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Kimberly
1 - [SF6] Kimberly Frame Data with Video
2 - [SF6] Kimberly Countermeasures Guide [Win Just by Reading]
Basic Info
- Overhead Hit leads to combo
- 4HK
- Kimberly’s Overhead is +4F on Hit
- Defensive Options
- No OD invincible
- 6F Startup anti-air invincible 214KK available
- 236236K has 10F Startup, not Projectile invincible
- 214214P has 13F Startup
- Only used in combos, so don’t worry about it
- After Hit animation, forward step 4F allows Shimmy
- 236236P has 8F Startup
- After Hit animation, Kimberly’s damage and movement speed increase by 1.1x
- Moves that are plus on Block
- HK
- 2MK
- 236K > LK
Neutral (Awareness Priority)
- Dealing with 3MK
- Don’t maintain a distance where 3MK has no Punish
- As a guideline, opening distance generally has no Punish against 3MK, so play at a closer range
- Dealing with elbow drop
- Don’t stay at a distance where feints are possible
- Remember that opening distance is the feint-friendly position
- When at a feint-possible distance:
- Anti-air with a move that has strong upward-diagonal hitbox to handle both elbow drop and forward jump
- If you don’t have a strong upward-diagonal move, focus on normal anti-air in Neutral
- Anti-air with a move that has strong upward-diagonal hitbox to handle both elbow drop and forward jump
- Don’t stay at a distance where feints are possible
- Dealing with throws
- After any throw, if Kimberly uses raw Rush on your Quick Rise, OD invincible is guaranteed
- If you lack OD invincible, remember that SAs with 8F or faster Startup are guaranteed unless super flash is reacted to
- Understanding the 236K mixup
- 236K cancelled from normals other than MP and heavy attacks can be stopped with jab
- When cancelled from MP or heavy attacks, hold jab mash or do nothing as your two options
- Doing nothing leads to Nue Leap mixup, but the risk-reward after Nue Leap is easier to balance, so doing nothing on 236K confirm is recommended
- Understanding the post-Nue Leap mixup
- After Nue Leap, Bushin Hojin Kick and Bushin Izuna Drop exist
- You only need these 3 options:
- Do nothing (Bushin Hojin Kick is Punishable on Block)
- Backdash (dodge Bushin Izuna Drop and Punish)
- Fastest Rush > medium attack (counter Kimberly’s jump-read Rush)
- Jumping is the worst option
- Getting picked up from raw Rush leads to a combo
- Dealing with Hidden Variable
- 214P
- Teleports from the side to in front of you
- 214PP
- Teleports from above to in front of you
- When you see smoke, use a delayed upward-hitting normal to cover both OD and normal versions
- 214P
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.
Recommended Counter
236K > Nue Leap from the following normals can be beaten with fastest mash:
- HP
- 2HP
- MP
Everything else — MK, LK, etc. into 236K is not a real mixup, so mash. The video has guard reversal 4F 2LP recorded with these actions:
- MK > 236K > Nue Leap
- LK > 236K > Nue Leap
Caution
Additionally, the following are exceptions that also become mash punishes:
- Exception 1
- Rush > MK or heavier normal cancel > 236K > Nue Leap
- Rush > 2MP and other Rush > light starters can be mashed
Recording Rush > MK > 236K > Nue Leap: Mash gets beaten.
- Exception 2
- MK > 236KK
- 2MP and other light starters can be mashed
Exception 2: MK > 236KK > Nue Leap recorded. Mash gets beaten.
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.
Recommended Counter
- Emergency stop throw
- If you read this, press a 6F medium move at fastest timing for good return
- [HP OR 2HP OR MP] > 236K > Nue Leap
- If you read this, do nothing and stay quiet
- Mashing will get hit by Nue Leap
- Then transition to follow-up mixup: see 236K > Nue Leap (post-follow-up mixup) section
- If you read this, do nothing and stay quiet
- [Not HP OR 2HP OR MP] into 236K
- Not a real mixup, so always mash 4F
- For example MK > 236K can be beaten with fastest 4F
- If they show invincible-read delayed options, punish with neutral jump
The mixup gets complex easily, but your options when you see 236K should be limited to: fastest 6F medium attack, or do nothing.
