Street Fighter 6/Kimberly/Combos

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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)


Damage Note


All listed damage assumes Kimberly has not yet received the damage boost from her SA3 activation.


Basic Combo Theory


Launchers: 236HP and 236PP both give the same launch that can be jump canceled, or followed up with DR~5LP Target Combos.

  • 236HP only combos naturally from 5HP/2HP
  • 236PP combos from mediums and juggles after 5MP~HP, but in most cases is not worth the meter cost.

Super Usage: Kimberly has many ways to combo into her Supers. The most notable examples are j.214KK > Air SA2 and 236LP > SA3. Here are some things to consider when deciding whether to spend Super meter:

  • SA1 is valuable as a reversal when Kimberly is in Burnout. If your Drive is low, consider saving some Super meter.
  • SA1 also consumes a Spraycan if one is available. If your Spraycan would be better used elsewhere, avoid using this Super.
  • SA3 gives an important speed/damage boost. Activating it in an earlier round can give a nice advantage later.
  • SA2 generally gives the best oki, but using it generally means Kimberly won't have access to the SA3 install boost.


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, 5LP~MP~HP,
214MK / 22P Spraycan
Corner 1757
(1109)
Medium In the corner, Kimberly can cut her Bushin Prism Strikes chain short to secure a stronger juggle or a Spraycan setup. Either option is generally superior to her other meterless light conversions in the corner.
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.
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).
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 / 214HK / 236MP
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 > cl.236K,
236LP > SA3 / SA1
Corner 4079
(2793)
3(1) Medium Juggling into Arc Step without a divekick follow-up allows a corner juggle into 236LP or SA1, boosting the damage from a common hitconfirm route. Starting with the Target Combo is required; if you perform Arc Step on a grounded opponent, they are not in a juggle state and must be comboed with the divekick or reset with the command throw.
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.
5HK, 5MP~HP >
cl.236K~K / 214HK / 236MP
Anywhere 2151
(2277)
(2214)
Easy Essentially the same as the standard 2MP combo route. While 5HK is slower and has more limited range against crouchers, it is +2 on block for enhanced pressure. Note that without Drive Rush momentum, 5HK cannot be followed up with a full 2MP, 5MP sequence (even with 214P Teleport momentum).
4HK, 2LP > 214HK/236LP Anywhere 1682
(1448)
Medium Overhead starter that links naturally without Drive Rush or Counter-hit. Kimberly must be close to the opponent for 2LP to reach.
3MK, 2LP > 214HK/236LP Anywhere 1556
(1286)
Hard Very specific spacing from the slide's max range. Not worth the risk of canceling 2LP unless you're 100% confident in the spacing.
j.2MP, 2LP, 2LP > 214HK/236LP Anywhere 1845
(1593)
Medium Elbow Drop always allows a light conversion on hit; if it hits at farther ranges, it may require omitting the second 2LP. Can also route into the 5LP~MP~HP~HK Target Combo, though in some rare cases the Elbow Drop may be only +4 on tall characters, preventing the 5LP link. If the opponent crouches or you notice the opponent whiffed an attack, follow with a Medium combo starter instead.


Example Combos
Combo Damage Meter Notes
2LK, 2LP > 236LP > SA3 3449 3 Su -
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 > SA1 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 > SA3 3503 3 Su -



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.
22MP (Spraycan), PC 2HP > 236MP (explosion),
j.236PP, 6HK~j.MP, 236MP (1st hit) > SA3
Anywhere 5546 2 3 Hard Punish against some extremely unsafe DPs or Supers (or a Stun combo), requiring Kimberly to start point blank so that 2HP connects immediately after throwing the spraycan. 236LP can also be used for slightly more damage, but midscreen it must be juggled high/early or the SA3 will whiff. In the corner, any strength spraycan and 236LP can be used.

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 ...
22P Spraycan / j.214214P / 236236P
*Anywhere 2763
(3803)
(*4763)
3 0~3 Easy Works anywhere, but particularly useful for corner spray can setups without sacrificing damage. SA2 adds some nice damage to secure a round. If you intend to combo into a corner SA3, the earlier 236K~LK route does nearly identical damage with no extra Drive cost; only use this version if you need the extra corner carry or if it's going to win the round.
PC DI (Crumple), 5LP~MP~2HP~2HK Anywhere 2055 1 Easy A simple side switch after countering the opponents DI while cornered.
PC DI (Crumple), nj.HK, DR~2HP > 236K~P ...
... 214HK / j.236P
Anywhere 2387
(2526)
2 Hard The nj.HK puts the crumpled opponent into a juggle state, allowing DR~2HP to pick up the juggle. By canceling into Run~Stop, Kimberly switches sides, and can pick up some extra damage with an instant TK Nue Twister or an easier 214HK. This is an important combo to know when countering the opponent's DI with your back to the wall, as it gives more damage than a Back Throw or Bushin Hellchain side switch.




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