STREET FIGHTER 6
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キンバリー
88 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA TC
Notes Chains into 5LP/2LP/2LK or into Bushin Prism Strikes; Run~Stop cancel: -8/-15 (OD: -5/-12)
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes Important combo tool with a Target Combo follow-up; Run~Stop cancel: +1/-4 (OD: +4/-1); collision box extends forward, allowing Kimberly to set up a tricky auto-shimmy with whiffed 5MP on a knocked down opponent; cancel into Run~Stop leaves Kim at +0 oB vs. Burnout (against reversal Super, sets up timing to kara cancel her next attack into Parry/Super)
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes In punishes, can cancel to Run~Stop or Teleport to maintain close position, then link into 5HK or 5HP; single hit confirmable, but will not combo to 236HP on the final cancel frame; Run~Stop cancel: +3/-4 (OD: +6/-1); can frame trap into meterless Arc Step; edge of hitbox is raised to make the attack more vulnerable to low-profile attacks; extends a hurtbox 1f before active that is vulnerable to projectiles
Standing Light Kick
5LK5L
Notes Good range for a cancelable light normal; possible to chain 4 lights (2LP, 2LP, 5LP, 5LK) into 236LP/Super or into 214HK vs. standing; Run~Stop cancel: -8/-12 (OD: -5/-9)
Standing Medium Kick
5MK5M
Notes Most important normal in footsies, particularly canceled into Drive Rush; Run~Stop cancel: -1/-6 (OD: +2/-3)
Standing Heavy Kick
5HK5H
Cancel -
Notes Whiffs vs. crouching opponents if not point blank unless they extend a vertical hurtbox; good combo and pressure starter; upper body is Air Invuln 10-15f (decent anti-air, but a little slow and cannot hit cross-up); the small hitbox on Kimberly's foot can only hit airborne opponents
Crouching Light Punch
2LP2L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; Run~Stop cancel: -9/-14 (OD: -6/-11)
Crouching Medium Punch
2MP2M
Notes 2f extra recovery on whiff; important combo tool; Run~Stop cancel: -1/-9 (OD: +2/-6); special/DR cancel is delayed until after 2nd active frame; extends a hurtbox on whiff until the end of recovery (feet 6-23f, arm 6-15f with partial retraction 16-23f)
Crouching Heavy Punch
2HP2H
Notes Forces stand on hit; good anti-air but cannot hit cross-up; in Drive Rush juggles, opponent is kept high enough to connect instant j.236PP for a ground bounce; can be up to +8/+3 meaty; best button for Run pressure (cancel into Arc Step beats 4f light normals); Run~Stop cancel: +3/-2 (OD: +6/+1)
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK; slightly more pushback than other combo-starting lights, but can still chain 3 lights if starting point blank; can link to 5MP/2MP on Counter-hit or into 2HP out of close range Drive rush
Crouching Medium Kick
2MK2M
Notes Non-cancelable, but can combo afterward and is a great option out of Drive Rush
Water Kick
2HK2H
Notes Has some juggle potential; can be used in place of 236LP in some juggles for extra meter build and higher KD advantage
Bushin Hellchain 1
5LP~MP~2HP5LP~MP~2H
Cancel TC
Notes () refers to scaled damage from 5LP combo starter; useful against Drive Impacts, as this hit will land as a +4 counter-hit at point blank range; on hit, leaves Kimberly close for a strike/throw mixup
Bushin Hellchain Throw
5LP~MP~2HP~2HK5LP~MP~2HP~2H
Notes () refers to scaled damage from 5LP combo starter; throws opponent backwards for a side switch; very useful when Kimberly is cornered; cannot hit airborne opponents; true blockstring even at max delay; leads to a 9f safejab setup with immediate DR~2LP
Bushin Hellchain 2
5LP~MP~2HP~HK5LP~MP~2HP~H
Notes () refers to scaled damage from 5LP combo starter; knocks opponent far away on hit; true blockstring even at max delay; (better KD Adv. after a DR juggle, maintains limited juggle state)
Bushin Prism Strikes 3
5LP~MP~HP~HK5LP~MP~HP~H
Notes () refers to scaled damage from 5LP combo starter; 5f extra recovery on block; 10f gap between final 2 hits on block; airborne hit causes a small ground bounce that increases knockdown advantage, allowing for a spraycan setup (will always occur unless the first 3 hits are blocked before the final hit connects)
