Street Fighter 6/Kimberly/Matchups: Difference between revisions

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* Trade vs. {{clr|L|2LP}}: {{sf6-adv|VP|+13}}, combos to {{clr|L|236LP}} ({{sf6-adv|P|+3}}) / {{clr|10|SA1}} / {{clr|10|SA3}} or Microwalk {{clr|M|5MK}}
* Trade vs. {{clr|L|2LP}}: {{sf6-adv|VP|+13}}, combos to {{clr|L|236LP}} ({{sf6-adv|P|+3}}) / {{clr|10|SA1}} / {{clr|10|SA3}} or Microwalk {{clr|M|5MK}}
* Trade vs. {{clr|L|5LK}}: {{sf6-adv|VP|+10}}, combos to {{clr|L|236LP}} ({{sf6-adv|P|+3}}) / {{clr|10|SA1}} / {{clr|10|SA3}}
* Trade vs. {{clr|L|5LK}}: {{sf6-adv|VP|+10}}, combos to {{clr|L|236LP}} ({{sf6-adv|P|+3}}) / {{clr|10|SA1}} / {{clr|10|SA3}}


'''5HP Spacing Traps vs. 4f Normal:'''  
'''5HP Spacing Traps vs. 4f Normal:'''  
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'''SA3:'''  
'''SA3:'''  
*  
*  
'''Drive Reversal:'''  
'''Drive Reversal:'''
* On Block:  
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit:
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




<big>'''Super vs. Super Interactions:'''</big><br>
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:'''  
* '''vs. SA1:''' Kim should just '''neutral jump''' for a full punish
* '''vs. SA2:'''  
* '''vs. SA2:''' Kim SA1 wins
* '''vs. SA3:'''  
* '''vs. SA3:''' Kim SA1 wins




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'''Corner Back Throw into Meaty 5HK:'''  
'''Corner Back Throw into Meaty 5HK:'''  
*  
*  


'''5HP Spacing Traps vs. 4f Normal:'''  
'''5HP Spacing Traps vs. 4f Normal:'''  
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* All versions punish Throw and escape spraycan; OD version escapes explosion even on block
* All versions punish Throw and escape spraycan; OD version escapes explosion even on block
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: Blanka cannot be punished because his forward movement avoids the explosion
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** If D-Rev hits, Blanka cannot be punished because he moves too far forward




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* '''vs. SA1:''' Kim SA2 whiffs over Blanka, allowing a full punish; from farther out, SA2 hits Blanka
* '''vs. SA1:''' Kim SA2 whiffs over Blanka, allowing a full punish; from farther out, SA2 hits Blanka
** Kim SA3 also wins from closer ranges
** Kim SA3 also wins from closer ranges
* '''vs. SA3:''' Kim SA1 wins
* '''vs. SA3:''' Kim SA1 wins, but she should just whiff {{clr|L|214LK}} and punish with {{clr|H|5HP}} combo




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* Alternate punish: Hold Parry, immediate {{clr|4|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
* Alternate punish: Hold Parry, immediate {{clr|4|DR~}}{{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
** Very precise timing and only slightly more damage
** Very precise timing and only slightly more damage
'''Drive Reversal:'''  
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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* '''vs. SA1:''' Kim SA1 wins
* '''vs. SA1:''' Kim SA1 wins
* '''vs. SA2:''' Can avoid without Super (crouch at close range, {{clr|M|3MK}} from slightly farther out, jump from farther ranges)
* '''vs. SA2:''' Can avoid without Super (crouch at close range, {{clr|M|3MK}} from slightly farther out, jump from farther ranges)
* '''vs. SA3:''' Kim SA1 wins
* '''vs. SA3:''' Kim SA1 can win if delayed, or whiff {{clr|L|214LK}} leaving her {{sf6-adv|P|+1}}




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* {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|10|j.236PP}}
* {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|10|j.236PP}}
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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* 2-Bar: {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|10|j.236PP}}
* 2-Bar: {{clr|H|2HP}} > {{clr|L|236LP}} > (explosion), {{clr|10|j.236PP}}
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




<big>'''Super vs. Super Interactions:'''</big><br>
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:''' Kim SA1 wins
* '''vs. SA1:''' Kim should just '''forward jump''' and land for a full {{clr|H|5HP}} punish (but her SA1 wins if delayed)
** If Ed activates a raw SA1 in neutral, just jump over for a full punish
* '''vs. SA2:''' Kim SA3 wins from ~1/3 screen or closer, or punish startup with {{clr|M|CH 2MP}}, {{clr|H|5HP}} at point blank
* '''vs. SA2:''' Kim SA3 wins from ~1/3 screen or closer
** Kim SA2 can also punish a raw activation at a specific range (about max {{clr|M|2MK}} range to ~1/3 screen)
** Kim SA2 can also punish a raw activation at a specific range (about max {{clr|M|2MK}} range to ~1/3 screen)
* '''vs. SA3:''' Kim SA1 wins (cannot jump away from raw activation)
* '''vs. SA3:''' Kim SA1 wins if delayed (from point blank only, Kim can avoid it with a forward jump)
** From point blank, can also whiff SA2 and punish with {{clr|4|DR~}}{{clr|H|5HP}}
** From close range, can also whiff SA2 and punish with {{clr|M|236K~MK}}
** SA3 can only work if delayed




<big>'''Misc. info:'''</big><br>
<big>'''Misc. info:'''</big><br>
'''Corner Back Throw into Meaty 5HK:''' whiffs vs. crouch block or {{clr|L|2LP}}
'''Corner Back Throw into Meaty 5HK:''' whiffs vs. crouch block or {{clr|L|2LP}}
* Trade vs. {{clr|L|5LP}}: {{sf6-adv|VP|+14}}, combos to {{clr|L|236LP}} / {{clr|10|SA1}} / {{clr|10|SA3}} / {{clr|M|3MK}} or Microwalk {{clr|H|2HK}} / {{clr|M|5MK}}
* Trade vs. {{clr|L|5LP}}: {{sf6-adv|VP|+14}}, combos to {{clr|L|236LP}} ({{sf6-adv|VP|+4}}, links to {{clr|L|2LP}}) / {{clr|10|SA1}} / {{clr|10|SA3}} or Microwalk {{clr|M|5MK}}
 
