FIGHTER GUIDE IORI'S STRATEGY

KIMBERLY
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KIMBERLYKIMBERLY character artwork
Home›Fighter Guides›KIMBERLY›Combos & Okizeme
COMBO ROUTES

KIMBERLY Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (11)CONTENTS
ESSENTIAL ROUTES01

10 Essential Starter Routes

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.

② Basic combo

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.

③ Light starter

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

④ Cancel Drive Rush

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.

⑤ Midscreen Shimmy

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

⑥ After blocking an invincible reversal

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

⑦ Corner Drive Reversal Punish

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.

⑧ Corner DI

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.

⑨ Midscreen DI counter

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

⑩ Countering DI with your back to the corner

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.HK > st.MP > st.HP > Sprint > Shadow Slide ↳ 1962 approximately

CH

st.HK CH > st.HP > H Vagabond Edge > airborne follow-up ↳ High damage

overhead

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

Corner

Bomb-setup version

st.MP > st.HP > OD Sprint > Bushin Hojin Kick > Torso Cleaver > set Shuriken Bomb ↳ 2097 ↳ +11 ↳ Bomb okizeme

safe jump

st.MP > st.HP > OD Sprint > Bushin Hojin Kick > Hisen Kick > forward jump variation > j.HP ↳ 2304 ↳ +42 ↳ safe jump

An important corner route.

3-bomb combo

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

Back to top ↑
COMBO ROUTES02

SA

SA1

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.

SA2

st.MP > st.HP > OD Sprint > Neck Hunter > SA2

Alternatively:

OD Sprint > Bushin Hojin Kick > 6HK forward follow-up > airborne OD Bushin Senpukyaku > SA2

SA3

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.

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SETPLAY03

Okizeme & Setplay

L Vagabond Edge ender

+3

cr.LP

throw

shimmy

Continue pressure with point-blank frame advantage.

H Bushin Senpukyaku ender

+20

forward dash

strike

throw

shimmy

Use this when you want okizeme from a light starter.

Shadow Slide ender

+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 ender into corner bombs

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.

OD Bushin Hojin Kick > L Shuriken Bomb

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.

+42 safe jump

OD Sprint > Bushin Hojin Kick > Hisen Kick > forward jump variation > j.HP

↳ +42

Immediate forward jump ↳ Safe jump

Sprint overhead/low/Emergency Stop

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.

Sprint > Arc Step

Arc Step on hit

> K follow-up ↳ Knockdown

Afterward

Drive Rush > strike

Drive Rush > throw

Drive Rush > wait and watch

cr.HK

+38

forward dash

↳ Use the advantage to apply pressure.

throw

cr.MP

shimmy

forward throw

After forward throw

forward dash

strike

throw

shimmy

When bombs are available

Set Shuriken Bomb to begin corner setplay.

Back to top ↑
ESSENTIAL ROUTES04

Shuriken Bomb

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.

corner Torso Cleaver ender > H Shuriken 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.

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ESSENTIAL ROUTES05

Options by Defensive Response

4F mash

cr.MP meaty

st.MP meaty

Bomb-assisted true blockstring

Emergency Stop > cr.MP

Immediate throw tech

walk back > st.HP

Neutral jump

Shimmy while a bomb is active

delayed throw tech

delayed st.HP

Emergency Stop > shimmy

Vary the bomb's explosion timing

jump

cr.HP anti-air

Bushin Senpukyaku

Drive Rush cr.HP

Backdash

cr.MP

Shadow Slide

Bomb

Invincible OD reversals / Super Arts

Wait and watch while a bomb is active.

Emergency Stop > block

Forward-jump safe jump

Use these options.

Perfect Parry

Go straight for a throw

Emergency Stop > throw

Vary bomb timing

Safe jump > throw after landing

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ESSENTIAL ROUTES06

Key Frame Numbers

+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.

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ESSENTIAL ROUTES07

Training Order

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

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ESSENTIAL ROUTES08

Year 4 Key Changes

Shuriken Bomb

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.

st.MK

2026-08 balance update

The hurtbox around the feet is removed from frame 7F onward.

This makes it easier to use as a poke.

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ESSENTIAL ROUTES09

References

• 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

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ESSENTIAL ROUTES10

Important Notes

• 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.

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ESSENTIAL ROUTES11

Version Scope

Street Fighter 6 Kimberly For Classic controls As of 2026-08-31

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.