#Kimberly
7696 messages Ā· Page 8 of 8 (latest)
the super
yeah I think I got lucky once
if you want something I know works for sure
in the corner
damn, it's that precise
not worth ig
and if you don't land the tatsu it does like 5600, at the price of almost burning out
you can do PC 2HP, > 236KK~LK, DR~2HP > 236KK~LK, 236KK~MK, 236LP > SA3
not better than the 4 bar combo
this is solid damage
with this route i can hit drive rush 2hp off of a non-ex 236k~lk
is there any merit to this?
5909, 4bars
i like it
that's really good
hello, what can I combo after i do the Ex grab in air when the opponent bouncing, my only moves are either tatsumaki or a Super but I'm certain it's sub optimal
after OD air grab you can do
run LK, light elbow/can
forward heavy kick, jump heavy punch for a safe jump, or jump heavy kick to restand the opponent
what I do is the rush with kick L or H or the EX if it is opportint
I'll try run lk
but Never suceed but it was maybe just bad execution
another question
When I do jump+HP on fall HP how much frames I have to cancel it with the quarter punch thinhy?
ah i can't post pictures
but I don't get how to read the frame data bar
Not exactly sure what you're referencing here. I'm guessing you're jumping in on someone with heavy punch and want to convert that to Vegabond Edge. (Quarter Circle Forward + Punch).
Typically any kind of jumping heavy attack (for any character, in any game) you're going to want to link that with a standing heavy attack.
So, Jump Heavy Punch linked to Stand Heavy Punch, and then cancel this to Heavy Vegabond Edge.
jHP, HP236HP
In Kimberly case though jHP, crHP236HP is going to be more damage.
That said, in Street Fighter 6, given how Counter Punish gives you extra frames and with how Kimberly's teleport works, I practically never go this route if I have a situation where there's time for a guaranteed jump attack.
Instead Counter Punish HP canceled to Teleport and linked to another HP canceled to Vegabond (or whatever) is going to be max damage.
So: HP214HP, crHP236HP
In Street Fighter, with the way combo scaling works, you generally want to fit in as many heavy attacks as possible. Fancier combos with more hits usually doesn't mean more damage.
I still rarely use the TP because it's so easily punishable
I mostly use it for Counter Punish combos.
yeah I try to be consistant with HP cancel and quarter HP (I should learn the proper names lol)
I noticed that with my combo, but it's even more obvious with kim and her small dammage output lol
I'll also mention that if I am going for a jump in our cross up where I didn't know if I'll hit or block (or get reversed) that I'll link the jump heavy attack with a crock medium punch so I have a chance to confirm if I've hit or not and respond accordingly.
On hit with the crMP this can then be converted to the stand MP, HP target combo. It can also be cancelled to exRun LK. Tatsu as well.
Is this character good for a complete beginner?
I think it's hard to say as especially with the large player base SF6 has that you'll be matched against complete beginners. So I think it's hard for an experienced player to predict what your challenges will be playing against other beginners.
I'll say though that you'll have challenges no matter who you play as, and with Kimberly you'll find issues with damage output w/o having combo execution, her lack of a projectile will make fighting fireball characters challenging, as well as Kimberly's biggest advantages are with her advanced mixups which you may not have the aptitude to execute as a beginner and aren't going to mixup other beginners more than other easier characters will be able to do against beginners.
Overall I'd say she's not great for beginners, but you can still have fun with her. I also think the most important thing to consider is playing a character you're going to have fun learning.
Appreciate you taking the time to write such a response. I'm new to the game so I'm finding a bit hard on settling down on a character. Ed and Kimberly stuck out to me but both seem a bit hard so I think I'll go with Cammy for now?
Cammy's probably a bit easier and accomplishes a lot of the same things as Kimberly. Cammy's more raw damage where as Kimberly has more mixups and tricks. Both lack fireballs so fireball spam will still be one of the first things you'll have to learn how to deal with.
I also recommend playing a variety of characters. Especially an array of different archtypes. Like play Cammy one week (rush down) and then Ed the next week (keep away).
It'll help you learn that character's weaknesses.
Here how can I continue the combo?
My only option is either EX tatsu or just a Special
But I wonder if I can't extend the dammages or if maybe there's better route, that's my strongest combo for DI guard opening
You can do light vagabond after the upkicks launch, you can also cancel ex tatsu into level 2
hm, I can cancel Ex tatsu? or maybe you meant on the recovery
also vagabon never hit even DR , maybe I'm just on bad timing couls also be that
But the body looks like jugglibg
There's a buffer window during the active franes of ex tatsu where you can input level 2
I'll give an example when I get home
okay thx
here ya go
also if you want I can set up a training custom room real quick
np
Has anyone tried out the Kimberly Changes?
I'm curious what new Oki she gets out of LP>MP>HP>HK
what can you do after ex air grab? the answer is you can do more or less everything. after ex air grab...
if you get to air grab via 236hp:
- command run -> torso cleaver is a can setup
- command run -> torso cleaver -> light vagabond -> level 3 is a strong and common finisher
- command run -> torso cleaver -> level 1 and 2 are possible (you can also throw ex tatsu in before level 2)
- 6hk -> step up kick becomes available
- drive rush 6hk -> step up mp -> is a can setup
if you get to air grab via drive rush 2hp:
- you can do another drive rush 2hp, or 5hp if you're not in corner
new bomb stuff?? do tell
that heavy punch was SILLY i love it
i can't stress enough how strong the restand option is^
Best part is that the setup looks like it can be either a cash out setup or a bomb refund setup too.
with two bars of drive gauge it hit 3321 and can cancel to level 3
so i'm gonna go to the lab and see if i can find other routes that get more damage
which is not to say that something being sub-optimal means it isn't useful, but i'm just an optimal kind of person
if this is optimal then that's sick
Target combo is like 1.1K, so that entier setup is around 6.4K
wym
oh, idc about the damage the setup does -- do you think the can setup matters overall?
i was just gonna throw the can after mp hp slide
hmmmm actually okay it might matter now that i'm watching more closely
there were two cans thrown seperately - not a double can thrown once
The only issue with the setup is when the opponent blocks, because Kimberly can never refill her cans while she has bombs setup.