* vs. {{clr|L|2LP}}: causes Kimberly {{clr|H|5HK}} to whiff


'''5HP Spacing Traps vs. 4f Normal:'''  
'''5HP Spacing Traps vs. 4f Normal:'''  
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** If you can't Parry, use a standard {{clr|H|5HP}} punish (explosion whiffs)
** If you can't Parry, use a standard {{clr|H|5HP}} punish (explosion whiffs)
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:''' Kim SA1 wins
* '''vs. SA1:''' Kim SA1 wins
* '''vs. SA2:''' Kim should just '''back jump''' and land for a full {{clr|H|5HP}} punish (but her SA1 wins)
* '''vs. SA2:''' Kim should just '''back jump''' and land for a full {{clr|H|5HP}} punish (but her SA1 wins if delayed)
* '''vs. SA3:''' Kim SA1 wins
* '''vs. SA3:''' Kim SA1 wins


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* 2-Bar: {{clr|H|2HP}} Forced Knockdown, {{clr|10|j.236PP}}
* 2-Bar: {{clr|H|2HP}} Forced Knockdown, {{clr|10|j.236PP}}
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




<big>'''Super vs. Super Interactions:'''</big><br>
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:''' Kim SA2 whiffs over Guile at close range for a full {{clr|H|5HP}} punish, or hits Guile from farther out
* '''vs. SA1:''' Kim can '''forward jump''' and punish the horizontal version (Kim SA1 loses, SA3 wins)
** Kim SA3 can also punish; SA1 loses (not projectile invuln)
** Watch Guile's startup animation to be sure he isn't using the non-invincible upward version
* '''vs. SA3:''' Kim SA1 whiffs under Guile to avoid chip, but no punish unless Guile is cornered
* '''vs. SA3:''' Kim SA1 whiffs under Guile ({{sf6-adv|VP|+18}}); can punish with {{clr|M|236K~MK}} or {{clr|10|SA2}} midscreen, or a full combo in the corner
** SA2 whiffs at close range for a {{clr|M|236K~MK}} punish, and SA3 whiffs for a midscreen {{clr|H|5HP}} punish (worthwhile if it will secure the win)
** Kim SA3 can also whiff under Guile for an easy midscreen punish (use this if you need it to secure a meterless kill)




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* Baiting divekick allows Kimberly to punish meterless versions; OD is usually safe unless it whiffs over Kim
* Baiting divekick allows Kimberly to punish meterless versions; OD is usually safe unless it whiffs over Kim
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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| data        = <big>'''Important Punishes:'''</big>
| data        = <big>'''Important Punishes:'''</big>
* '''{{clr|H|2HK}}''' -  
* '''{{clr|H|2HK}}''' -  
* '''{{clr|10|SA2 Raw Activation}}''' - Can punish with 7f attack after freeze ({{clr|M|5MP}}, {{clr|M|2MP}}, {{clr|M|2MK}}); depends on range
* '''{{clr|H|3HP}}''' -
* '''{{clr|10|SA2 Raw Activation}}''' - Can punish with 12f counter-hit attack after freeze (depends on range; SA1 reaches the farthest)




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* Microwalk + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
* Microwalk + {{clr|H|2HP}} > {{clr|L|236K~LK}} (explosion juggles)
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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* '''vs. SA1:''' Kim SA2 whiffs over JP at close range for a strict Walk + {{clr|H|5HP}} / {{clr|M|5MK}} punish (from close range only)
* '''vs. SA1:''' Kim SA2 whiffs over JP at close range for a strict Walk + {{clr|H|5HP}} / {{clr|M|5MK}} punish (from close range only)
** Kim SA3 can also punish; SA1 loses (not projectile invuln)
** Kim SA3 can also punish; SA1 loses (not projectile invuln)
* '''vs. SA2:''' Interrupt with CH {{clr|M|2MP}}, {{clr|H|5HP}} at close range if possible (Supers are too slow to punish)
* '''vs. SA2:''' Interrupt raw activation with {{clr|M|CH 2MP}} (close) / {{clr|10|SA1}} (mid range); from farther out, no punish
* '''vs. SA3:''' Kim should just '''neutral jump''' to avoid chip and punish
* '''vs. SA3:''' Kim should just '''neutral jump''' to avoid chip and punish
** Kim SA1 wins if delayed, like if JP attempts to chip out with meaty SA3 or a Burnout blockstring with a gap
** If JP attempts a blockstring into SA3 for a chip KO, a late SA1 can beat it




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* Juri can also omit {{clr|M|j.MP}} and use tiger knee Divekick; always unsafe if blocked or whiffs over Kim
* Juri can also omit {{clr|M|j.MP}} and use tiger knee Divekick; always unsafe if blocked or whiffs over Kim
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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* Standard {{clr|H|5HP}} punish after landing (more efficient than a Forced Knockdown juggle)
* Standard {{clr|H|5HP}} punish after landing (more efficient than a Forced Knockdown juggle)
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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* '''vs. SA1:''' Kim SA1 wins
* '''vs. SA1:''' Kim SA1 wins
* '''vs. SA2:''' Kim SA1 wins, but Kim should mash {{clr|L|2LP}} for a counter-hit interrupt at close range
* '''vs. SA2:''' Kim SA1 wins, but Kim should mash {{clr|L|2LP}} for a counter-hit interrupt at close range
* '''vs. SA3:''' Kim SA1 wins
* '''vs. SA3:''' Kim SA1 wins if delayed (very precise timing)
** Kim SA3 loses this interaction, so don't attempt it




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* Baiting with crouch causes {{clr|10|j.214KK}} to whiff on opposite side; stand block leaves opponent's Kimberly safe
* Baiting with crouch causes {{clr|10|j.214KK}} to whiff on opposite side; stand block leaves opponent's Kimberly safe
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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* Stand blocking causes Lily to land on explosion; crouch block makes her whiff on opposite side
* Stand blocking causes Lily to land on explosion; crouch block makes her whiff on opposite side
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




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Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:''' Kim should just '''neutral jump''' and land for a full punish (but her SA1 wins)
* '''vs. SA1:''' Kim should just '''neutral jump''' and land for a full punish (but her SA1 wins)
* '''vs. SA2:''' Kim must delay SA1 as late as possible to whiff under Lily, allowing a Dash + {{clr|H|5HP}} punish
* '''vs. SA2:''' No escape (too much invincibility)
** Very difficult to time; no other Super has enough invincibility
* '''vs. SA3:''' Kim should just '''neutral jump''' and land for a full punish (but her SA1 wins)
* '''vs. SA3:''' Kim should just '''neutral jump''' and land for a full punish (but her SA1 wins)


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** Can also start with microwalk {{clr|H|2HP}}, but timing is VERY precise
** Can also start with microwalk {{clr|H|2HP}}, but timing is VERY precise
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




