PP (OD Tensenrin) |
[2] 2HP Forced Knockdown, j.236PP ...
|
j.MP > j.214K~K (Shiku-Sen~Shiren-sen) |
Punishes Kimberly's Throw mixup and escapes the explosion
|
SA1 | [0~2] Wait for explosion, then instant j.236P/j.236PP
|
SA3 | [1] Delay 2HP* > 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
Juri's Super | Kimberly's Options |
---|---|
SA1 | Kim SA3 wins at closer ranges
|
SA2 | At close range, Kim can punish with CH 2MP, 5HP regardless of whether Juri does the dash attack
|
SA3 | Kim SA1 wins |
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 |
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 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

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Safe Jab Setups vs. Wakeup Reversals: Does Not Apply
- OD Shoryuken, SA1, and SA3 are all too fast
Super vs. Super Interactions (after opponent's Super freeze):
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) |
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 |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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)
|
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:
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
|
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
Kimberly's Super (Opponent) |
Kimberly's Options (Self) |
---|---|
SA1 | Kim should jump back (+18), then 5HP for a full punish
|
SA2 | Kim has several options to beat this non-invincible Super without spending meter
|
SA3 | Kim SA1 wins |
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+14) | 236LP (+3) / SA1 / SA3 / Microwalk 5MK |
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 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

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.
SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
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
|
j.PP/j.PPP (Condor Dive) |
Lily whiffs vs. crouch block, lands on explosion vs. stand block
|
SA1 | [0~2] Wait for explosion, then instant j.236P/j.236PP
|
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 ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
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
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
Super vs. Super Interactions (after opponent's Super freeze):
Lily's Super | Kimberly's Options |
---|---|
SA1 | Kim should neutral jump and land for a full punish
|
SA2 | No escape (Lily has too much invincibility) |
SA3 | Kim should neutral jump and land for a full punish |
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 5LK (+12) | 236LP (+5, links to 5LK) / SA1 / 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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
Luke's Reversal | Punish Starter |
---|---|
623PP (OD Rising Uppercut) |
[1] Land, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA1 | [1] Immediate *236K~LK, DR~2HP > 236K~LK ...
|
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
Luke's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over Luke at close range for a full 5HP punish
|
SA2 | Kim SA1 wins |
SA3 | Kim SA1 wins |
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+12) | 236LP (+5, links to 5LK) / SA1 / 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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
3HK -15 ~ -6 |
PC 2MP, 5HP even at best spacing |
SA1 (Stronger Punish) |
Jump Back, HP Spraycan, DR~2HP > 236MP*, j.236PP ...
|
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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
|
SA1 | Standard 5HP punish |
SA2 | Walk + standard 5HP punish
|
SA3 | [1] Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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) |
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
M. Bison's Super | Kimberly's Options |
---|---|
SA1 | Kim should neutral jump and land for a full 5HP punish
|
SA2 | Kim should jump to avoid the downward stomp and get a full punish
|
SA3 | Kim Delayed SA1 wins (must know the proper timing; cannot react to the Super freeze ending)
|
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 |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
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:
|
SA1 | 5MP* > 236K~LK, DR~2HP > 236K~LK ...
|
Flame SA1 | Immediate DR~2HP > 236K~LK, DR~2HP > 236K~LK ...
|
SA2 Flame SA2 |
Standard 5HP punish |
SA3 | [1] Jump Back j.HK, 5HP* > Immediate 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
Perfect setup will leave you +5 at the moment you input 2LP, or +6 when inputting 2LK
Reversals |
SA3 (Block)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
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
|
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 |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
Manon's Reversal | Punish Starter |
---|---|
SA1 | [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ...
|
SA2 | [1] After 2 kicks, Walk + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [1] nj.HP, 5HP* > 236K~LK, DR~2HP > 236K~LK ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA, DR~2LP/2LK 5LP~MP~2HP~2HK, DR~2LP/2LK (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
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 |
KD +25 | OD Run~HK, DR~w.2LP~2LP/2LK
|
KD +26 | 5MP~HP > 236MP, Run~Stop 2LP 5LP~MP~HP~HK, Run~Stop 2LP |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP/2LK
|
KD +31 | 2HK, Dash + w.2LP~2LP Arc Step > Command Throw, Dash + w.2LP~2LP |
KD +37 | Grounded MP Elbow (corner) ... ... Teleport~2LP |
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
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
Manon's Super | Kimberly's Options |
---|---|
SA1 | Kim should back jump and land for a full punish
|
SA2 | Kim SA1 wins |
SA3 | Kim should neutral jump and land for a full punish |
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) |
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 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

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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
|
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:
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
|
SA1 | [2] Immediate Throw punish into j.236PP
|
SA2 | [2] 2HP Forced Knockdown, j.236PP ...
|
SA3 | [1] 2HP* > Delayed 236K~LK, DR~2HP > 236K~LK ... [2] 2HP > 236LP*, j.236PP ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
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
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
Super vs. Super Interactions (after opponent's Super freeze):
Marisa's Super | Kimberly's Options |
---|---|
SA1 | Kim should Throw or forward jump for a full punish
|
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
|
4F Trade Combo | Kimberly's Follow-up Combo |
---|---|
Trade vs. 2LP (+13) | 2HK / 236LP (+3) / SA1 / SA3 / Microwalk 5MK
|
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 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