Impact can be a counter in some cases but emergency stop can punish it, so not recommended. Also, even if you stay quiet and Block Nue Leap, it just starts the next mixup, so don’t panic and focus on the options.
The video below has this recorded:
- HP > 236K > Emergency stop > Throw
If HP > 236K > Nue Leap happens, you lose, but accept it as rock-paper-scissors. What’s important is that even if you lose the read, you want high return when you win. Pressing LP when you read emergency stop is wasteful. If you can deal 2000-3000+ from medium Counter Hit, you can gain Advantage in the Kimberly matchup.
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
Recommended Counter
After Blocking 236K > Nue Leap, Kimberly has 5 options, but you only need 2:
- Wait
- Backdash
Never jump.
Also when waiting, Kimberly’s options include:
- Raw Rush
- She’ll likely buffer raw Rush reading your neutral jump
- Counter with Fuzzy short-recovery medium move
- Forward jump
- Elbow drop is possible too, so use a wide-hitbox anti-air
- The distance is short, so heavy Shoryuken should handle most cases
Recommended: Fuzzy medium > anti-air awareness. The video has these recorded:
- Raw Rush > 2MK
- Forward jump > (near apex) 2MP
- Forward jump > (jumping) HK
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
Recommended Counter
- Check which offense they use more
- If raw Rush is frequent, choose Quick Rise
- If 236K > Emergency stop is frequent, choose Back Rise
- Without SA3, Quick Rise has higher expected value
- With SA3, Back Rise has higher expected value
- For big-body characters, even with SA3 walk Shimmy can be denied, so Quick Rise is fine
Hidden Variable
Kimberly’s teleport special move.
- 214P
- Normal version appears from ground level
- 214PP
- OD version appears from the air
Recommended Counter
You don’t need to determine 214P vs 214PP. When you see smoke, “wait a bit” then place an upward-hitting normal to cover both versions. Practice in training mode.
- Place a slightly delayed move with strong upward-diagonal hitbox
MP > HP
Kimberly’s target combo. After this is completed, the following mixup occurs:
Recommended Counter
On Block
- MP > HP > 236K
- Gimmick
- 4F light wins
- MP > HP > 236KK > Nue Leap
- Mash punish
- There’s a gap, so OD invincible wins
- MP > HP > Cancel Rush > 2LP
- Not a true Block string, so OD invincible wins
- MP > HP > 236KK > Emergency stop
- Invincible bait
Recommended Counter
Midscreen Hit When MP > HP hits, Kimberly’s standard combo is:
MP > HP > 236K > MK
When you eat this combo, always use Quick Rise. Kimberly’s follow-up options after this are below — Back Rise also results in point-blank Oki:
- Forward step > 236K > Emergency stop
- Kimberly is +7F
- Back Rise loses screen position
- Quick Rise denies walk Shimmy
- Forward step > Forward step > HK
- Kimberly is +11F
- Back Rise loses screen position
- Quick Rise still allows walk Shimmy
Conclusion
- Choose Quick Rise
- If step > 236K > Emergency stop was used, the situation worsens
- When SA3 is active, walk Shimmy becomes possible — keep this in mind
- Big-body characters can deny walk Shimmy even with SA3 active
Recommended Counter
Corner Hit Kimberly’s corner combo is:
MP > HP > 236K > MK > 214K
Kimberly’s follow-up options:
- 2LP (frame consumption) > 2MK
- Low option
- Windmill
- Overhead option
When 2LP is used for frame consumption, walk Shimmy is impossible without SA3 active. Big-body characters can’t be Shimmied even with SA3.
Also after SA, she needs to walk back considerably, making reversal Low likely to land. Drive Reversal gets Blocked because 2MK has resustained Hit, so don’t use it.
Conclusion (Recommended Counter)
- After SA3 is active:
- If you see 2LP, 2MK is likely
- Big-body characters can’t be Shimmied so include early tech in your options
- Before SA3:
- Walk Shimmy isn’t possible so include early tech in your options
- Don’t choose Drive Reversal
- 2MK can Block Drive Reversal
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.
