Street Fighter 6/Kimberly/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Kimberly HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Kimberly Portrait.png 10000 0.8 0.0505 (0.0561) 0.033 (0.0366) 18 23 1.409 0.893 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 270 5 2 8 14 +5 -2 LH Chn Sp SA TC 12
5MP 540 6 3 18 26 +3 -2 LH Sp SA TC 15
5HP 630 9 3 20 31 +3 -4 LH Sp SA 17 (PC: 27)
5LK 270 5 3 11 18 +1 -3 LH Sp SA 13
5MK 540 8 3 18 28 +1 -4 LH Sp SA 15
5HK 630 12 4 17 32 +7 +2 LH -
2LP 270 4 3 7 13 +4 -2 LH Chn Sp SA 13
2MP 450 6 3 13 21 +7 -1 LH Sp SA 15
2HP 720 8 6 17 30 +3 -2 LH Sp SA 20
2LK 180 5 3 7 14 +2 -2 L Chn
2MK 540 7 3 16 25 +5 +1 L -
2HK 810 8 3 24 34 HKD +31 -10 L -
j.LP 270 4 10 3 land - - - H -
j.MP 450 6 4 3 land - - - H Sp SA2
j.HP 630 8 5 3 land - - - H -
j.LK 270 5 10 3 land - - - H -
j.MK 540 7 6 3 land - - - H -
j.HK 630 9 6 3 land - - - H -
j.2MP 540 13 until land 8 land - +4(+7) -3(0) LH -
3MK 450 11 10 16 36 -3(+6) -9(0) L -
4HK 720 22 2 19 42 +4 -3 H -
6HK 720 27 3 3+18(10) land 50(42) +1(+2) -3 LH Jmp 20 (hop)
6HK~8 - 20 - 30+3 33 -10(-9) -22 - -
6HK~9 - 20 - 30+3 33 -10(-9) -22 - -
6HK~7 - 16 - 30+3 33 -10(-9) -22 - -
5LP~MP 360(324) 6 3 18 26 +1 -6 LH TC 29
5LP~MP~HP 440(352) 12 2 25 38 KD +47 -10 LH TC 50-51
5LP~MP~HP~HK 520(364) 26 3 24 52 KD +26 -12 LH -
5LP~MP~2HP 580(464) 10 2 25 36 +2 -10 LH TC 50-51
5LP~MP~2HP~HK 750(525) 15 3 24 41 KD +26(+45) -12 LH -
5LP~MP~2HP~2HK 750(525) 15 3 23 40 KD +16 -12 LH -
5MP~HP 360 10 3 26 38 KD +28 -12 LH Sp SA 38-40

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +9 -8 +5 -2 15 8 9
5MP +7 -19 +14 +9 24 19 11
5HP +23 Stagger -21 +16 +9 26 19 13
5LK 10% Starter +5 -12 +5 +1 15 11 9
5MK 15% Starter +5 -19 +12 +7 22 17 11
5HK +11 -19 28 23 13
2LP 10% Starter +8 -8 +4 -2 14 8 9
2MP +11 -14 +12 +4 23 15 11
2HP +7 -21 +16 +11 26 21 13
2LK 10% Starter +6 -8 12 8 9
2MK 15% Starter +9 -17 24 20 11
2HK HKD +43 -25 17 13
j.LP -2 13 9 9
j.MP -2 17 13 11
j.HP -2 20 15 13
j.LK -2 14 10 9
j.MK -2 17 13 11
j.HK -2 20 15 13
j.2MP +8(+11) -11(-8) 17 10 13
3MK 15% Starter +1(+10) -24(-15) 23 17 11
4HK 25% Starter +8 -19 25 18 13
6HK 20% Starter +5(+6) -14 25(26) 13 17
6HK~8 -6(-5)
6HK~9 -6(-5)
6HK~7 -6(-5)
5LP~MP +5 22 15 9
5LP~MP~HP 17 9
5LP~MP~HP~HK KD +21 -25 15 11
5LP~MP~2HP 29 17 11
5LP~MP~2HP~HK 15 13
5LP~MP~2HP~2HK 14 13
5MP~HP KD +47 +7 17 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 2000 [4000] 1000 500 (350) 250 (125)
5HP 5000 [10000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 2000 [4000] 1000 500 (350) 250 (125)
5HK 5000 [10000] 2500 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 2500 [5000] 1200 600 (420) 300 (150)
2HP 5000 [10000] 2500 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2500 [5000] 1200 600 (420) 300 (150)
2HK 5000 [10000] 2500 1200 (840) 600 (300)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [5000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
j.2MP 2500 [4000] 1000 500 (350) 250 (125)
3MK 2000 [4000] 1000 500 (350) 250 (125)
4HK 5000 [10000] 2500 1000 (700) 500 (250)
6HK 4000 [7000] 1200 800 (560) 400 (200)
6HK~8
6HK~9
6HK~7
5LP~MP 2000 800 400 (280) 200 (100)
5LP~MP~HP 2000 1500 700 (490) 350 (175)
5LP~MP~HP~HK 2000 1500 800 (560) 400 (200)
5LP~MP~2HP 2000 1500 700 (490) 350 (175)
5LP~MP~2HP~HK 2000 1500 800 (560) 400 (200)
5LP~MP~2HP~2HK 2000 1500 700 (490) 400 (200)