Bushin Tiger Fangs
5MP~HP5MP~H
Notes Puts opponent into a limited juggle state; will not combo into 236HP; Run~Stop cancel: KD+34/-6 (OD: KD+37/-3)
Water Slicer Slide
3MK3M
Notes Low profile 9-21f (combined with upper body projectile invuln, great at avoiding projectiles); the large extended hurtbox above her leg is also projectile invuln (more susceptible to mid counter-pokes in neutral); if it connects in a free juggle, puts airborne opponents into limited juggle state; the first 4 active frames have a set recovery that locks the frame advantage to +1/-5, and also cause a knockdown on Punish Counter (does not apply to later active frames, allowing combo extensions after punishing projectiles)
Windmill Kick
4HK4H
Notes Forces crouch on hit, making opponents wider for easier follow-up links; causes spike KD vs. airborne opponents; allows link to 2LP naturally, and 5MP link out of Drive Rush (DR momentum does not allow 2MP, 5MP or 2HP to reach opponent)
Hisen Kick
6HK6H
Cancel Jmp
Notes Can hop over low pokes for a Punish Counter combo; puts airborne opponents into limited juggle state; can cancel into forward, neutral, or back jump on hit or block; 8f less recovery on block only; 1f more hitstun vs. crouching opponents; much shorter range on the final active frame
Jumping Light Punch
j.LPj.L
Notes Quick air-to-air
Jumping Medium Punch
j.MPj.M
Cancel Sp SA2
Notes Puts airborne opponents into limited juggle state; lower body projectile invuln 6-28f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents; best hitbox for opponents directly below Kimberly; useful in juggles with 2 spraycans as it does not increase the opponent's juggle count; lower body projectile invuln 8-30f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.LKj.L
Notes Cross-up; can be used as a fuzzy instant overhead (vs. Blanka, will not work after perfect safe jump j.HP/j.HK timing, making it useless in corner spraycan setup)
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 7-30f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
j.HKj.H
Notes Great horizontal range and a good downward hitbox; useful for air resets after corner wallsplat into 6HK; lower body projectile invuln 9-35f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Nue Twister
j.236P
Notes Air throw that can be comboed into; good combo ender due to damage and decent okizeme, especially in the corner; no minimum height requirement; the first 15 landing recovery frames put Kimberly in a crouching state; Range: 1.0
Elbow Drop
j.2MPj.2M
Notes Can only be performed from Forward Jump; spike KD vs. airborne opponents; stops Kimberly's air momentum (useful for baiting anti-airs); maximum advantage is only possible when input at the latest possible timing (frame 30 of jump; otherwise, connects with 2nd to last active frame); minimum advantage is more likely to apply to tall standing characters, but is usually at least +5 / -2
Aerial Bushin Senpukyaku
j.214K
Notes Only possible during forward jump or after 6HK Forward Hop; can be done immediately with Tiger Knee motion (2149K); inputting at the end of Kimberly's jump arc allows 3 hits vs. standing, 1 hit vs. crouching (otherwise, 1 hit vs. standing and whiffs on crouching); listed () KD advantage refers to air juggled version
j.214KK
Cancel SA2
Notes Only possible during forward jump or after 6HK Forward Hop; can be done immediately with Tiger Knee motion (2149K); inputting at the end of Kimberly's jump arc allows 3 hits vs. standing, 1 hit vs. crouching (otherwise, 1 hit vs. standing and whiffs on crouching); can cross-up at close range vs. standing opponents (useful to escape corner throw loops if opponent is at +2 or worse); listed () KD advantage refers to air juggled version; can cancel into SA2 mid-air, or follow up with SA3 after landing in the corner
Neck Hunter
236K~HK236K~H
Cancel SA3
Notes SA3 cancel can only combo in high connect juggles, or if overhead is absorbed by armor
Vagabond Edge
236HP236H
Cancel SA3 (1st) / Jmp
