#Kimberly
1 messages Ā· Page 7 of 1
It's still left up for debate between high level Kims if she needs it or not
All I can tell you is she's at least worth investing in
Her lack of good tournament results made give push for her to get a big buff in the next balance patch in a few months
(she's also very fun to play regardless of her weaknesses, which is another motivator to consider picking up maining)
How do you deal with this character.
Seriously I fought a kim who did sweep > throw > sweep > throw
I told my preferred gameplan in #šŖļ¹general once and they all told me that if I ever tried Kim because she's all I like
I decided to give her a try
Any good place to start?
Any guide or player to watch?
Kimberly is a strong, fun, tricky character that is worth learning. As one of the Top Kimberly's, this is my guide on how to play the character, hope this helps.
Timestamps:
00:00 Intro
00:37 Normals
11:00 Specials
20:45 Combos
23:33 Strategy
29:00 Advanced
Kimberly 101 | Strategy, Combos, Overview and Advanced Tips | Street Fighter 6 Starte...
She also has some pretty good combo trials from what I remember
Nah this is absurd
Man she's fun
After almost three hours the thing changes when you start getting the hang of it
I still got a lot to learn
Especially in neutral
Yeah she's one of the harder characters to get into since she has a lot of things you need to learn, but once you figure her out she feels much easier to play
Best bomb ever
https://streamable.com/piqhi1
That was the most random read ever, unless he put a bomb there on accident
Oh I thought you was the other guy, but rewatching it I see where I got wrong lmao
Yeah I throw out a bomb on accident sometimes, especially when im mashing light punch
Yeah I'm still New Challenger with her. Just played a few casual matches
I don't remember what I tried to do there but I sometimes get a bomb when I mash a crouching button after a run stop for example
What I've found interesting is that even though you spend a lot of meter I didn't find myself in burnout too many times
Yeah that's how it was when I started out as Kim
Once you get to Diamond-ish rank you'll be spending meter like crazy lol
Which is theoretically better after a blocked st.mk DRC?
St.hk or cr.hp into run stop?
I mainly go for cr.MK after DRC nowadays and been having better results from it since a lot of people don't block low
DRC cr.HP run-stop cr.mp is a good option as well since you'll still be plus during the run-stop
Why doesn't this server show up in the menu?
Ok now it does after I sent the text
I was following so I don't know why disappeared
My dhalsim chat does that sometimes
When its inactive for a while it goes away
When the time becomes the second challenger
https://streamable.com/ww1xfd
ftr Meaty 2HP can be +3 at best on block. And most setups are aiming for +2/+3
i need noob support :<
When i try to do 236HP --> drive rush into target combo, i always drop my combo after the 2nd punch (medium), has anyone had the same and know what was being done wrong?
Sometimes i succeed, so it might just be a timing error, but i thought target combos were more lenient
Edit: I think performing the target slower makes it connect
That's weird
That never happened to me
And I think I do it kinda fast
Maybe it's because of how you delay the drive rush?
@elder river
I'm not sure what's causing it, i try to do the 5LP 5MP 2HP 5HK one, and sometimes it just doesn't register the third hit, even tho it's on screen when i'm in training mod, maybe it's a mis-input and i'm not doing the correct combo
always works when i do it on ground, but off a drive rush i'm assuming i just need more practice
Now that i think about it, maybe it's the 5LP that i'm doing too fast, and it just does the smaller target (Medium heavy), which would make sense actually
Yeah that could be it
You can DM me a video showing off the combo
To see what may be happening
I had a similar issue this when first learning it, I found to solve it you'd hold down on the MP of the combo instead of the HP and then let go of down once you get to the HK
Tell me if you need a video example, ill post one later tonight when I get home if you do
Thanks for the advices, i'll try this later and let you know
I think i'm being more consistent at it now, focusing on hitting the first jab and it seems to all connect, idk why when i do it fast the jab just disappear, thanks for the help!
anyone willing to teach a bronze player (looking to play semi-competetively in the future) how to learn kim
It's so cool when you dodge a DI with a 214P or the jump back of the 236K
I'm silver and i use way too many tatsu's, and you have no idea how many DI's i have escaped by accidentally tatsu'ing to supposedly whiffpunish them
What's the oki after level 3? Is there anything meaty or guaranteed?
Got it. Thanks!
Ragequit Any% Speedrun
https://streamable.com/ona41h
you ever gonna try for ranked?
Yeah I want to do it. It's just that I want to feel comfortable with the character before I do it, but I couldn't play that much lately so I've been postponing it
Yeah that's understanndable
Why do you ask? @delicate cave
There's a lot of really good players who have 200-500 hours on casuals or battle hub but never try ranked, was simply curious on why
If I had to guess, I'd say it's probably because people in general care too much about points/ranks and they don't want to be "labeled" as any rank. I don't care about it so I change from casuals to ranked and viceversa depending on how I'm feeling that mode that day. There are some days where I get tired of the people I find online so I change modes just to see if I find "better" people. That's why my ranking sessions with my characters are so slow. I think I could get to Master but my average rank is Diamond 2-3 if you count every character I have a rank with
Ah I don't really care about points and etc., I just simply like fighting people at my skill level, but yeah like I said before I understand where you're coming from
Yeah that's the best way to play
Btw do you want to play some sets someday?
I could learn some things from our sessions
I got 2 tournies today, but sure ill ping you after im done
No I didn't mean today
I can't play
I should be free this weekend
Good luck with those tourneys
Thanks, ill cya
How well did the run go?
one went decently learned a lot, the 2nd one got postponed for later tonight
gonna take this to DMs so we dont get in trouble for off topic lol
Sorry, my bad š
Man, there are a lot of options with Kim
https://streamable.com/930ar7
Question,what are some pressure strings that are good on block ?
Having a hard time with people jumping over me during my strings
MP~HP Drive Cancel cr.HP catches people mashing and jumping i think
You can also run cancel after cr.HP and still be plus, and if you hit cr.HP you can combo even after run cancel
Ok ill try it
Hey can I get an invite to the sf6 Kimberly server?
After unexpectedly maining A.K.I. and getting her to Master, I have finally returned to the dojo with Kim. I've watched a copious amount of your videos and transcribed an insane amount of handwritten notes. Thank you for creating such excellent content. Now to work on execution and gameplay.
Been trying for hours to get the first set up to work. Seems inconsistent getting tatsu to keep them in the air long enough to trigger bomb. Anyone have tips? Is this too outdated?
Came across this footage on YouTube, can anyone identity why Kim is OD flashing despite not using meter, is this some kind of glitch or a move not mentioned in the patch notes: https://youtube.com/clip/UgkxlAlEat8gpA2s4y-11HiN0xvFsbFpbmCR?si=SV0taH9bkNzCGaKb
I don't think she's flashing, looks like it's just the reflection of marisa's vfx's
Could be, good point šš¾
Uploaded a one-sitting session of me going from 1500 MR to 1600 MR with Kimberly if anyone wants to steal my routes š
Feel free to give me a like/follow on YT and Twitter! š
I gave you a sub! Iāve also hit a wall and Iām not sure what I should be doing to get better
Ayyye I appreciate it! I'll be going to MaxMode later this month so I'll be training š«”
Anyone have good guides for beginner Kim stuff? Basic combos, mixups, etc.