Line 857: Line 854:
* '''vs. SA1:''' Kim should just '''neutral jump''' and land for a full {{clr|H|5HP}} punish (but her SA1 wins)
* '''vs. SA1:''' Kim should just '''neutral jump''' and land for a full {{clr|H|5HP}} punish (but her SA1 wins)
* '''vs. SA2:''' Just jump to avoid; in a meaty situation, can do a late SA1 but may be hard to know which direction to input
* '''vs. SA2:''' Just jump to avoid; in a meaty situation, can do a late SA1 but may be hard to know which direction to input
* '''vs. SA3:''' SA1 can win if delayed (not enough time to visually react)
* '''vs. SA3:''' Kim SA1 can win if delayed (must know the proper timing; cannot react to the Super freeze ending)
** Kim SA2 can also whiff ({{sf6-adv|VP|+20}}); no meterless punish midscreen; {{clr|L|PC 236LP}} ({{sf6-adv|VP|+9}}) in corner; {{clr|M|PC 3MK}}, {{clr|M|2MP}}, {{clr|M|5MP}}~{{clr|M|HP}} combo in back corner




Line 864: Line 862:
* Trade vs. {{clr|L|2LP}}: {{sf6-adv|VP|+12}}, combos to {{clr|L|236LP}} ({{sf6-adv|VP|+5}}) / {{clr|10|SA1}} / {{clr|10|SA3}}
* Trade vs. {{clr|L|2LP}}: {{sf6-adv|VP|+12}}, combos to {{clr|L|236LP}} ({{sf6-adv|VP|+5}}) / {{clr|10|SA1}} / {{clr|10|SA3}}
* Trade vs. {{clr|L|5LK}}: {{sf6-adv|VP|+13}}, combos to {{clr|H|5HP}} for full combo
* Trade vs. {{clr|L|5LK}}: {{sf6-adv|VP|+13}}, combos to {{clr|H|5HP}} for full combo


'''5HP Spacing Traps vs. 4f Normal:'''  
'''5HP Spacing Traps vs. 4f Normal:'''  
Line 904: Line 901:
* Can also {{clr|H|nj.HK}}, {{clr|H|5HP}} > (explosion), {{clr|10|j.236PP}} (slightly weaker)
* Can also {{clr|H|nj.HK}}, {{clr|H|5HP}} > (explosion), {{clr|10|j.236PP}} (slightly weaker)
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




Line 956: Line 953:
** Kimberly can safely meaty SA3 with {{clr|L|Light normals}}
** Kimberly can safely meaty SA3 with {{clr|L|Light normals}}
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




Line 965: Line 962:
* '''vs. SA1:''' Kim should just '''Throw''' or '''forward jump''' for a full punish
* '''vs. SA1:''' Kim should just '''Throw''' or '''forward jump''' for a full punish
** The earlier frames of Marisa's charged SA1 can counter Kim's supers, but later frames can be armor broken
** The earlier frames of Marisa's charged SA1 can counter Kim's supers, but later frames can be armor broken
* '''vs. SA2:''' Kim SA1 wins
* '''vs. SA2:''' Kim SA1 wins if delayed
* '''vs. SA3:''' Kim should just '''back jump''' and land for a full {{clr|H|5HP}} punish (but her SA1 wins)
* '''vs. SA3:''' Kim should just '''back jump''' and land for a full {{clr|H|5HP}} punish (but her SA1 wins if significantly delayed)
** If Kim is cornered, '''neutral jump''' instead to swap sides
** If Kim is cornered, '''neutral jump''' instead to swap sides


Line 1,001: Line 998:
* Stand blocking allows Rashid to avoid explosion and mix up with double jump (but can be anti-aired)
* Stand blocking allows Rashid to avoid explosion and mix up with double jump (but can be anti-aired)
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




<big>'''Super vs. Super Interactions:'''</big><br>
<big>'''Super vs. Super Interactions:'''</big><br>
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.
* '''vs. SA1:''' Kim SA1 whiffs under Rashid, allowing her to punish with {{clr|H|236HP}} or a corner Walk + {{clr|H|5HP}} starter
* '''vs. SA1:''' Kim SA1 whiffs and stays in front for a full punish
** If no Super meter, a frame-perfect 214K can win (timing is slightly different for each strength)
* '''vs. SA2:''' Kim SA3 can blow through the tornado at close-mid range
* '''vs. SA2:''' Kim SA3 can blow through the tornado at close-mid range
** If Rashid activates inside of Kim's normal ranges, she can stuff the startup with common buttons like {{clr|H|5HP}} or {{clr|M|5MK}}
** If Rashid activates inside of Kim's normal ranges, she can stuff the startup with common buttons like {{clr|H|5HP}} or {{clr|M|5MK}}
* '''vs. SA3:''' Kim SA1 trades, only taking 10 damage and leaving her {{sf6-adv|VP|+16}} for a follow-up combo.
* '''vs. SA3:''' Kim SA1 wins if delayed
** If you can't afford to take any damage, slightly delay SA1 to win cleanly
** With risky frame-perfect delay, trades for {{sf6-adv|VP|+16}} punish while only taking 10 damage




Line 1,052: Line 1,050:
* {{clr|H|2HP}} Forced Knockdown, {{clr|10|j.236PP}}
* {{clr|H|2HP}} Forced Knockdown, {{clr|10|j.236PP}}
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)




Line 1,062: Line 1,060:
** Kim SA3 can also punish; SA1 loses (not projectile invuln)
** Kim SA3 can also punish; SA1 loses (not projectile invuln)
* '''vs. SA2:''' Kim should just '''neutral jump''' and come down with early {{clr|H|j.HP}}/{{clr|H|j.HK}} to ensure she doesn't trade with charged SA2
* '''vs. SA2:''' Kim should just '''neutral jump''' and come down with early {{clr|H|j.HP}}/{{clr|H|j.HK}} to ensure she doesn't trade with charged SA2
** Can also '''forward jump''' and immediately {{clr|M|5MK}} > {{clr|H|236HP}} punish (stronger punish if Ryu holds charge)
** Kim SA1 wins if delayed (Ryu SA2 is not a true projectile)
** Kim SA1 also wins (Ryu SA2 is not a true projectile)
* '''vs. SA3:''' Kim SA1 whiffs, recovers slightly behind Ryu for a full punish
* '''vs. SA3:''' Kim SA1 whiffs under Ryu, allowing a {{clr|M|236MP}} or strict Walk + {{clr|M|5MK}} > {{clr|H|236HP}} punish
** In the corner, Kim gets a full {{clr|H|5HP}} punish starter
** SA3 also whiffs under and allows a full midscreen {{clr|H|5HP}} punish starter
** SA2 also whiffs but the only midscreen punish is {{clr|M|236K~MK}} (not worth the extra bar)




Line 1,108: Line 1,102:
* Back Jump: land, {{clr|H|5HK}} > (explosion), {{clr|10|j.236PP}}
* Back Jump: land, {{clr|H|5HK}} > (explosion), {{clr|10|j.236PP}}
'''Drive Reversal:'''
'''Drive Reversal:'''
* On Block: Explosion punishes (may be able to start with {{clr|H|2HP}} or {{clr|M|5MP}} if opponent activated at earliest timing)
* Wakeup D-Rev: Block, then {{clr|M|5MP}} > {{clr|L|236K~LK}}; if D-Rev hits, opponent can block the spraycan
* On Hit: {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|L|236K~LK}}
* Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, {{clr|M|5MP}} > Explosion)
** Kimberly must not Back Rise to stay close enough for juggle; may not work if opponent delays Drive Reversal
** If D-Rev hits early, may be able to pick up juggle with immediate {{clr|4|DR}} into {{clr|H|5HP}}/{{clr|M|5MK}} > {{clr|L|236K~LK}} (must not Back Rise)





Revision as of 02:57, 29 June 2024


Click the character's portrait to open their Wiki page.