Notes Puts opponent into limited juggle state; very limited juggle potential, so it won't combo from 5MP~HP; 2nd hit only comes out on hit; forward jump cancelable on hit only; (note: frame display shows 3f extra block recovery, but this is a bug - total frame count remains unchanged)
Sprint
236KK
Notes Holding forward causes Kimberly to continue running without activating Arc Step (must not let go of forward input at any point); cancels into follow-ups after 8 frames minimum (can cancel into Emergency Stop 2f earlier); Movement speed: 0.135/frame during cancelable frames
236KK~HK236KK~H
Cancel SA2 SA3 (2nd)
Notes Puts airborne opponents into short OTG juggle state (only SA2/SA3 cancels can follow up); Super cancels whiff vs. grounded opponents
Torso Cleaver
236KK~LK236KK~L
Cancel SA2 SA3
Notes Kicking legs are Anti-Air Invuln 14-23f (cannot hit cross-up); active frames 3-7 only hit airborne opponents above Kimberly (only active frames 1-2 are useful for meaty pressure); 2nd hit will expand its hitbox if the 1st hit connects, allowing both to connect on hit/block; puts opponent into limited juggle state (launches high in juggles, allowing Drive Rush 2HP loops); () refers to higher KD advantage when juggled into
Shadow Slide
236KK~MK236KK~M
Cancel SA2 SA3 (1st)
Notes 4-19f low profile and upper body projectile invuln (only on the Slide itself); puts opponent into limited juggle state; advantage varies significantly depending on which active frame of the 2nd hit connects; () refers to KD advantage when juggled into (KD +49 from 5MP~HP unless delayed); 1st hit forces stand vs. grounded opponents (ensures SA2 cancel can connect); if the 1st hit connects with the opponent, the 2nd hit has a greatly expanded vertical hitbox to ensure juggle consistency
236K~LK236K~L
Notes Kicking legs are Anti-Air Invuln 18-27f (cannot hit cross-up); active frames 3-7 only hit airborne opponents above Kimberly (only active frames 1-2 are useful for meaty pressure); puts opponent into limited juggle state; () refers to higher KD advantage when juggled into
Emergency Stop
236K~P
Notes Latest possible stop occurs after 41f (55f total animation); shortest Run~Stop distance: 1.64
236K~MK236K~M
Notes 6-21f low profile and upper body projectile invuln (only on the Slide itself); puts opponent into limited juggle state; advantage varies significantly depending on which active frame connects; () refers to KD advantage when juggled into (KD +47 from 5MP~HP unless delayed); cancel to SA3 can whiff when used from longer range
236LP236L
Notes Has juggle potential; good for safe pressure against opponents in Burnout (0 oB, setting up a follow-up 2LP that trades with 4f normals and can kara cancel into Parry/Super if the opponent performs a reversal Super); strongest 236P version when Super canceling; () refers to KD Adv. when juggled into (lower height gives lower KD Adv.); 3rd active frame has extra range, allowing it to be spaced for safety or combo extensions; extends a large hurtbox on whiff until the end of recovery
236MP236M
Cancel SA3 (1st)
Notes 2nd hit only comes out on hit; () refers to reduced KD Adv. when juggled into; (note: frame display shows 3f extra block recovery, but this is a bug - total frame count remains unchanged)
236PP
Cancel SA2 SA3 (1st) / Jmp
Notes Puts opponent into limited juggle state; 2nd hit only comes out on hit; forward jump cancelable on hit only; gives the launch of 236HP with the startup and juggle potential of 236MP; (note: frame display shows 3f extra block recovery, but this is a bug - total frame count remains unchanged)
Bushin Senpukyaku
214HK214H
Notes Cannot hit cross-up; often too slow to work in juggles; if first hit (active frames 1-6) whiffs, still hits 3 times but the first hit only does 180 damage
Hidden Variable
214P
Notes After reappearing, 7f recovery is cancelable into any attack except Parry or another 214P (otherwise 17f recovery); grants forward momentum when canceled into attacks, unlocking some unique combo routes due to pushback (slower attacks do not benefit from this momentum); normals (except 2HK or command normals) performed after reappearing add +3 to the move's Juggle Limit and put airborne opponents into a limited juggle state (similar to Drive Rush juggles except that the attacks still increase the juggle counter by the usual amount)
