① Jump-in
j.HK > st.MP > st.HP > Sprint > Shadow Slide ↳ Approximately 2000 ↳ Prioritizes corner carry ↳ On reaching the corner, use Shuriken Bomb okizeme.
FIGHTER GUIDE IORI'S STRATEGY
Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for KIMBERLY.

Practical routes organized by starter, resources, corner position, and knockdown.
Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
j.HK > st.MP > st.HP > Sprint > Shadow Slide ↳ Approximately 2000 ↳ Prioritizes corner carry ↳ On reaching the corner, use Shuriken Bomb okizeme.
cr.MP > st.MP > st.HP > Sprint > Shadow Slide ↳ Approximately 1832 ↳ Corner carry ↳ Set Shuriken Bomb if you reach the corner.
cr.MP is +7 on normal hit, allowing st.MP to combo afterward.
Kimberly's most frequently used basic route.
cr.LP x3 > L Vagabond Edge ↳ 1296 ↳ +3 ↳ Continue close-range pressure.
Prioritizes okizeme
cr.LPx3 > H Bushin Senpukyaku ↳ 1548 ↳ +20
Target combo
Side switch
cr.LPx2 > st.LP > st.MP > cr.HP > cr.HK ↳ 1704 ↳ +16 ↳ Switches sides
First priority
st.MK > Cancel Drive Rush > cr.HP > Sprint > Emergency Stop > cr.MP > cr.MP > st.MP > st.HP > Sprint > Shadow Slide ↳ 2240 ↳ Drive Gauge: 3 bars ↳ Strong damage, SA Gauge gain, carry, and okizeme ↳ Use Shuriken Bomb okizeme if you reach the corner.
easy route
st.MK > Cancel Drive Rush > cr.HP > Sprint > Arc Step > K follow-up ↳ Easy execution ↳ Drive Rush okizeme after the knockdown
One of Kimberly's highest-priority routes in Year4.
st.HP PC > H Vagabond Edge > j.MP > airborne OD Bushin Senpukyaku ↳ High damage against a whiffed throw tech ↳ Approximately +5 after airborne OD Bushin Senpukyaku
Alternatively:
st.HP PC > H Vagabond Edge > j.MP > Aerial Bushin Senpukyaku ↳ Saves meter
st.HP PC > H Vagabond Edge > j.MP > airborne OD Bushin Senpukyaku ↳ Large-opening punish ↳ High damage ↳ Approximately +5 ↳ Throw or strike
Without spending meter
st.HP PC > H Vagabond Edge > j.MP > Aerial Bushin Senpukyaku
cr.MP PC > st.MP > st.HP > Sprint > Shadow Slide > M Bushin Senpukyaku ↳ Corner ↳ Shadow Slide followed by Bushin Senpukyaku ↳ Continue corner pressure.
When bombs are available
Shadow Slide ender > Shuriken Bomb Spread ↳ Continue into bomb okizeme.
DI wall splat > cr.HP > M Vagabond Edge > whiff st.MP > Shuriken Bomb Spread
↳ Continue into bomb setplay.
high-damage route
DI wall splat > cr.HP > M Vagabond Edge > follow-up > Bushin Senpukyaku
If Shuriken Bomb is available, prioritize okizeme over immediate damage.
DI PC > st.MP > st.HP > Sprint > Shadow Slide ↳ Substantial corner carry ↳ Bomb okizeme if you reach the corner
high-damage route
DI PC > st.HP > H Vagabond Edge > j.MP > airborne OD Bushin Senpukyaku
DI PC > st.LP > st.MP > cr.HP > cr.HK
↳ Switches sides ↳ Prioritizes escaping the corner ↳ +16
Alternatively:
DI PC > 6HK > upward follow-up > j.HK
↳ Aim to switch sides. ↳ Situation-dependent
st.HK > st.MP > st.HP > Sprint > Shadow Slide ↳ 1962 approximately
CH
st.HK CH > st.HP > H Vagabond Edge > airborne follow-up ↳ High damage
4HK > cr.LP > H Bushin Senpukyaku ↳ 1682 ↳ overheadhit +4
Drive Rush overhead
Raw Drive Rush > 4HK > st.MP > st.HP > Sprint > Shadow Slide ↳ 1755 ↳ Overhead starter ↳ Bomb okizeme if you reach the corner
Bomb-setup version
st.MP > st.HP > OD Sprint > Bushin Hojin Kick > Torso Cleaver > set Shuriken Bomb ↳ 2097 ↳ +11 ↳ Bomb okizeme
st.MP > st.HP > OD Sprint > Bushin Hojin Kick > Hisen Kick > forward jump variation > j.HP ↳ 2304 ↳ +42 ↳ safe jump
An important corner route.
