< Street Fighter 6 | Kimberly
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== Links and Starters == | == Links and Starters == | ||
=== Normal Hit === | === Normal Hit === | ||
{{ | {{SF6-ComboTable | ||
| | | Items = | ||
| | {{SF6-ComboTableItem | ||
| Difficulty = {{clr|1| | | Combo = {{clr|L|2LP}}, {{clr|L|2LP}}, {{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|H|HK}} | ||
| Damage = | | Position = Anywhere | ||
| | | Damage = 1505 | ||
| | | Drive = | ||
| | | Super = | ||
| | | Difficulty = {{clr|1|Easy}} | ||
| | | Notes = 4f starter, requires a point blank start or else the {{clr|M|MP}} will whiff. Can also work with {{clr|L|2LP}}, {{clr|L|5LP}}, {{clr|L|5LP}} starter, but any other light string will have too much pushback. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|L|2LP}}, {{clr|L|2LP}}, {{clr|L|5LP}}, {{clr|L|5LK}} > {{clr|H|214HK}}/{{clr|L|236LP}} | |||
| Position = Anywhere | |||
| Damage = {{clr|H|1620}}<br>{{clr|L|(1404)}} | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = A 4-hit light string that can work at point blank. {{clr|H|214HK}} will whiff on crouching characters (except those with extra-wide hurtboxes). | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|L|2LK}}, {{clr|L|5LP}}, {{clr|L|5LK}} > {{clr|H|214HK}}/{{clr|L|236LP}} | |||
| Position = Anywhere | |||
| Damage = {{clr|H|1458}}<br>{{clr|L|(1206)}} | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = Low starter, and Kimberly's most consistent light conversion. If the opponent blocks, {{clr|L|5LP}} into {{clr|L|5LK}} can be interrupted, so either use another {{clr|L|5LP}} or stop the blockstring early. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|2MK}}, {{clr|L|5LK}} > {{clr|H|214HK}}/{{clr|L|236LP}} | |||
| Position = Anywhere | |||
| Damage = {{clr|H|1646}}<br>{{clr|L|(1376)}} | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = Low starter with frame advantage on block. Gives time for a counter-hit confirm, but on regular hit allows a light conversion. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|2MP}}, {{clr|M|5MP}}~{{clr|H|HP}} ><br>cl.236K~K / {{clr|M|236MP}} / {{clr|H|214HK}} | |||
| Position = Anywhere | |||
| Damage = 1971<br>{{clr|H|(2097)}}<br>{{clr|M|(2034)}} | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = Various ways to end a meterless {{clr|M|2MP}} hitconfirm starter. Close 236K~K gives the best corner carry and oki (including {{clr|4|DR}} into meaty low/overhead), {{clr|H|214HK}} gives better damage at the cost of midscreen oki, and {{clr|M|236MP}} is a decent compromise of damage and oki. Note that the medium string is interruptible on block without Drive Rush or Burnout enhancements. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|2MP}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|M|236K~MK}},<br>{{clr|M|214MK}} / 22P Spraycan | |||
| Position = Corner | |||
| Damage = {{clr|M|2430}}<br>(1782) | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|2|Medium}} | |||
| Notes = Ending with the {{clr|M|Run~Slide}} in the corner gives Kimberly the option to juggle {{clr|M|214MK}} for good meterless damage, or sacrifice some damage for a meaty Spraycan setup. Whether you're looking for damage or oki, this is generally the best meterless corner option. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|2MP}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|10|cl.236KK~K}} (wallsplat) ...<br> ... {{clr|H|6HK~9}}, {{clr|H|j.HP}} (safe jump)<br> ... {{clr|H|6HK~9}}, {{clr|H|j.HK}} (air reset)<br> ... {{clr|L|236K~LK}}, {{clr|L|236LP}} | |||
| Position = Corner | |||
| Damage = {{clr|H|2457}}<br>{{clr|L|(2619)}} | |||
| Drive = 2 | |||
| Super = | |||
| Difficulty = {{clr|2|Medium}} | |||
| Notes = The wall splat works starting from about round start position due to the corner carry on {{clr|10|OD Arc Step}}. Both the {{clr|H|j.HP}} and {{clr|H|j.HK}} enders give the same damage with strong mixup/pressure options afterward, and the {{clr|L|236K~LK}} juggle leads to high damage with the potential for an {{clr|10|SA3}} cancel as well. Note that the juggle state is more restrictive than other combo routes into {{clr|H|6HK}}, so a sequence like {{clr|H|6HK~9}}, {{clr|M|j.MP}} will not connect. | |||