so target combo gives you 49 frames of advantage, and i'm assuming you throw the bomb right away
poster used heavy bomb
you could setup the first bomb with ex nue twister -> run light kick if you use light can
Yup. Throw MP+HP bomb, and you're guaranteed top be +5
if i've added correctly (which is not guaranteed, mind you,) it should be the same number of frames overall
actually wait that's wrong
but you CAN do drive rush 6hk -> mp -> medium can
that one is the same number of frames
restand is broken you can get ambiguous left right mix-ups with it, DI resets, overhead/low resets
it's so good
I love my degenerate left right mix
so i started playing sf6 in 2023, never played a fighting game before besides smash bros melee; i was not aware that this was called restand, and even back then, as a total beginner to street fighter, i recognized almost instantly how good this option was. i called it the mega ultra mixup, mega ultra for short
the name has stuck around in my friend group, lol
my go-to on restand (henceforth mega ultra,) is actually drive rush overhead/low
my favourite mixup is the no mixup mixup
i'll be coming off the heavy bnb, so already netting 3k damage, and then i'll land the mega ultra and hit level 3 from it, nearly 8k damage total
i'll win games in like two interactions off of this, it's amazing
my favourite is the left right just cause it induces rage in my friends
i'm gonna send you a clip, lol
i played a diamond zangief some time ago when i was platinum and i completely stole his soul
please do
the entire round was just me doing the mega ultra mixup over and over again
@wraith fjord I like the little Canadian shimmy after the run stop
it's not I just call it that and it caught on in my group
we also have "seeing the frame"
my cfn was see the frame for a while
and I would just hit belligerent perfect parries
literally walk up and perfect parry
unfortunately my vision got a lot worse and I had a seizure so I've lost my touch
we chilling though
u need to ascend; stop seeing the frame, start being the frame ā¤ļø
i thought jp was broken on release
he's still strong
i watched people play him, i'd see guys controlling the entire screen w like ten projectiles at once
like cusp of S tier
i was like "there's no way i could ever main this guy effectively, i'm not smart enough"
2 portals + fireball + spike
it's way easier than it looks
and then i picked juri because she's an e girl š¢
honestly fair
i learned the ways of kimberly after maining juri for like four months
I almost picked juri but then my friend wanted to main her and I found the loving embrace of bison
don't forget lightsaber ā¤ļø
lightsaber is fake asf I'm ngl
nah dude lightsaber is cool
you're not convincing me it's not the coolest move in the game
my favourite mixup is autopiloting swipe on block a few times after a light string
and then just doing heavy punch instead
the only move that comes close is kimberly level 2 because it's hidden lotus
then counter DI because they expected another
mind controlled
I'd play Kim more if my hands could handle it
i've dabbled w JP for fun, ik some stuff about him. mainly i use him sometimes just because my friend and practice partner uses manon and he's way better than me
fucq manon, too much silliness
ik she's supposed to be garbage, but like... gooooood she's so frustrating for me
gief too or just Manon
i don't mind gief
in fact my hot take is that he soft loses to kimberly match up - wise
i think just generally he doesn't have a way to stop kimberly from running her shenanigans
cause his buttons are slow
if you ever wanna run sets against JP or Honda just hmu btw
4sure
idk what server you're on but I'm est NA, and I need Kim matchup experience
that's mainly why I'm asking
i have no idea the server, but i live in missouri
if there's a server for the midwest it's that one
NA then yeah
should be sub 50 ms
I need to actually climb ranked and stop just fighting my friends in custom rooms
same, lol
i get ranked anxiety sometimes. i'll climb one star and then quit for like three months
but in battle hub i'm regularly beating MR players, even other kims
I go pretty even with my friends at 17-1800 MR and then I just never play ranked, feels too time consuming
except my Marisa player friend that guy smokes me every time oh my god
my two main practice partners are 1700 mr manon and 1800 mr guile
god that sounds rough
my guile friend is so fucking rough, it's awful
I'm so glad guile is uncommon
cannot get in against him for shit
i've only recently started taking games from him
in a f210 i'll win like three now
i used to just never win against him
actually the last time we played it was even, but i was kinda cooking that day. i don't expect to be even with him like that again for a long time
I just always think I'll win and it works out fine for me
most of my friends play Ryu or cammy or Akuma
which is kinda lame
got a friend who plays Mai as well
she got nerfed though I'm a happy camper
my manon friend used to play mai
i didn't hate it, but i'm probably in the minority
my guile friend sometimes plays marisa and it's actually just nightmare fuel
Marisa is so much fun
she has new combos now
can do full charged level one reliably
which is nuts
bruh the elena update killed my mods š¦
while i do hate marisa... i am a fan of consistency
i think this is a good change for her
and she is consistently bottom 1
I don't think she's changing from there really
Jamie buffs are also inconsequential, and lily kinda got nerfed
maybe she'll be 3rd worst now?
š¦
if they gave Kim ex Tatsu reversal it would genuinely be a nerf
not cause it's bad
but because Kim player brainrot would win
yeah yeah ik i watch broski
exactly
broski #1
where's the tier list based content I subscribed to him for
I miss it
broski is one of my fav fgc YouTubers cause he just shows off a lot of cool shit
I feel like the other ones just don't?
i love zykles
I'll check em out
ill check out true tech before I go to bed, my eyes are heavy asf rn
I'm actually gonna pass out rn
ur adopted
I'm familiar with the high/low resets, but how do you get left/right resets?
drive rush immediate button stays same side, empty DR 2lk side switches underneath them
Crounching medium punch seems still kinda viable to punish counter on micro walk,i tested on Zangiefs jab
Fun fact: We can indeed get 5K combos off of our strike/throw mixup from slide thanks to the double bomb delay change.
medium+heavy can beats guile ex DP
i haven't tested it on every character but this completely changes the balance of power in the corner against characters with reversals
(this is relevant to me specifically because my practice partner is an 1800 MR guile)
with the mp -> hp -> 236k~mk setup into 22 mp hp, you're free to throw out any meaty you like. my preference pre-update was 2hp -> light tatsu, but i haven't labbed out all the new options since the update so that may change. but if we get hit by guile ex DP then he'll land on the bombs, get comboed, and kimberly is able to drive rush twice and get a 2hp -> 236k~lk juggle. unfortunately she's just a little too far away to do single drive rush -- it is technically possible, but i found the timing and spacing to be tight for the microwalk -> drive rush.
ok day 2 since the release and i havent seen anyone wake up dp on can set ups so far, people really are respecting Kim on the edge now

I love the double cans. It reminds me of Ramlethal's bullshit swords in Guilty Gear Strive, where you have to respect them if you're cornered.
