Street Fighter 6/Kimberly/Introduction: Difference between revisions

From SuperCombo Wiki
No edit summary
 
(31 intermediate revisions by 11 users not shown)
Line 1: Line 1:
== Introduction ==
== 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.
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 unique setplay to get in and keep the opponent guessing.
Kimberly is a '''fast, tricky character who uses her plethora of unique movement options and setplay to get in and keep the opponent guessing.''' Good Kimberly players use the many tools at her disposal to approach the opponent unpredictably and lock them down with a variety of unexpected attacks, pushing them to the corner where she can really put the pressure on.


{{ ProConTable
On the movement and neutral fronts, Kimberly not only has a high walk speed, a far-reaching Drive Rush and Drive Impact, and good pokes with 5MK and 5LK, but she also has the classic Bushinryu '''Sprint''' special move, which has a variety of different options to approach the opponent on the ground like the '''Shadow Slicer''' slide or the '''Neck Hunter''' overhead. She can also use '''Hidden Variable''', a teleport that lets her move in from the ground or air depending on whether she uses the Overdrive version or not. Shadow Slicer, Hidden Variable, and 3MK also give Kimberly ways to evade projectiles and get in on opponents who try to keep her out with them, while j.2MP lets her adjust her jump arc to bait anti-airs; on the ground, her 2HP and '''Bushin Senpukyaku''' serve as anti-airs, while the aerial version of Bushin Senpukyaku is a combo ender and juggle setup tool.
| Pros=
* High Mobility: Kimberly has many unique movement options. She has good 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 going past fireballs. Her level 3 super installs her with a permanent speed buff.


* Spray Can Oki: With Genius at Play, Kimberly can use her spray cans to create mixups and strong frametraps 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. This can make it dangerous to try and challenge Kimberly on wakeup.  
Where Kimberly especially shines, though, is the corner. Many of her combos give great corner carry, so once the opponent's stuck there, she can use '''Shuriken Bomb''' to set up powerful okizeme and keep the pressure going, which works exceptionally well with the likes of Sprint and its follow-ups, Hidden Variable, and plain old strike/throw mix to force the opponent to guess at what she's going to do next. All of the above is especially true once Kimberly lands her Lv. 3 Super Art, '''Bushin Ninjastar Cypher'''. Once it hits successfully, Kimberly gains a damage and movement speed buff for the rest of the match, bringing her damage in line with the rest of the cast and making it even harder to deal with her walkspeed and the advantages that it gives her.


* Good Links/Target Combos: Kimberly's jabs and a few of her medium buttons 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.  
However, Kimberly's mobility and tricks are counterbalanced by her defensive options. Because Overdrive Bushin Senpukyaku doesn't have full invulnerability, Kimberly has to rely on system mechanics, '''Bushin Beats''' (her Level 1 Super Art), or Bushin Ninjastar Cypher when she needs to defend or force herself out of a bad situation. The buff from Ninjastar Cypher is also significant enough that without it, Kimberly's combos are going to be more useful for corner carry than damage until or unless she lands it, and her light buttons don't normally lend to the types of combos which give great oki at midscreen. If you like high-speed grooves and a bag of ninja tricks, then get on the scene with Kimberly.


* 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.


* 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 she is allowed to get away with them.
{{ ReasonsToPick
| Cons=
| pick=
* Stubby Normals: Kimberly's normals have short very 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.
* High walkspeed with a variety of unique movement options (command runs, teleports, slides, adjusting jump arcs, etc.)
* Accessible okizeme that sets up meaties and high/low mixups at various positions on screen, with options for enforcing combos from throw in the corner
* Oppressive setups and mixups that loop into themselves after putting the opponent in the corner
* Utilizing a wide variety of neutral tools to mix up your approach
| avoid=
* Relying more heavily on system mechanics to get out of tight situations
* Flawed neutral buttons that tend to lack range
* Having significantly less damage than the rest of the cast before Level 3, even on normal throws
}}
<br>


* 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 slightly minus means that Kimberly often has to commit to her offense to get/ keep pressure going.
===Classic & Modern Versions Comparison===
 