A.K.I.
SF6 A.K.I. Icon.png Kimberly vs. A.K.I.

Important Punishes:

  • 2HP -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
SA1:

  • 1-Bar: Dash + 2HP > 236K~LK (explosion juggles)
  • 2-Bar: 2HP > 236LP > (explosion), j.236PP

SA3:

  • 1-Bar: Dash + 2HP > 236K~LK (explosion juggles)
  • 2-Bar: 5MP > 236LP > (explosion), j.236PP

236KK Escape:

  • Immediate Throw punishes reversal OD Snake Step, juggles into spraycan
  • Kimberly can meaty with Light normal, then throw A.K.I. back into the corner (no spraycan juggle)

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA1 wins
  • vs. SA2: Kim SA3 wins from around max poke range (SA1 loses to projectile hitbox)
    • At very close range, can interrupt startup with CH 2MP, 5HP
  • vs. SA3: Kim SA1 wins


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +13, combos to 236LP (+3) / SA1 / SA3 or Microwalk 5MK
  • Trade vs. 5LK: +10, combos to 236LP (+3) / SA1 / SA3
5HP Spacing Traps vs. 4f Normal:
Akuma
SF6 Akuma Icon.png Kimberly vs. Akuma

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
623PP:

SA1:

SA2:

SA3:

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim should just neutral jump for a full punish
  • vs. SA2: Kim SA1 wins
  • vs. SA3: Kim SA1 wins


Misc. info:
Corner Back Throw into Meaty 5HK:

5HP Spacing Traps vs. 4f Normal:
Blanka
SF6 Blanka Icon.png Kimberly vs. Blanka

NOTE: The Instant Overhead j.LK corner spraycan setup does NOT work against Blanka because his head hurtbox is shifted backward.


Important Punishes:

  • 2HK -
  • SA3 Raw Activation - can't jump out; whiff 214LK to dodge (leaves Kimberly +13)


Safe Jump setups to watch for:

  • 2PP~P Launch, DR~5LK > 2PP~K Raid Jump


Baiting Reversals during Corner Spraycan Setup:
[2]8KK:

  • Walk + 2HP > 236K~LK (explosion juggles)
  • On Hit: Blanka lands into the spraycan (no follow-up juggle)

SA1:

  • Walk + 2HP > 236K~LK (explosion juggles)
  • On Hit: Blanka can safely block the spraycan

SA3:

  • 2HP > 236LP > (explosion), j.236PP

j.[4]6P:

  • All versions punish Throw and escape spraycan; OD version escapes explosion even on block

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits, Blanka cannot be punished because he moves too far forward


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA2 whiffs over Blanka, allowing a full punish; from farther out, SA2 hits Blanka
    • Kim SA3 also wins from closer ranges
  • vs. SA3: Kim SA1 wins, but she should just whiff 214LK and punish with 5HP combo


Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block

  • Trade vs. 5LK: +12, combos to 3MK
5HP Spacing Traps vs. 4f Normal:
Cammy
SF6 Cammy Icon.png Kimberly vs. Cammy

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
623KK:

  • 1-Bar: Immediate 236K~LK > (explosion), DR~2HP > 236K~LK
    • Launches high, allowing 2 reps of the DR juggle loop (or more if 236KK~LK is used)
  • 2-Bar: Walk + 2HP Forced Knockdown, j.236PP

Instant j.214KK:

  • If Cammy uses this to beat your meaty Throw, she avoids the spraycan by linking into 4MP~HK
  • If blocked, Cammy is safe but there isn't enough time for a real spraycan mixup

SA1:

  • Standard punish (explosion misses)

SA2:

  • Stand block or Parry, then Dash + 2HP > 236K~LK (explosion juggles)
    • If low on Drive meter, crouch to allow Cammy to escape the corner, then standard punish

SA3:

  • Standard punish (explosion misses)
  • Alternate punish: Hold Parry, immediate DR~2HP > 236K~LK (explosion juggles)
    • Very precise timing and only slightly more damage

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA1 wins
  • vs. SA2: Can avoid without Super (crouch at close range, 3MK from slightly farther out, jump from farther ranges)
  • vs. SA3: Kim SA1 can win if delayed, or whiff 214LK leaving her +1


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
  • Trade vs. 5LP: +13, combos to SA1 / SA3 / 3MK or Microwalk 236LP / 2HK
5HP Spacing Traps vs. 4f Normal:
Chun-Li
SF6 Chun-Li Icon.png Kimberly vs. Chun-Li

Important Punishes:

  • 2HK - Difficult to punish if well spaced (-7)


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
22KK:

  • 2HP > 236LP > (explosion), j.236PP

SA1:

  • Immediate 5MP > (explosion), j.236PP
  • On Hit: Chun-Li gets hit by explosion (no follow-up juggle)

SA2:

  • Immediate j.236PP; Chun-Li gets hit by explosion during 2nd rep of kicks
  • On Hit: can still punish the same way

SA3:

  • j.236PP starter; Chun-Li gets hit by explosion near the end of blockstun
  • Reversal 236K~LK also allows high-connect Drive Rush loops

j.236K:

  • Punishes throw (+4), but Chun will get hit if she attempts a combo longer than 2LP > SA3

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP into free juggle explosion (cannot juggle 236K~LK); if D-Rev hits, Chun will still be hit by the explosion
  • Blockstun D-Rev: Explosion will start the punish; if D-Rev hits, Chun-Li cannot be juggled afterward


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA2 whiffs over Chun-Li for a full punish (close range only); SA3 also wins
    • SA1 loses (not projectile invuln)
  • vs. SA2: Kim SA1 wins, but she should jump forward for a full punish
  • vs. SA3: Kim SA1 wins