In Year4, Kimberly can hold up to 3 Shuriken Bombs.
High-damage combos using 3 bombs are possible.
They are very difficult, so practice them after the basic 10 routes.
↳ Intended to finish the round ↳ Examples deal approximately 70% damage
OD Nue Twister > Torso Cleaver > slightly delayed SA1
↳ Midscreen ↳ delayed input
Corner
OD Nue Twister > Torso Cleaver > SA1
↳ Some corner routes do not require the delay.
st.MP > st.HP > OD Sprint > Neck Hunter > SA2
Alternatively:
OD Sprint > Bushin Hojin Kick > 6HK forward follow-up > airborne OD Bushin Senpukyaku > SA2
Light attacks
cr.LPx3 > L Vagabond Edge > SA3
Corner
Sprint without a follow-up > land > L Vagabond Edge > SA3
After using SA3
Kimberly's damage and movement speed become approximately 1.1 times their normal values.
Landing SA3 early therefore has considerable value.
+3
cr.LP
throw
shimmy
Continue pressure with point-blank frame advantage.
+20
forward dash
strike
throw
shimmy
Use this when you want okizeme from a light starter.
+47
forward dash > forward dash
↳ Large frame advantage
st.HK
throw
shimmy
If you reach the corner
Shuriken Bomb Spread
Continue into these options.
Shadow Slide > Shuriken Bomb Spread
From there:
st.MP > st.HP > L Vagabond Edge > cr.HP > L Vagabond Edge
↳ Bomb-assisted true blockstring ↳ Deals substantial Drive Gauge damage ↳ Some sequences finish at approximately +6
Alternative option
st.MP > st.HP > L Vagabond Edge > cr.MP > L Vagabond Edge > cr.HP > OD Sprint > Emergency Stop
↳ Deals Drive Gauge damage ↳ Emergency Stop leads into a mix-up.
Very strong in Year4.
Corner
OD Sprint > Bushin Hojin Kick > L Shuriken Bomb
Immediate forward jump
↳ Safe jump
From there:
j.LK on the way up ↳ F-shiki overhead
Low attack after landing
Throw after landing
Choose among these options to match the opponent's response.
OD Sprint > Bushin Hojin Kick > Hisen Kick > forward jump variation > j.HP
↳ +42
Immediate forward jump ↳ Safe jump
Sprint
Neck Hunter ↳ overhead
Shadow Slide ↳ low
Emergency Stop ↳ throw ↳ cr.MP ↳ shimmy
Establish the overhead and low threats, then use Emergency Stop into a throw.
Arc Step on hit
> K follow-up ↳ Knockdown
Afterward
Drive Rush > strike
Drive Rush > throw
Drive Rush > wait and watch
+38
forward dash
↳ Use the advantage to apply pressure.
throw
cr.MP
shimmy
After forward throw
forward dash
strike
throw
shimmy
When bombs are available
Set Shuriken Bomb to begin corner setplay.
Year4
Maximum: 3 stocks.
Start with 2 stocks.
Shuriken Bomb supports:
• Combo damage • Drive Gauge damage • High / low mix-ups • Throws • Safe jumps • Responses to invincible reversals
It strengthens all of these aspects of offense.
The basic choices are:
Midscreen ↳ Do not force bomb use.
corner ↳ Shadow Slide ↳ OD Bushin Hojin Kick ↳ Torso Cleaver
Use these enders to set a bomb.
This creates greater frame advantage.
throw
strike
shimmy
Compared with ordinary bomb okizeme, it is easier to shimmy even an early throw tech.
