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VS

Kimberly Strategy Notes

Language

Common Neutral

Kimberly Neutral

  • Control Range to force the opponent to back up less and crouch block more

  • After the opponent gets used to crouch blocking:

    • Start a Run to steal an Overhead

    • or Run stop

Core poking normals: 5HP, 5MK

5lk close range feint to bait the opponent's move; go for a close-range Counter Hit against Abare; be bold and Option Select Run or 236lp

Can Bait the opponent into thinking it's a 5mk, then Counter Hit them for a whiff punish

Option Select Run

5mp 5hp 5mk pokes with Option Select Run

Question: Will the Run get countered?

Option Select Cancel Drive Rush

  • 5mk Drive Rush 5hk+6 (will lose to Abare on block, use only on hit confirm); can Throw; walk back 5hp to catch Throw Tech; 2mk+1

  • 5mk Drive Rush 2mk (true blockstring, opponent can't DP) can Throw; walk back 5hp to catch Throw Tech; can j2mp to catch Throw Tech

  • 5mk Drive Rush 2hp to beat mashing and Throw Tech, +9 on Counter Hit; 2hp stop

    • Backdash 5hp to catch Throw Tech

    • 2lp pushes opponent away then 5mp to beat mashing (very strong Range Trap)

    • Close range 5mp pushes away, walk back half a step 5hp to beat mashing (Range Trap)

5MPtc (5MP > HP)

5mptc pokes must cancel into OD Run or will be interrupted; on hit can Drive Rush Cancel 2hp into Izuna Drop; on block Drive Rush Cancel 2mk for plus Frames to maintain Pressure (same as 5mk Drive Rush 2mk)

Drive Rush Pressure (Pokes)

dr 5mp/2mp

  • Throw / walk back 5HP(pc) to catch Throw Tech / j2mp to catch Throw Tech

  • Hit: 2mk+1

    • Block: 2lp

    • On hit: 5lk > 236LP

dr 2lk

  • On hit +8: can follow up with 2hp, 5mp

If the opponent checks the Drive Rush... mix in OD Smoke Bomb (beats low pokes like 2mk)

dr 6hk

Drive Rush 6hk to beat Drive Rush checks

  • On hit: Follow Up jmp, 5hp...

  • On block no Follow Up, +1 on landing

Walk back Poke

When walking back to Poke while the opponent recovers Drive Gauge, the opponent will Drive Rush to chase; prepare 5mptc or 2mp (Counter Hit) into 5mk Run or 5hp

2mp (counter)

2mp Counter Hit, if too far follow with 2hk(+38)

Side Switch when trapped in Corner

  • Opponent neutral jumps for Okizeme, Heavy Punch Anti-Air then Run stop to get out

Drive Rush 2lp 5hp pokes to Side Switch on opponent's Counter Hit

Key: Find the timing for the opponent's Throw

  • j2mp: bait opponent into cross-up/same-side mixup; land 2lp 5lp 5mp 2hp 2hk Side Switch

  • Backdash: after avoiding Throw Okizeme, 2lp 5lptc Side Switch

Okizeme after TC Side Switch: Drive Rush Smoke Bomb to prevent DP; Drive Rush 2lk to prevent slow start-up SA

Special Move + Normal Combinations

236lp +3 on hit

Standard follow up 2mk

+1 on block into 2lp; can Throw or walk back half a step

+5 on hit into 5lk then 236lp

+8 on Trade into 5mk

2mk +8 on Trade into 5mk

236HP Air Throw

After mid-screen Air Throw, 66+4 5mp Run Pressure; Drive Rush 2lp to prevent DP, catch Throw Tech; Drive Rush 2mk Low into 5mptc; Drive Rush 2hp to beat mashing; stop Throw; follow with 236lp Smoke Bomb +5mp Pressure

After Corner Air Throw, 66 2hp Option Select Run (Trade with 4f Abare) into 5hp; 66 Throw;

236HP JMP 214K

If not doing Air Throw, can forward jump Aerial mid whirlwind

Create Safe Jump Pressure

236HP OD Air Throw

  • Follow with 6hk 9hk (opponent Airborne)

    • Can do fastest Drive Rush Fuzzy 2mp for cross-up

    • Can 66 5hk to beat mashing;

  • Can follow with High Kick + Light Elbow

236K

236K on Block

  • 236K (blocked) → Drive Rush 2MP

    • Ground Pressure

    • Can Fuzzy Drive Rush or Jump-ins Elbow
      Bait DP / Counter Hit DP Abare

Frame delay CounterMeasure (not fastest)

  • Fuzzy Drive Rush 2HP

    • Follow with Air Throw

  • Whirlwind Kick

    • Against jump (can chase regardless of direction)

