Kimberly

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All of Kimberly's attacks start at ~90% damage scaling. Using her Level 3 Super buffs her, increasing the damage scaling to ~100% for the rest of the game.

Normal Attacks

Hitbox Image
Standing Light Punch
5
14
270
High
Chain, Special, Super, Target Combo
--
--
+5
-2
2
8
Hitbox Image
Standing Medium Punch
6
26
540
High
Special, Super, Target Combo
--
--
+3
-2
3
18
Hitbox Image
Standing Heavy Punch
9
31
630
High
Special, Super
Spinning Knockback of +23 on Punish Counter.
--
+3
-4
3
20
Hitbox Image
Standing Light Kick
5
18
270
High
Special, Super
--
--
+1
-3
3
11
Hitbox Image
Standing Medium Kick
8
28
540
High
Special, Super
--
--
+1
-4
3
18
Hitbox Image
Standing Heavy Kick
12
32
630
High
--
--
--
+7
+2
4
17
Hitbox Image
Crouching Light Punch
4
13
270
High
Chain, Special, Super
--
--
+4
-2
3
7
Hitbox Image
Crouching Medium Punch
6
21
450
High
Special, Super
--
--
+7
-1
3
13
Hitbox Image
Crouching Heavy Punch
8
30
720
High
Special, Super
--
--
+3
-2
6
17
Hitbox Image
Crouching Light Kick
5
14
180
Low
Chain
--
--
+2
-2
3
7
Hitbox Image
Crouching Medium Kick
7
25
540
Low
--
--
--
+5
+1
3
16
Hitbox Image
Crouching Heavy Kick
8
34
810
Low
--
--
--
Knockdown +31
-10
3
24

Unique Attacks

Hitbox Image
Down-Forward + Medium Kick (Water Slicer Slide)
11
36
450
Low
--
--
--
-3...+6
-9...0
10
16
Hitbox Image
Back + Heavy Kick (Windmill Kick)
22
42
720
Overhead
--
--
--
+4
-3
2
19
Hitbox Image
Forward + Heavy Kick (Hisen Kick)
27
50
720
High
--
--
--
+1
-3
3
21
Step Up (Hisen Kick > Up/Up-Forward/Up-Back)
19
30
--
--
--
Makes Kimberly jump cancel after the Hisen Kick, can be done both On-Hit and On-Block. Pressing Up/Up-Forward/Up-Back changes the followup jump angle. Can use any jump attack out of this jumping state, including Bushin Senpukyaku off of the Up-Forward version. The frame meter in game says "-10" doing the Step Up On-Hit and "-22" for On-Block, however that is how advantaged Kimberly is after doing nothing (empty landing). If Kimberly does a jump attack as soon as possible after Step Up, she is +2 On-Hit and -15 On-Block.
--
+2
-15
--
3 Landing

Target Combos

Medium Punch, Heavy Punch (Bushin Tiger Fangs)
6, 10
26
540, 360
High
Special, Super
Limited Juggle State on hit.
--
+3, Knockdown +28
-2, -12
3, 3
18, 26
Light Punch, Medium Punch, Heavy Punch, Heavy Kick (Bushin Prism Strikes)
5, 6, 12, 26
14, 26, 38, 52
270, 324, 352, 364
High
--
Second hit always scales to 90%, third to 80%, fourth to 70%.
--
+5, +1, Knockdown +47, Knockdown +27
-2, -6, -10, -12
2, 3, 2, 3
8, 18, 25, 24
Light Punch, Medium Punch, Down + Heavy Punch, Heavy Kick (Bushin Hellchain)
5, 6, 10, 15
14, 26, 36, 41
270, 324, 464, 525
High
--
Second hit always scales to 90%, third to 80%, fourth to 70%.
--
+5, +1, +2, Knockdown +26
-2, -6, -10, -12
2, 3, 2, 3
8, 18, 25, 24
Light Punch, Medium Punch, Down + Heavy Punch, Down + Heavy Kick (Bushin Hellchain Throw)
5, 6, 10, 15
14, 26, 36, 81
270, 324, 464, 525
High
--
Second hit always scales to 90%, third to 80%, fourth to 70%. Last hit is a side-swap hit grab.
--
+5, +1, +2, Knockdown +16
-2, -6, -10, -12
2, 3, 2, 1
8, 18, 25, **