Iāll see you there!
Check YT. Tons of Kim guides. Follow Diaphone, Deznere, and Zykles. Really good Kim players.
š«”
good guide
dont bother til they give her buffs
character diff takes the fun out of her
she's plenty fun
Got to plat today I just think I gotta get used to her S.H.Pās to combo
can I get an invite to the SF6 Kimberly server?
Oh same
Do you have the same thing with me where you have to practice your auto medium hit into drive rush cuz thats the best I got for you other than that its just spacing and knowing ranges and stuff
people asked for the kim discord does it even exist?
It exists but its against the rules to post character discords on the official discord
oh š¢
Did they ever buff our girl?
why isnt tatsu coming out in the air
Probably cant neutral jump into it
the jump is inputed after the target combo
What target combo
lp mp hp 236 pp
236 pp doesnt link after that tc
Im hitting the tatsu fine
Have you tried pressing j.MP before it? Could make the timing easier
Anyone else think Kimberly should have better combo game with her Spray-paint bombs? Or am I just doing it wrong?
maybe
I only ever use spray cans for corner pressure and even with the corner I'm not preforming anything crazy
I just use it to convert of moves that usually don't allow for it, and if they block successfully its free plus frames for me
it's all about the corner pressure for sure
the combos are solid, I think it's fair for the pressure you get on block
and they're some of her highest damage routes
also I know that without resources her conversions can look kind of weak
but corner carry is very easy in SF6 and even easier for kimberly imo
so I dont think it's the end of the world for her
Has anyone made a kimberly guide in written / typed format?
gold 1 ryu looking for mu exp anytime. central us, dm if you wanna run some
Some goofy ass confirm Iāve just realized I shouldāve done before
You can do 5HK before the target combo
Oh cool
i usually like to do drive rush 5HK after 5MP instead of the target combo into ex 236P
cost one extra bar of drive but technically youre saving meter if youre gonna spend extra on ex spin kick anyways
. is that 45%?
Guess I need to learn that then
5hk doesnt combo into 236
Hey. Any Kim players here that can teach me how to play the character? I wanna learn her.
Is Kimās jump kick meant to be able to combo into anything because otherwise I donāt understand itās existence
Leap kick? Hop kick?
It does if you arenāt a coward
It can combo if you do DR/get a PC if i remember right
In corner you can use it after EX non cancelled run K and follow up with j.MP -> 236MP
K as in rider kick or k as in HK
Hold up
Dr with it or Dr after. Iām asking how to confirm off stray hits from moves she can get stray hits off of
Edited it
Dr with it
Fuck
A good use for it is after EX air grab
It juggles into f.HK and then into the combo mentioned
The follow up at least
Does her air grab have a vacuum effect? The wiki doesnāt show a grab boxes and I have no idea why I would ever use it except when Iām expecting a a2a whiff
Other than as a meterless combo ender from launch
okay i think i have a jank ass funny combo but i've been unable to use the whole thing as a single combo yet and its totally not worth it
5HK, 214PP, J.HK, (5MK>214MK/Taget combo/5MP~HP>(any follow up))
I shouldāve did more on this (I did beat this jp afterwards)
Yeah its always safe to use 5HK as your combo starter
Maybe the only time it isn't smart is when you're very low on drive meter
What chat did you think you were in
Guile
True, if I was it wouldāve been a whole āfukkit I ballā kind of moment
is it not stubby and slow
or do you mean when you are in optimal kim range of breath smelling
has better range than the animation make you think
Here's my Playlist of Kim videos. https://youtube.com/playlist?list=PLxn5tjECx1ONy-q21LESF-lM8f4sRmEAF&si=tRiCH69dnziHzPYy
Organized it from beginner to advanced.
Here's a Quick Reference Kim Oki Sheet for when you're training and need options from various Knockdowns.
https://docs.google.com/document/d/1B_mMV1Qdra6RTT8V_qU0TzrQt1V7nBgw6cmzfCGyDLo/edit?usp=drivesdk
humbly requesting an add to the kim discord server, if one exists
check dms since i dont think i am allowed to send one here
Should I be ending combos after lights with 236LP or 214MK
Both are fine
I think if I had to give a definitive answer, 214K is better
But sometimes not going for the knockdown is nice
Not as plus but you get to apply pressure quicker and sometimes that throws off the opponent
might not work against more experienced players but it works for me
Any tips for memorizing the various Knockdowns and their options for Kim?
hey guys - which buttons do you practice hit confirming with?
medium standing kick id assume
makes sense
I have a bad habit of using MP too much
hit confirming with it feels impossible
What is your guys go to stun combo?
Heavy kick?
ya my fault, let me edit that
You good
I'm just tryna get her basic combos down
so I can freestyle from there
That's PC?
On PC that's 5052
dmg in total
into the level 3
normally that's 3000+ thousands
This is what I would usually do after a jump in or punish counter DI
If I wanted to dump all my meter and kill
As for what super I go for kinda depends if I got the super meter to spend and am willing to spend it
Here's a simpler hit confirm off 5MK in neutral that gives good corner carry and good knockdown
5MK > DR > 5KH > 2H > 236HP > forward jump > j214K
If you manage to bring them to the corner, and you most likely will, this is a guaranteed safe jump
Ouuuu okay
tryna play sometime and help me get this down?
I won't be able to this morning
But ill probably be on later this afternoon
I'll @ you if I'm on
Would it be possible to get OD 214K at the end?
only reason to use air OD 214K at the end is for comboing into lvl 2 and lvl 3
so if youre going for damage I would go for a full combo
Does Kimberly still get the universal 2MK scaling nerf even though she cant cancel hers?
Seems like arc step won't automatically activate if you're holding forward now
yall gotta any guesses for why they made this change
I'm guessing they wanted to make Kim more "flexible", you have more control over what's happening
are there any new changes for the patch
Did our #1 babe get buffed?
according to a lot of pro kims she got some pretty strong buffs
not enough to make her top tier, but maybe A or at least B+ tier now
Thanks.
Thatās good enough for me
I agree, Iām really liking the buffs they gave her. The best thing is they are fun and creative buffs as well. šŖš¾
Whatās some stuff you like the most?
None of the buffs were the ones I would have expected except for the elbow buff and the super 1 buffs. But they allow her to actually play neutral now instead of hoping your enemy just gives up at round start so you can lock them into an infinite corner
Which changes help her with neutral?
Reduced pushback on some of her buttons, she has a weirdly high amount for a character that wants to be smelling your breath, and meter gain that allows her to not just hoard for sa3
And light elbow is only jab punishable which is still bad but itās something
This was my favorite change for sure
The extra damage here and there is nice too
Itās apparently safe on block at max range
So you can use it to pressure but not consistently
Right
I canāt totally feel a difference to be honest
But akumas are free right now lol
Maybe meter build is better?
is there a discord for kimberly tech?