Recommended Counter
Don’t maintain opening distance. Properly punish 3MK.
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.
Recommended Counter
- Be aware of choosing your anti-air based on distance
- Don’t press Parry out of habit — it could be bait
- Frame Advantage on Block varies by state:
- Standing: Kimberly -1F
- Crouching: 0F
- Either way, press 4F at fastest
6HK
A forward-leaping kick. Branches into:
- 6HK > 8
- Left/right mixup possible depending on jump direction
Recommended Counter
- Just Parry on reaction is ideal.
- If Just Parry fails, press a light with upward hitbox to knock her down.
Caution
As the video shows, if Just Parry succeeds, the follow-up uses a grounded Hit combo, so don’t forget. Heavy attacks up to 13F are guaranteed.HK
Kimberly is +2F outside throw range on Block.
Recommended Counter
After Block, the only moves that reach are LP, LK, and MP. Since only MP allows a follow-up combo without Cancel Rush, the strike option is almost always MP. If you press 4F, it trades — here’s a list of Kimberly’s trade combos:
Players who research per-character trade combos as Kimberly are rare, so for characters where the reaching move isn’t MP, fastest mash is fine.
Manon and Dee Jay in particular benefit greatly from fastest 4F mash.
| Character | Advantage | Reaching Move |
|---|---|---|
| Ryu | 9F | HP |
| Luke | 8F | MP |
| Jamie | 8F | MP |
| Chun-Li | 9F | HP |
| Guile | 8F | MK |
| Kimberly | 10F | HP |
| Juri | 8F | MP |
| Ken | 8F | MP |
| Blanka | 8F | MK |
| Dhalsim | 9F | HP |
| E. Honda | 8F | MP |
| Dee Jay | 11F | HP |
| Manon | 7F | 214KK |
| Marisa | 9F | HP |
| JP | 7F | MP |
| Zangief | 9F | HP |
| Lily | 8F | MK |
| Cammy | 9F | HP |
| Rashid | 8F | MP |
| A.K.I. | 6F | MP |
| Ed | 8F | MP |
| Akuma | 8F | MP |
| M. Bison | 8F | MP |
| Terry | 9F | HP |
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.
Recommended Counter
Getting your D Gauge chipped is a bigger losing pattern, so unless it’s a kill, just hold Parry aiming for Just Parry. Throws don’t hurt that much. For ranked, it’s fine to just commit to this.
Recommended options:
MP > HP > 236K > MK > 22P (3F setup)
- Shimmy is impossible, so it’s fine to force OD invincible or early tech as a reversal
- If they show reversals, they’ll meaty strikes, so aim for Just Parry
MP > HP > 236KK > 236K > LK > 22P (Shimmy possible)
- Shimmy is possible, so use OD invincible and throws sparingly
- Kimberly’s delayed strike option is strong, so walk throw and forward jump are also very effective
- Just Parry attempt > hold Parry
- Throws do low damage so holding Parry is fine
- Throw damage: Punish Counter throw 1800-2400, mid/low: around 3000 as reference
- If chip was chosen, she chips 2-4 Drive Gauge bars, so if you’re holding Parry you can recover 3 bars
Caution
- After MP > HP > 236K > MK > 22P (3F setup)
Some characters get caught by the bomb even after OD invincible hits on wakeup. Check your character’s OD invincible properties and consider using SA invincible instead.