Jump Attacks

Hitbox Image
Jump Light Punch
4
--
270
Overhead
--
--
--
+8...
+4...
10
3 Landing
Hitbox Image
Jump Medium Punch
6
--
450
Overhead
Special
Limited Juggle State on air hit. Whiffs on crouching opponents.
--
+12...
+8...
4
3 Landing
Hitbox Image
Jump Heavy Punch
8
--
630
Overhead
--
Forced Knockdown on air hit.
--
+9...
+4...
5
3 Landing
Hitbox Image
Jump Light Kick
5
--
270
Overhead
--
Crosses up.
--
+6...
+2..
10
3 Landing
Hitbox Image
Jump Medium Kick
7
--
540
Overhead
--
--
--
+9...
+5...
6
3 Landing
Hitbox Image
Jump Heavy Kick
9
--
630
Overhead
--
--
--
+12...
+7...
6
3 Landing
Hitbox Image
Jump, Down + Medium Punch
13
--
540
High
--
Active until landing.
--
+4...+8
-3...+1
**
8 Landing

Special Moves

Hitbox Image
Bushin Senpukyaku (Light Kick)
6
Down, Down-Back, Back + Light Kick
59
360, 270, 360 (990)
High
Anti-air invincible on frames 6-11. Lower body projectile invincible on frames 7-42. Active frames change on-whiff versus on-hit.
--
Knockdown +23
-30
6, 6, 6, 3 (2, 7, 8)
23
Hitbox Image
Bushin Senpukyaku (Medium Kick)
7
Down, Down-Back, Back + Medium Kick
62
360, 360, 360 (1080)
High
Anti-air invincible on frames 7-12. Lower body projectile invincible on frames 8-45. Active frames change on-whiff versus on-hit.
--
Knockdown +22
-32
6, 6, 6, 3 (2, 7, 8)
25
Hitbox Image
Bushin Senpukyaku (Heavy Kick)
8
Down, Down-Back, Back + Heavy Kick
66
450, 360, 360 (1170)
High
Anti-air invincible on frames 8-13. Lower body projectile invincible on frames 9-49. Active frames change on-whiff versus on-hit.
--
Knockdown +21
-35
6, 6, 6, 3 (2, 7, 8)
28
Hitbox Image
Bushin Senpukyaku (Overdrive)
6
Down, Down-Back, Back + KK
64
450, 180, 180, 180, 360 (1350)
High
Anti-air invincible on frames 1-10. Lower body projectile invincible on frames 7-46. Active frames change on-whiff versus on-hit.
--
Knockdown +21
-35
6, 6, 6, 6, 2 (6, 6, 6, 6, 8)
29 (28)
Aerial Bushin Senpukyaku
8
Forward Jump, Down, Down-Back, Back + K
**
225, 225, 450 (900)
High
Cannot cross up. Knockdown on air hit.
--
+2...+4
-2...+1
2, 2, 2
12 Landing
Aerial Bushin Senpukyaku (Overdrive)
8
Forward Jump, Down, Down-Back, Back + KK
**
450, 90, 90, 270, 450 (1350)
High
Crosses up. Knockdown on air hit.
--
+3...+5
0...+3
2, 3, 2, 3, 2
12 Landing
Sprint
8...
Down, Down-Forward, Forward + K
**
--
--
Overdrive version has same frame data, just moves faster.
--
--
--
--
--
Arc Step
(8...)+15
Sprint > No Followup
62...
270, 180 (450)
High
--
--
+3
-6
2, 2
30
Arc Step (Overdrive)
(8...)+13
Sprint > No Followup
62...
180, 90 (270)
High
--
--
+3
-6
2, 2
30
Bushin Izuna Otoshi
((8...)+15)+13
Sprint > Arc Step > P
58 (107)
1440 (900)
Throw
Overdrive version causes a ground bounce Limited Juggle State, data in parenthesis.
--
Knockdown +31 (Knockdown +94)
--
5
40
Bushin Hojin Kick
((8...)+15)+13
Sprint > Arc Step > K
38
630 (420, 210)
High
Overdrive version wall splats in the corner into a Limited Juggle State, data in parenthesis.
--
Knockdown +30 (Knockdown +43)
-8
6
20
Emergeny Stop
(8...)+14
Sprint > P
14
--
--
Overdrive version is only 1 frame faster empty, but 3 frames faster cancelled from a normal (so +3 extra on-hit/on-block).
--
--
--
--
--
Torso Cleaver
(8...)+21 ((8...)+17)
Sprint > Light Kick
43... (39...)
900 (540, 540)
High
Overdrive data in parenthesis.
--
Knockdown +41 (Knockdown +43)
+1 (+3)
7
16
Shadow Slide
(8...)+10 ((8...)+8)
Sprint > Medium Kick
40... (38...)
720 (200, 700)
High
Overdrive data in parenthesis. Overdrive causes Limited Juggle State on hit. Overdrive's second hitbox prevents late meaty advantage.
--
Knockdown +39 (Knockdown +47)
-12...-1 (-10...-9)
12 (12**)
19 (19)
Neck Hunter
(8...)+19 ((8...)+15)
Sprint > Heavy Kick
42... (38...)
900 (810, 270)
Overhead (Overhead)
Overdrive data in parenthesis. Overdrive air hit causes Limited Juggle State.
--
Knockdown +23 (Knockdown +25)
-3 (-1)
5 (5)
19 (19)
Vagabond Edge (Light Punch)
10
Down, Down-Forward, Forward + Light Punch
33
810
High
--
--
+3
-6
2
25
Vagabond Edge (Medium Punch)
17
Down, Down-Forward, Forward + Medium Punch
46 (60)
540, 540
High
Second hit only comes out on-hit.
--
Knockdown +37
-12
2
28
Vagabond Edge (Heavy Punch)
24
Down, Down-Forward, Forward + Heavy Punch
53 (67)
360, 180
High
Limited Juggle State on hit. Second hit only comes out on-hit.
--
Knockdown +56
-12
2
31
Vagabond Edge (Overdrive)
17
Down, Down-Forward, Forward + PP
46 (60)
360, 180
High
Limited Juggle State on hit. Second hit only comes out on-hit.
--
Knockdown +56
-12
2
31
Hidden Variable
19
Down, Down-Back, Back + P
43 (45)
--
--
Full invincibility on frames 19-26. Can cancel recovery into an attack after 7 frames, full recovery is 17 without a cancel. Overdrive version has same cancel after 7 frames of recovery, but for jump attacks. Full overdrive recovery is 14+3 Landing.
--
--
--
--
(7) 17 (14 + 3 Landing)
Shuriken Bomb / Genius at Play
18
Down, Down + P
44
450
High
Throws a Spray Can on the ground, strength of Punch determines location. Overdrive Spray Can throws two, and can use LP+MP/MP+HP/LP+HP to adjust distance of the cans. Limited Juggle State on hit.