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern Kimberly
|-
! style="text-align:left;" | Missing Normals
|
* Standing Light Kick {{clr|L|(5LK)}}
* Crouching Medium Punch {{clr|M|(2MP)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Kick {{clr|M|(j.MK)}}
* Jumping Heavy Punch {{clr|H|(j.HP)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* N/A
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* Aerial Bushin Senpukyaku {{clr|4|(j.S)}}
* Sprint {{clr|4|(6S)}}
* Hidden Variable {{clr|4|(2S)}}
|-
! style="text-align:left;" | Miscellaneous Changes
|
* N/A
|}


* 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 high startup can be punished easily by an opponent who pays attention or knows the matchup. Her its possible for her forward HK to be parried on reaction, and it does not usually go over faster low pokes. Her spray can high- low mixups are also able to be OS'd by parry. These options, while definitely confusing, can be "fake" on paper if the opponent is good with their mental stack.
}}


<noinclude>
<noinclude>
[[Category:Street Fighter 6]]
[[Category:Street Fighter 6]]
[[Category: Kimberly]]
{{Navbox-SF6}}
{{Navbox-SF6}}
</noinclude>
</noinclude>

Latest revision as of 09:24, 30 November 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. Good Kimberly players use the many tools at her disposal to approach the opponent unpredictably and lock them down with a variety of unexpected attacks, pushing them to the corner where she can really put the pressure on.

On the movement and neutral fronts, Kimberly not only has a high walk speed, a far-reaching Drive Rush and Drive Impact, and good pokes with 5MK and 5LK, but she also has the classic Bushinryu Sprint special move, which has a variety of different options to approach the opponent on the ground like the Shadow Slicer slide or the Neck Hunter overhead. She can also use Hidden Variable, a teleport that lets her move in from the ground or air depending on whether she uses the Overdrive version or not. Shadow Slicer, Hidden Variable, and 3MK also give Kimberly ways to evade projectiles and get in on opponents who try to keep her out with them, while j.2MP lets her adjust her jump arc to bait anti-airs; on the ground, her 2HP and Bushin Senpukyaku serve as anti-airs, while the aerial version of Bushin Senpukyaku is a combo ender and juggle setup tool.

Where Kimberly especially shines, though, is the corner. Many of her combos give great corner carry, so once the opponent's stuck there, she can use Shuriken Bomb to set up powerful okizeme and keep the pressure going, which works exceptionally well with the likes of Sprint and its follow-ups, Hidden Variable, and plain old strike/throw mix to force the opponent to guess at what she's going to do next. All of the above is especially true once Kimberly lands her Lv. 3 Super Art, Bushin Ninjastar Cypher. Once it hits successfully, Kimberly gains a damage and movement speed buff for the rest of the match, bringing her damage in line with the rest of the cast and making it even harder to deal with her walkspeed and the advantages that it gives her.

However, Kimberly's mobility and tricks are counterbalanced by her defensive options. Because Overdrive Bushin Senpukyaku doesn't have full invulnerability, Kimberly has to rely on system mechanics, Bushin Beats (her Level 1 Super Art), or Bushin Ninjastar Cypher when she needs to defend or force herself out of a bad situation. The buff from Ninjastar Cypher is also significant enough that without it, Kimberly's combos are going to be more useful for corner carry than damage until or unless she lands it, and her light buttons don't normally lend to the types of combos which give great oki at midscreen. If you like high-speed grooves and a bag of ninja tricks, then get on the scene with Kimberly.


Pick if you like: Avoid if you dislike:
  • High walkspeed with a variety of unique movement options (command runs, teleports, slides, adjusting jump arcs, etc.)
  • Accessible okizeme that sets up meaties and high/low mixups at various positions on screen, with options for enforcing combos from throw in the corner
  • Oppressive setups and mixups that loop into themselves after putting the opponent in the corner
  • Utilizing a wide variety of neutral tools to mix up your approach
  • Relying more heavily on system mechanics to get out of tight situations
  • Flawed neutral buttons that tend to lack range
  • Having significantly less damage than the rest of the cast before Level 3, even on normal throws


Classic & Modern Versions Comparison

List of differences with Modern Kimberly
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Aerial Bushin Senpukyaku (j.S)
  • Sprint (6S)
  • Hidden Variable (2S)
Miscellaneous Changes
  • N/A

SF6 Navigation

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