| Video = | |||
|}} | |||
}} | }} | ||
{{TheoryBox | {{TheoryBox | ||
| Title = | | Title = Heavy Confirms | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr|2|Easy}} | | Difficulty = {{clr|2|Easy}} | ||
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| Anchor = | | Anchor = | ||
| Youtube = | | Youtube = | ||
| Recipe = | | Recipe = 5HK, 5MP -- Slow but powerful link starter that's also {{sf6-adv|P|+2 oB}}<br>5HP > Special -- Can hitconfirm on its own with good reactions | ||
| content = These routes open up higher damage opportunities compared to Light chains, as they combo into more special moves. The gaps on block are generally less airtight, however. | | content = These routes open up higher damage opportunities compared to Light chains, as they combo into more special moves. The gaps on block are generally less airtight, however. | ||
}} | }} | ||
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| 3MK, 5LP~MP~HP~HK || 1521 || - || Very precise spacing | | 3MK, 5LP~MP~HP~HK || 1521 || - || Very precise spacing | ||
|} | |} | ||
=== Counter-hit === | === Counter-hit === |
Revision as of 05:56, 20 December 2023
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Links and Starters
Normal Hit
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP, 2LP, 5LP~MP~HP~HK | Anywhere | 1505 | Easy | 4f starter, requires a point blank start or else the MP will whiff. Can also work with 2LP, 5LP, 5LP starter, but any other light string will have too much pushback. | |||
2LP, 2LP, 5LP, 5LK > 214HK/236LP | Anywhere | 1620 (1404) |
Easy | A 4-hit light string that can work at point blank. 214HK will whiff on crouching characters (except those with extra-wide hurtboxes). | |||
2LK, 5LP, 5LK > 214HK/236LP | Anywhere | 1458 (1206) |
Easy | Low starter, and Kimberly's most consistent light conversion. If the opponent blocks, 5LP into 5LK can be interrupted, so either use another 5LP or stop the blockstring early. | |||
2MK, 5LK > 214HK/236LP | Anywhere | 1646 (1376) |
Easy | Low starter with frame advantage on block. Gives time for a counter-hit confirm, but on regular hit allows a light conversion. | |||
2MP, 5MP~HP > cl.236K~K / 236MP / 214HK |
Anywhere | 1971 (2097) (2034) |
Easy | Various ways to end a meterless 2MP hitconfirm starter. Close 236K~K gives the best corner carry and oki (including DR into meaty low/overhead), 214HK gives better damage at the cost of midscreen oki, and 236MP is a decent compromise of damage and oki. Note that the medium string is interruptible on block without Drive Rush or Burnout enhancements. | |||
2MP, 5MP~HP > 236K~MK, 214MK / 22P Spraycan |
Corner | 2430 (1782) |
Medium | Ending with the Run~Slide in the corner gives Kimberly the option to juggle 214MK for good meterless damage, or sacrifice some damage for a meaty Spraycan setup. Whether you're looking for damage or oki, this is generally the best meterless corner option. | |||
2MP, 5MP~HP > cl.236KK~K (wallsplat) ... ... 6HK~9, j.HP (safe jump) ... 6HK~9, j.HK (air reset) ... 236K~LK, 236LP |
Corner | 2457 (2619) |
2 | Medium | The wall splat works starting from about round start position due to the corner carry on OD Arc Step. Both the j.HP and j.HK enders give the same damage with strong mixup/pressure options afterward, and the 236K~LK juggle leads to high damage with the potential for an SA3 cancel as well. Note that the juggle state is more restrictive than other combo routes into 6HK, so a sequence like 6HK~9, j.MP will not connect. |
Heavy Confirms
Easy
5HK, 5MP -- Slow but powerful link starter that's also +2 oB
5HP > Special -- Can hitconfirm on its own with good reactions
5HP > Special -- Can hitconfirm on its own with good reactions
These routes open up higher damage opportunities compared to Light chains, as they combo into more special moves. The gaps on block are generally less airtight, however.
