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) → 5HKCatch 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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