If at 0 Spray Can charges, will refill a Spray Can charge with the same total frames (44) as throwing a Spray Can. Overdrive refill grants two Spray Can charges.
--
Knockdown +88
--
10
26
Nue Twister
5
Down, Down-Forward, Forward + P
**
1440 (900)
Throw
Limited Juggle Potential for normal version, lower Limited Juggle Potential for Overdrive version. Overdrive gives Limited Juggle State ground bounce on hit. Overdrive in parenthesis.
--
Knockdown +22 (Knockdown +98)
--
3
20 Landing

Super Arts

Bushin Beats (Level 1)
12
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
1800 (2000)
High
Strike/Throw invincible on frames 1-10. Breaks armor. If a Spray Can charge is available, the Super will spend it and transition to the Spray Can charged version (data in parenthesis).
--
Knockdown +22 (Knockdown +38)
-25
15
40
Bushin Scramble (Level 2)
13
Down, Down-Back, Back, Down, Down-Back, Back + P
2600
High, Overhead, Low, Overhead
Invincible on frame 1 only. Breaks armor. Can also be done off of a forward jump.
--
Knockdown +22
-25
8
39
Bushin Ninjastar Cypher (Level 3)
8
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
4000 (4500)
High
Fully invincible on frames 1-11. Breaks armor. Critical Art in parenthesis. On activation, gives a permanent install state for the rest of the game that boosts damage and walk speed by 11%. Kimberly's base damage per hit is 11% lower than the rest of the cast, so this install state essentially makes her attacks do the same damage as everyone else.
--
Knockdown +16 (Knockdown +16)
-35
6
51

Misc.

Stats
Health — 10,000
Forward Walk Speed — 5.05 (5.61)
Back Walk Speed — 3.30 (3.66)
Forward Dash — 18 frames / 140.882 distance
Back Dash — 23 frames / 89.286 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 113 (hit)
1200
Throw
--
--
--
+17
3
23
Back Throw
5
30 (whiff) / 132 (hit)
1200
Throw
--
--
--
+8
3
23