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Street Fighter 6: Kimberly Move List & Guide

Street Fighter 6 is coming out on 2nd June, which is just less than a month away. As such, the game’s roster for its launch is set with 18 characters, each with their various playstyles.

In this entry, we’ll be focusing on Kimberly, the successor to the Bushinryu ninjutsu style of fighting whether SF/Final Fight’s Guy wants this or not.

Note: This guide is still in development.
All inputs are in numpad notations. For example, Hadouken from player 1’s starting side is 236P.
Attack buttons are as follows: LP, MP, HP are light punch, medium punch, and heavy punch respectively. LK, MK, and HK are light kick, medium kick, and heavy kick respectively. None of this Fierce or Roundhouse bulls*** in Asia. 

Info & video credits: Fighting Game Anniversaries, WoolieVS, FlawlessDeku, Capcom


Street Fighter 6 Kimberly Overview

So, there’s this total fangirl named Kimberly who is totally obsessed with Guy from the Final Fight series. But here’s the twist: she’s not just content with admiring him from afar. Nope, she goes all out and decides to adopt the Bushinryu style of fighting, putting her own unique spin on it.

Picture this: Kimberly struts into battle with her trusty walkman, and guess what? It’s not just for listening to tunes. She actually uses it to time her attack rhythm. How cool is that? And that’s not all. She’s got another trick up her sleeve—spray paint cans that double as smoke bombs. Talk about resourceful!

But let me tell you, Kimberly is not one to play it safe. She’s a force to be reckoned with, a true rushdown monster. She won’t give you a moment to breathe as she gets right up in your face, forcing you to make split-second decisions. Oh, and she’s got this sneaky move where she sets a trap in the corner, leading to an epic air Izuna Drop. You won’t know what hit you!

Kimberly’s got an arsenal of moves that’ll make your head spin. She’s got a bunch of attacks that let her advance relentlessly, tricking her opponents with clever feints. And when she takes to the air, she’s got some killer kicks that’ll knock you off your feet. But wait, there’s more! She’s got this Level 3 super move that’s so epic, it even changes the music playing on the stage. Now, that’s what I call style!

All in all, Kimberly is a force to be reckoned with. She’s got this incredible gameplan that just overwhelms her opponents. So, if you ever find yourself facing off against her, be prepared for a non-stop onslaught of attacks. She’s gonna style on you like nobody’s business!

Play If: You love rushdown characters with crazy mixups, super-fast characters, you like to go all-out on the offense.

Avoid If: You prefer defensive characters, you like more methodical characters, you want characters with high health/stamina.


Street Fighter 6 Kimberly Move List

Special Attacks

Bushin Senpukyaku: 214K. Unleash a series of spinning kicks while leaping into the air. Useful in combos and as an anti-air attack.

Aerial Bushin Senpukyaku: 214K. During a forward jump. A Bushin Senpukyaku performed while jumping. Effective when used to combo opponents being juggled in the air.

Sprint: 236K. Swiftly dash forward to close the distance with your opponent, during which a variety of moves can be performed.

  • Emergency Stop: P. During Spring. Halt Spring’s movement to adjust the distance you cover or as a way to reduce how much you leave yourself open following a Spring.
  • Torso Cleaver: LK. During Spring. A somersault kick performed from Sprint. Effective as an anti-eir attack targeting opponents who tend to jump around a lot.
  • Shadow Slide: MK. During Spring. A sliding attack aimed at an opponent’s feet, performed from Sprint. It is a low attack that cannot be blocked standing and is effective when used as a surprise attack from a distance.
  • Neck Hunter: HK. During Sprint. An overhead swinging kick performed from Sprint. It cannot be blocked crouching and is useful as a way to break through an opponent’s guard.
  • Arc Step: Automatically activates after getting close with Sprint. Approach your opponent with Sprint and then kick off their body to leap backwards. Can be followed up with either an attack or a throw after the leap.
    • Bushin Izuna Otoshi: P. During Arc Step. A throw attack performed from Arc Step in which you leap onto and grab your opponent.  Useful against opponents who keep their guard up after blocking Arc Step.
    • Bushin Hokjin Kick: K. During Arc Step. A move performed from Arc Step in which you descend diagonally with a swift kick. Useful in combos and as a way to lock down opponents who try to move after Arc Step.

Vagabond Edge: 236P. Lunge forward while unleashing a powerful chop. Useful when cancelled into from normal moves to create combos. The heavy and Overdrive versions can be cancelled with a jump.

Hidden Variable: 214K+K. Conceal yourself with smoke and install appear before your opponent. Useful as a way to close distance with your opponent or as a way to launch a surprise offensive.

Genius at Play: 22P. Tamper with a spray can to get an addiction stock. Once stocked, input the same command again to activate a Shuriken Bomb.

  • Shuriken Bomb: 22P. With at least 1 Shuriken Bomb stock. Toss out and set a spray can that will explode after a period of time. Best used to apply pressure that capitalists on the duration between when the bomb is placed and it detonation.
  • Shuriken Bomb Spread: 22P+P. With at least 2 Shuriken Bomb stocks. Toss out and set two spray cans that will explode after a period of time. Can be used following an OD Genius at Play.

Nue Twister: 234P. During a jump. Grab an airborne opponent and smash them into the ground below. Its high damage makes it an effective anti-air or mid-air combo option.

Super Arts

Bushin Beats (Level 1 Super Art): 236236K. Rush forward and knock down an opponent, then follow up with a flurry of attacks. Use its invincibility time to counter attacks, or combo from a ground-based move for damage.

Bushin Thunderous Beats (Level 1 Super Art): 236236K. With at least 1 Shuriken Bomb stock. Adds a Shuriken Bomb follow-up attack after using Bushin Beats. Damage increases but requires one stock of Shuriken Bomb to activate.

Bushin Scramble (Level 2 Super Art): 214214P. Ensnare the opponent with a dive bomb-like attack from the air, and then pelt them relentlessly with mid-air attacks. An excellent choice against projectiles or airborne opponents.

Soaring Bushin Scramble (Level 2 Super Art): 214214P. During a forward jump. Activate Bushin Scramble in mid-air to dive bomb the opponent and attack them relentlessly. Easy to use in a combo from a mid-air special move.

Bushin Ninjastar Cypher (Level 3 Super Art): 236236P. More powerful when vitality is at 25% or below. Launch the opponent into the air, and attack them while detonating numerous spray cans. After the attack, Kimberly’s walk speed and attack power will be boosted. If two Kimberlys have Level 3 Super on, the song that comes with it will feature vocals.

Unique Attacks

Water Slicer Slide: 3MK. Slide along the ground toward your opponent. This is a low attack that cannot be blocked standing.

Windmill Kick: 4MK. An overhead attack that cannot be blocked while crouching

Hisen Kick: 6HP. A leaping kick with long reach. Useful as a counter to an opponent’s sweep.

  • Step Up. 7 or 8 or 9. After Hisen Kick. Performed from Hisen Kick, this manoeuvre can be used to jump in one of three directions.

Elbow Drop: 2MP. At the peak of a forward jump. A descending attack with a long duration that can be performed while jumping.

Bushin Tiger Fangs: MP>HP. A quick series of attacks that can be cancelled into special moves.

Bushin Prism Strikes: LP>MP>HP>HK. A quick combination attack that hits multiple times.

Bushin Hellchain: LP>MP>2HP>HK. A combination attack that sends an opponent flying.

Bushin Hellchain Throw: LP>MP>2HP>2HK. A combination attack that switches places with your opponent.

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