It reminds me more of when Jack-O sets up her minions where there's technically a gap, but there's so much random BS going on within the setplay that you dont want to risk not respecting it
what does anyone actually use ex run -> slide/overhead for? i genuinely cannot think of a use for them, nevertheless pros use them sometimes
They both have faster startup frames to the point they're are almost unreactable so they're decent mid/high-risk low/mid-reward surprise options.
Aside from that, OD Slide has an easier time over non-OD sliding past fireballs and punishing the opponent before they have the chance to block if you have the right spacing.
OD Overhead while even more niche, it's +3 on the opponent's burnout so you can loop it to do up to 10% chip damage if you have a full bar, it's also a decent meaty option after SA3 and SA2 to knock them down and start your vortex.
This looks good to steal. https://x.com/StayDownFGC/status/1931729927247659203
Frame trapping mostly, useful if you know already your oponnent is mashing when you are on plus
replied the wrong person sorry
after command run -> arc step (on block) -> land, if my opponent neutral jumps is there something more optimal for three bars than the following?
dr. 2hp -> 2369pp -> 236k~lk -> 236p -> level 3?
if not, is there something for four bars that does substantially more damage?
(this is landed from center stage. corner is substantially worse for the opponent)
i found that i can get more damage if i start the same string from 236k~lk, but that seems like such an insane call-out
a starter from dr. 2hp would be preferable here
New to kimberly, was watching diaphone's release guide on her. Trying to do the following combo (HP, 214LP, HK, MP > HP, 236LK > LK) but i can't seem to link HK after the 214LP. Unsure if my timing is off or if it was something changed in a later patch. Trying to link other moves after TP mid combo and can't seem to do it. Timestamped here incase my notation above is incorrect, can't seem to upload an image: https://youtu.be/cGHHeQRhcSg?t=1272
The camera freeze from the Punish counter gives you enough time to buffer 5HP into 214P. And Punish Counter 5HP is the only move that lets you teleport after.
oh shoot i missed the punish counter state, thanks for pointing that out! was able to execute the combo
Would there be a way to set that up midscreen?
Also if someone could embed the stuff
So modern kimberly....
I've been experimenting with an autocombo -> interrupt -> autocombo setup and I think it works? It doesn't let them block, at least, not sure if they can like OD DP out of it?
But you start with autocombo 1's first two hits, then OD teleport and immediately autocombo into whatever autocombo you want to use. Overall does more damage for autocombo 1 and 2 than if you just auto1/2.
Just for anyone out there who wanted to expand their auto repetoire a little.
Any general tips for Kimberly? Might try and pick her up
does she get oki after level 3?
Does anyone ever remember DR 2LK being able to hit midscreen after a grab? Because I just realized she can land it anywhere on the screen now.
Because now I'm wondering if the pushback reduction on block also applies to hits.
Just on block, but thatās definitely a good thing to do
I'd upload the video here if I could, but yeah, getting the meaty 2LK after a grab leaves you at +10, so you can link it with 5HP after and get a full setup/combo.
And then if you're at the corner, you get more by linking 2HP instead.
Whatās yāall go to combo after di/counter-di?
Wait for crumple, crHP236KK xx LK, DR crHP236K xxLK, convert to super (236236K, 214214P, 236LP236P)
Why not use DR cr.mk after grab? It's more damage and +5 on block so HP will trade with jab
This is only in the corner
It depends I think. If I'm stuck in the corner, use the side switch target combo.
Mid screen, I like:
No crumple. 5HPxx236HP.
j.xx 236PP. --> 236LK. xx LK. --> 236LP.
It leaves you +35 in the corner. Whiff 2MP and you get a meaty 5HK
If you don't want to spend 2 bars, you can spend 1 with: (DR is raw drive rush)
5HPxx236HP -->DR. into basic target combo
If you want to spend 0 bars, just regular target combo. If you dash 2x right after, you can get a meaty 5HK
How do I get the most damage in a regular combo that ends with lvl 3
I do 5hp 236hp jc ex commandgrab into lvl 3
After ex air grab you can do run > lk, 236LP > level 3 for more damage. This is generally your most meter efficient route for a lot of damage. There can be slightly different routes for punish counters and DI wall bounce, but that's a good start.
What about doing a setup with spraycan on stun? Do you a know a combo that works?
I use ex run if I want to get a bit more damage in to kill
It's interesting that Drive Rush cancels don't really add more damage to her combos. The damage stays the same but do more work with the drive rush cancel
I don't know about setups, but for stun combos you can do:
Heavy can > j.hp > cr.hp > run > lk > od air grab > run > lk > 236lp
2529 damage
For double can you can do:
Heavy + medium can > cr.hp > od run > lk > 236lp > od air grab > run >lk > 236lp
3033 damage
I wish Kimberly had a better 5HK. I don't even need it to be that plus on hit. I just wish she had a longer range poke
Like what do y'all punish long range buttons with when 5HP isn't going to reach?
A small bnb with more range i like to use is 236LP > LK > 236LP (1755) but it's easily punishable on block ofc but it traps jabs on hit (it comboes if counter), on punish counter 236LP goes into MP aswell instead of LK, which as you already know goes into anything else (it traps jabs on hit/counter hit and comboes on punish c), obviously tho it's much less damage than max range 5HP (pc) teleport/run 5HK MP etc..
I personnally really like the plus on 5HK, it helps with pressure and other stuff imo, i'm not master so i'll take everything i can get
Plus on block normals are pretty rare, it's nice to have one, and +2 at that.
