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VS

Kimberly Guide/Notes

Language

Common Neutral

Kimberly Neutral

  • Use 3mk to control Range, forcing the opponent to stop backing up and crouch block more; once they are used to crouch blocking, start a Run to steal a Mid/Overhead.

Core poking buttons: 5HP, 5MK

5lk at close range to shimmy and bait the opponent; land a close-range Counter Hit on their Abare; be bold and buffer into Run or 236lp.

Can bait the opponent into thinking it's a 5mk, then Counter Hit their whiffed poke.

Buffer into Run

5mp, 5hp, 5mk pokes buffered into Run.

Problem: Will the Run get intercepted?

Buffer Cancel into Drive Rush

  • 5mk Drive Rush into 5hk+6 (can be interrupted on block, use only on hit confirm). Can throw; walk back 5hp to Bait throw; 2mk+1.

  • 5mk Drive Rush 2mk (true blockstring, opponent cannot DP/reversal). Can throw; walk back 5hp to Bait throw; can j2mp to Bait throw.

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

    • Backdash 5hp to Bait throw.

    • Push away with 2lp then follow with 5mp to catch mashing (very strong Range Trap).

    • Push away with close-range 5mp then walk back half a step with 5hp to catch mashing (Range Trap).

5MPtc (5MP > HP)

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

Drive Rush Pressure (Pokes)

dr 5mp/2mp

  • Throw / Walk back 5HP (pc) to Bait throw / j2mp to Bait throw

  • Hit: 2mk+1

    • Block: 2lp

    • On hit: 5lk > 236LP

dr 2lk

  • On hit +8: can follow 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...

  • +1 on landing if blocked with no follow-up.

Back-walking Poke

When walking back to Poke while the opponent recovers gauge, they may Drive Rush to chase; prepare 5mptc and 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, Anti-Air with heavy punch then Run stop to escape.

Drive Rush 2lp 5hp poke to Side Switch on opponent's Counter Hit attempt.

Key: Find the timing when the opponent throws.

  • j2mp: bait opponent into jumping and cross up, land 2lp 5lp 5mp 2hp 2hk to Side Switch.

  • Backdash: dodge throw Okizeme, follow with 2lp 5lptc to Side Switch.

TC Side Switch Okizeme: Drive Rush smoke to bait reversals; Drive Rush 2lk to beat slow SA Active frames.

Special Move + Normal Combinations

236lp +3 on hit

Can go into 2mk

+1 on block into 2lp. Can throw or walk back half a step.

+5 on hit into 5lk then 236lp.

Trade +8 into 5mk.

2mk Trade +8 into 5mk.

236HP Air Throw

After mid-screen Air Throw, 66+4 5mp Run Pressure; Drive Rush 2lp to bait reversals or Throw Tech; Drive Rush 2mk to hit Low into 5mptc; Drive Rush 2hp to beat mashing; stop throw; or 236lp smoke bomb + 5mp Pressure.

After Corner Air Throw, 66 2hp buffered into Run (trades with 4f mashing) into 5hp; 66 throw;

236HP JMP 214K

If not going for Air Throw, can forward jump into Airborne Mid Whirlwind Kick.

Create Safe Jump Pressure.

236HP OD Air Throw

  • Connect 6hk 9hk (opponent Airborne).

    • Can do immediate Drive Rush into Fuzzy 2mp for cross-up.

    • Can 66 5hk to beat mashing;

  • Can connect high kick + light elbow.