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 5LP: +13, combos to 236LP (+5) / SA1 / SA3
  • Trade vs. 2LP: +14, combos to 236LP (+3) / SA1 / SA3 or Microwalk 5MK
  • vs. 2LK: causes Kimberly 5HK to whiff

5HP Spacing Traps vs. 4f Normal:

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)
Dee Jay
SF6 DeeJay Icon.png Kimberly vs. DeeJay

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
[2]8KK:

  • Walk Back, 2HP > (explosion), j.236PP
  • Stricter timing: Immediate Backdash + 2HP Forced Knockdown, j.236PP

SA2:

  • 2HP > 236LP > (explosion), j.236PP
    • Can safely bait wakeup SA2 with meaty 2LP

SA3:

  • 2HP > 236LP > (explosion), j.236PP

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA1 wins, but she should interrupt with CH 5LP, 5MP~HP instead
  • vs. SA2: Kim should just neutral jump for a full punish
    • After a meaty safe jab to bait SA2, the SA1 is delayed long enough to win
  • vs. SA3: Kim SA1 wins


Misc. info:

  • Stand blocking 6MK leaves Dee Jay only +1, so you can jab if you expect a throw. Crouch blocking makes his mixup much stronger.

Corner Back Throw into Meaty 5HK: connects vs. crouch block

  • Trade vs. 5LP: +15, combos to SA1 / 3MK or Microwalk 236LP / SA3 / 2HK / 5MK
5HP Spacing Traps vs. 4f Normal:
Dhalsim
SF6 Dhalsim Icon.png Kimberly vs. Dhalsim

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
Instant Air Teleport:

  • Kimberly can recover from meaty Throw and punish with 2HP Forced Knockdown juggle starter
    • To keep corner: cancel to Run~Stop and juggle with 214HK

SA1: (can safely interrupt with meaty strike)

  • After freeze, interrupt with 2HP > 236MP > (explosion)
  • If committed to meaty strike, use short counter-hit combo into 236LP
  • On Hit: Dhalsim gets hit by explosion near end of recovery (no follow-up juggle)

SA2: (can safely bait with a crouching normal)

  • Slight delay 2HP > 236LP > (explosion), then immediate Drive Rush into delayed 2HP juggle
    • The Drive Rush momentum will keep Kimberly deep in the corner, avoiding the SA2 projectile
    • The 2HP can go into 236K~LK loops or instant j.236PP
  • On Hit: Dhalsim can block the spraycan after releasing projectile

SA3:

  • 2HP > 236LP > (explosion), j.236PP
  • 2LP can be used as a safe meaty with higher KD Advantage spraycan setups (Launch > j.214KK, High juggle 236K~LK)

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, Dhalsim will still be hit by the explosion
  • Blockstun D-Rev: Explosion will start the punish; if D-Rev hits, Dhalsim cannot be juggled afterward
  • Due to Dhalsim's lack of defensive options, he is very likely to use Drive Reversal on wakeup or against any meaty attack.


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim should just interrupt with CH 2MP, 5HP, but her SA1 wins (not a true projectile)
    • Do not try to jump out in case Dhalsim used the HP version
  • vs. SA2: Kim should just use a crouching button to start a punish that avoids the downward projectile, or use a delayed Punish Counter Throw
    • Kim SA3 also blows through it, allowing the cinematic to dissipate the projectile
  • vs. SA3: SA1 can win if delayed (must know the proper timing; cannot react to the Super freeze ending)
    • For a safer escape, use SA2 (+29 on whiff), then Dash + 5HP punish


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 5LP: +13, combos to 236LP (+5) / SA1 / SA3
5HP Spacing Traps vs. 4f Normal:
Ed
SF6 Ed Icon.png Kimberly vs. Ed

Important Punishes:

  • 2HP -


Safe Jump setups to watch for:

  • 5MP~HP > 214HP (anywhere)
  • Corner 214LP/214MP (low-height juggle)


Baiting Reversals during Corner Spraycan Setup:
623PP:

  • 5MP (explosion), j.236PP
    • Can also start with 5HP, but the juggle timing is tighter and non-reversal timing can mess it up

SA1:

  • Instant j.236PP after spraycan explodes on Hit or Block

SA3:

  • 1-Bar: Walk + 2HP > 236K~LK (explosion juggles)
  • 2-Bar: 2HP > 236LP > (explosion), j.236PP

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR~5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim should just forward jump and land for a full 5HP punish (but her SA1 wins if delayed)
  • vs. SA2: Kim SA3 wins from ~1/3 screen or closer, or punish startup with CH 2MP, 5HP at point blank
    • Kim SA2 can also punish a raw activation at a specific range (about max 2MK range to ~1/3 screen)
  • vs. SA3: Kim SA1 wins if delayed (from point blank only, Kim can avoid it with a forward jump)
    • From close range, can also whiff SA2 and punish with 236K~MK


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block or 2LP

  • Trade vs. 5LP: +14, combos to 236LP (+4, links to 2LP) / SA1 / SA3 or Microwalk 5MK
  • vs. 2LP: causes Kimberly 5HK to whiff
5HP Spacing Traps vs. 4f Normal:
E.Honda
SF6 Ehonda Icon.png Kimberly vs. E.Honda

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
[4]6PP:

  • 2HP > 236K~LK (explosion juggles)
  • On Hit: Honda can safely block the explosion after landing

SA1:

  • 2HP > 236LP > (explosion), j.236PP

SA2:

  • 2HP > (explosion), j.236PP

SA3:

  • PARRY, then 5MP > 236K~LK (explosion juggles)
    • If you can't Parry, use a standard 5HP punish (explosion whiffs)

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA1 wins
  • vs. SA2: Kim should just back jump and land for a full 5HP punish (but her SA1 wins if delayed)
  • vs. SA3: Kim SA1 wins


Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block

  • Trade vs. 2LP: +11, combos to 236LP / SA3 / 2HK / 3MK or Microwalk 5MK
  • Trade vs. 5LK: +12, combos to 3MK
5HP Spacing Traps vs. 4f Normal:
Guile
SF6 Guile Icon.png Kimberly vs. Guile

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
[2]8KK:

  • 1-Bar: After Guile lands, 2HP > 236K~LK (explosion juggles) into Drive Rush loops
  • 2-Bar: 2HP Forced Knockdown, j.236PP
  • On Hit: Guile lands into the spraycan (no follow-up juggle)

SA1:

  • 5MP > 236K~LK (explosion juggles)
    • 2HP starter can also work, but very finicky range (especially after Parry)
  • On Hit: Guile's recovery is hit by explosion (no follow-up juggle)

SA3:

  • 1-Bar: Right as Guile lands, 2HP > 236K~LK (explosion juggles) into Drive Rush loops
  • 2-Bar: 2HP Forced Knockdown, j.236PP

