FIGHTER GUIDE IORI'S STRATEGY

KIMBERLY
キンバリー

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Home›Fighter Guides›KIMBERLY›Matchup Guide
MATCHUP GUIDE

KIMBERLY Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Separate the Sprint branch from the bomb covering it

Kimberly turns corner carry into Shuriken Bomb pressure. The defensive problem is not only which Sprint follow-up she chooses, but whether an explosion is still covering her movement. Identify the knockdown, the bomb, and the next branch before deciding the run has left a gap.

What to watch for

Sprint does not have one ending

Shadow Slide, Neck Hunter, and Emergency Stop are separate branches in her guide. Looking for only the slide leaves the overhead or stop unaccounted for. A stop also lets her wait for a defensive action.

Shadow Slide into corner bombs

The listed corner route places Shuriken Bomb Spread after the knockdown. Its subsequent attacks use the explosions to continue pressure. Recreate the placement when testing a response; a recording without the bomb tests a different string.

How to deal with common situations

The run stops directly in front of you

Her defensive-response notes use Emergency Stop into an attack, throw, or guard. Distinguish being hit by the next attack from having your reversal blocked. Do not assume the stop always signals a throw.

You block a bomb sequence in the corner

Follow both Kimberly and the pending explosion. Her material includes delayed explosion timing and shimmies against throw-tech attempts. First learn the guard sequence, then test an escape at a specific point rather than mashing throughout the effect.

Distance-specific responses

Before Sprint reaches you

Practice recognizing the run from your usual starting distance. Test an intercept against the approach and the stop separately so you do not chase a stopped run with a whiffed button.

Inside normal range

Light Vagabond Edge and strong Bushin Senpukyaku endings lead to different approaches in the notes. Name the ender before choosing when to challenge her next strike or throw.

With your back to the corner

Check the available bomb stock and the placement already on screen. A sequence practiced without a bomb is not evidence that the same escape works through a covered corner setup.

Common mistakes

  • Watching Sprint but losing track of a planted bomb.
  • Testing only Shadow Slide and calling the whole run punishable.
  • Repeating throw-tech against Emergency Stop into retreat.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Build a Sprint recognition set

    Record slide, Neck Hunter, and Emergency Stop from the same distance. Begin with fixed playback to learn the animations, then randomize. Log wrong guard choices separately from late responses.

  2. Keep the bomb in the recording

    Use the Shadow Slide corner route from the combo guide, including Bomb Spread. Compare blocking the whole sequence with one chosen defensive attempt. Add the stop-and-guard variation before relying on a reversal.

Based on Kimberly’s current combo-guide sections for Sprint branches, Shadow Slide corner bombs, and responses to defensive options. Older assessment remarks about bomb inventory are not used as current rules. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
OD Bushin Senpukyaku-40Test a punish that reaches at the recorded spacing.
H Bushin Senpukyaku-35Test a punish that reaches at the recorded spacing.
SA3 Bushin Ninjastar Cypher-35Test a punish that reaches at the recorded spacing.
CA Bushin Ninjastar Cypher-35Test a punish that reaches at the recorded spacing.
M Bushin Senpukyaku-32Test a punish that reaches at the recorded spacing.
L Bushin Senpukyaku-30Test a punish that reaches at the recorded spacing.
SA1 Bushin Beats-25Test a punish that reaches at the recorded spacing.
SA1 Bushin Thunderous Beats-25Test a punish that reaches at the recorded spacing.
SA2 Bushin Scramble-25Test a punish that reaches at the recorded spacing.
Step Up-22Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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