Command Normal Confirms
Medium
j.2MP, 2LP/5LP -- Consistent Elbow Drop link even on standing opponent
4HK, 2LP -- The 2LP barely reaches after Overhead (may whiff if not started point blank)
3MK, 2LP/5LP -- At absolute max range, can link even after normal hit
4HK, 2LP -- The 2LP barely reaches after Overhead (may whiff if not started point blank)
3MK, 2LP/5LP -- At absolute max range, can link even after normal hit
A bit more situational than the standard hitconfirm routes, but important to be aware of. The ability to link out of Overhead without Drive Rush is especially important to Kimberly's mixup game, even if the damage potential is mediocre.
Combo | Damage | Meter | Notes |
---|---|---|---|
2LP, 5LP, 5LP~MP~HP~HK | 1505 | - | 4f starter into KD +26 |
5LP, 5LP, 5LP~MP~HP, 214MK | 1785 | - | Corner Juggle |
2LK, 2LP, 5LP > 214HK | 1458 | - | - |
2LK, 2LP > 236LP > Lv.3 Super | 3449 | 3 Su | - |
2MK, 5LK > 214HK | 1746 | - | - |
2MP, 5MP~HP > 214HK | 2097 | - | - |
2MP, 5MP~HP > 236K~MK, 214MK | 2430 | - | Corner Juggle |
5HK, 5MP~HP > Close 236KK~K (Wallsplat), 6HK~j.214K | 2781 | 2 Dr | Must be close enough to corner for OD Arc Step to Wallsplat |
5HK, 5MP~HP > Lv.1 Super | 2538(2678) | 1 Su | - |
5HP > 236HP, j.MP > j.214K | 2223 | - | Single-hit confirm; won't combo if final frame of 5HP is canceled |
4HK, 2LP > 236LP > Lv.3 Super | 3503 | 3 Su | - |
3MK, 5LP~MP~HP~HK | 1521 | - | Very precise spacing |
Counter-hit
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 2LP/5LP, 2MP, 5MP~HP ... | Anywhere | 1413~ (1098~) |
Easy | Linking from a CH Light into a Medium allows stronger combo enders. If the CH occurs during a chained light blockstring (e.g. 2LP, CH 2LP), omit the 2MP and skip straight to 5MP. | |||
CH 2MP, 5HP > 236HP ... | Anywhere | 1602~ | Easy | Good meterless CH starter from closer ranges. | |||
CH 2MK, 5MP~HP ... | Anywhere | 1377~ | Medium | Useful after meaty 2MK if the opponent wakes up with a button, but doesn't work from outside close range. | |||
CH 2MK, 2MK, 5LK > 214HK/236LP | Anywhere | 2069~ (1835~) |
Medium | Close range start only. 214HK is better for damage/knockdown but whiffs on most crouching opponents. | |||
CH 5HK, 5HP > 236HP ... | Anywhere | 1818~ | Easy | 5HK is a bit slow for normal frame trap usage, but can be effective against opponents who delay throw tech. The forward movement ensures 5HP will reach at nearly any range. | |||
CH 4HK, 5MP~HP ... | Anywhere | 1503~ | Medium | At farther ranges, nothing will link even after CH 4HK. The overhead is too slow for practical use in blockstrings, so this is primarily for meaty pressure. | |||
CH 6HK~Forward/Neutral Hop, j.LK, 5LP ... | Anywhere | 1269~ (1899~) |
Medium | If the opponent is late when trying to interrupt 6HK, Kimberly can choose which side to land on before coming down with a quick light combo. If the opponent is crouching, the j.LK becomes +6, allowing a 2MP, 5MP~HP link. |
Punish Counter
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC 5LK > 236MP | Anywhere | 1296 | Easy | Useful cancel route for max range meterless light punishes. Useful if you're not confident that your other normals can reach. | |||