Opponent back jump / fleeing

  • Drive Rush 5HK

    • Chase back jump

  • Drive Rush 5MP

    • Chase backdash

    • Follow with Drive Rush Smoke Bomb → Block DP after backdash


II. 236K on Hit (Follow Up / No Follow Up)

Follow Up Flying Kick on Hit

  • 236K Follow Up Flying Kick (Hit)

    • 66 walk forward a bit → 5HK frame kill

      • Can follow with 5HP

    • 236K LK or HK

      • LK flip +2

      • HK Overhead +0

    • Drive Rush 2LK

      • Pressure / Bait DP / Throw Tech

    • Drive Rush Slide

      • +10 on hit frame kill

      • +4 on block
        → Vertical jump / back walk bait Throw Tech / Throw


No Follow Up (Corner Specific)

  • (Corner) 5MP TC → 236K (No Follow Up)

    • Follow with 236LP

    • Follow with 2MK (Whiff) +5

      • Direct Throw

    • 66 raw 2HP

      • +3 on block

      • Follow with 5MP Run
        ※ 5MP might Trade → remember to follow with 5MK

No Follow Up (Corner Specific)

  • (Corner) 5MP TC → 236K (No Follow Up)

    • Follow with 236LP

    • Follow with 2MK (Whiff) +5

      • Direct Throw

    • 66 raw 2HP

      • +3 on block

      • Follow with 5MP Run
        ※ 5MP might Trade → remember to follow with 5MK


MP HP TC Slide Okizeme

  • 5MP TC → 236K → MK

    • 66 ×2 → raw 5HK +2

      • Follow with 5MP

    • 66 ×2 → 2HP

      • Frame kill

      • +2 on block

      • On hit → follow with 5MP

  • 66 ×2 → Delay → Step back half a step

    • Prepare 2MP to catch Throw Tech

    • Can block DP

  • 66 stop → 2MK frame kill +2

    • Can Throw

    • On hit → frame kill follow with 5MP

After one dash (+29) it's the same as above

66 → Drive Rush Slide

  • +5 hit Throw

  • Block Drive Reversal

  • Stop → Fastest Drive Rush 2LP → Hold back

    • Block DP

    • Bait Throw Tech

66 Run Overhead (Mid)

On Block

  • 66 Overhead (blocked) +1

    • 2LP beats mashing

      • Block Drive Reversal

  • Overhead → 236K MK (blocked) +1

    • Follow with 2LP / Throw / Walk back

  • Overhead → 66 → 2HP frame kill

    • +2 on block

On Hit

  • Overhead (hit)

    • Drive Rush 2HP Pressure

      • +11 on hit


II. 66 Drive Rush Overhead cheese

  • 66 → Drive Rush Overhead

    • Catches crouch blocking or zoning out Reaction

Near Corner but cannot connect 214MK

  • Forward jump +2

    • Strike / Throw Mixup

  • Forward jump → Low Aerial light whirlwind

    • Catch Throw Tech

    • Follow with 5HP

Corner mid whirlwind kick Route

  • Mid whirlwind kick

    • 2LP (Whiff) → 2MK frame kill +6

      • Follow with 5MP

    • 2LP (Whiff) → 5HK

      • Beat mashing

    • 5LK (Whiff) +2

      • Follow with 5HP

      • or vertical jump/backdash bait Throw Tech


Corner after OD Wall Kick / Air Throw

  • OD Wall Kick / Air Throw → 6HK → 9HK TC (+28)

    • Slightly delayed DI

      • Use it a few times, then switch to DI where a Safe Jump would be to bait DI?

    • Can use 4HK against crouch block

  • 6HK → 9HP

    • Safe Jump

  • If 236HP hits at Corner, don't use OD Air Throw, use 6HK to pretend you Drop the combo but it's actually +6



IV. Stop / Slide frame kill

  • Stop → 4HK

    • Overhead

  • Slide (Whiff) +6

    • 2MK frame kill


V. Aerial 214K series (Corner specific)

  • Low Aerial 214LK

    • Catch Throw Tech

  • Corner ground 214HK after

    • 4HK

      • Overhead Mixup

  • Aerial 214K after

    • 66 stop → 2MP

      • Trade combo


VI. 5LK Whiff Frame Kill Module

  • 5LK (Whiff)

    • Throw

  • 5LK (Whiff) → 2MK

    • Trade +10

  • 5LK (Whiff) → 2MP

    • Convenient for (Hit) Confirms


VII. Miscellaneous Cheese Modules

  • Cheese Impact (can be thrown)

  • Walk back bait Throw Tech (feeling-based)

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