Same, the buffs are feeling nice so far
Yeah it's also +1 on a burnt out opponent if you hit it from that range
Grounded OD tatsu being cancelllable into SA2, has opened up the way to some nice damage off of her lights for example:
Also 214H > OD nue twister gives her a solid mid screen bomb setup
The more subtle changes like more meter gain & less pushback have been great too. I still need to experiment with light vagabond edge.
Agreed, I think the buffs to Od tatsu are the best in her patch, you can now close out on a light confirm easier
And it feels good to do, its a fun route, thats also important imo
You can do overhead into cr.LP???
is that new?
must not be
the damage boost to SA2 is nice as well
I still think its best to rush for SA3 with the 10% damage boost and speed
I keep forgetting that I can OD izuna drop after heavy elbow
are there any good uses for less push back with her lk?
that's always been a thing, you can also tatsu after the cr.lp
that's crazy
total game changer
I do love me some cLP into tatsu
has anyone found a use for holding forward during sprint?
Not sure but I think it lets you keep running even if they neutral jump over you
I was reading the patch notes about l.elbow, does Capcom want me to throw that out in neutral instead of 5mk? idgi
Ohhhhhhh thatās interesting
Max range is safe
I tried mixing in (non EX) Izuna drop after heavy vegabond into my game in the weeks leading up to the patch. I ran into issues where it would whiff in situations where it should have landed. I was hoping these issues would be fixed in the patch, but last night I was even having EX Izuna drop in some select times.
I think some of the issue is after DI going into HP xx Heavy Elbow and having waited a bit too long into the crumple, but it even happened in other situations. Is anybody having this issue?
dude I have issues with DI HP > Heavy Elbow ALL THE TIME
I don't know why I drop it so often after DI
I assume if they've already started crumpling, then the hitboxes are just not going to line up, or maybe it's still a juggle counter issue if you wait too long.
If my memory is correct, last night I also whiffed Izuna drop after counter hit HP xx teleport, HP xx Heavy Elbow, Izuna Drop last night. I don't know why that whiffed.
I was just too salty about it. š Not even our cherished buff is working as advertised. š
the move sometimes doesn't come out
think I need to be more intentional / hold the button longer after the screen freeze
I don't have any issues with the izuna personally - not sure what could be going on there
feel like it does a pretty nice job activating
Something I just noticed - when you do heavy elbow > OD izuna doing the hisen kick > jMP doesn't work
still works fine when you do the OD inzuna from a bomb setup
whats the best follow up from that then?
pretty sure if you drive rush before heavy punch you can get the command grab
i dont remember why this is
but off wall splat i do this:
parry drive rush > 2HP > 236K > LK > forward jump > OD 236P > 6HK
yeah it's because drive rushes make the juggle count better
DI wallsplats make every hit part of a juggle so you need to use moves with higher juggle potential
yeah i dont really understand juggle limit i just kinda of accept it
It's very nebulous because of drive rush
thanks. I would have been working on converting from DI wall splat quicker instead of taking the frames to drive rush.
What are some kimberly strategies I'm stuck in iron 1
I have like no combos and I'm new to the game I just know her move list idk how to extend
And even though I'm putting in the right inputs her hidden variable doesn't like to work
I tested it in training and she either does her punch or her senpuyaku
hidden variable is the spraycan teleport, right? I almost only use that when fishing for counter hit. So, like throw them on the ground, walk up like you're going to throw them again, but walk back and throw out a HPxx214HP, HK, MP->HP 236 HK.
If you're getting her tatsu(senpuyaku?) it makes me wonder if you're using Modern controls. I think her teleport is back+special on Modern.
yes
the tough thing about kim - is playign fast is kind of where she shines
use a lot of MK in neutral
you can DR into cMP > MP > HP > Sprint K (slide)
push them in to the corner
I'm using classic
her cMP is great for confirms
I use her mediums a lot
What's dr
drive rush
have you done her combo trials?
its not the best, but it gives you some basics
OR watch a pro and take notes
pick a couple thing to practice and use
and then slowly add more stuff
I got stuck on one of the advanced ones
play for 30 minutes, watch your replays for 30, watch pros for 30
that's fine you dont need them r/n
find basic stuff that knocks them down
Oh yeah whenever I use it I do her lp-mp-hp-hk
cool yeah
that's a great auto combo to start
seriously watch a bunch of kim matches
it'll help you see what you need to be doing
find easy stuff you can do
Any counters to akuma
I can't hit him when he does his dash
Idk if kimberly has anything
He goes through my supers and punches tho
no invincibility I'm afraid
Eh I start using it as a mix more now that I figure out moments the opponent want react to teleport once they're conditioned, but people are starting to find safejump routes with it
It's just a movement tool that gives him access to his command throw
It goes pass supers at close range I think, but you can jab it
Yo Phenom it's good to see you
big fan
It's just avoiding the supers because it's moving out of the way, right?
if you want we can do some sets real quick to see where you're at, but I cant do a long session atm
Wrong Phenom š
Thats why I changed it to Phen
anyway I'm pretty sure it's just because of this
if you get crossed up and do the super at the wrong time it can whiff
this is true for any move
getting crossed up by teleport can confuse your character and make them whiff moves if done at the wrong time
Yeah I havent tested it yet, I havent even fought a Akuma as Kim yet lol, may run into some later tonight
What's the best control for a newcomer classic or modern
I just know when I used Akuma on ranked yesterday, his teleport dash went through another Akuma's level 1, felt nice
That'd be epic
k gimme a minute or 2, also ingame name?
Tbh either one is fine dependent on how you feel about the gameplay, but personally I would say in the long run to go for classic especially if you plan to play other fighting games in the future
SaiyanGamer14
But overall it all comes down to preference
There's some fun tricks you can pull with Modern, but for starters I don't think it's a good control scheme for Kimberly. I also think it's a poor scheme to learn the game on as you'll be hard pressed finding tutorials and other information to learn from in using it.
There's a bit of a donut hole with Modern. Great for casuals to pick up and enjoy the game. Fun for experts to abuse in specific cases. However all-in-all really bad to learn the game due to lack of options and lack of knowledge resources.
k sent an invite
Accepted
Ok so I did the right thing picking classic
Yeah that's another thing, modern tutorials is scarce since most guides are built around classic due to modern being a relatively new concept(not completely new, GBVS had easy inputs for years now), plus modern kim has the worst WR in master out of any other character
Where do I find it
fighting grounds->custom room->view invitations
Joined
k imma take to this DM to not spam up the chat btw
Any cool new Kimberly tech
Been using overhead --> 2lp --> OD tatsu--> SA2
Also Heavy elbow > OD Izuna > sprint LK > OD tatsu / SA2 OR light elbow into SA3
Both are incredibly powerful midscreen or corner
Can just do can setup too
Light Vegabond is now safe on block if it connects on last active frame. I'm a little skeptical on how useful that is at Master level, but for Platinum Scrubs like me it's something I plan on mixing in; especially on matchups I have a hard time getting out poked. Like Ed (after all the Ed players stop playing Akuma.)