5MP~HP 4000 1500 800 (560) 400 (200)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
j.2MP Until Land (FKD)
3MK 9-21 Upper Body Projectile
4HK
6HK 18-32 (FKD)
6HK~8 Until Land (FKD)
6HK~9 Until Land (FKD)
6HK~7 Until Land (FKD)
5LP~MP
5LP~MP~HP
5LP~MP~HP~HK
5LP~MP~2HP
5LP~MP~2HP~HK
5LP~MP~2HP~2HK
5MP~HP

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK or into Bushin Prism Strikes; Run~Stop cancel: -8/-15 (OD: -5/-12)
5MP Important combo tool with a Target Combo follow-up; Run~Stop cancel: +1/-4 (OD: +4/-1)
5HP In punishes, can cancel to Run~Stop or Teleport to maintain close position, then link into 5HK or 5HP; single hit confirmable, but will not combo to 236HP on the final cancel frame; Run~Stop cancel: +3/-4 (OD: +6/+1)
5LK Good range for a cancelable light normal; possible to chain 4 lights (2LP, 2LP, 5LP, 5LK) into 236LP/Super or into 214HK vs. standing; Run~Stop cancel: -8/-12 (OD: -5/-9)
5MK Most important normal in footsies, particularly canceled into Drive Rush; Run~Stop cancel: -1/-6 (OD: +2/-3)
5HK Whiffs vs. crouching opponents if not point blank; good combo and pressure starter; upper body is Air Invuln 10-15f (decent anti-air, but a little slow and cannot hit cross-up)
2LP Chains into 5LP/2LP/2LK; Run~Stop cancel: -9/-15 (OD: -6/-12)
2MP Important combo tool; Run~Stop cancel: -1/-9 (OD: +2/-6); special/DR cancel is delayed until after 2nd active frame
2HP Forces stand on hit; good anti-air but cannot hit cross-up; in Drive Rush juggles, opponent is kept high enough to connect instant j.236PP for a ground bounce; can be up to +8/+3 meaty; best button for Run pressure (cancel into Arc Step beats 4f light normals); Run~Stop cancel: +3/-2 (OD: +6/+1)
2LK Chains into 5LP/2LP/2LK; slightly more pushback than other combo-starting lights, but can still chain 3 lights if starting point blank
2MK Non-cancelable, but can combo afterward and is a great option out of Drive Rush
2HK Has some juggle potential (no Hard Knockdown when juggled into)
j.LP
j.MP Puts airborne opponents into limited juggle state; shifts Kimberly's hurtbox upward during startup
j.HP Causes spike knockdown vs. airborne opponents; best hitbox for opponents directly below Kimberly
j.LK Cross-up; can be used as a fuzzy instant overhead (vs. Blanka, will not work after perfect safe jump j.HP/j.HK timing, making it useless in corner spraycan setup)
j.MK Cross-up
j.HK Great horizontal range and a good downward hitbox; useful for air resets after corner wallsplat into 6HK
j.2MP Can only be performed from Forward Jump; KD vs. airborne opponents; stops Kimberly's air momentum; useful for baiting anti-airs if used at longer range; at least +5/-2 vs. standard height characters (can be 1f worse vs. tall characters)
3MK Low profile 9-21f (combined with upper body projectile invuln, great at avoiding projectiles); if it connects in a free juggle, puts airborne opponents into limited juggle state
4HK Forces crouch on hit, making opponents wider for easier follow-up links; causes spike KD vs. airborne opponents; allows link to 2LP naturally, and 5MP link out of Drive Rush (DR momentum does not allow 2MP, 5MP or 2HP to reach opponent)
6HK Can hop over low pokes for a Punish Counter combo; puts airborne opponents into limited juggle state; can cancel into forward, neutral, or back jump on hit or block; 8f less recovery on block only; 1f more hitstun vs. crouching opponents