236K

236K On Block

  • 236K (blocked) → Drive Rush 2MP

    • Ground Pressure

    • Can Fuzzy Drive Rush or jump-in elbow
      Bait DP / Counter Hit reversals

Delay Countermeasures (cannot be frame-perfect)

  • Fuzzy Drive Rush 2HP

    • Into Air Throw

  • Whirlwind Kick

    • Against jumps (can chase regardless of direction)

Opponent Back-jumps / Flees

  • Drive Rush 5HK

    • Chase back-jump

  • Drive Rush 5MP

    • Chase backdash

    • Into Drive Rush smoke bomb → Block reversal after backdash


II. 236K On Hit (with/without follow-up)

Flying Kick follow-up hits

  • 236K Flying Kick follow-up (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 reversals / Bait throw

    • Drive Rush slide

      • +10 on hit frame kill

      • +4 on block
        → Neutral jump / walk back shimmy / throw


No follow-up (Corner specialized)

  • (Corner) 5MP TC → 236K (no follow-up)

    • Into 236LP

    • Into 2MK (whiff) +5

      • Direct throw

    • 66 Brazen 2HP

      • +3 on block

      • Into 5MP Run
        * 5MP might Trade → remember to follow with 5MK

No follow-up (Corner specialized)

  • (Corner) 5MP TC → 236K (no follow-up)

    • Into 236LP

    • Into 2MK (whiff) +5

      • Direct throw

    • 66 Brazen 2HP

      • +3 on block

      • Into 5MP Run
        * 5MP might Trade → remember to follow with 5MK


MP HP TC Slide Okizeme

  • 5MP TC → 236K → MK

    • 66 ×2 → Brazen 5HK +2

      • Into 5MP

    • 66 ×2 → 2HP

      • Frame kill

      • +2 on block

      • On hit → follow with 5MP

  • 66 ×2 → Delay → Backstep

    • Prepare 2MP Bait throw

    • Can block reversals

  • 66 Stop → 2MK frame kill +2

    • Can throw

    • On hit → frame kill follow into 5MP

After one 66 (+29), same as above

66 → Drive Rush slide

  • +5 strike/throw Mixup

  • Block Drive Reversal

  • Stop → Immediate Drive Rush 2LP → Pull back

    • Block reversals

    • Bait tech

66 Run Overhead (Mid)

On Block

  • 66 Overhead (blocked) +1

    • 2LP catch mashing

      • Block Drive Reversal

  • Overhead → 236K MK (blocked) +1

    • Into 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 gimmick

  • 66 → Drive Rush Overhead

    • Specifically to catch crouch blocking or lack of Reaction

When near Corner but 214MK doesn't connect

  • Forward jump +2

    • Strike / throw Mixup

  • Forward jump → Low Airborne Light Whirlwind Kick

    • Bait throw

    • Into 5HP

Corner Mid Whirlwind Kick Route

  • Mid Whirlwind Kick

    • 2LP (whiff) → 2MK frame kill +6

      • Into 5MP

    • 2LP (whiff) → 5HK

      • Catch mashing

    • 5LK (whiff) +2

      • Into 5HP

      • Or neutral jump / backdash to Bait throw


After Corner OD Wall Jump / Air Throw

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

    • Slightly delayed DI

      • Use it multiple times, then change to DI where the Safe Jump should be to bait their DI?

    • Can use 4HK to hit crouch blocking

  • 6HK → 9HP

    • Safe Jump

  • After 236HP hits in Corner, don't use OD Air Throw, just use 6HK to fake a Drop; it is actually +6.



IV. Stop / Slide Frame Kill

  • Stop → 4HK

    • Mid/Overhead

  • Slide (whiff) +6

    • 2MK frame kill


V. Airborne 214K series (Corner specialized)

  • Low Airborne 214LK

    • Bait throw

  • After Ground 214HK in Corner

    • 4HK

      • Overhead Mixup

  • After Airborne 214K

    • 66 Stop → 2MP

      • Trade combo


VI. 5LK Whiff Frame Trap Module

  • 5LK (whiff)

    • Throw

  • 5LK (whiff) → 2MK

    • Trade +10

  • 5LK (whiff) → 2MP

    • Easier to hit confirm


VII. Miscellaneous Gimmick Modules

  • Gimmick DI (can be thrown)

  • Walk back to Bait throw (feel/timing-based)

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