Halt Sprint's movement to adjust the distance you cover or as a way to reduce how much you leave yourself open following a Sprint.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Emergency Stop | — | — | — | 0 |
| OD Emergency Stop | — | — | — | 0 |
Evaluation
Halt Sprint's movement to adjust the distance you cover or as a way to reduce how much you leave yourself open following a Sprint.
How to Use
Notes on how Kimberly uses Emergency Stop — combo routes, pressure, whiff punishes — to be added.
How to Counter
236K → Emergency Stop is the feint that puts Kimberly in throw range from any cancel distance — her primary guard-break tool.
Recommended counters
Emergency Stop is mainly used for throw / delay-tech / back-dash → delay HP. From HP / 2HP / MP starters where Arc Step also beats your mash, read the Emergency-Stop throw and max-punish with a 6F medium. If you'd rather play safe, a 4F mash also works (and beats the delay-options that fish for invincibles).
The clip records HP → 236K → Emergency Stop → throw:
Drive Impact is sometimes useful but Emergency Stop counters it cleanly — don't go for it. If she shows a delay-option fishing for invincibles, neutral jump punishes it.
Hardcore option
If you don't want to gamble at all, a 3-frame-window fuzzy jab beats both her fastest throw and the no-follow-up. It's hard, but worth knowing. Hit your button 3F–5F after blocking.

