#SF6_Kim
I dont think she needed the changes to teleport but like......
I'm not complaining LOL
Iβve done it. I have finally hit masters rank in Street Fighter 6. Iβm so proud of myself. #sf6 #sf6_kim
i havenβt played in weeks but my dumbass had to jump on ranked raw last night to see how the new Mai players are doing
#SF6 #SF6_kim #sf6_mai #streetfighter #gamersky #blackskygamers πͺπΎπΉοΈ
Really enjoying playing Kim still. She has so much utility. #sf6_kim #sf6_kimberley
There's a Kim feed you can join, use #sf6_kim or #sf6_kimberly to have your post show up there!
#SF6_Kim test post
#SF6_KIM +2 double can restock combo.
Used to be +0 before the last patch. There's even a few frames of lenience but +2 seems to be the max.
If we can find one more frame it's a true loop.
At +2 sMP is your best option since it trades with jabs +10.
#SF6_KIM double OD upkick midscreen.
There's a regular up kick ender that doesn't burn you out and is only 40 less damage but sharing for info purposes.
sHP xx H Chop, DR sLP xx OD up kick (X2), L chop xx Lv3
#SF6_KIM midscreen OD up kick loops?
Might be new in the patch. I don't recall jab xx OD up kicks working before. Either too slow or passed under them?
Regardless, super cool, even if the damage is crazy.
sHP xx H chop, DR sLP xx OD up kick, DR cLK DR sMP xx up kick, L chop xx Lv3
Can you add the other common tags to the SF6 feeds? #SF6_KIM or #SF6_DSM for example.
Great work! @sylvermixta.bsky.social
New Kim PC starter! Before the HP buff, you couldn't get anything when making stHK +9. Now you can!
Auto spaced when HP is done point blank
#SF6 #SF6_KIM
DR vs OD Run Stop Buffer (pt 2.)
For #SF6_KIM spacing traps, s/cMP xx OD run stop buffers will increase your meter efficiency over DR confirms.
For easier inputs, hold the MP when inputting the run for frame 1 run stop.
Use this at ranges where it only connects if they mash (eg. cLK sLP cLK cMP)
#SF6_KIM meter/damage comparison using DR vs OD run stop
cMP xx DR cMP(2) sMP TC slide Tatsu
2.5k 3 drive lost. No regen.
PC cMP xx OD run stop cMP(2) sMP TC slide Tatsu
2.9k .75 drive lost + regen
CH cMP xx OD run stop cLP(2) sLP TC M Tatsu
2.4k 1.25 drive lost + regen
cLK sLP cLK cMP doesn't majorly lose to any #SF6_Kim or #SF6AKI options on mash.
PCs most lights, trades or beats most mediums, CHs most heavies.
AKI cMK wins, but isn't cancelable.
Kim cHK trades badly against you but nothing else really puts you in a bad spot.
βyou talk shit but in person be flinching
my bitch keep a tool like she Tentenβ (c) Thouxanbanfauni
#SF6 #SF6_kim #streetfighter #gamersky #blackskygamers πͺπΎπΉοΈ
Kim's DF Mk is actually far from useless now! It's a useable button! Her HP was already really good but it's a god button now. I'm surprised at how much the changes made her feel more complete. #SF6 #SF6_KIM
Good morning to all my #SF6_KIM mains this fine morning.
She is looking BUFF today.
Kimberly got some really good buffs today! Better confirms off of cr lk, true run frametraps and DF MK slightly less useless. They nerfed the only cool thing with Ed so guess I'm going back to Kim/Rashid #SF6 #SF6_KIM
#SF6_KIM πͺπΉοΈ
+0 cMP double can restock
cMP variant for use after sMP xx sHP xx run slide.
H can
cMP, sMP xx sHP xx H can
DR cMP xx Run Slide
OD restock, H can (+0)
At +0, opponent can hold up to avoid throw but cLP hits their grounded pre-jump frames.
sMP xx run slide does not juggle.
#SF6_KIM πͺπΉοΈ
+0 sHK double can restock combo.
H can (after wall splat up kick starter)
sHK, sMP xx L can
DR sHK, sHP xx OD restock
H can (+0)
All Auto-timed.
At +0, they can jump out of a throw attempt but cLP hits pre-jump frames.
#SF6 #SF6_KIM
Mid combo DI juggle
H can sHK sMP xx H can, DR sHP (catch at chest level) xx DI...
OD izuna and L chop xx level 3 both connect.
If you go directly into super it's -2.5 Drive for them.
If you go into OD Izuna they'll regen some of the drive gauge as the combo goes on.
#SF6 #SF6_KIM
Found 2 more interesting double can sequences with Kimberly in SF6.
+0 but it is auto-timed and built around heavies.
H can sHK cMP xx L can, DR sHK sHP xx OD restock, throw can (+0, 2441 damage)
#SF6 #SF6_KIM
π₯·π«KIM TECH BAT SIGNALπ₯·π«
2 Can, 3 drive total, +1, slide starter
H can cMP sMP xx sHP xx H Can, DR sLP xx Run Slide, OD restock, H can (+1, help me find +3 π)
4 drive, +3
H can cMP sMP xx sHP xx H Can, OD chop, OD restock, H can (+3)
Second can loop twice before burnout.
Any #SF6_KIM mains over here yet?
Found some cool corner combos that use two cans but juggle late enough to allow you to restock, drop a can and loop the pressure.
Going to try and get some clips up using the new steam recorder and see how that goes.