However, the meaty throw requires manual timing.
cr.MP meaty
st.MP meaty
Bomb-assisted true blockstring
Emergency Stop > cr.MP
walk back > st.HP
Neutral jump
Shimmy while a bomb is active
delayed st.HP
Emergency Stop > shimmy
Vary the bomb's explosion timing
cr.HP anti-air
Bushin Senpukyaku
Drive Rush cr.HP
cr.MP
Shadow Slide
Bomb
Wait and watch while a bomb is active.
Emergency Stop > block
Forward-jump safe jump
Use these options.
Go straight for a throw
Emergency Stop > throw
Vary bomb timing
Safe jump > throw after landing
+47
st.MP > st.HP > Sprint > Shadow Slide
↳ Reach the corner ↳ Bomb okizeme
+44
st.MP > st.HP > OD Sprint > Neck Hunter
↳ Strong okizeme
+42
OD Bushin Hojin Kick > Hisen Kick > forward jump variation > j.HP
↳ safe jump
+41
Sprint > Torso Cleaver
↳ Knockdown
+39
Sprint > Shadow Slide
Value for the standalone move. ↳ After a combo, the result varies by route.
+38
cr.HK
↳ Dash forward to apply pressure.
+35
Corner OD Bushin Hojin Kick > Torso Cleaver > L Vagabond Edge
+31
Sprint > Arc Step > Bushin Izuna Otoshi
+30
Sprint > Arc Step > Bushin Hojin Kick
+26
LP > MP > HP > HK target combo
+20
H Bushin Senpukyaku
+16
LP > MP > cr.HP > cr.HK ↳ Switches sides
+3
L Vagabond Edge
Sprint > Arc Step
OD Sprint > Arc Step
↳ Continue close-range pressure.
+2
st.HK block
↳ Kimberly has frame advantage.
+1
cr.MK block
↳ Kimberly has frame advantage.
STEP 1
cr.LPx3 > L Vagabond Edge
STEP 2
cr.MP > st.MP > st.HP > Sprint > Shadow Slide
STEP 3
After Shadow Slide
forward dash strike throw shimmy
STEP 4
st.MK > Cancel Drive Rush > cr.HP > Emergency Stop > cr.MP x2 > MP-HP target combo > Shadow Slide
STEP 5
Sprint
Neck Hunter Shadow Slide Emergency Stop
STEP 6
After blocking an invincible reversal
st.HP PC > H Vagabond Edge > j.MP > Aerial Bushin Senpukyaku
STEP 7
Corner
MP-HP target combo > Shadow Slide > M Bushin Senpukyaku
STEP 8
Shuriken Bomb Okizeme
STEP 9
OD Bushin Hojin Kick > L Shuriken Bomb > safe jump / F-shiki
STEP 10
+42 safe jump
STEP 11
SA1/SA2/SA3
STEP 12
3-bomb combos Round-ending routes Chip pressure against Burnout
Maximum stocks 2 > 3
Starts with 2 stocks
Placing bombs and replenishing stocks now use separate inputs.
As a result, the following route is available:
• Bomb combos • Multi-bomb setplay • Drive Gauge damage • Round-ending damage
These have all been strengthened significantly.
2026-08 balance update
The hurtbox around the feet is removed from frame 7F onward.
This makes it easier to use as a poke.
• CAPCOM balance update, 2026-08-03
• Ultimate Frame Data: Kimberly, August 2026 version
• Matsu / Jigimo: Classic Kimberly combos learned and used on the way to Master, 2026-08-12
• Chahan: Kimberly combo notes 3, 2026-08-16
• matsu56 Matsugoro: Kimberly bomb combo and setplay videos
• Kimberly matchup notes S4, updated for 2026-08-03
• Sprint follow-up hit situations vary with distance.
• Shadow Slide's okizeme value changes significantly depending on whether it reaches the corner.
• Shuriken Bomb setup position and explosion timing change the sequence's frame advantage.
• F-shiki overhead conditions depend on the opponent's character and posture.
• Year3 or earlier bomb setups predate Shuriken Bomb's Year4 changes. Do not use them unchanged.
Street Fighter 6 Kimberly For Classic controls As of 2026-08-31
Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.