6HK~8 Startup refers to earliest frame that Kimberly can perform air follow-ups after Hop
6HK~9 Crosses over the opponent; startup refers to earliest frame that Kimberly can perform air follow-ups after Hop
6HK~7 Startup refers to earliest frame that Kimberly can perform air follow-ups after Hop
5LP~MP (refers to scaled damage); Very difficult for most characters to punish if well spaced (e.g. 2LP, 5LP, 5LP~MP)
5LP~MP~HP (refers to scaled damage); puts opponent into limited juggle state; can juggle with Bushin Senpukyaku in the corner; gives strong KD Adv. for oki, such as Spray Can setups
5LP~MP~HP~HK (refers to scaled damage); 10f gap between final 2 hits on block
5LP~MP~2HP (refers to scaled damage); useful against Drive Impacts, as this hit will land as a +4 counter-hit at point blank range; on hit, leaves Kimberly close for a strike/throw mixup
5LP~MP~2HP~HK (refers to scaled TC damage); knocks opponent far away on hit; true blockstring even at max delay; (better KD Adv. after a DR juggle, maintains limited juggle state)
5LP~MP~2HP~2HK (refers to scaled damage); throws opponent backwards for a side switch, very useful when Kimberly is cornered; has a strike hitbox, but will not connect properly in juggles; true blockstring even at max delay
5MP~HP Puts opponent into a limited juggle state; will not combo into 236HP; Run~Stop cancel: KD+34/-6 (OD: KD+37/-3)

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1082 (1838) 5 3 23 30 KD +17 - T
4LPLK 1082 (1839) 5 3 23 30 KD +8 - T
HPHK 720 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Starter; 20% Immediate HKD +17
4LPLK 20% Immediate HKD +8
HPHK 180 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Can walk forward for a strong manually-timed corner throw loop; starter scaling applies to Spraycan juggle follow-ups
4LPLK Side switches; no throw oki after back throwing opponent into corner, but can meaty with strikes
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal; SA3 install increases recoverable damage to 555
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.817 (min/throw), 2.479 (min/block), 3.565 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
214LK 360,270,360 (990) 6 6(1)6(1)6(8)3 6+17 land 59 KD +23 -30 LH -
214MK 360x3 (1080) 7 6(1)6(1)6(8)3 8+17 land 62 KD +22 -32 LH -
214HK 450,360x2 (1170) 8 6(1)6(1)6(8)3 11+17 land 66 KD +21 -35 LH -
214KK 450,180x3,360 (1350) 6 6(1)6(1)6(1)6(1)2 12+17 land 64 KD +20 -40 LH -
j.214K 225x2,450 (900) 8 2(7)2(7)2 12 land - +4(+8)
KD +38(42)
-1(+4) LH -
j.214KK 450,90x2,270,450 (1350) 8 2(2)3(2)2(2)3(2)2 12 land - +5(+8)
KD +46(51)
-1(+4) LH SA2
236LP 810 10 2 22 33 +3 (KD +30~36) -6 LH SA3 18
236MP 540x2 (1080) 17 2 28 46 KD +37(+26) -12 LH SA3 (1st) 14
236HP 360,180 (540) 24 2 28 53 KD +56 -12 LH SA3 (1st) / Jmp 14
236PP 360,180 (540) 17 2 28 46 KD +56 -12 LH SA2 SA3 (1st) / Jmp 14
236K - 8 - - 55 - - - -
236K~LK 900 8+21 7 16 43 KD +41 (+53~56) +1 LH SA3 27
236K~MK 720 8+10 12 19 40 KD +39(+50) -12(-1) L SA3 16
236K~HK 900 8+19 5 19 42 KD +23 -3 H SA3
236K~P - 8+14 - - 22 - - - -
236K (close) 270,180 (450) 8+15 2(6)2 25(26+4 land) 62 +3 -6 LH -
236K (close)~K 630 8+15+13 6 20 land 38 KD +29(+31) -8 LH -
236K (close)~P 1440 8+15+13 6 40 land 58 HKD +31 - T -
236KK - 8(7) - - 53 - - - -
236KK~LK 540x2 8+17 7 16 39 KD +43 (+56~60) +3 LH SA2 SA3 34
236KK~MK 700,200 (900) 8+8 8,4 19 38 KD +47(+50) -10(-7) L,L SA2 SA3 (1st) 16