It's cool but I don't really use it except off an oki setup
You can't poke with it like you can with other people's heavy buttons
we have 2, 2MK is also plus
I just personally struggle with not having a big button
Any good semi-recent Kimberly combo lists or videos that are decent for beginners?
https://youtu.be/gzh3y8UjXUU?si=Yrl4V79qWl4uhrGK
Psycho definitely taught me some shit with this damn
š„ A thrilling Street Fighter 6 battle between two top competitors! PUNK, known for his surgical precision and mastery, brings out a ferocious Akuma, while PSYCHO counters with the lightning-fast movement, creative pressure, and mix-ups of Kimberly.
Itās a clash of styles ā explosive offense vs calculated control. Expect smart reads, hig...
I can help
Oh, uh, no worries
Iām really tired, and I canāt play rn
Not at home rn
Or for the night
But if you wanna send stuff, talk, or chat, I can do that FS š
Thanks for offering to help
We can anytime tmr
Sweep or 5Mk
If I'm feeling myself light chop
Yea
is there a way to time kims bomb after doing the shadow slide on the corner?
i feel like its kinda hard to tell if im gettin the plus 3 advantage after placing the bomb
Isnt shadow slide the manual one
I feel like if I block I lose
Thereās a buffer window, so the window to do it correctly is actually pretty large
Just practice enough and youāll catch on to the subtle animation queues that tell you you did it right
Thanks ill practice
I try to time the bomb input right after they pop up on hit from the run slide
Hi, can I get some tips for playing neutral for fireball/zoning characters. When I play against sim or ed, i can never get close . I usually hold down back but I get hit whenever I press forward. Shotos always get me whenever I raw DR.
Play patiently and acknowledge that their #1 priority is to shut down your neutral skips. Pay attention when they're hard focused on defense and when they advance switching to offense.
For Dhalsim I usually try to play my game within his game. Just slowly advance forward while mixing my movement options until I eventually spot a gap within his pressure where I can close the gap. OD teleport also punishes float, but not high float.
Ed's kinda the same where you mix up your movement options and find the gap in his pressure. Try to weave in and out of his flicker range. If you read that he'll commit to the fireball, it's a free slide. He also has wonky and below average anti-airs.
Flicker is annoying lol
hello
im having trouble with Bushin Hojin Kick
The follow up to Run > Arc Step
its hard to follow up after I hit them with this knockdown
I find if I run after recovering, I can sometimes get close enough to throw
but it never works more than 2-3 times in a row
Ive tried all week
You dash twice and go for automatic meaty heavy kick or manually time another button/throw
I'm not sure if it's arc step or slide but I think one of them gets you good oki if you dash and then immediately followed by run and run stop
You have 4 oki options after this attack: Instant DR 3MK or 4HK for high/low mixup, or Run>Neck Hunter or Run Stop>2MK for meterless high/low mixup. Run mixups are stronger in the corner, while instant DR mixups are good anywhere on the screen.
Im modern
Give me a minute to look for their buttons, but it's still the same principle.
I just wanna land throw
Well, if you want to grab, then you use run stop, and then manually time the throw.
Doing run stop after Hojin Kick will leave you at like +8
But the other options I'm bringing up are also really good, because you immediately get to continue your pressure automatically.
Also, 2MK in modern is just 2M.
I think the oki changes depending if you hit arc step on juggled vs standing opponent
No. The Oki Changes depending on how much closer you are to the corner.
Standing and juggled versions stay the same. +30 in midscreen, +29 in the corner. I know this because it was something they changed in Season 2.
I hate when the patches make me have to remember whole new sequences and confirms
Well, you're lucky that it's not so frequent.
One thing about Kim is that once they happen, they tend to stay there. Like, Kim became so much stronger on the patch before Mai's release, and then the season 3 changes made her even better now.
@verbal cosmos Here we go. This was from the balance before Mai was released:
Normal version
1. Knockdown time on a mid-air hit increased by 1 frame.
This adjustment was made in order to prevent large changes stemming from the Arc Step adjustment.```
This is to make juggled and standing versions of arc step always +30 midscreen, and +29 in the corner.
Ok nice so same timing
So yeah, in regards to your original question: If you want to grab after Hojin Kick, just run stop, and manually time your throw.
Otherwise, if you want more automated pressure, I recommend these setups. I looked up all the modern versions for them, and you actually still have everything you'll need to do these oki options even on modern.
3MK = 3M
4HK = 4H
2MK = 2M
Also, straight up run> overhead
Fun!
Its just not real until i can get this dang run>stop grab down
It's pretty real if you can also mix it up with run stop 2M or DR 3M
Oh 2m would be pretty broken but im not that good yet ill just play it out from neutral more for now thanks tho
I just dont get much out of it unless i land it really close for 5/2L
i cant seem to get the medium punch to hit whenever i do the Hisen kick. im trying to go for the Hisen kick into air medium punch to set up the bomb
i can only get the heavy punch which guves me a safe jump
Do these lose to jab? I'm trying them myself and only the 3mk is beating jab
On wakeup
They shouldn't unless you're not doing instant Drive Rush immediately.
They all beat jab.
Well heās not mentioning that you have to manually time the runstop, THEN manually time the grab
Thatās very doable with a bit of practice
I thought he was talking about the 4 options I brought up, which are all auto-timed.
I misunderstood what special was being used
I thought it was using her QCB anti air since her normal slide was hitting meaty
Yeah, 2 of them are just drive rush, the other 2 are run stop and run overhead.
Makes sense. Kinda random but I don't like her normal overhead too much off a drive rush. It doesn't move forward the same way other overheads do and I feel like it messes up my spacing
I've never missed an overhead DR with other characters but seem to misspace it way more often with Kimberly
Hey I did something cool with Kimberly and I can't replicate it in training can someone explain how to do it so I can add it into my bread and butters
I can't post videos in this
Im posting in #šļ¹strategies-guides if anyone can give me a break down
Wait i can't post there either
Can anyone tell me how to defeat Guile? That mf'er is the most annoying character to play against as a Kim player. Suggest some ways to beat his fireball spams and instant dp when I try to jump over fireball.
Get close enough so that if he booms, you can react with DI. Avoid jumping as much as possible, and parry his projectiles.
Be careful if they throw out blade, because if you react to it, you.can get punished for it.
Ok. I'll practice
Extra on the no jumping. Flash kick will almost always catch you. It takes 0 effort to react with a DP with guile
Jesus playing against Sagat will not be fun lol. Any strats against projectiles donāt work on his.
