This is the multi-page printable view of this section. Click here to print.

Return to the regular view of this page.

Kimberly

Street Fighter 6 Kimberly guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] Kimberly Frame Data with Video

Kimberly

2 - [SF6] Kimberly Countermeasures Guide [Win Just by Reading]

Comprehensive Kimberly countermeasures for SF6 (Street Fighter 6), taught by MR1800+ players. Fuzzy timing breakdown included.

236K

Kimberly’s main move that branches from cancellable normals into various mixups. 236K > emergency stop can feint, and at any cancel distance it puts you in throw range. The frame Advantage on emergency stop varies based on which normal was cancelled into 236K. 236K > emergency stop leaves Kimberly at Disadvantage unless it’s from Rush normal into 236K > emergency stop, so mashing is stable. However, with no input it transitions to Nue Leap, and from certain normals the Nue Leap is a mash punish. Learn which normals allow 4F interrupts on 236K cancel.


The following normals into 236K > Nue Leap become mash punishes:

  • HP
  • 2HP
  • MP

When Nue Leap is a mash punish, the following mixup develops:

  • 236K > Emergency stop > Throw (guard break) Read: fastest 6F medium for maximum return, or fastest 4F for safety (also beats invincible bait)
  • 236K > Nue Leap (mash punish) Mashing loses. Just Parry wins.
  • 236K > Emergency stop > Delayed tech (invincible bait) Invincible gets Blocked. Neutral jump wins.
  • 236K > Backdash > Delayed HP (tech punish) If HP is delayed, neutral jump wins.
  • 236K > Back walk > Delayed HP (Fuzzy punish) Delayed tech/Fuzzy strikes lose. If HP is delayed, neutral jump wins.

Nue Leap

A special move that activates when no input is made after 236K. Kimberly runs up and over the character, then can choose Command Grab, strike, or no follow-up.

Kimberly’s main options after Nue Leap on Block:

  • Bushin Izuna Drop
    • Command Grab
    • After backdash, anything is Punishable
  • Bushin Hojin Kick
    • Strike option
    • Kimberly is -8F on Block
  • No follow-up > Wait
    • Nue Leap > no follow-up leaves Kimberly at -6F
    • Chosen when Kimberly doesn’t want to take risks
  • No follow-up > Forward jump
  • No follow-up > Raw Rush

Nue Leap

Kimberly’s special move. On Hit, follows up with Bushin Hojin Kick and gets Oki. On Hit, there’s a Quick Rise vs Back Rise mixup, so understand it properly.

  • On Quick Rise
    • If raw Rush was chosen, walk Shimmy is denied
    • If 236K > Emergency stop was chosen, no-gauge Oki is possible
      • Walk Shimmy impossible
      • Walk Shimmy possible when SA3 is active
  • On Back Rise
    • If Rush was chosen, walk Shimmy Oki becomes available
    • If 236K > Emergency stop was chosen:
      • +8F situation but throw doesn’t meaty

Hidden Variable

Kimberly’s teleport special move.

  • 214P
    • Normal version appears from ground level
  • 214PP
    • OD version appears from the air

MP > HP

Kimberly’s target combo. After this is completed, the following mixup occurs:

3MK

Against Kimberly, maintaining opening distance in Neutral is very weak. Keep a closer distance where you can apply -4 or more on Block against 3MK.

This also makes it easier to stop Rush and prevents elbow drop baits.

Elbow Drop

Crouch Block: Kimberly -1F Stand Block: 0F

A special move that strengthens Kimberly’s Neutral. Using it from far jump allows baiting anti-air specials. Just jumping creates a mixup.

  • Far jump Place a strong upward-diagonal normal anti-air. Even if it whiffs, landing recovery makes it hard to Punish.
  • Close jump Walking under is dangerous. Honest stand Block is stable.

6HK

A forward-leaping kick. Branches into:

  • 6HK > 8
    • Left/right mixup possible depending on jump direction

HK

Kimberly is +2F outside throw range on Block.

22P Oki

Many patterns, so learn the minimum shared solutions.

  • MP > HP > 236K > MK > 22P (3F setup)

    • Common string. Point-blank +3, walk Shimmy impossible, chip/throw/Overhead/Low.
    • To simplify the mixup in ranked, OD invincible is fine (accept the risk of losing to caveman anti-air).
    • Recently, many Kimberlys forward jump, so confirming and walking forward is also an option.
  • MP > HP > 236KK > 236K > LK > 22P (Shimmy possible)

    • OD gauge spent to enable walk Shimmy. Options are chip/throw/Overhead/Low.

Grappling

Kimberly’s grappling is top-tier in SF6. First, throw is meatied and backdash doesn’t work. Against forward jump, 2HP > 236K > Emergency stop allows side switch denial + offense continuation. 2MP is meatied and left/right mixup is applied.

If you want to escape grappling, use backdash instead of forward jump.

LPLK

Kimberly has +17F Advantage after throw

After forward throw, if no recovery is taken, micro walk gives Oki. Back Rise causes Rush Oki. Meanwhile, with no recovery against Rush, invincible is guaranteed — memorize this.

Defender / KimberlyWith RushWithout Rush
Quick RiseNo Oki (OD invincible guaranteed)Oki available
Back RiseOki available (Hidden Variable can dodge OD invincible)No Oki

4LPLK

Kimberly has +8F after back throw

  • Rush doesn’t meaty anything
  • Back Rise loses screen position so don’t
  • It’s a reset, but she may force offense continuation with raw Rush — stop the Rush and take your return

Rush

  • Hard to stop if you’re not watching. Just Parry is safe when not watching.
  • When committing to stopping it, do so at close range. From far, 2MK and other strong-hitbox moves will beat you.