236KK~HK 810,270 (1080) 8+15 2,3 19 38 KD +25(+44) -1 H SA2 SA3 (2nd)
236KK~P - 6+13 - - 19 - - - -
236KK (close) 180,90 (270) 8+13 2(6)2 25(26+4 land) 60 +3 -6 LH -
236KK (close)~K 420,210 (630) 8+13+13 6 20 land 38 KD +43 (Wall Splat +86) -8 LH SA2
236KK (close)~P 900 8+13+13 6 40 land 58 HKD +94 (OTG) - T -
214P - 19 8 17(7) 43(33) - - - -
214PP - 19 8 16(7)+3 land 45(33) - - - -
22P (refill) - 42 - 2 44 - - - -
22PP (refill) - 42 - 2 44 - - - -
22P (1 stock) 450 18(103) [10] 26 44 KD +88 - LH -
22PP (2 stock) 450x2 (900) 19(103) [10 each] 26 44 KD +90-93 - LH -
j.236P 1440 5 3 20 land - HKD +22 - T -
j.236PP 900 5 3 20 land - HKD +98 OTG - T -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
214LK 90 KD +23 -52 24 13 / 3,3,9(13)
214MK 90 KD +22 -54 24 13 / 3,3,9(13)
214HK 112 KD +21 -57 24 13 / 3,3,9(13)
214KK 112 30% Starter* KD +20 -57 19 13 / 2x4,9(13)
j.214K 56x2,112 20% Starter +8(+12) -16(-11) 17 13 / 7,7,9(13)
j.214KK 112,22,112 20% Starter; Combo (2 hits) +8(12) -19(-11) 17 13 / 3x4,9(13)
236LP 202 20% Starter +7 -22 21 13
236MP 135 KD +37(+26) -28 21 13 / 9,13
236HP 90 KD +56 -28 21 13 / 9,13
236PP 90 KD +56 -28 21 13 / 9,13
236K
236K~LK 225 KD +41 -21 24 13
236K~MK 180 20% Starter KD +39(+50) -29(-18) 19 6
236K~HK 225 KD +23 -22 21 13
236K~P
236K (close) 67,45 (112) +3 -30 34 total 6,12(6)
236K (close)~K 157 KD +29(+31) -21 15 13
236K (close)~P HKD +31
236KK
236KK~LK 135x2 KD +43 -21 26 total 7,13
236KK~MK 175,50 (225) 20% Starter KD +47(+50) -21(-18) 19,13 (21) 4,6
236KK~HK 202,67 (269) KD +25 -22 23 total 7,13
236KK~P
236KK (close) 45,22 (67) +3 -30 34 total 6,12(6)
236KK (close)~K 105 KD +43 (Wall Splat +86) -21 15 13 / 6,13
236KK (close)~P 20% Starter HKD +94 (OTG)
214P
214PP
22P (refill)
22PP (refill)
22P (1 stock) 112 20% Starter; Combo (2 hits) KD +88 30 13
22PP (2 stock) 112x2 (224) 20% Starter; Combo (2 hits) KD +90-93 30-35 15~17
j.236P HKD +22
j.236PP 20% Starter HKD +98 OTG

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
214LK 1000 [5000] 500x2,1000 (500) 250x2,500 (175x2,350) 125 (62)
214MK 1000 [5000] 500x2,1000 (500) 250x2,500 (175x2,350) 125 (62)
214HK 1000 [5000] 500x2,1000 (500) 250x2,500 (175x2,350) 125 (62)
214KK 1000 [5000] -20000 200x4,400 (140x4,280) 100 (50)
j.214K 1000x2,2000 [1700x2,1600] 500x2,1000 250x2,500 (175x2,350) 125x2,250 (62x2,125)
j.214KK 1000x3 [1000x5] -20000 200x4,400 (140x4,280) 100x2,200 (50x2,100)
236LP 4000 [6000] 2000 800 (560) 400 (200)
236MP 4000 [4000x2] 1200x2 (1200) 600x2 (420x2) 300 (150)
236HP 4000 [3000x2] 1000x2 (1000) 500x2 (350x2) 250 (125)
236PP 4000 [3000x2] -20000 500x2 (350x2) 250 (125)
236K
236K~LK 4000 [6000] 2000 1200 (840) 600 (300)
236K~MK 4000 [8000] 2000 1000 (700) 500 (250)
236K~HK 4000 [8000] 2000 1200 (840) 600 (300)
236K~P
236K (close) 1500x2 [2500x2] 500x2 100x2 (70x2) 50x2 (25x2)
236K (close)~K 5000 [10000] 2000 1000 (700) 500 (250)
236K (close)~P [10000] 2000 3000 (2100)
236KK -20000
236KK~LK 2000x2 [4000x2] 600x2 (420x2) 300x2 (150x2)
236KK~MK 2500x2 [4000x2] 500x2 (350x2) 250x2 (125x2)
236KK~HK 2500x2 [4000x2] 600x2 (420x2) 300x2 (150x2)
236KK~P
236KK (close) 1500x2 [2500x2] 100x2 (70x2) 50x2 (25x2)
236KK (close)~K 2500 [5000x2] 500x2 (350x2) 250 (125)
236KK (close)~P [10000] 1000 (700)
214P
214PP -20000
22P (refill)
22PP (refill) -20000
22P (1 stock) 4000 [6000] 1000 600 (420) 300 (150)
22PP (2 stock) 4000x2 [6000] 1000x2 600x2 (420x2) 300x2 (150x2)