I'm on intermediate combo 7 and I'm struggling to meet the input requirements for the overdrive air grab
are there any tips to help me beter hit the timing
or should i just brute force it
Went 3-2 at CB today!
Amazing! Great job
Thanks!!! Itās really hard to execute in that environment
Recompleted the trial. Although I don't think it's necessary for this combo, I'd advise performing a "tiger knee" input for the EZ Izuna Drop. What that means is input the quarter circle forward on the ground (for this combo at the end of the throw animation) then hold up and tap two punch buttons as soon as you jump.
In numberpad notation that would be 2369MP+HP
Like I said, I don't think it's super important in this combo, but it's especially helpful when comboing into Izuna Drop after Heavy Vegabond (236HP, 2369MP+HP)
I found something last night that already existed but never see anyone use⦠might be good in very specific situations but you can do cMK > cHK on punish counter
It has nice poke range and might be good in burnout? Get the knockdown
Or when youāre in the corner and need to get out
Is the combo trial Intermediate 2 even possible. I'm trying to do 3MK > 2LP > 236LP but Ryu blocks the second I hit 3MK
you need to space yourself out
3MK is more advantageous on hit the further away you are
ok thanks
I tend to use 2mp > 5hp > OD arc step > cmd grab > whatever you like
It's not guaranteed after arc step, but generally they'll be too mentally stunned by the PP to jump out or reversal
Half life combo off PP, it's pretty great. I've used it on a legend and gotten away with it š
Anyone having way more trouble with gief this season?
He used to be pretty manageable
Some useful links
These sources are trusted, but information might not be fully accurate or up to date.
His drive chip is crazy
Which YouTuber should I watch if I want to know how to play Kimberly?
@near helm yoo
Cyclone
Been trying to get past advance ed 1 but that sprint secretion keep getting me off guard
Hold the medium kick
Is it the sprint slide?
Or the OD dash cancel?
For the OD dash cancel press any punch button as soon as the yellow glow comes out(basically immediately after you press both kick buttons. That type of timing)
You don't want to be slow with it. Then press the crouching medium punch almost immediately after the dash cancel
Is the Od sprint
Yeah just press the punch immediately after the double kicks.
Don't mash it
I'll show you a video where I'm doing it wrong
hey, could anyone help me learn a simple combo for kimberly lv1 and for lv2? I use c.LP x3 > qf.LP xx lv3 and the default LP > MP > HP > HK combos but they're not always the best options
Man
You mean wallsplat, forward+hk xx jump+hk, DI?
Yes
You just counter DI. It's a reset not a combo.
I was mashing DI and still got wallsplat again
You can also parry it
Any sauce
What's Kimberly's option against fireballs?
Her teleport doesn't work against it it seems
You can slide/sprint slide under them
Elbow drop can control yourself on jump VS fireballs sometimes you can get a whole punish bc DP range
ok this is the sickest thing Ive seen in sf6 since a while https://www.youtube.com/watch?v=bG8VMoyyVp4
Anyone with a link to a Kimberly discord pls dm me
Can I post tech clips there? One of the major downsides of this channel for me is that itās taking ages for me to have clip sharing privileges.
Yea
Nice, let me drop you a DM then. Thanks for the reply šš¾
Is her EX tornado kick the only wake up?
Drive Reversal is the only wake up.
Thanks
Spar anyone?
how do you throw the bomb with kimberly on modern
Down, Down + any of the 3 attack buttons.
thank you my good sir
does anyone have a max damage Kimberly route?
I managed to get 7050 with
22LPMP, PC 2HP > 236KK~LK, 236K~LK, 236KK~LK, 236KK~MK, 236LP > 236236P
I found one that does more on YouTube but it needs tk od Tatsu at the end
and those are hard for me on pad
rip
Can someone provide me some Kimberly low punch starter combos
like light punch?
Yea
2LK, 5LP, 5LK > 214HK/236LP
2LP, 2LP, 5LP, 5LK > 214HK/236LP
2LP, 5LP~MP~HP, 214MK / 22P Spraycan (corner only)
Thanks bro
yeah that's just some basics
I hate the Ed match-up and I'm sure Ed players hate the Kimberly match-up too. Have to play it so lame.
I have no problems
Now the Zangief matchup is what be killing me. Canāt pressure like I want to cuz he so strong, armor moves, etc
New to Kimberly! Any basics?
St. MK, Cr.MP are decent pokes. Try very early on not to get into the habit of sliding or teleporting all the time at long range.
Learn only 2 bomb set ups for the beginning, and focus more on getting used to her fake pressure mostly. The quicker you learn incorporating run-stop the better you'll get. Also her LK from her run is +1 on block. You can trick a lot of people with that.
Raw drive rush is your best friend
Crouching HP is a great anti air n can lead to left right mixups
Theres not many moments where cashing out level 3 is a bad idea unless you're all in on closing with it
Here is some general tips and Master Rank Kim play if anyone wants to learn something new!
https://www.youtube.com/watch?v=JTLji4J0Maw
Make sure to keep up a steady diet of glue and crayons
Can i do the intermediate 6 Combo with out my enemy is jumping? I do the Combo on the ground. Cant do the bushin senpukyaku after sprint torso cleaver
@ionic wasp hi i'm a New in sf6 you have Channel ofrece twitch or YT ?
hey I'm sorry I didn't see this sooner, I'm not quite sure I understand what you mean
I am new to playing SF6. I would like to know if you have a YouTube channel or profile on a social network to follow you and take into account KimÉerly's matchups... Thank you very much, greetings from Argentina
suggest some Oki options for kimberly
I don't have one unfortunately, but that's actually not the worst idea so I might make one. Valmaster has a very good Kimberly guide on YouTube, maybe check that out
what should a modern gief do to counter kimberly? the buttons gief has do not seem fast enough to poke her out of stuff
Kim has to get close to just check the drive rush?
Sweep sometimes charged HP
I hate this character
I love this character.

I hate how much I love this character
What does she say after using the bomb on her level one?
She says "Take that!"
I tried to transcribe her supers on the Kimcord months back and heres what she says for all of them
does anyone have any good kimberly guides that hold up with the season 2 patch? im looking to get back into the character since i havent played her since season 1
Not much has changed from S1 to S2 but I'm sure there are guides out there on YouTube.
I believe itās 2HP - run HK - elbow
Is there a kimberly discord?
After DI crumple you can go for a few different options. HP/2HP - HP elbow tatsu(j.hp safe jump)
You can also 2HP->run HK->airgrab, EX airgrab works as well
awesome
Got a question
Does light spray can meaty after 5HK 2MP 236MK 5MK ?
Mid screen btw
fought a modern kimberly and the combo looked cool
in theory can i do this combo as classic?
replay ID is AL8MHBD3Q
there are no modern combos that you can't do on classic
in fact, it's vice versa; modern has less combo access than classic
can't watch rn but if nobody gets to it i'll watch later
Do we run mirrors here?