Combo possible: ◎ Bomb hits but no combo: ○ Doesn’t hit: ×
| Character | LP | MP | HP | LP+MP | LP+HP | MP+HP | Notes |
|---|---|---|---|---|---|---|---|
| Luke | × | × | ◎ | × | ◎ | × | Single-hit HP/LP+HP for invincible punish. After Hit: slide > +39F Advantage |
| Jamie | × | × | × | × | × | × | Doesn’t hit |
| Juri | × | × | ◎ | × | ◎ | × | HP/LP+HP bomb hits. Slide > Pinwheel/LP Fuha, Rush 2HP extension possible |
| Dee Jay | × | × | × | × | × | ○ | MP+HP only hits. No combo, Hidden Variable > 2LP > 2MK resustains |
| Cammy | ○ | ○ | ○ | ◎ | ○ | ◎ | All hit. LP/HP/LP+HP no combo. LP+MP/MP+HP Hooligan combo possible |
| Ryu | ○ | ○ | ○ | ◎ | ○ | ◎ | All hit. LP/HP/LP+HP no combo. LP+MP/MP+HP Hooligan combo possible |
| E. Honda | ○ | × | ○ | ◎ | × | ◎ | OD Bushin Hojin Kick only possible, LP+MP/MP+HP Hooligan > OD Command Grab combo |
| Blanka | × | ○ | ○ | ◎ | × | ◎ | LP+MP/MP+HP Hooligan > OD Command Grab route |
| Guile | × | ○ | ○ | × | ○ | ◎ | Single hit: Hidden Variable +12. MP+HP Hooligan > OD Command Grab possible |
| Ken | × | × | × | × | × | ○ | OD Bushin Hojin Kick only for MP+HP hit. No combo |
| Chun-Li | × | × | × | × | × | × | Doesn’t hit |
| Rashid | × | × | × | × | × | × | Doesn’t hit |
| Ed | × | × | × | × | ○ | ◎ | MP+HP combo possible. LP+HP single hit only |
| Akuma | × | × | × | × | × | × | Doesn’t hit |
| Terry | ○ | ○ | ○ | ◎ | ○ | ◎ | All single hits (step step +9F). LP+MP/MP+HP Hooligan route possible |
| Mai | ◎ | × | × | ◎ | × | ◎ | Shadow setup LP combos. Combo: Rush 2HP > Hooligan > OD Command Grab > fwd HK > j.MP > mid Fuha. OD Bushin Hojin Kick for LP+MP/MP+HP Hooligan combo |
| Elena | ○ | ○ | ○ | ◎ | ○ | ◎ | All single hits (+12F). LP+MP/MP+HP Hooligan combo possible |
| Sagat | × | × | × | × | × | × | Doesn’t hit |
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.
Recommended Counter
- Backdash and forward jump don’t work, so characters with strong reversals should use them
- Blanka’s OD Aerial Rolling, Chun-Li’s air Hyakuretsukyaku, etc.
- If you don’t have strong reversals:
- Kimberly’s fast walk speed means delayed strikes (HP) are used very frequently
- If you find invincible getting Blocked often, include Fuzzy jump and one-Block jump in your options
- Understanding delayed timing mixups is essential to beat Kimberly
- If 2MP catches your delayed tech, she’s confirming throw whiff, so consider walk throw
- Kimberly’s fast walk speed means delayed strikes (HP) are used very frequently
- Also, meatying the strike option HK is very difficult
- Fastest mash is also a viable option
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 / Kimberly | With Rush | Without Rush |
|---|---|---|
| Quick Rise | No Oki (OD invincible guaranteed) | Oki available |
| Back Rise | Oki available (Hidden Variable can dodge OD invincible) | No Oki |
Recommended Counter
- Characters with OD invincible
- Quick Rise > Confirm Rush > OD invincible
- First priority is denying offense this way
- Quick Rise > Confirm Rush > OD invincible
- Characters with 8F or faster long-range SA
- Back Rise > Confirm Rush > SA (8F Startup)
- Hidden Variable can dodge OD invincible, but characters with good range and Startup can fully cover this
- Blanka and Luke benefit greatly from this counter
- Research your character’s SA Startup and range
- Back Rise > Confirm Rush > SA (8F Startup)
Caution
- Quick Rise > Confirm Rush > OD invincible
- This is a great option, but remember Kimberly can choose to Drive Impact Block
- Back Rise > Confirm Rush > SA (8F Startup)
- 9F Startup SA / Drive Reversal gets safe jumped (fastest Rush > 2LK is 9F safe meaty)
- Use only 8F or faster options
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
Recommended Counter
- Standard: Quick Rise > Confirm Rush > Counter with medium attack or higher
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.
Recommended Counter
- Keep close distance and stop Rush from there
- Also, Kimberly’s common Rush > 2MK is Impact-guaranteed unless it’s resustained, so try it