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR~5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim can forward jump and punish the horizontal version (Kim SA1 loses, SA3 wins)
    • Watch Guile's startup animation to be sure he isn't using the non-invincible upward version
  • vs. SA3: Kim SA1 whiffs under Guile (+18); can punish with 236K~MK or SA2 midscreen, or a full combo in the corner
    • Kim SA3 can also whiff under Guile for an easy midscreen punish (use this if you need it to secure a meterless kill)


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +12, combos to 3MK
5HP Spacing Traps vs. 4f Normal:
Jamie
SF6 Jamie Icon.png Kimberly vs. Jamie

Important Punishes:

  • 2HK -
  • 214PP + 2 Drinks - immediate DR~5HK, 5HK, 5MP punish
    • Must not back rise (don't hold DR input early)
    • Immediate SA1 or 236K~MK also works if no Drive meter


Safe Jump setups to watch for:

  • Corner 623LK, DL2 236LK, or grounded 214HP


Baiting Reversals during Corner Spraycan Setup:
623KK:

  • 1-Bar: Dash + slight delay 2HP > 236K~LK (explosion juggles) into Drive Rush loops
  • 2-Bar: 2HP > 236LP > (explosion), j.236PP

SA1:

  • BLOCK (no Parry), then standard 5HP punish (combo builds back more meter than is drained)
    • Parry causes the explosion to hit Jamie; in this case, juggle into immediate j.236PP
    • Parrying results in less overall damage and net Drive meter gain

SA3:

  • 1-Bar: 5MP > 236K~LK (explosion juggles) into Drive Rush loops
  • 2-Bar: PARRY, then 2HP > (explosion), j.236PP
    • Without Parry, the 2HP requires a very precise microwalk

j.214K:

  • Punishes throw and escapes spraycan on hit; OD version can safely juggle 2HK Target Combo
  • Baiting divekick allows Kimberly to punish meterless versions; OD is usually safe unless it whiffs over Kim

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA1 wins, but she should just neutral jump and land for a full 5HP punish
  • vs. SA3: Kim SA1 wins, but she should just neutral jump and land for a full 5HP punish


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +12, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK
5HP Spacing Traps vs. 4f Normal:
JP
SF6 JP Icon.png Kimberly vs. JP

Important Punishes:

  • 2HK -
  • 3HP -
  • SA2 Raw Activation - Can punish with 12f counter-hit attack after freeze (depends on range; SA1 reaches the farthest)


Safe Jump setups to watch for:


OD Amnesia Bombs:

  • Instant j.MP can escape in between the hits after blocking or parrying the first bomb


Baiting Reversals during Corner Spraycan Setup:
22KK:

  • On whiff, wait ~1/2 second, then 2HP > 236LP > (explosion), j.236PP
  • On counter activation, Kimberly has frame advantage after Lights or 2MP; spraycan explosion is no longer useful
    • Can make JP block 2LP x2, then block Amnesia orbs
    • Avoid using Throw during spraycan setups if JP has meter (risk/reward is heavily skewed toward JP)

SA1:

  • 2HP > 236K~LK (explosion juggles)
  • On Hit: explosion hits JP's recovery (no follow-up juggle)

SA3:

  • Microwalk + 2HP > 236K~LK (explosion juggles)

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA2 whiffs over JP at close range for a strict Walk + 5HP / 5MK punish (from close range only)
    • Kim SA3 can also punish; SA1 loses (not projectile invuln)
  • vs. SA2: Interrupt raw activation with CH 2MP (close) / SA1 (mid range); from farther out, no punish
  • vs. SA3: Kim should just neutral jump to avoid chip and punish
    • If JP attempts a blockstring into SA3 for a chip KO, a late SA1 can beat it


Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block

  • Trade vs. 2LP: +11, combos to 236LP / 3MK
5HP Spacing Traps vs. 4f Normal:
Juri
SF6 Juri Icon.png Kimberly vs. Juri

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
623PP:

  • 2HP Forced Knockdown, j.236PP
  • On Hit: Juri lands into explosion; juggle with DR~5HP > 236K~LK, 214HK
    • Must NOT Back Rise (do not preemptively hold Parry for Drive Rush, as this counts as Back Rise input)
    • Can also cancel into 236HP for alternative juggle route

SA1:

  • Instant j.236PP after spraycan explodes
    • Be careful not to get hit during the slight gap in the middle of SA1
  • On Hit: Juri is hit by explosion late in the animation (no follow-up juggle, Kimberly only takes 1100 damage)

SA3:

  • 1-Bar (precise): Dash + 2HP > 236K~LK (explosion juggles) into Drive Rush loop
  • 2-Bar (easy): 5MP > 236LP > (explosion), j.236PP

j.MP > j.214K~K:

  • Punishes throw and escapes explosion; if Kimberly baits with crouch block, Juri whiffs and can be punished on the opposite side
  • Juri can also omit j.MP and use tiger knee Divekick; always unsafe if blocked or whiffs over Kim

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA3 is the only move that can avoid chip, and only at closer ranges
    • SA1 loses (not projectile invuln)
  • vs. SA2: Kim should just punish with CH 2MP, 5HP at close range (works regardless of whether Juri performs dash attack)
    • Kim SA1 beats the dash attack, but is too slow if Juri just does the install activation
  • vs. SA3: Kim SA1 wins


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
  • Trade vs. 5LP: +12, combos to SA1 / SA3 / 3MK or Microwalk 236LP / 2HK

Be careful pressing your advantage on Spraycan setups if Juri has 3 bars of Super stocked. Many Juri players will exploit the fact that Kimberly players want to press their advantage, knowing that they get a combo even after Juri's 623PP.