@orchid oyster what combo the
HK, MP, DR, HK, MP, DR, HK, MP, HP, 236L, Lvl 3
fyg i just learned you can set the dummy for having it act like it got punish countered
which means drive impacts
it's a link
it gives you a pretty good bnb tbh, meaty st.HK, st.MP->HP, 236K (close) or 236K-MK
or ig it's not a bnb but
you can just do st.HK without the meaty
y
What's Kimberly best option to get a safe jump?
https://youtu.be/JWfBziYfIhw?si=0EZPMpo-UGH5yCpe
Safe jump from HP elbow. Auto timing.
they reduced the scaling on the cans this patch, I'm gonna test to see how much damage is possible
Good luck on your test
Thank you ššš I been a Kimberly since the beta but I really didn't know any actual useful stuff with her
Kimberly deserved more but the scaling change was a good start
will be fun to rly get some reward off the cool mixups
eh its a mini-patch so ill take it over nothing
characters like poor manon literally got nothing
yeah
Dropping kim for Terry š¤·
i got 7295
im tryna get more
no ch
or no pc
that was just 7295 with level 3 buff
holup
7455 with punish counter
thats with run loop
im tryna test the other route
yeah she easily gets 7k with the double cans
I could only get 7.3k lol
with level 3 install and off a counterhit
do
2 cans, counterhit 2hp > 236kk~lk, 236k~lk, 236kk~lk, 236kk~mk, 236lp > 236236p
My bad I just realized won't happen again tho š£ļø
I wonāt be so forgiving next time.
but it deals MAD damage
and damage is fun
i play bison and slayer what do you expect from me
nah i was talking to Ghst they posted a terry route
oh LMFAO
How You Should Day 1 A Character In Street Fighter 6: Kimberly to Master Ranked Guid https://youtu.be/uC_du9UWcPQ
Sorry for the extremely late response been a busy week, but you're right it does crazy damage
Took me a solid 30 minutes and numbing my hands to do it consistently, that 3rd upkick wouldnt connect for the longest lol
needs to be frame perfect inputs that's the only thing lol
I tried a tk Tatsu route
but it does less damage
yeah I only do add in TK tatsu for fun lol, it used to be optimal in S1 but kim has easier routes nowadays
it was optimal in S1 but now that route scales too hard
@ionic wasp Appearantly a 7.5k route got discovered today
https://x.com/totooru20/status/1840747944489681287
word?
damn I thought I cooked
oh I see
yeah I thought about doing that but wasn't sure cause of the meter cost or if it'd scale
all that extra work for 70 damage more
I don't know if it's worth it
I think you can get more damage than that
Same, I value consistency over damage
Actually testing it out I find it easier than the other route
The only hard part is adding TK tatsu at the end, because my PS5 controller hates doing TK tatsu lol
Street Fighter 6 | Kimberly Day 1 to Master Ranked Guide | Day 1 | Placements https://www.youtube.com/watch?v=IRyT_KF34DY
Yall really doing those 7k combos in real matches?
I wouldn't really do it unless I got the wall stun and it wouldn't hit 7k unless its a counterhit, but these combos are pretty easy to do if you're practicing them regularly
I could go for 2HP and hope they mash on wake-up for the counterhit, but I rather not risk it and just use mediums for meaties
Oh kool kool. The requirements/resources needed are too much imo. Double cans, full drive, lvl3 buff n CA.
We should get a kim mirror sparring session. So we can learn from each other in battle.
If a Kimberly has a lvl 3 buff+CA then it's probably round 3 or the very end of round 2, 9/10 times this would be a game winning combo.
If you want to save your gauge you don't have to go for the cash out. You only lose 300 damage if you don't add in the OD TK tatsu, and you probably will lose even less if you add in the light vagabond.
As far as can usage goes that's an entire other debate. In concept yes losing both cans puts you in a less-than-ideal position if you're not winning the game with it, but it's heavily dependent on who you are fighting's gameplan is.
Sure I can run some later, you'll probably whoop my ass though lol
Not just us but any other Kim's in here available. But I'll also be able to run some sets later although I'm currently building the blue print for my terry.
Same, been playing Terry like crazy lol, but right now im back on my Kim grind
Let's run a few sets. I'm not that good though...with kim or terry.
Back and sure, just tell me when
Gonna get kim grind again gotta get to master with the home girl but first combo practice I got to diamond without any bomb set ups and at this point I need to learn em
Add CFN: ZionSoljah. I'll be hopping on in a few.
PSN is down for everyone right now and I play on PS5 so we'll have to do it whenever their servers come back up, sorry
Psn down?
nah its more so just proof of concept cause i like to know cool combos
Street Fighter 6 | Kimberly Day 1 to Master Ranked Guide | Day 1 | Part 1 https://www.youtube.com/watch?v=--fDohzJ6iE
Street Fighter 6 | Kimberly Day 1 to Master Ranked Guide | Day 1 | Part 2 https://www.youtube.com/watch?v=2CTtDErIb90
its a setup
so oftentimes you threaten with a throw after the can
right
so you can catch them teching
and that gives you the counterhit 2hp
obviously youd only use 1 can in a real game
and you wouldnt have level 3 buff
damage would be lower
but its good to know because it shows how you can take the game just off 3 interactions
interaction 1 combo to set up can
interaction 2 meaty throw can combo that sets up another
interaction 3 they want to tech and die for it
@delicate caveI found another easier 7.5k route
only 14 less damage than the one in the video
2 cans
ch 2hp > 236kk~lk, can explosion, 236k~lk, dr~2hp > 236kk~dl.lk (delay it a few frames), dr~2hp > 236kk~lk, (delay a few frames) 236lp > 236236p
7514
easier for me to do than tk tatsu
Street Fighter 6 | Kimberly Day 1 to Master Ranked Guide | Day 1 | Part 3 https://www.youtube.com/watch?v=kwPIRXRepto
Street Fighter 6 | Kimberly Day 1 to Master Ranked Guide | Day 1 | Part 4 https://www.youtube.com/watch?v=TggKAvq_UkQ
Street Fighter 6 | Kimberly Day 1 to Master Ranked Guide | Day 1 | Part 5 https://www.youtube.com/watch?v=-0Fto1OaBaQ
Street Fighter 6 | Kimberly Day 1 to Master Ranked Guide | Day 1 | End https://youtu.be/f0w6Ol5L7ME
Street Fighter 6 | Terry Day 1 to Master Ranked Guide | Day 4 | Part 1 https://youtu.be/D5hcyNeQ5go
You should post that in #1275559770249494601 perhaps
is there a kimberly discord
This is it.
Nah there is a Kimcord, but posting character discords is against the rules here
dm the link I need it xD
I am severely lacking Kimberly MU knowledge. Would appreciate if someone would do a few sets with me during my warmup phase in my streams.
If anyone is interested I'll be available tomorrow around 13:30 CEST (Swedish time). Feel free to DM me if you wish to.
