Common Neutral
Kimberly Neutral

Control Range to force the opponent to back up less and crouch block moreAfter 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) → 5HKBeat 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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