PC 2LP, 2HP/5MK ... | Anywhere | 972~ (810~) |
Easy | Important links after a 4f punish. 2HP is preferred for its high damage and better meterless follow-up options, but the range is very short. 5MK is much more consistent to make up for its reduced damage potential. | |||
PC 5LP, 5HP > 236HP ... | Anywhere | 1323~ | Easy | 5f punish starter that works from farther out. In some rare cases, 5HP may not reach, so 5MK can be substituted for a weaker but consistent ender. | |||
PC 5MP/5MK > 236HP ... | Anywhere | 1188~ (1107~) |
Easy | Meterless launch starter on a 6f punish (5MP) or ranged 8f punish (5MK). Note that 5MK applies extra damage scaling as a combo starter. On a closer range 6f punish, use a more powerful 2MP, 5HP route instead (see Counter-hit section). | |||
PC 5HP > 214P Teleport, 5HK, 5MP~HP ... | Anywhere | 2070~ | Medium | Teleport is the easiest way to get point blank after a 5HP Punish Counter stagger, but 236K~P (Run~Stop) also works. For a meterless launch, can instead link to 5HP > 236HP. | |||
PC 3MK Slide, 5MP~HP ... | Anywhere | 1269~ | Medium | Consistent link after a well-spaced slide under the opponent's projectile, which can be up to +10 on hit. | |||
PC 6HK~Forward/Neutral Hop, j.MK, 2HP ... | Anywhere | 1800~ | Medium | After 6HK crushes a low poke or throw attempt, Kimberly can choose which side to land on before continuing with a strong jump-in combo. Without the Hop cancel, she is only +5 and can only link into light normals. |
Special and Super Usage
Drive Impact
Note: Wall Splat juggled into 2HP may require a slight walk forward if started farther away from the corner.
After a DI Crumple, the wall splat juggle routes can also be used if you delay 2HP until the opponent becomes airborne.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI (Wallsplat), 2HP > 236K~LK, instant j.236P | Corner | 2790 (2217) |
1 | Easy | Works on Hit/Block. Good damage/oki with no extra meter cost. Can replace j.236P with Spray Can setup. () refers to damage from blocked DI wall splat. | ||
DI (Wallsplat), 2HP > 236K~LK, 236LP > 236236P | Corner | 4412 (3814) |
1 | 3 | Easy | Works on Hit/Block. Good way to cash out damage without spending extra Drive gauge. () refers to damage from blocked DI wall splat. | |
PC DI (Crumple), 2HP > 236HP, DR~5LP~MP~2HP~HK, 236LP | Anywhere | 2627 | 2 | Medium | Good midscreen damage and corner carry. | ||
PC DI (Crumple), 5HK, 5MP~HP > 236K~MK, (214MK) | Anywhere | 2322 (2754) |
1 | Easy | Good corner carry with no extra Drive cost. If it reaches the corner, can follow with Spray Can setup or 214MK juggle after slide. () refers to damage with corner 214MK. | ||
PC DI (Crumple), 2HP > 236HP, j.MP > j.214KK | *Anywhere | 2763 (4763) |
3 | 0~3 | Easy | Works anywhere, but particularly useful for corner spray can setups without sacrificing damage. If you intend to finish with a corner juggle into SA3, the 236K~LK route does nearly identical damage with no extra Drive cost. () refers to damage with SA3 corner juggle. |