My sponsor mate keeps eliminating me from tournaments with his damn Kim lol
Is kimb hard to play/learn
I think so. Sheās lacking a lot of the general tools that make neutral and exerting pressure way easier (no cancellable low, no invuln reversal, stubby normals, very negative on most specials). You have to be very solid on defense to prevent getting mauled and a lot of her offense is stymied by parry and dp.
That being said, extremely fun character and once you delve into it; I think she has the most offensive options in the game that are very skill expressive.
it also defends on what level you're planning on playing at
at a low level she's not that hard
Thatās true. Mashing on kim isnāt as effective as others in the cast but can still be pretty fun
My bad, meant to send it but got caught up in something, but it seems like you found it lol
Yes sir š
Starting off I would argue she's one of the easier characters to play, but she has clear weaknesses(stubby normals in a neutral focused franchise, low damage, etc.). She has a lot of knowledge checks that people below Master don't know how to deal with, plus DR cr.MK into her BnBs is strong because of the run cancel 50/50. Plus Season 2 gave her an even easier plus powerful BnB so she's even easier to play right now.
But while easy to play she's hard to Master. To keep her offense you need to be creative with your mixups and a lot of her oki tech is hard to find since a lot of Kim guides are outdated. You won't have to worry about optimizing her till ironically Master, cause like I said no one knows how to block against her in lower ranks.
W sticker
Hi everyone. I recently got Guile to masters and realized I had zero concept of how to play the game without a fireball so I decided to pick up Kimberly (Until Mai comes out next year). I was wondering if there is anything that I should immedately be aware of gameplay or combo wise.
I currently only have a level 2 and a level 3 combo as it seems level 1 does very poor damage
Watch Street Fighter 6 and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
Donāt recommend that level 2 combo
It works, but her level 2 does mediocre damage and her level 3 gives you a permanent damage buff for the rest of the round; unless it will kill, saving up for level 3 is normally the move
Yeah I always route for level 3 first
also, from that launcher you can get REALLY good oki if you donāt go into level two; jumping and going straight into H tatsu asap gives you a midscreen or corner safejump with jumping heavy kick
Thatās def something you should be aware of
Then I also recommend learning her corner can setups; do you know those?
yeah Icy showed me some yeasterday
Awesome
I'm still trying to figure out how to navigate neutral without a fireball
so simple bnb routes are mainly what im looking for
https://medal.tv/games/street-fighter-6/clips/iZpiEAW03DW-SmkZB?invite=cr-MSxYdlgsMjUyODIyNTUxLA this is the main spray can set up i go for
Watch Street Fighter 6 and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
+3 after
2MP 5MP-hp-run mk
5MK 66 5hk 5HP 236hp j.214hk
2lk 2lp 214hk/236lp
any 236hp j.236pp run lk 236lp (midscreen or corner)
This is the one for sure
Although they kind of have to be fully cornered to capitalize
Did you learn the throw combo after?
The thing about that setup is if youāre not doing the full combo it ends up doing less damage than a normal throw
The full route is j.236pp 6HK-j.mp then an ender of your choice (medium elbow typically)
Is this what you were looking for btw
Yeah glad to see that those are my main bnbs already
how do i get the j.mp
it wiffs
are you doing 6.hk and holding 4 8 or 6?
You are fine this is already really helpful
Watch Street Fighter 6 and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
This?
wait can I do tatsu after j.mp
No ):
Not enough juggle
And yeah thatās the combo but youād do that after throw
It would be like can-instant throw-instant air grab
https://medal.tv/games/street-fighter-6/clips/iZpBo7w0qtB8Rc8rd?invite=cr-MSxQODgsMjUyODIyNTUxLA There we go I put the whole sequence together
Watch Street Fighter 6 and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
obviously not everyoen is going to wake up DI
but
Fire
Off a raw hit since youāre more plus you can get more sauce
You can do run-lk j.236pp then either run-lk 236lp or 6HK-2HK
This is applicable in stuns cause the optimal is can-2HP-236mp into that
Off any raw can hit, no need for PC
The reason you have to adjust the route for the throw combo is cause youāre really not very plus
You have just enough time for airgrab and nothing else
also sometimes shk doesn tlink into shp
ye
also her shp feels a little stubby but it might be that i've only ever really played Guile
Watch Street Fighter 6 and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
thoughts
Good but the drive rush cancel ends up using all your meter and decreasing the overall damage
Kimberly has enough scaling as it is
If you want to drive rush there, do 5HK-5HP 236HP or something like that
Also you can do that with normal 236k-lk there instead of OD if you want to save meter, although I understand saving the meter for a bit of extra damage
https://medal.tv/games/street-fighter-6/clips/j05mlswKgIoN1Bz5P?invite=cr-MSx2ZUQsMjUyODIyNTUxLA yeah I did this and I got like 14 extra damage
Watch Street Fighter 6 and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
also you cant combo until super 3 from 236k-lk or at least I cant seem to get the cancel
oh wait
youc an
nvm
5Hk kinda scales the combo to shit
Honestly recommend omitting the drive rush cancel entirely
And using 5HP instead of 5Hk after the teleport
2hp does more damage
so
https://medal.tv/games/street-fighter-6/clips/j05zwXhEGia8M1YUC?invite=cr-MSxBTVMsMjUyODIyNTUxLA ur right btw
Watch Street Fighter 6 and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
two bars spent only 12 less damage
whats the best way for kimberly to deal with cross-up jump ins.
I feel like if I DP or 2HP I still get wrecked
whats a cross-cut tatsu?
same as cross-cut DP but Kim can do the same with her tatsu
its unreliable and I rather PP, but its an option
A cross cut is when you do an anti air while theyre crossing you up and you correct the anti air to hit on that side
It can be achieved by just delaying the button after you do the motion
Guys who's a better ninja Kimberly or Ibuki
we a lil biased here Kimberlyš£ļø ( ibuki solos her sadly š )
So Kimberly?
It depends one what you're asking? Gameplay-wise SF4 Ibuki>>>Kimberly>SFV Ibuki(not sure on SF3), lore-wise Ibuki is arguably the most skilled ninja in the franchise
Yeah design-wise I still like Kim the best, but Ibuki has some cool looking moves in SF4
Yeah and sf3 where she comes from
sick, thank you
Can't wait to see these upcoming adjustments
What are people thoughts of the changes?
I think it's good to stop people mashing Cr. LP before 236 K
I'm curious as to how 6HK will be used by top players
Forward mk changes seems like no brainers. I never use it except for one meaty
I love the 3mk change and l.elbow is a little bit safer now which is nice
James Chen pointing out the implications of the Kim changes. https://fixupx.com/jchensor/status/1863578860727800151
Here's another video that goes over the changes. https://www.youtube.com/watch?v=3QsU69X8mw8
How do you see the 3mk affecting things besides a fireball counter? I haven't had time to test the new frame data
It's +1 on hit now no matter what distance it connects, so I'm using either crouching jab or throw after connecting, and I think it's plus even on block off drive rush
It's not as minus on block either so it's a lot safer to throw out and gives her a good ranged low option or as a whiff punish
Just toss it out in neutral sometimes and see how it goes, I've been using that and l.elbow as ranged pokes and it's going pretty well so far
Hey Kim Nation! Dropped a pretty in-depth YouTube video on Kim's changes with the patch. It'd mean the world to me if some of y'all check it out! 