j.236P [10000] 2000 2500 (1750)
j.236PP [10000] -20000 1000 (700)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
214LK 6-11 Air, 7-42 Lower Body Projectile 7-42 (FKD)
214MK 7-12 Air, 8-45 Lower Body Projectile 8-45 (FKD)
214HK 8-13 Air, 9-49 Lower Body Projectile 9-49 (FKD)
214KK 1-11 Air, 7-47 Lower Body Projectile 7-47 (FKD)
j.214K Until Land (FKD)
j.214KK Until Land (FKD)
236LP
236MP
236HP
236PP
236K
236K~LK
236K~MK
236K~HK
236K~P
236K (close) 24-58 (FKD), hit/block only
236K (close)~K Until Land (FKD)
236K (close)~P Until Land (FKD)
236KK
236KK~LK
236KK~MK
236KK~HK
236KK~P
236KK (close) 22-56 (FKD), hit/block only
236KK (close)~K Until Land (FKD)
236KK (close)~P Until Land (FKD)
214P 19-26 Full
214PP 19-26 Full 22-42 (FKD)
22P (refill)
22PP (refill)
22P (1 stock)
22PP (2 stock)
j.236P Until Land (FKD)
j.236PP Until Land (FKD)

input Notes
input Notes
214LK Cannot hit cross-up; if first hit (active frames 1-6) whiffs, still hits 3 times but the first hit only does 90 damage
214MK Cannot hit cross-up; if first hit (active frames 1-6) whiffs, still hits 3 times but the first hit only does 90 damage
214HK Cannot hit cross-up; often too slow to work in juggles; if first hit (active frames 1-6) whiffs, still hits 3 times but the first hit only does 180 damage
214KK Cannot hit cross-up; higher juggle potential than other versions; does 270 less damage (180) on active frames 5-6 of the first hit; starter scaling only occurs if Spraycan detonates immediately after first grounded hit, or if juggled after a high-connect 4-hit 214KK
j.214K Only possible during forward jump or after 6HK Forward Hop; can be done immediately with Tiger Knee motion (2149K); inputting at the end of Kimberly's jump arc allows 3 hits vs. standing, 1 hit vs. crouching (otherwise, 1 hit vs. standing and whiffs on crouching); listed KD Adv. refers to air juggled version
j.214KK Only possible during forward jump or after 6HK Forward Hop; can be done immediately with Tiger Knee motion (2149K); inputting at the end of Kimberly's jump arc allows 3 hits vs. standing, 1 hit vs. crouching (otherwise, 1 hit vs. standing and whiffs on crouching); can cross-up at close range vs. standing opponents (useful to escape corner throw loops); listed KD Adv. refers to air juggled version; can cancel into SA2 mid-air, or follow up with SA3 after landing in the corner
236LP Has juggle potential; good for safe pressure against opponents in Burnout and can confirm into SA3; strongest 236P version when Super canceling; (KD Adv. when juggled into); (note: frame display shows 3f extra hit/block recovery, but this is a bug - total frame count remains unchanged)
236MP 2nd hit only comes out on hit; worse KD Adv. when juggled into; (note: frame display shows 3f extra block recovery, but this is a bug - total frame count remains unchanged)
236HP Puts opponent into limited juggle state; no juggle potential, so it won't combo from 5MP~HP; 2nd hit only comes out on hit; forward jump cancelable on hit only; (note: frame display shows 3f extra block recovery, but this is a bug - total frame count remains unchanged)
236PP Puts opponent into limited juggle state; 2nd hit only comes out on hit; forward jump cancelable on hit only; gives the launch of 236HP with the startup and juggle potential of 236MP; (note: frame display shows 3f extra block recovery, but this is a bug - total frame count remains unchanged)
