User:Spabobin/Training-Kimberly

From SuperCombo Wiki


Training Drills

Defensive Button Press Timing

Skilled players are great at pressing a button in the middle of "fake" blockstrings. For example, after Kimberly's 2MP or after a ranged light string where only 5LK can reach.

  • See which characters have consistent 3-hit light strings that actually frame trap. Get used to interrupting ones that overextend (usually a -2 into a 5f light)
  • After 3-hit light strings, see if Kim can consistently 2MK to interrupt or catch a walk back or backdash. Characters with cancelable 2MKs often do this, but Kim's has less range and less reward. Maybe 2HK can work in some matchups depending on their punish options.


Ways to mix up Pressure

Pressure after DR~2MK
  • 2HP > Arc Step is a good frame trap; mix with Run~Stop into Throw or Backdash
  • 2MK, 5LK also frame traps and catches walk back, but low reward
  • Fake a forward walk, then walk back to shimmy
Jump into delayed Air Tatsu as a throw bait
  • Useful after KD like Run~Slide where I can empty jump low/throw
  • Not as good after safe jump (opponent can OS block + 5LP)
  • Doing it early gives Punish Counter vs. throw tech, late input gives Counter-hit
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Important Safejabs to Practice

Italics: only works vs. 10f or slower reversals

SA3/CA, DR~2LP/2LK
Throw, DR~2LK +10 oH / +4 oB; midscreen, Trade 5MK is the only frame trap on block
Corner MK Tatsu Juggle, whiff 5LP, 2LK Do not chain the lights (slow down slightly)
SA2, Dash + 2LP
Corner Air Grab, Dash + 2LP
Run~HK, Dash + 2LP/2LK
Corner Drive Reversal, Dash + 2LP/2LK
Juggle MP Elbow, whiff 2MP, 2LP
Juggle MP Elbow, Run~Stop 2LP
Corner 5LP~MP~HP~HK, whiff 2MP, 2LP
Anywhere 5LP~MP~HP~HK, Run~Stop 2LP
Corner Arc Step Divekick, whiff 2MK, 2LP/2LK
Corner LP Elbow juggle (min height), whiff 2MK, 2LP/2LK Auto-timed after Arc Step, but manual timing in most other juggles
2HK, Dash + whiff 2LP~2LP
Arc Step + Throw, Dash + whiff 2LP~2LP
Corner Ground MP Elbow, Run~Stop, whiff 5LP~2LP/2LK
Corner Ground MP Elbow, Teleport~2LP
SA1 + Can, Teleport~2LP/2LK
HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK Requires corner to link into 2MP, 5MP
  • Midscreen can only get CH 2LK into 5MK
Grounded Run~MK (close range), Teleport~2LK Slide must hit on 1st active frame
Requires corner to link into 2MP, 5MP
  • Midscreen can only get CH 2LK into 5MK
Grounded Run~LK, Dash x2, 2LP/2LK

Safe Jumps to Practice

236HP > instant Air Tatsu (corner)
  • Can hold up to buffer the jump after 236HP, easily allowing time to input Air Tatsu
  • Doesn't work when juggling into 236PP due to higher KD Adv.
5MP~HP > Run~delay MK
  • Frame perfect delay on slide is required (as late as possible), but allows a midscreen safe jump
  • Even if I mess up the timing, opponent may respect it anyway (OS an instant throw as I land?)
236HP, DR~2LP, Run~MK
  • No cancel on 2LP, but must juggle at fastest timing
  • If opponent doesn't Back Rise, must use j.MK which loses all my corner carry


Combo Stuff to Practice

Corner PC 5HP, delay 5HK, 5HP High damage punish starter at point blank, ~5f leniency
Corner 5MP~HP > Arc Step, juggle 236LP > SA3 Slightly more optimal to squeeze out a kill at minimum scaling. Also wastes time to recover from Burnout if needed.
Midscreen 5MP~HP > Arc Step, juggle SA1 Decent confirm route, especially if I need to kill while in Burnout
Midscreen 5MP~HP > OD Arc Step: juggle SA3 or Divekick > SA2 Now that this frame traps on block and opponents are likely to hit a button, this is a good reward even without needing a wall bounce
5MK~DRC into 2HP > Run~Stop on Hit, 2MK on Block Important for optimizing damage while remaining airtight vs. reversals on block
DR~5HK into Microwalk 2MP Practice this for optimal Triple DRC combos or to prevent Burnout; 4f leniency on the walk
  • Mostly useful when I have time to check that I start with 100% Drive gauge, like baiting a wakeup Super and parrying it to gain 2 bars