LETS GOO
W
Do you guys recommend any players or place I can get the most optimal combos? Like whats the most optimal punsih counter and what not
W
brand new to Kimberly, about to hop in character guide right now and learn her, does anybody have any small tips that can go a long way for me? it would be appreciated
Hi, I tried the following combo: Bushin Tiger Fangs --> EX run overhead --> super art but it only works with level 3 super and level 2 super. does anyone know if level 1 super can also be used in this combo or nah? I cant seem to get it to work in practice mode
Hi, and no it doesn't ( I believe) I've tried and I don't think it does
Btw HOW TF YOU GETTIN LVL 3 OFF THAT ššš»
Idk but it worked for me, the opponent bounces from the ex run overhead and allows for level 2 and 3 from what Iāve seen
KIMBERLY GUIDE LINKS
!!! Note: I need to test her Oki as she received buffs in the December 2024 patch.
OFFICIAL FRAME DATA
https://www.streetfighter.com/6/character/kimberly/frame
FAT APP DATA
https://fullmeter.com/fatonline/#/framedata/SF6/Kimberly
GILLSTOLEMYRIDE's OKI GUIDE
https://docs.google.com/spreadsheets/u/0/d/1Eh5ERv7IPMVlMW6N0d3I_TmJMoB5zRk1EFf4w6tR6GE/htmlview
KIMBERLY OKI QUICK REFERENCE GUIDE
https://docs.google.com/document/d/1lb9utpSjAl3ulvilKAmypkBEAGzXtmsyaqCmiS_hME4/edit?usp=drivesdk
CAZ's COMBO GUIDE
https://caznomis.notion.site/d658b34f1873452bac1f4322fb99dcd2?v=6b096db6f84a418a9cabb7025b3117cb
STRATEGY
https://wiki.supercombo.gg/w/Street_Fighter_6/Kimberly/Strategy
SEASON 2 NOTES
https://www.eventhubs.com/news/2024/may/21/sf6-season-2-patch-notes/
DECEMBER 2024 NOTES
https://www.eventhubs.com/news/2024/dec/01/street-fighter-patch-notes-december/
Ping an admin lets get this pinned
I messaged one. We'll see what happens
Fixed ALL guides for everyone to access
I don't understand why u can't punish that jump elbow from kim it's minus 3 or 2 when u block high...
-4 is punishable
Parry is an option
Sheās like the Miles Morales of SF6.
Thatās gotta be racist
You see what I mean lol š
literally
Also worth mentioning, Kimberly's motivation is driven by avenging her uncle and is opposing sinister corporations. That's just generally Spiderman. Peter Parker or Miles Morales.
Wish there was a Spider Woman costume for Kimberly. The hair would be amazing.
If thereās ever a MVC5, Kimberly should be a part of that roster
I need to learn anti Kimberly strats. Anyone down to play a few sets?
DM if you want to play. I need the practice
I'm a diamond 1 Chun Li in case it matters
This place is dead š
Deder than ded š
DEEEEEDDDDDDD Someone say something!
No
If you keep spamming I'm gonna report you
Guys
Her air grab ex normal combo into Run > kick > spray can into heavy kick meaty it's real?
Cuz it so inconsistent for me
I just want to know
It kinda depends on what you mean by "Run > kick". I'm guessing your mean her Run xx LK I don't go for that if I'm going to mix up. I only do that when converting into super.
Instead as far as I'm aware the standard mix is to do Run xx MK (which will whiff), but then put you in place for a whole manner of mixups. Primarily going for either MP xx Medium Vegabond or throw after placing medium cans on the ground.
I also like tricking them up by placing light cans and doing instant air EX Tatsu, or not doing the run mk whiff and throwing medium cans then drive rush into overhead.
It's not meter efficient, but deals suitable "mental damage". š
Thanks
Any kimberly wanna go?
š
anyone can dm me the link to the kimberly discord
i think the issue is i was thinking too hard
i always held kim in high regards cause i thought she was really deep and mechanically challenging
but shes really not
she just has like 5000 setups
We just mix up till the game ends ( gotta put extra more work than other characters)
are there any videos to showcase some of kimberly's new bnbs
preferably that goes from easy to hard
probably better combos but i do like
j HP, 5HP, DRC, 5HK, 2HP, 236 HP, jc 236 P
I don't ever think about starting combos from a jump attack anymore. Even on a full punish scenario. With Kimberly and with Punish Counter frames you can HP xx Teleport crHP. Or if you want to spend meter HP xx EX Teleport HK, crHP. From there go from Vegabond to Izuna or some other combo the situation may call for.
Going for jump attacks really only make sense if you conditioned your opponent to not DP because of elbow drops. Even then you can expect them to block and should be thinking about frame traps, shimmying, etc. Not a max damage combo.
what's an optimal route to get to level 3 starting from drive rush -> 4hk?
trying to do this with 4 bars of drive guage or less
Starting with four bars of drive gauge, I would like to perform a the highest damage combo whose first hit is drive rush 4hk
it's about 2330 damage (not including level 3 for an additional 2k at the end)
so drive rush starter + 1 drive rush, or drive rush starter + drive cancel?
Starting with four bars of drive gauge, perform the highest damage combo possible whose first move is drive rush 4hk.
well yeah i figured
i think what you found is optimal without any fucked up microwalks lol
real way to get more damage is reset into run command grab
cause they never jump
can also squeeze out 20 more damage by cheating
mkvd damnit
cause this is technically with 4 bars
not the instant tatsu, lol š
i throw in the command grab as a mixup sometimes. once they've jumped once i basically play strike/throw/shimmy with them - i just wait for the jump and do drive rush 2hp
Is it possible to slip in a light vagabond edge after tatsu?
hey i'm plat 5 stuck RN and was wondering if anyone has any tips for neutral play & maybe some safe jump set-ups. i was trying to look that up online but didnt find a lot of helpful stuff.
nope
no juggle potential for it
Kim has shockingly good whiff punishment with 5hp and 5mk, her drive rush is also quite fast so you can mix that in too with drive rush jab for example
her walk speed is good to bait whiffs
in neutral tho the main pokes I use are 5lk, 2mp, 5mk, and 5hp
i usually use 5hp as my main combo starter but i felt like it lacks the range to reliably whiff punish
her buttons are shorter than most
but it is good for whiff punishing
what you can look to do is set up spacing traps
people in plat like to mash
so find what their comfort button is
and set up the according spacing trap for an auto whiff punish lol
learn the range of her button by using the UI elements to "line it up"
ykwim?
find the range where their buttons will whiff and you can still hit them back
you can use the drive gauges on the top of the screen as a sort of ruler
and space yourself accordingly
aight imma try that out Thanks
very basic run down
but that's kinda how I look to play neutral
also in terms of safe jumps I don't really use them but after heavy vagabond, instant j.mp > j.214k should work and set up a safe jump
jump medium punch
I don't remember off the top of my head but I saw punk doing that when he played Kim on yt
Ok yeah
i like to got after heavy vagabond into either j.mp > OD j.214k > LVL2
Or i do OD j.236p > run lk > 236lp do you by chance know if i can optimize that?