I will definitely be watching a lot of high level Kimās vs Sagat in the next days to look for some good strats against him.
I think they need to buff teleport into having some projectile invincibility on some frames. It's literally the most useless move in her toolkit
If I spend OD and call out his fireball, I should get some reward against Sagat if he is going to use his low fireball to stop me from sliding
Teleport basically only has 1 use in being used after pc stand fierce
any tips to beat sagat would be useful :'{
Your best bet is to bait his dp and punish and dont let him zone you out, stay close. It's a tough matchup so far.
It's not even good to use after that since dash is a better option
I actually don't know if it is but it's more consistent and easier to buffer
When I was starting out with Kim, I always found the teleport to be easier on Punish Counter, and I only eventually learned how to do run cancel on 5HP on every Punish Counter when I learned how goated 5HP was in neutral.
i've been trying to do the sequence at 0:14 here but when i run to switch sides after landing i'm always minus(-2). how does he this where he's still plus after switching sides? i try to cancel the run as quickly as possible so long as i end up on the other side
Kimberly has always been my favorite Street Fighter 6 character, until i dropped her because i thought she was unviable. But now? š
00:00 Intro / why the buffs are so good
06:28 vs YA_MOTHA (Ed)
12:08 vs Mister_Bono (Guile)
19:43 vs Frieren Enjoyer (Chun-Li)
25:09 vs Where is Alice? (Ken)
31:52 vs lexytron3000 (Juri)
37:10 vs BP Amoco (Zan...
nah.
i checked again and you can clearly see her run stop
i just dont get whats happening here. no matter what i do theres no way to sideswitch the opponent without them being able to jab you out of it
if you run stop immediately, you're +6 but stay on the same side
How do you know he did any differently than you did? Did he say so, or do you have the replay? Maybe it's not possible
its too quick to visually tell that he is plus but i assume he is; why would he do the side switch if the opponent can just jab out of it
that would be the definition of fake pressure
you guys play kimberly wouldn't you know all about this setup already lol
ok i admit, im now even more intrigued that nobody in the kimberly channel was familiar with this setup than by learning why it isn't working as intended
If you can't do it after trying alot then it's probably fake pressure, which is why nobody was familiar with it. It's not a very active channel anyway.
It's more of mix than pressure. A few high level Kims go for it, but it's mid-risk, mid-reward. You're risking sacrificing damage and possibly cornering yourself for a reset.
it seems that you're indeed minus after switching sides so there's really no reason to do it at all. its more about catching your opponent sleeping, since they can easily mash out of it. its just a sloppy play
the weird part is if you just run and stop immediately, it leaves you at significant frame advantage(+6) right in front of your opponent, then you actually do get a mixup
diaphone the idiot
chill he's one of my GOATs š
I mostly do DR after the j.HK for the PC throw whenever I go for it every once in a while. It's far less reward, but more consistent. Only issue is sometimes it doesn't autocorrect the side you're on
this is not about what you do
im talking about a specific sequence he did with kimberly
Yeah im suggesting a variation of that specific sequence since you're having trouble with it, in my 2nd previous post I already explained why most Kims don't usually use that reset route that you posted
Im not looking to argue, if you want to go for it then go for it
I'm familiar with it, but I don't pull it off because it's not consistent compared to the high/low reset she can get. Or even just drive impact.
i thought the reason not to pull it off is because shes minus there, so the opponent can attack first?
or are you saying you are able to do it and have frame advantage?
just when i thought i figured out the issue. now im confused again
Well, if you want sideswitch to be more consistent, then you drive rush after jHK
nah thats not the point im just trying to figure out how you're plus after the sideswitch which seems to be the case based on your earlier message
that was kind of the main thing i was having issues with
hey new to kimberly and sf as a whole any pressure /combos i should know?
First thing you should learn in my opinion is 5MP/5HP>236K. That's the foundation of your neutral and combos.
5HP when they're far. 5MP when they're closer.
And then learn how to mash LP>MP>HP>HK from your light buttons.
It's like the most basic stuff you'll want to start out with.
ok ty im plat and rn i have issue with what to do for oki and on defense
ik her defense is rough so thats just gonna learnn over time and guessing but i just keep getting my turn stolen
I would argue once you're comfortable with the spacing for 5MP/5HP>236K, that's when you start learning oki from 236K>K
236K is very foundational to Kim's neutral, combos, and even oki, so it's always good to start from there. And you start by always buffering 236K from your 5MP/5HP buttons.
like in the video i linked he isn't drive rushing im asking how hes plus in the specific sequence he uses. drive rushing would be an entirely different thing
@daring tusk fyi the reason he doesn't, and i wouldn't, DR there is because it telegraphs that you're gonna switch sides. for that mix to work, it has to be a quick but subtle movement like her command run
@daring tusk for example let's say you want to bait out your opponent's dp on a knockdown. you're not gonna jump back to the other side of the screen to bait their dp because that would make it too obvious.you want walk forward then walk back at the last second so they will commit to the dp
similarly, you don't drive rush when you wanna side switch your opponent
Oki-wise in most mid-screen scenarios, DR 2MK>5HP is the goto and if it hits you can got into heavy vagabond into OD Izuna(air grab) combos. If they block, you just 50/50 between arc step and run-cancel grab.
Other oki is dependent on how close/far your opponent is and Kim's combos in general has a lot of corner carry so like CADP said you can just meaty with 5MP or 5HP.
Her defense is not great, you have to get used to perfect parry timings and drive reversal. Don't rely on these options however, try to figure out the gap to escape the opponent or whiff punish.
@daring tusk but basically its not about "consistency". either you're plus after switching sides, which makes it very good. or you're not plus, which makes it completely useless. either way, its perfectly "consistent". so "consistency" isn't the issue.
Alright. I get it. I'm sorry. You've pinged me like three times.
well yes i was just giving you a chance to explain what you were talking about; it seems like you had some nice tech to share with us but you wording was kind of vague as to how they work
and i was also wondering if you were sharing your own unique tech or explaining how diaphones setup works
Well, from what I remember, doing Drive rush on jHK can let you do a left/right mixup. If you do jab early, you'll end up on the left, and if you delay it, you're on the right or something.