236K Can hold forward + button to activate follow-up at the earliest possible timing (e.g. 23[6MK] gives fastest possible Run~Slide); Movement speed: 11.23/frame during cancelable frames
236K~LK Kicking legs are Anti-Air Invuln 18-27f (cannot hit cross-up); active frames 3-7 hit airborne opponents above Kimberly; puts opponent into limited juggle state; (higher KD Adv. when juggled into)
236K~MK 6-21f low profile and upper body projectile invuln (only on the Slide itself); puts opponent into limited juggle state; (higher KD Adv. when juggled into); cancel to SA3 can whiff when used from longer range
236K~HK SA3 cancel can only combo in high connect juggles, or if overhead is absorbed by armor
236K~P Latest possible stop is 55f (41+14) if Kimberly runs fullscreen without colliding with opponent; shortest Run~Stop distance: 1.64
236K (close) Can only hit grounded opponents (if opponent becomes airborne after startup, attack has 1f active + 25f recovery); can frame trap vs. 4f normals when canceled from 2HP
236K (close)~K KD Adv. is +31 if Arc Step is blocked, +30 on hit midscreen, +29 on hit in the corner
236K (close)~P Grabs standing/crouching opponents, whiffs vs. airborne (can be backdashed)
236KK Cancels into follow-ups after 8 frames minimum (can cancel into OD Stop 1f earlier); Movement speed: 13.47/frame during cancelable frames
236KK~LK Kicking legs are Anti-Air Invuln 14-23f (cannot hit cross-up); active frames 3-7 hit airborne opponents above Kimberly; puts opponent into limited juggle state (launches high in juggles, allowing Drive Rush 2HP loops); (higher KD Adv. when juggled into)
236KK~MK 4-19f low profile and upper body projectile invuln (only on the Slide itself); puts opponent into limited juggle state; (higher KD Adv. when juggled into); 1st hit forces stand vs. grounded opponents
236KK~HK Puts airborne opponents into short OTG juggle state (only SA2/SA3 cancels can follow up); Super cancels whiff vs. grounded opponents
236KK~P Allows combo extensions from 5HP or 2HP, like a Drive Rush cancel for 2 bars with no damage scaling; latest possible stop is 54f (41+13) if Kimberly runs fullscreen without colliding with opponent; shortest OD Run~Stop distance: 1.48
236KK (close) Can only hit grounded opponents (if opponent becomes airborne after startup, attack has 1f active + 25f recovery); can frame trap vs. 4f normals when canceled from 2HP, 5HP, or 5MP
236KK (close)~K Causes Wall Splat on hit near the corner; SA2 cancel on 2nd hit only works in the corner; 2nd hit of the divekick occurs on hit only (1 hit on whiff or block)
236KK (close)~P Grabs standing/crouching opponents, whiffs vs. airborne; opponent bounces for an OTG juggle
214P After reappearing, 7f recovery is cancelable into any attack except Parry or another 214P (otherwise 17f recovery); grants forward momentum when canceled into attacks, unlocking some unique combo routes due to pushback (slower attacks do not benefit from this momentum)
214PP After reappearing, can act after 7f recovery; air follow-ups have the same properties as regular jump attacks (including 3 landing recovery frames); if Kimberly does not act, she has 1 punishable landing recovery frame, then 2 landing frames where she can block or cancel into an attack; cannot use j.236P after reappearing mid-air
22P (refill) Refills 1 spray can; cannot reload if a spray can is currently stocked or is active on-screen