5HP Spacing Traps vs. 4f Normal:
Ken
SF6 Ken Icon.png Kimberly vs. Ken

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
623PP:

  • Standard 5HP punish after landing (more efficient than a Forced Knockdown juggle)

SA1:

  • 1-Bar (precise): Walk + 2HP > 236K~LK (explosion juggles) into Drive Rush loops
  • 2-Bar (easy): 5MP > 236LP > (explosion), j.236PP

SA3:

  • Standard 5HP punish after landing (more efficient than a Forced Knockdown juggle)

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA1 wins
  • vs. SA2: Kim SA1 wins, but Kim should mash 2LP for a counter-hit interrupt at close range
  • vs. SA3: Kim SA1 wins if delayed (very precise timing)


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +12, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK
  • Trade vs. 5LP: +14, combos to SA1 / 3MK or Microwalk 236LP / SA3 / 2HK
5HP Spacing Traps vs. 4f Normal:
Kimberly
SF6 Kimberly Icon.png Kimberly vs. Kimberly

Important Punishes:

  • 2HK - 2HK, 236LP, or SA3
    • No punish if perfectly spaced at max range


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)


Baiting Reversals during Corner Spraycan Setup:
SA1:

  • 2HP > 236LP > (explosion), j.236PP
    • Note: Meaty 2LP/5LP/2LK are all safe against wakeup SA1

SA3:

  • 2HP > (explosion), j.236PP
    • Can also microwalk back + 2HP > 236K~LK (explosion juggles) into Drive Rush loops

j.214KK:

  • Punishes throw during spraycan setup; opponent's Kimberly can link immediate 214HK or use 2HP > SA2/SA3 to avoid explosion
  • Baiting with crouch causes j.214KK to whiff on opposite side; stand block leaves opponent's Kimberly safe

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if the opposing Kimberly is in Burnout and tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim should jump back and punish with Walk + 5HP
    • After a meaty safe jab, counter with your own SA1 to beat it
  • vs. SA2: No need for Super (crouch at close range, jump or anti-air 2HP at farther ranges)
  • vs. SA3: Kim SA1 wins


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +14, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
5HP Spacing Traps vs. 4f Normal:
Lily
SF6 Lily Icon.png Kimberly vs. Lily

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
623PP:

  • Standard 5HP punish after landing; Lily switches sides
    • To keep Lily cornered, immediately Run~Stop to the opposite side (precise timing required)
    • Not strike invuln, so consider starting pressure with Lights unless you expect SA2/SA3

SA1:

  • Instant j.236PP after spraycan explodes
    • Note: Meaty 2LP/5LP/2LK are all safe against wakeup SA1

SA2:

  • Standard 5HP punish, or 2HP Forced Knockdown into 236K~LK loops

SA3:

  • Backdash after Super freeze, then immediate 236MP > (explosion) > j.236PP
  • Can also nj.HK, 5HP > (explosion), j.236PP (slightly weaker)

j.PP/j.PPP:

  • Beats throw and allows Lily to land and block the explosion
  • Stand blocking causes Lily to land on explosion; crouch block makes her whiff on opposite side

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim should just neutral jump and land for a full punish (but her SA1 wins)
  • vs. SA2: No escape (too much invincibility)
  • vs. SA3: Kim should just neutral jump and land for a full punish (but her SA1 wins)


Misc. info:
Lily's Windclad 623LP/623PP have 4f startup, meaning she cannot be safe jumped with wind stocks. If you think the opponent knows this and will recognize your safe jump setups, you can instead empty jump to bait the reversal.

Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 5LK: +12, combos to 3MK

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

5HP Spacing Traps vs. 4f Normal:
Luke
SF6 Luke Icon.png Kimberly vs. Luke

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
623PP:

  • Right as Luke lands, 2HP > 236K~LK (explosion juggles) into Drive Rush loop
  • On Hit: Luke lands into the spraycan; can juggle with 3MK (no follow-up afterwards)
    • Kimberly must not Back Rise; Luke can prevent this by using Slam Dunk follow-up

SA1:

  • Instant j.236PP after spraycan explodes (near the end of recovery)
  • On Hit: Luke's recovery gets hit by explosion (no follow-up juggle)

SA2:

  • 5MP > 236LP > (explosion), j.236PP
    • Can also start with microwalk 2HP, but timing is somewhat precise

SA3:

  • 5MP > 236LP > (explosion), j.236PP
    • Can also start with microwalk 2HP, but timing is VERY precise

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA2 whiffs over Luke at close range for a full 5HP punish, or hits Luke from farther out
    • Kim SA3 can also punish; SA1 loses (not projectile invuln)
  • vs. SA2: Kim SA1 wins
  • vs. SA3: Kim SA1 wins


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +12, combos to 3MK
5HP Spacing Traps vs. 4f Normal:
M.Bison
SF6 Mbison Icon.png Kimberly vs. M.Bison

Important Punishes:

  • 2HK -
  • 3HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
SA1:

  • Standard 5HP punish

SA2:

  • Walk + standard 5HP punish (meaties are safe except Throw)

SA3:

  • 1-Bar: Dash + 2HP > 236K~LK (explosion juggles)
  • 2-Bar: 2HP > 236LP > (explosion), j.236PP

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim should just neutral jump and land for a full 5HP punish (but her SA1 wins)
  • vs. SA2: Just jump to avoid; in a meaty situation, can do a late SA1 but may be hard to know which direction to input
  • vs. SA3: Kim SA1 can win if delayed (must know the proper timing; cannot react to the Super freeze ending)
    • Kim SA2 can also whiff (+20); no meterless punish midscreen; PC 236LP (+9) in corner; PC 3MK, 2MP, 5MP~HP combo in back corner


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +12, combos to 236LP (+5) / SA1 / SA3
  • Trade vs. 5LK: +13, combos to 5HP for full combo
5HP Spacing Traps vs. 4f Normal:
Manon
SF6 Manon Icon.png Kimberly vs. Manon

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Dealing with Reversals:

  • SA1: A perfectly timed meaty 2LP allows Kimberly to block/parry due to its 10f startup
    • To avoid chip damage or low-Drive Burnout, jump back on reaction to SA1 freeze and punish with 5HP starter
  • SA2: Can use a standard 5HP punish immediately after she lands from the first 2 hits; if uncertain, wait for the full animation to play out
    • Optimal punish: Backdash x2 immediately after blocking first 2 hits, then LP Spraycan into immediate 2HP > 236MP > (explosion), j.236PP
    • "With Poise!" - voice line to help identify SA2
  • SA3: can be jumped after the freeze; do not jump pre-emptively in case she used SA2 instead
    • "Let's Begin!"/"C'est Parti" - voice line to help identify SA3/CA; Manon sticks foot toward the camera


Baiting Reversals during Corner Spraycan Setup:
SA1:

  • 2HP > 236LP > (explosion), j.236PP

SA2:

  • Immediately after first 2 kicks, 5MP > 236LP > (explosion), j.236PP
  • Swag punish starter: Parry 2 hits, Dash x2 (explosion hits), immediate 236K~LK high-connect juggle
    • Only works on setups with +4 or higher KD Advantage after Spraycan
  • On Hit: Manon may escape, but some setups with higher KD Advantage hit her mid-animation (no follow-up juggle)

SA3:

  • Backdash after Super freeze, then immediate 236MP > (explosion) > j.236PP
  • Can also nj.HK, 5HP > (explosion), j.236PP (slightly weaker)

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim should just back jump and land for a full 5HP punish (but her SA1 wins)
  • vs. SA2: Kim SA1 wins
  • vs. SA3: Kim should just neutral jump and land for a full punish (but her SA1 wins)