Just because a setup gets beaten by wake up jab doesn't make it useless. Delay buttons get beaten by immediate jab, and those still get used. The idea of that side switch is that the opponent is focused on blocking rather than fighting back, so they will not wake up jab. Obviously if someone is mashing jab for the whole set, then don't use this setup.
i think a setup that puts you at a disadvantage is just bad all round
again it only works if your opponent is sleeping and haven't seen it before
If the advantages outweigh the disadvantages, then it's a setup worth doing. The setup in the Diaphone video you linked is good because the left/right mix is very real.
i already explained why their is no advantage at all, nevermind outweighing disadvantages, to this setup, in earlier messages
and i also explained why its not a mixup. the guy who responded yesterday was right. its not real, which is why no one here was familiar with it
oh that was telorak
then i wonder why hes defending it now if hes aware its fake š¤
why do i get the feeling im talking to a bunch of plat kimberlys
plat kimberly here any tips on how to approach from full screen
?/
thats fair mb ty tho
nothing wrong with being in plat but my point is at that skill level they don't know what makes a setup good or bad yet
nah dw i didnt take any type of way plus im here to improve i can take criticism
NGL, converting that into a TOD with level 2 is pretty based.
can someone try the following string for me? i'm bad and i can't do instant tatsu and i'd like to see if this is possible:
(against a cornered opponent) mp hp -> dr. 2hp -> 236kk arc step -> 236k~lk -> instant LIGHT tatsu (not instant ex tatsu), and if this lands is level 3 then possible?
don't worry about the fact that this nearly burns out for what i assume is mid damage, lol. i just want the proof of concept.
Level 3 isn't possible from light tatsu, and even then, it's not as much damage as light vagabond edge (236LP) into level 3.
Actually, I'm rereading your combo, and I've done this before. MP>HP already launches your opponent into a juggle state, so DR 2HP sends them flying. Arc Step is practically difficult to convert at that point, so you need to do OD Nue Twister (j236PP)
I'll DM you what I used to do before back in the early years of SF6, because she didn't have a lot of ways to convert into big hits back then.
hello ive been watching kim replays and see a lot of PC Hp, tp, cHp..... is there a reason to do this because i have been doing PC Hp, runstop HK......
Most people do it at the beginning because they're not used to doing runstop, but runstop is also fine.
Also, crHP and stHK lead to different things. Like, crHP leads to H Vagabond Edge while HK leads to MP Target Combo into run slide.
did kimberly's cans get nerfed so they don't recharge at the start of each round or was it always like this?
It was always like that.
anyone got a Kim server link for me
so how do i defend agaisnt sagats jinrai?
Nexus is easier to deal with than jinrai, his overhead ender is -5 so you can punish with any light.
The medium and heavy enders are plus on block, but there's a gap before the ender so you can just jab before the follow-up.
If he uses Nexus and follows up with nothing, the light and medium starts are minus on block so you can punish it so don't let him get away with that. You know he's doing the heavy if he says "Take this!"
new player here i saw the big kim combo doc in pinned messages but im kinda overwhelmed cause there's a billion combos. Anywhere I can learn the bnb and optimal combos?
cause idk what I should be focusing on
I say start with MP/5HP>236K Arc Step. 5MP and 5HP are your basic neutral buttons, and you can cancel into Arc Step.
If you get a hit with the buttons, you can do your dive kick follow-up after the Arc Step.
If they block your buttons, and you cancel into Arc Step, you don't need to press anything.
This is the one combo you should always start with when learning Kimberly, because it's foundational to both her combos, and her pressure.
thanks for the tips i appreciate it.
i always see this fucking character in ranked 24/7
st. mk xx DR xx st. hk, st. hp xx qcf+kk (hit), k, qcf+k xx lk, qcf+lp xx qcfx2+p
i dont understand the qcf+kk part. that's the slide right? why does it say 'k' afterward i cant do any action after it
im missing something obv probably anyone can help me pls?
OHHH thats OD i get it
nvm my bad, got it now
glad to see you got it
you honestly don't need to worry about too many combos with her, just when to go into launcher, and when to go into arc step
then the can specific routing is fun
A lot of her combos are overall easy, but it's still worth your time to get used to her routes one at a time, especially since you need to be wary of her oki after.
Dude her run stop routes are tricky, and I play Ken a lot with no problems on his. She's tough!
wait until you find out about the run lk loops :)
A trick to do instant run stop is to hold the punch button that you used earlier, and then buffer run. Buffering run while holding her punch button lets you do instant run stop.
Not sure how you can do that on pad unless you play claw
That's easy. If you're buffering from medium punch for example, just use heavy kick as your run.
If you're buffering from heavy punch, then use light or medium kick as your run.
@undone finch ^
hey fellas tryna give kim a try, how do you choose a combo ender? between 236kmk or the arc step kick etc?
command grab
236KMK is good in the corner to set up bombs.
Arc Step Kick is good for midscreen because it leads to Drive Rush mixups
Air grab is something you do after 236HP, and that's usually if you want to do a reset, midscreen bombs, a safe jump setup in the corner, or corner bombs.
Actually, you also get a safe jump midscreen with air grab by doing 236KLK and then whiffing 2LP.
I will say though, if you're starting out, just do 5MP or 5HP into Arc Step Kick. If they get hit, you can do the kick follow up after arc step, and if they block, you don't press anything.
speaking of safejumps is there any vids that cover safejumps?
Not necessarily a video, but her super combo wiki page has tons of Oki. https://wiki.supercombo.gg/w/Street_Fighter_6/Kimberly/Strategy
and basically the only time id consider ending in tatsu is for more dmg worse oki?
I'm not using a PlayStation pad though. It's a modified Hori Octa
also, the guide i watched did a 6hk ender after ex cmd grab but i usually see people doing 236klk?
Tatsu for corner carry/Corner oki and even anti-airing.
6HK leads to either a reset or safe jump setup. 236KLK leads to a safe jump or bomb setups.
or even drive rush oki.
so if i were to incorporate one or the other i should probably get used to 236klk?
Are your shoulder buttons all punch and all kick?
thats what id prefer tbh
For now, 236KLK. 6HK is a pretty good option once you know how to do meaties with run stop.