on the second one i also like to go either LVL1 or LVL3 instead of light vagabond
you can cancel the 236lp into sa3
and I only use supers to close out rounds with Kim since if I'm ever in burnout from a misplay earlier in the round I save the meter for that too
she needs level 1 as a reversal lol
this is pretty optimal as far as things go
you can do 6hk~9~j.hp for a safe jump
j.hk for a DI reset too
just sharing what basic stuff I know lol
I'm still learning kim she satisfies my lab demon tendencies
XD
yo is there a kimberly discord where i can find a up to date beginners guide?
just got my Kim to master in an hour and a half
things I learned on the way
how to react to DI, again
a lot of cool mixups
how to pressure in the corner better
improved my whiff punishes
What are Kimberly's abusable things against burned out opponents? Like block strings that end plus on block. I can't seem to find much that has tight enough strings to beat jabs.
2lp, 5mp > run overhead
trades with jabs I believe
but that knocks them down
and if they hold it you're +1
so you can loop it pretty well
the supercombo strategy page has a bunch of stuff for abusing burnout with kim
Thanks!
5mp > run overhead can be jabbed, but if you just let the run hit normally then jab will get stuffed, so it's still quite risky for them. One other thing I found is that hisen kick is +1, and most people can't react to it well so it'll get you close to them for free and be +1
i meant ex run overhead, my b
you could even do ex run lk
It can be jabbed, but not on reaction, so if they start jabbing after your pokes you can abuse that. I typically do 5mk xx Run for pokes and if I get jabbed I'll either just do 5mk [wait] 5mk run or recently I've been playing around with 5mk [wait] light vegabond.
The biggest threat honestly is DI though. Gotta be ready to reverse a random DI more than someone trying to jab your "poke runs". If they're smart enough to jab check you, they're probably smart enough to know it's not a great solution and they'll just let you poke into run all day for free.
kimberly has imo the best drive rush low in the game, as it combos on hit into her heavy bnb, and on block is +5. she also has very good strike/throw with run stop.
in general, at the level of diamond and even like sub 1700 MR, just be aggressive and bring the fight to your opponent. of course, don't be reckless - but definitely play actively.
if you message me privately i'll send you some clips from when i was platinum and improving quickly that are fairly illustrative
6hk -> 9hk is also kind of diabolical; it puts your opponent in a state where they land on their feet, as opposed to hitting the ground, and it means you can rush at them with basically any mixup you want. i find drive rush overhead/low to be very effective here, personally. i've gotten a lot of mileage out of it.
I was pinged?
@wraith fjord did you reply to the wrong message or sumn
if so all good
yes
checks out
after OD Air grab doing 6hk > 9hk you can do DR overhead for same side, and empty drive rush, 2lk/2mk for side switch mix
in the corner I usually just restand them into a DI reset
something to consider rather than just overhead low mix
after restanding them i usually go for a drive rush mix up, where i can strike/throw, and the strike part of the mixup can be overhead/low. usually in the corner if i land this i just cash out to level 3
this is left/right on top of overhead low is what I was trying to convey
in the corner I'm always going for the bomb setup tho
i like her bomb setups. just another option.
oh for sure
I haven't been playing much Kim lately
will definitely get back into it tho
usually i go for bomb setups a little more if i'm getting into the corner from a string that's not her heavy bnb
like if i slide into the corner i'll throw a bomb, most likely
same
sometimes I use her bombs to force burnout
cause she can do that when they're at 3-4 drive gauge
one of my go-tos in the corner is just mp -> hp -> light vagabond with a bomb on the ground. very effective
but it's probably not optimal
there is also alternatively mp hp -> run stop
Do any high diamond-low master kimberlies wanna do a first to 5? I suck complete ass against kimberly and wanna get better against her
hey, nadir. i'm technically only diamond 1 rn, but i usually do v well against master opponents in battle hub. both my practice partners are 1800+ MR (one manon/lily/juri and one guile). hmu if you ever wanna do friendlies
Do u wanna hit up a f25 in line an hour?
I'm working until 5 but I'll be free tn if you wanna play later
What timezone?
i'm home now if you wanna run it
Gimme like 20 minites
@ionic wasp do you know if the following string is possible as a side switch? (kimberly on right side in this example)
DI (punish counter) -> 236p (frame kill) 2hp (gets opponent character into airborne state) -> run stop -> 2369pp
i've whiffed this like three times now, but i know that the same string ending in heavy tatsu works
off a punish counter DI do this to side switch
neutral jump heavy kick
dr~2hp > 236k~p, 214hk
yeah, that's basically the string i'm trying to modify
though instead of jump hk i'm starting with just 2hp
i want to know if it's possible to insert 239pp and get an air grab combo instead of tatsu
you need to get under them to side switch, idk if it has the juggle potential to od Air grab but it should
ik about getting under them - that's what the teleport frame kill is for
if you wait for the opponent character to drop to their knees you get the airborne state
you can just forward dash for this btw
but every time i pop the air grab it just whiffs
so you need to drive rush to have enough juggle potential
otherwise the Air grab whiffs
lame
the drive rush makes the normal not reduce the juggle potential
thanks
I gotchu
@ionic wasp help me lab something please?
i want to punish DPs with the following string:
(while they're still falling back down) hp -> 236kk ~ lk -> micro walk 2369pp -> 236kk ~ lk -> 2149kk -> 236lp -> level 3 (or just level 3 if it's not possible to land the vagabond edge here.)
i'm having absolutely no luck getting the instant air tatsu
which DP do you want to punish cause I know there are some character specific things
i'm practicing on ryu rn
i think the only characters that complicate this though are like
deejay?
idk who else
oh ik lily is weird
but for most characters this should work
ken, cammy, luke
their dps push them further from the corner
ryus has little lateral movement
i'm working on this rn from center anyway
in the corner i imagine you probably could even swap out hp with 2hp for a little more damage
I think this might be a corner only thing cause tk air Tatsu sends them pretty far no?
i wouldn't know, i literally have only ever landed it like once, lol
it's such a hard input for me
idk what to say, i can't get it
buffer the qcb during the last frames of recovery of the last move, then jump forward and press kicks
also I'm on leverless which is easier to execute on tbh
i'm on an xbox controller
i'm mostly interested in if this string even works
if so, how much damage does it do?
if it works then i'll figure it out one way or another, but rn i really just want confirmation that it's even possible
alr I've got the game open
time to lab
@wraith fjord it works but you can't get light vagabond it seems
how much damage?
would light vagabond work in the corner, or is it like a juggle count thing?
5909 no CA
juggle thing
give me a second
I'm gonna try something
okay yeah that's more damage
cool
what'd you do?
no your route is more
I was comparing it to the normal cashout
o how much better kimberly would be if instant air tatsu were an easy input
(probably not that much better but i can dream)
it's not used much