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +13, combos to SA1 / SA3 / 3MK or Microwalk 236LP / 2HK
  • Trade vs. 5LP: +11, combos to 3MK
5HP Spacing Traps vs. 4f Normal:
Marisa
SF6 Marisa Icon.png Kimberly vs. Marisa

Important Punishes:

  • 5MP~MP - Reversal SA3 punishes TC and all cancels except DRC
    • Even a DRC will lose to Super unless Marisa uses airtight 2LP/2LK
  • 2HK -


Burnout Drive Impact Stun Routes:

  • 2HP or DR~5MK to prevent 214K from armoring through


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
214KK (Armor):

  • If armor absorbs a meaty strike, Marisa can force a Throw Tech or make you block her 2LP, then she can safely block the explosion

SA1:

  • Throw into standard j.236PP spraycan juggle
    • If you block/parry instead, she may or may not absorb the explosion depending on how long she holds the button
  • On Hit (counter): Marisa hits Kimberly, then get hit by the explosion (no follow-up juggle)

SA2:

  • 2HP Forced Knockdown (after 1st hit), j.236PP

SA3:

  • 2HP > 236LP > (explosion), j.236PP
    • Kimberly can safely meaty SA3 with Light normals

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR~5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim should just Throw or forward jump for a full punish
    • The earlier frames of Marisa's charged SA1 can counter Kim's supers, but later frames can be armor broken
  • vs. SA2: Kim SA1 wins if delayed
  • vs. SA3: Kim should just back jump and land for a full 5HP punish (but her SA1 wins if significantly delayed)
    • If Kim is cornered, neutral jump instead to swap sides


Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block

  • Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 2HK / 3MK or Microwalk 5MK
5HP Spacing Traps vs. 4f Normal:
Rashid
SF6 Rashid Icon.png Kimberly vs. Rashid

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
236PP:

  • 2HP Forced Knockdown, j.236PP

SA1:

  • Dash + 2HP > 236K~LK (explosion juggles)

SA3:

  • 2HP > 236LP > (explosion), j.236PP

Instant j.214K/214KK:

  • LK/OD versions punish throw and escape safely; whiffs if Kimberly crouches
  • Stand blocking allows Rashid to avoid explosion and mix up with double jump (but can be anti-aired)

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA1 whiffs and stays in front for a full punish
    • If no Super meter, a frame-perfect 214K can win (timing is slightly different for each strength)
  • vs. SA2: Kim SA3 can blow through the tornado at close-mid range
    • If Rashid activates inside of Kim's normal ranges, she can stuff the startup with common buttons like 5HP or 5MK
  • vs. SA3: Kim SA1 wins if delayed
    • With risky frame-perfect delay, trades for +16 punish while only taking 10 damage


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 5LK: +12, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
  • Trade vs. 5LP: +13, combos to SA1 / 3MK
5HP Spacing Traps vs. 4f Normal:
Ryu
SF6 Ryu Icon.png Kimberly vs. Ryu

Important Punishes:

  • 2HK -


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
623PP:

  • 1-Bar (harder): Microwalk 2HP > 236K~LK (explosion juggles) into Drive Rush loop
  • 2-Bar (easy): Microwalk 2HP Forced Knockdown, j.236PP
  • On Hit: Ryu lands into the spraycan (no follow-up juggle)

SA1:

  • 2HP > 236K~LK (explosion juggles)
  • On Hit: Ryu's recovery gets hit by explosion (no follow-up juggle)

SA2:

  • 5HK, (explosion), j.236PP
    • More pushback on block if Ryu partially charges SA2; pick simple juggle ender instead
    • Kimberly can safely pressure with meaty 2LP against wakeup SA2
  • On Hit: If uncharged, Ryu can safely block spraycan after hitting Kimberly

SA3:

  • 2HP Forced Knockdown, j.236PP

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA1: Kim SA2 whiffs over Ryu at close range for full 5HP punish (hits Ryu from slightly farther out)
    • Kim SA3 can also punish; SA1 loses (not projectile invuln)
  • vs. SA2: Kim should just neutral jump and come down with early j.HP/j.HK to ensure she doesn't trade with charged SA2
    • Kim SA1 wins if delayed (Ryu SA2 is not a true projectile)
  • vs. SA3: Kim SA1 whiffs, recovers slightly behind Ryu for a full punish


Misc. info:
Corner Back Throw into Meaty 5HK: whiffs vs. crouch block

  • Trade vs. 2LP: +13, combos to 236LP / SA1 / SA3 / 3MK or Microwalk 2HK / 5MK
  • Trade vs. 5LP: +14, combos to SA1 / 3MK or Microwalk 236LP / SA3 / 2HK
5HP Spacing Traps vs. 4f Normal:
Zangief
SF6 Zangief Icon.png Kimberly vs. Zangief

Important Punishes:

  • 2HK -
  • Lariat (PP) - After block or whiff, immediately use Drive Impact for crumple
    • If too late or low on Drive gauge, be sure not to stand into later active frames


Burnout Drive Impact Stun Routes:

  • 2HP or DR~5MK to prevent 5HP from armoring through


Safe Jump setups to watch for:


Baiting Reversals during Corner Spraycan Setup:
SA1:

  • Zangief can escape the corner; just throw him back, or use a standard 5HP punish

SA2:

  • Standard 5HP punish; Zangief is projectile invuln the entire time
    • Can safely use a meaty Light normal against wakeup SA2

SA3: Must be airborne before Super freeze

  • Backdash: Immediate 236MP (explosion), j.236PP
  • Neutral Jump: land, 2HP > 236LP > (explosion), j.236PP
  • Back Jump: land, 5HK > (explosion), j.236PP

Drive Reversal:

  • Wakeup D-Rev: Block, then 5MP > 236K~LK; if D-Rev hits, opponent can block the spraycan
  • Blockstun D-Rev: Explosion will start the punish unless input immediately vs. Kim's light normals (in which case, 5MP > Explosion)
    • If D-Rev hits early, may be able to pick up juggle with immediate DR into 5HP/5MK > 236K~LK (must not Back Rise)


Super vs. Super Interactions:
Useful to know if Kimberly is in Burnout and the opponent tries to chip out with a raw or wakeup Super. The following actions can be performed on reaction to the opponent's Super freeze.

  • vs. SA2: just jump forward to avoid chip and land for a standard 5HP punish
    • If Zangief SA2 is timed to hit meaty or used in a Burnout blockstring like 2LP > SA2, then SA1 can counter it


Misc. info:
Corner Back Throw into Meaty 5HK: connects vs. crouch block

  • vs. 2LK: causes Kimberly 5HK to whiff
5HP Spacing Traps vs. 4f Normal:



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