Yup
You can probably cheat by doing 236K~PPP
Or do your heavy punch from PPP. I think the game prioritizes the heaviest button when they're all pressed together.
Hmm
anybody know how to do the jump cancel in the air?
where she drops down after jumping right away to bait a DP
The elbow? It's j.2MP, just hold down medium punch when you jump in the air
fellas am i crazy? i was doing 5mp 5hp 236kmk into bomb, throw ex grab, but i cant get the timing anymore
is this the wrong combo or am i just having an off day
nvm i got it def a skill issue
anyone wanna teach me how to play this character i feel like im losing it
Do you have your frame meter on in training mode? That's a good way to make sure that you're setting everything up properly. Kim is fairly demanding when it comes to executing her oki.
Like, I still find her frame kills much harder to execute then her combos to this very day.
At work right now, but I can teach you some tech in a custom room later tonight
tysm
I can also help for about an hour RN if you're still looking.
yh thats good
thank
My Discord name is also my CFN.
added u
Yeah I got the frame meter on, I feel validated knowing the timings are pretty challenging and it's not just me anyways
Throwing the bomb at the right time can be a huge pain in the ass
when you guys get your first knockdown in the corner, do you usually double bomb right off the bat, or just drop a single?
I personally go for double, but I don't always go for bombs immediately.
is there any good kim guides for the recent patch
or just in general i wanna gewt started learning this character
There aren't much good guides that are beginner friendly when it comes to this patch, but the Super Combo wiki for Kim is pretty decent, and even older guides are pretty relevant to her.
Personally, it's the frame killing that's much harder to execute then her combos.
Her setplay is incredibly hard
^ exaggeration
It's not really difficult, her corner bomb setplay is mostly autotimed and same with her mid-screen mixes if you decide to go for those
Only hard thing I would say she has is her advanced tech like her TK Tatsu
Doable without playing claw
hey guyssss
rate my setup
its in corner
5hp 236hp j236pp 236klk light can
lp target combo up to the hp bit
then j236p
or if it doesnt connect other pressure
and it stops driver eversals
That sounds like something that doesn't naturally connect.
Wym
To be specific, the first part is fine, but I don't remember if you can do target combo on whiff.
On whiff of the lp?
What whiffs
Yes, the target combo.
Can yall give me some basic setups to get started with them please
Just saw this now. Here are the basic bomb setups for Kimberly:
- Corner:
- MP-HP Target Combo xx 236K~MK
- 236HP(2) xx j236PP > 236K~LK
- Non-juggled 236KK Arc Step~K
- Midscreen:
- 236HP(2) xx j236PP (Teleport after setting bombs up for meaty high/low mixup)
As kim do you want to lvl 3 ASAP for the buff?
I'd say so, the 11% damage buff is nothing to sleep on
Is the speed buff significant or not?
Does kim 5hk count as airborne
Speed buff is pretty helpful for footsies.
And from I can tell, 5HK isn't airborne.
Can kim combo off 3mk
when spaced, yeah
do bombs work on characters like juri doing OD DP on wake up?
Her's is ironically the most punishable due to how far her DP sends her so its a free airgrab
is there a way to make bombs hit her in the corner on od dp wake up if i get hit
like most shotos
If you knock her down in the corner and set a bomb, then she OD DPs on wake up as you try for strike/throw then she'll most likely get hit by the bomb as she's landing.
It's not like Ken or Akuma where their DP frames are long enough to ignore the bomb, she'll get punished by it
Unique to Juri if she does an od reversal she lands on the bomb and you get a punish, here are the various punishes you can get and for what resources. This is very strong because even if the Juri player is aware they have to respect the bomb, and if they're not aware? Well that's what this video is about.
Music from #Uppbeat (free for Creator...
gotcha thank you very much!
She can with meaty DR 3MK after she does Arc Step > Hojin Kick.
BTW, if anyone is interested, I've been messing around with TK Tatsu baits. #š¬ļ¹highlights message
I hope I never encounter you in a match
Ever
anyone got a mu chart
Mura made a season 3 comprehensive guide for Kimberly. https://www.youtube.com/watch?v=45989HrjZxc
uh........ what are my options after ex run kick follow-up in the corner?
ik i can 236k ~ lk, but world tour told me heavy tatsu was possible afterwards (it isn't)
Do you mean on block or as a combo ender?
combo ender
on block im f---ed
You should be able to get 236LP as an ender after OD 236K~LK
Personally, I'd just use 236K~LK if I'm ending combos because I want to save meter and it has better setups.
yeah, no, i wasnt thinking 236kk ~ lk, i only said 236k ~ lk
but thanks

You said EX Run kick though
yeah, as in starter xx 236kk(auto) ~ k > 236k ~ lk > 236lp
Okay, then for 236K~LK >236LP, you get tons of meaty options, but you have to do 236LP as early as possible to get the meaties.
Let me just turn on my PC so that I can copy stuff from the Kim Discord server
Here's the Oki:
[Mid] RS > 5HK (+5/+10)
[Low][Safejab] Throw > 2LK (+0/+6)
[Low][DRev Safe] 5MK > 2MK (+3/+7)
[Low] Dash > DR 2MK (+6/+10)
[OH] 2LK/5LP > 4HK (-2/+5)
what is up with the 4-7 frame difference on all of them?
oh wait, block and hit
Yeah, that's Block and Hit.
In the case of the overhead setup for example, you can link 4HK with the LP>MP>HP>HK TC and get a bomb setup with a safe jab after.
Who are the top level consistently competing Kimberly mains?
Psycho, Doma, Scythe, Shine, Matsu, Surini, Pipokun, Saltykid, Lugabo
More fucked up shit that Kim can do.
https://youtu.be/kvJbp6PYzOs?si=vDIgpWkxgWFcUSCa
What are the characters that cant ex dp kims bombs?
It depends on the setup and how many cans are used
0..0
is there ANY followups to od run overhead
lvl2 i think
He was referring to what Oki he can get after OD Run Overhead. I showed him some useful ones like these: #š¬ļ¹highlights message
Yall, is there really no way to anti-air Chunās jp.2MK? I feel like my only option is parry
no you absolutely can, but i think you need a proper dp
wait i forgor im in kim chat lmao
uhhhhh
yeah probably just that or ex tatsu
More Kim tech with Hidden Variable. https://www.youtube.com/watch?v=vkjvIDKQPZ0
Is the Kimberly vs Ryu matchup really bad? I can't find any sets where she actually wins.