214KK
Cancel SA2 (4th)
Notes Cannot hit cross-up; higher juggle potential than other versions; other than SA2 cancel, starter scaling only occurs if Spraycan detonates immediately after first grounded hit, or after a high-connect 4-hit 214KK
214LK214L
Notes Cannot hit cross-up; if first hit (active frames 1-6) whiffs, still hits 3 times but the first hit only does 90 damage
214MK214M
214PP
Notes After reappearing, can act after 7f recovery; air follow-ups have the same properties as regular jump attacks (including 3 landing recovery frames); if Kimberly does not act, she has 1 punishable landing recovery frame, then 2 landing frames where she can block or cancel into an attack; cannot use j.236P after reappearing mid-air
j.236PP
Notes Air throw that can be comboed into; causes OTG bounce (limited juggle state); no minimum height requirement; the first 15 landing recovery frames put Kimberly in a crouching state; Range: 1.0
Shuriken Bomb
22P (1 stock)
Notes Button strength determines distance; can throw a second can even while one is active on-screen (but cannot reload during this time); spraycan spawns on frame 18 (if Kimberly is hit before this, it will not be thrown); LP can hits the ground on frame 24 and explodes on frame 122; MP can hits the ground on frame 26 and explodes on frame 124; HP can hits the ground on frame 30 and explodes on frame 128; explosion can juggle if opponent is thrown immediately afterwards (MP/HP cans give more time for juggle follow-ups); puts opponent into free juggle state, or maintains the current juggle state if comboed into; important tool for corner oki scenarios; spraycan disappears if SA2 is activated
Shuriken Bomb Spread
22PP (2 stock)
Notes Button strengths determine distance of each can (each strength of spraycan reaches the ground with the same timing as the 1-stock version); cannot reload while spraycans are active on-screen; spraycans spawn on frame 18 (if Kimberly is hit before this, they will not be thrown); LP+HP gives near-simultaneous explosions (6f gap between hits); LP+HP version can be useful in corner setups with Drive Impact that will break armor on the opponent's counter-DI; LP+MP and MP+HP versions result in a staggered explosion (explode on frames 122/170 or 124/174 respectively); staggered explosions combo on hit, and leave a blockstring gap of 19f for LP+MP and 20f for MP+HP; the staggered version generally gives stronger combos and allows for multiple mixups in one sequence; staggered version allows for extended blockstring sequences that can deal incredible Drive damage; many non-cinematic reversals can be punished after landing even when hitting Kimberly; the first explosion can juggle if opponent is thrown immediately afterwards; puts opponent into free juggle state, or maintains the current juggle state if comboed into; spraycan disappears if SA2 is activated; the 2nd can does not add any extra hits of damage scaling, but will take on the scaling level of any other hits that occur between the spraycan explosions (e.g. 1st can 70%, j.HP 60%, 2nd can 60%)
Genius at Play
22PP (refill)
Notes Refills 2 spray cans; cannot reload if a spray can is currently stocked or is active on-screen
Bushin Beats
236236K
Notes Travels ~75% screen length; does not throw spraycan without holding the button
Soaring Bushin Scramble
j.214214P
Notes Can only be used from Forward Jump; screen freeze causes active spraycans to disappear; first hit before cinematic does 300 damage; 2f startup when canceled from OD special moves only
Bushin Scramble
214214P
Notes Becomes airborne during screen freeze (can dodge grounded attacks despite not having invincibility); screen freeze causes active spraycans to disappear; first hit before cinematic does 300 damage
Bushin Ninjastar Cypher
236236P
Notes Immediately upon activation, Kimberly gains 11% buff to attack damage and walk speed for the rest of the match; cinematic time regenerates ~1.9 Drive bars for Kimberly