Street Fighter 6/Kimberly/Introduction: Difference between revisions

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{{ ProConTable
{{ ProConTable
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* '''High Mobility''': Kimberly has many '''unique movement options'''. She has great forward walk speed, along with multiple ways to close the gap on her opponent including a '''command dash and teleport'''. She can change her jump arc, and has multiple means of getting past fireballs. '''Her level 3 super installs her with a permanent speed/damage buff'''; which puts her walkspeed in a league of its own.
* '''High Mobility''': Kimberly has many '''unique movement options'''. She has great forward walk speed, along with multiple ways to close the gap on her opponent including a '''Command Dash''' and '''Teleport'''. She can change her jump arc, and has multiple ways to get past fireballs. Her Level 3 Super installs her with a '''permanent speed/damage buff''', which puts her walkspeed in a league of its own.


* '''Spray Can Oki''': With '''Genius at Play''', Kimberly can use her spray cans to create mixups and strong frame traps off of a knockdown, especially in the corner. Her cans can also let her combo off of her throw in certain situations, an anomaly in Street Fighter.
* '''Spray Can Oki''': With '''Shuriken Bomb''', Kimberly can set up an exploding spray can after certain corner knockdowns, giving her great mixup potential. She can even combo off her Forward Throw in certain situations, and will maintain pressure even if the opponent blocks the mixup correctly.


* '''Good Links/Target Combos''': Kimberly's jabs and her 2MP link into themselves, which can give her good hit confirms if she is close enough. She has target combos that can lead to juggles with meter as well as oki or a spray can setup.  
* '''Good Links/Target Combos''': Kimberly has Target Combo confirms that work from light normals or from her stronger confirm normals like 2MP. Both routes can lead to strong oki and corner spray can setups.


* '''High Corner Carry''': Many of Kimberly's combo routes have very high corner carry, and many of her combos end with her opponent much closer to the corner without sacrificing okizeme.
* '''High Corner Carry''': Many of Kimberly's combo routes have very high corner carry without sacrificing much damage. She can also side switch easily with a Target Combo when her back is to the wall.


* '''Gimmicky''': Kimberly has a lot of mobility options that she is able to act out of, which can be frustrating for an unprepared opponent. There are many '''reaction/knowledge checks''' that can be very rewarding for Kimberly if the opponent does not respond accordingly and '''she can be confusing to defend against'''.
* '''Gimmicky''': Kimberly's abundant movement options make it hard for opponents to consistently react to her offense. She is a character with many '''knowledge checks''' that can confuse and overwhelm an unprepared opponent.
| cons=
| cons=
* '''Stubby Normals''': Kimberly's normals have '''short reach''' relative to the rest of the cast, which can make her struggle in footsies. Some of her most rewarding normals are difficult to use because they have short reach or are outclassed by other pokes. Sometimes she is too far to link off of her lights or mediums when she gets a hit with them. She lacks a '''cancellable low poke''', so she can't threaten a back walking opponent from outside point blank.
* '''Stubby Normals''': Kimberly's normals have relatively '''short reach''' compared to the rest of the cast, putting her at a disadvantage in neutral. She lacks a '''cancellable low poke''' like 2MK to initiate Drive Rush offense, so her punishes against back-walking opponents are weak. Kimberly players may often find themselves unable to link out of her lights and mediums from outside close range.


* '''Risky Offense''': '''Kimberly does not have a safe special move''' that she can cancel into. This combined with the current game's overall high pushback on block and most normals being minus means that Kimberly often has to commit to her offense to start/maintain pressure unless the opponent is burnt out.
* '''Committal Offense''': '''Kimberly does not have a safe special move''' that she can cancel into; any move that is "safe" has an interruptible gap before it connects. Combined with the game's lack of frame advantage and high pushback on normals, Kimberly can quickly be pushed too far away to continue her offense unless the opponent is in Burnout.


* '''Gimmicky''': Some of Kimberly's tools are difficult to force knowledgeable opponents to respect. Tools such as her ninja run command grab and her teleport have '''slow startup''' and can be punished by an opponent who pays attention or knows the matchup. Her spray can high- low mixups are also able to be OS'd by parry. Some of her options can be "fake" on paper if the opponent is good with their mental stack.
* '''Low Base Damage''': before her Level 3 Super buff, Kimberly's damage is notably lower than most other characters; the 11% damage boost from her Install brings her up to the level of the rest of the cast. Combos beginning with lights or her 4HK overhead tend to have low damage and poor midscreen oki.


* '''Low Base Damage''': before her Level 3 Super buff, Kimberly's damage is notably lower than most other characters; the 11% damage boost from her Install brings her up to the level of the rest of the cast.  
* '''Gimmicky''': Kimberly's '''reaction/knowledge checks''' become much weaker against experienced opponents, forcing her to play more honestly until she lands a clean hit. There are many ways to punish her Teleport and Sprint followups with some awareness. Any spray can setup that isn't designed to work with Throw can easily be defended against with Parry.
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Revision as of 21:58, 23 May 2023

Introduction

Uninvited student to Guy, the 39th successor to Bushinryu. Kimberly had an ordinary upbringing, but she's a genuine prodigy who graduated college early... and now wants to be a ninja. Loves '80s pop culture.

Kimberly is a fast, tricky character who uses her plethora of unique movement options and setplay to get in and keep the opponent guessing.

Players to watch: TBW

Strengths Weaknesses
  • High Mobility: Kimberly has many unique movement options. She has great forward walk speed, along with multiple ways to close the gap on her opponent including a Command Dash and Teleport. She can change her jump arc, and has multiple ways to get past fireballs. Her Level 3 Super installs her with a permanent speed/damage buff, which puts her walkspeed in a league of its own.
  • Spray Can Oki: With Shuriken Bomb, Kimberly can set up an exploding spray can after certain corner knockdowns, giving her great mixup potential. She can even combo off her Forward Throw in certain situations, and will maintain pressure even if the opponent blocks the mixup correctly.
  • Good Links/Target Combos: Kimberly has Target Combo confirms that work from light normals or from her stronger confirm normals like 2MP. Both routes can lead to strong oki and corner spray can setups.
  • High Corner Carry: Many of Kimberly's combo routes have very high corner carry without sacrificing much damage. She can also side switch easily with a Target Combo when her back is to the wall.
  • Gimmicky: Kimberly's abundant movement options make it hard for opponents to consistently react to her offense. She is a character with many knowledge checks that can confuse and overwhelm an unprepared opponent.
  • Stubby Normals: Kimberly's normals have relatively short reach compared to the rest of the cast, putting her at a disadvantage in neutral. She lacks a cancellable low poke like 2MK to initiate Drive Rush offense, so her punishes against back-walking opponents are weak. Kimberly players may often find themselves unable to link out of her lights and mediums from outside close range.
  • Committal Offense: Kimberly does not have a safe special move that she can cancel into; any move that is "safe" has an interruptible gap before it connects. Combined with the game's lack of frame advantage and high pushback on normals, Kimberly can quickly be pushed too far away to continue her offense unless the opponent is in Burnout.
  • Low Base Damage: before her Level 3 Super buff, Kimberly's damage is notably lower than most other characters; the 11% damage boost from her Install brings her up to the level of the rest of the cast. Combos beginning with lights or her 4HK overhead tend to have low damage and poor midscreen oki.
  • Gimmicky: Kimberly's reaction/knowledge checks become much weaker against experienced opponents, forcing her to play more honestly until she lands a clean hit. There are many ways to punish her Teleport and Sprint followups with some awareness. Any spray can setup that isn't designed to work with Throw can easily be defended against with Parry.

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