I wouldn't say it's bad, but it's definitely swingy.
It's gonna be in Ryu's favor just because he's a better character, but there aren't any specific interactions that make him better against her than anyone else
he kinda just wins on brute force if that makes any sense
Ryu is so broke
guys i just picked up kimberly why is her slide so op in low ranks
@simple mortar What rank are you with Kim?
advancing low
kimbelerkery
does anyone have a DI wallsplat reset?
are there any combos available to kimberly on punish counter after crouch heavy punch against an airborne opponent?
Like a combo after crouching heavy as anti air?
You can only confirm if its Punish counter but you can do
crHP on Punish counter> Run stop> izuna drop > run light
chp as an anti air, and it triggers punish counter
i tried chp into izuna a bit earlier but wasn't able to get it. doesn't seem to work with the inclusion of run stop, either
Lemme Dm you an old clip
Yo is advanced 3 geniunely possible on controller
?
What you trying to say?
Dash up lvl 3?
the 214 tiger knee
The game was made for controller
There arenāt combo trials that are impossible on controller
Just hard
It's inconsistent but possible, you can also try dragging the bot to the other corner since I find it much easier doing it from the right side than the left
1000%
is there something safe to do after blocked mp~hp TC?
teleport or instant run-stop
and from there you can do anything you want
if you hit it from close enough you might not even need to run stop, and you can just.. do your thing
oh wait, i read that "punish counter" my abd
St.lk links after. If you cancel the st.hp into run stop then you can link into jab
it's difficult for me to confirm into run stop
it's a fun character but too difficult for me
I'm currently diamond 2
run into their shield
then you can mix them up. if you suspect theyll jump, go kick
if you suspect they block, go grab
You can't really confirm the run stop, instead you have to commit to it and then confirm into jabs. The link into st.lk is easier. I'm sure you can get to Master if you work at it.
thanks guys
I started playing her yesterday, I only have Marisa on masters Lol
Kim is hard but fun
Dude we all here knows she is not hard at all š
We only need one button and is heavy punch
Hp into run is legit 65 or her gameplay everything else comes from it
Mix up, safe jumps and stuff like that comes out either Hp or run
you don't really "confirm" into run-stop; it's a bail-out option that makes some of your normals safe, and turns others into frame traps. you should just get in the habit of always running after landing a normal on block, unless you have another plan in mind
you also are meant to use it to fw your opponent's mental stack. you can condition them to start jumping the command grab, and such, which is where the game really opens up for kim. kimberly mains are salivating at the sight of jumping opponents. same thing if they start whiffing DP (eg run -> do nothing) etc.
i spoke with brian wall recently, he's a chess master based in colorado, and he said something that basically describes kimberly (though he was talking about chess when he said it): embrace the chaos
use those bomb setups, use those overhead/lows, use those left/rights. show your opponent you're willing to gamble on run -> command grab, show your opponent you're willing to run -> stop in their face and grab them, etc. show your opponent you're willing to go target combo -> ex teleport. make them question all their decisions.
im coming back to kimberly, she is too cool
what i should do when they jump after my run?
like i want to bait their jump
so i HP -> run then do nothing, they jump
then i DR and do waht?
You can actually run stop or drc to get the pressure going
If you in the corner you actually get a full combo if they neutral jump
You can drive rush after you land, and if they jump up or back you can punish with light hurricane kick. You can also punish with cr.hp, but it's hard to react to nuetral jump, and it loses more often to jumping attacks.
In the corner you can go for cr.hp much more reliably, or jump forward hk
heyy got masters with kim
holy hell Iāve only played zoner/mid-range characters up until now but I thought Iād pick up Kimberly and sheās SO FUN
My question right now is, how do you consistently get the sprint variation where she runs up the opponent and jumps off of them? I thought it just happened if you run into them without inputting anything but Iāve had several times where she just dashes into them and nothing happens
Arc Step that is, just looked up the move list
It just says it happens when getting close but that doesnāt seem to work for me
It should happen every time automatically unless they are in air recovery or something.
Kimberly was and still is the first love for sf6 for me. I'm back after not playing for a while and a lot of time has passed. I'm also challenging myself by learning hitbox execution.
Any guides that people know about that still hold up for a beginner-intermediate beginner level by any chance? Just asking around to see what's still worth it. I can always just do the studying myself.
#sf6 #kimberly #streetfighter6
In this video i will be showing you guys how you can use Ken in Street Fighter 6.
Timestamps:
0:00:00 Intro and Overview
0:03:21 Light Normals
0:14:13 Medium Normals
0:29:37 Heavy Normals
0:46:32 Air Normals
0:49:24 Special moves
1:06:38 Cans and Mixups
1:20:09 Supers
1:25:27 Combos
omg, I really need this hahaha
I have never played any Fight Game. Decided to start this year with SF6 and enjoyed kimberly.
got iron on my md10 and since then i got 20 looses hahahaha
We all go through this when we start.
Keep going and ask for help when you need it!
Can I get a link to the Kimberly discord?
yeah shes jumping straight to hightier rn
Im a tekken refugee trying to learn sf6, i have a few probably dumb questions? I heard Kimberly stand medium kick is good but what do i do off of it? Also I need like a basic block string if someone could tell me š
You can cancel it into run, which starts her mix up. However it's not safe because it loses to jab, but it's usually too hard for the opponent to react to it. You can also cancel it into OD Run to make it safe and beat jab but that costs meter. Lastly you can cancel it into drive rush, which is safe, and confirm into a combo or continue pressure. For example you can do DRC c.hp > run stop > cr.mp or cr.lp > combo or pressure.
She has two main block strings: Light attacks.
and HK, mp.
The HK is +2 on block so the mp will trade with any light attack, which is usually a good thing.
Hey everyone, I made a pretty short yet thorough guide about Kim's changes with this recent March 2026 update.
Check it out! Some helpful things in here
https://youtu.be/y22zPIhGkZo?si=M2heptTVzsfgZAxj