22PP (refill) Refills 2 spray cans; cannot reload if a spray can is currently stocked or is active on-screen
22P (1 stock) Button strength determines distance; cannot use if another spraycan is active; bomb can juggle after well-timed throw; puts opponent into free juggle state (limited juggle state if juggled into); important tool for corner oki scenarios; spraycan disappears if SA2 is activated
22PP (2 stock) Button strengths determine distance of each can; bomb can juggle after well-timed throw; puts opponent into free juggle state (limited juggle state if juggled into); important tool for corner oki scenarios; can be used in conjunction with Drive Impact to break armor if the opponent counters with their own Drive Impact; spraycan disappears if SA2 is activated
j.236P Air throw that can be comboed into; good combo ender due to damage and decent okizeme, especially in the corner; no minimum height requirement; the first 15 landing recovery frames put Kimberly in a crouching state; Range: 1.0
j.236PP Air throw with low juggle potential; causes OTG bounce (limited juggle state); no minimum height requirement; the first 15 landing recovery frames put Kimberly in a crouching state; Range: 1.0

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K (0 stock) 1800 12 15 40 66 KD +22 -25 LH
236236K (1 stock) 2000 12 15 40 66 KD +38 -25 LH
214214P 2600 13 until land 39 land 59 KD +22 -26(-20) LH
j.214214P 2600 13 until land 39 land - KD +22 -26(-20) LH
236236P 4000 8 6 51 64 HKD +16 -35 LH
236236P 4500 8 6 51 64 HKD +16 -35 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K (0 stock) 500 30% Minimum KD +22 -39 16 13
236236K (1 stock) 500 30% Minimum KD +38 -39 16 13
214214P 750 40% Minimum KD +22 -44(-38) 20 13
j.214214P 750 40% Minimum KD +22 -43(-38) 20 13
236236P 1110 50% Minimum; 10% Immediate (Sp) HKD +16 -55 22 20
236236P 1387 50% Minimum; 10% Immediate (Sp) HKD +16 -55 22 20

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K (0 stock) 2500 5000 -10000 -10000
236236K (1 stock) 2500 5000 -10000 -10000
214214P 5000 10000 -20000 -20000
j.214214P 5000 10000 -20000 -20000
236236P 7500 15000 -30000 -30000
236236P 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K (0 stock) 1 Full, 2-14 Strike/Throw Break
236236K (1 stock) 1 Full, 2-14 Strike/Throw Break
214214P 1 Full Break 2-20 (FKD)
j.214214P 1 Full Break Until Land (FKD)
236236P 1-13 Full Break
236236P 1-13 Full Break

input Notes
input Notes
236236K (0 stock) Travels ~75% screen length
236236K (1 stock) Consumes 1 can for better damage and oki; travels ~75% screen length
214214P Becomes airborne during screen freeze; invincibility runs out immediately after screen freeze; screen freeze causes active spraycans to disappear; first hit before cinematic does 300 damage
j.214214P Can only be used from Forward Jump; invincibility runs out immediately after screen freeze; screen freeze causes active spraycans to disappear; first hit before cinematic does 300 damage
236236P Immediately upon activation, Kimberly gains 11% buff to attack damage and walk speed for the rest of the match; cinematic time regenerates ~1.9 Drive bars for Kimberly
236236P Immediately upon activation, Kimberly gains 11% buff to attack damage and walk speed for the rest of the match; available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Kimberly



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