SA1 (No Can / Can) |
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---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
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
|
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
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA, DR~2LP 5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch) |
KD +17 | Forward Throw, DR~2LK
|
KD +20 | Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
|
KD +23 | Run~HK, Dash + 2LP 5MP~HP > MK Tatsu (Corner), Dash + 2LP |
KD +25 | OD Run~HK, DR~w.2LP~2LP
|
KD +26 | 5MP~HP > 236MP, w.2MP, 2LP (Corner) 5LP~MP~HP~HK, w.2MP, 2LP (Corner) |
KD +30 | 5MP~HP > Arc Step (near Corner) ... ... Divekick, w.2MK, 2LP
|
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
|
KD +41 | Run~LK (grounded), Dash x2 + 2LP |
KD +48 | HP Elbow, immediate j.MP > OD Air Tatsu ... ... Teleport~w.2LP~2LK (near Corner) |
Super vs. Super Interactions (after opponent's Super freeze):
Rashid's Super | Kimberly's Options |
---|---|
SA1 | Kim SA1 whiffs and stays in front of Rashid for a full punish
|
SA2 | Kim SA3 can win at close-mid range, or she can interrupt if within poke range |
SA3 | Kim Delayed SA1 wins
|
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 |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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:
Ryu's Reversal | Punish Starter |
---|---|
623PP (OD Shoryuken) |
[2] Microwalk 2HP Forced Knockdown, j.236PP ...
|
SA1 | [1] PARRY, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA2 | [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [1] PARRY, 2HP* Forced Knockdown > 236K~LK, DR~2HP > 236K~LK ...
[2] 2HP Forced Knockdown, j.236PP ... |
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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
Super vs. Super Interactions (after opponent's Super freeze):
Ryu's Super | Kimberly's Options |
---|---|
SA1 | Kim SA2 whiffs over Ryu at close range for a full 5HP 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
|
SA3 | Kim SA1 whiffs slightly behind Ryu for a full 5HP punish |
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 |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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)
|
Safe Jump setups to watch for:
Spraycan Setup - Reversal Baits:
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 ...
|
SA1 | [1] 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA2 | [1] nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
SA3 | [2] Delay 2HP Forced Knockdown, j.236PP ...
[2] Air-to-air nj.HP*, j.236PP ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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
Super vs. Super Interactions (after opponent's Super freeze):
Terry's Super | Kimberly's Options |
---|---|
SA1 | Kim SA1 wins |
SA2 | Kim should forward/neutral jump and land for a full punish
|
SA3 | No escape (Terry has too much invincibility) |
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 |
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 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

SA1 (No Can / Can) |
![]() ![]() |
---|---|
SA2 | ![]() |
SA3/CA | ![]() ![]() |
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)
|
Lariat (PP) -41 ~ -12 |
CROUCH BLOCK and mash Drive Impact for crumple
|
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:
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)
|
SA3 | [1] Neutral Jump, nj.HP, 2HP* > 236K~LK, DR~2HP > 236K~LK ... [1] Back Jump, Dash + 2HP* > 236K~LK, DR~2HP > 236K~LK ...
|
Drive Reversal (Wakeup) |
Block, 5MP* > 236K~LK
|
Drive Reversal (Blockstun) |
Explosion* usually starts the punish
|
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)
|
---|---|
KD +16 | SA3/CA ... 5LP~MP~2HP~2HK (Corner Sideswitch) ... |
KD +17 | Forward Throw, DR~2LK/2MP |
KD +20 | 5MP~HP > Run~MK, MK Tatsu (Corner) ... 2LP x3 > HK Tatsu (Corner) ...
|
KD +21 | HK Tatsu (Corner) ... ... w.2LP, 2MK
|
KD +22 | SA2 (Ground/Air) ... Nue Twister (Corner) ... |
KD +23 | Run~HK ... 5MP~HP > MK Tatsu (Corner) ... |
KD +25 | OD Run~HK, Dash + 2MP
|
KD +26 | 5MP~HP > 236MP ... 5LP~MP~HP~HK ... |
KD +30 | 5MP~HP > Arc Step, juggle Divekick or 236LP ... ... w.2MK, 2LP/2LK/2MP (Corner)
|
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) |
KD +38 | SA1 + Can, Teleport~2LP/2LK/2MP |
KD +39 | HP Elbow, immediate j.MP > Air Tatsu... Run~MK (grounded, 1st active frame) ...
|
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) |
Super vs. Super Interactions (after opponent's Super freeze):
Zangief's Super | Kimberly's Options |
---|---|
SA2 | Kim should jump forward to avoid chip, landing behind Zangief for a full punish
|
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 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