Break your opponent's poise with a chop, leap over them to disrupt their balance, and toss them aside. Throws your opponent without switching places with them.
Evaluation
Kimberly's Normal Throw "Ripcord Throw". Detailed notes to be added.
How to Use
Notes on how Kimberly uses Ripcord Throw — combo routes, pressure, pokes — to be added.
How to Counter
Midscreen
After a successful throw, Kimberly is +17F. After a forward throw, a micro-walk into wake-up pressure is possible without any tech. Back-teching causes a Drive Rush wake-up pressure situation. However, if Kimberly Drive Rushes against a no-tech, OD invincible is guaranteed — memorize this.
| Your option / Kimberly | With Drive Rush | Without Drive Rush |
|---|---|---|
| In-place tech | No wake-up pressure (OD invincible guaranteed) | Wake-up pressure active |
| Back tech | Wake-up pressure active (214P can evade OD invincible) | No wake-up pressure |
Recommended counters
- Characters with OD invincible:
- In-place tech → confirm Drive Rush → OD invincible
- Denying her offense here is the priority
- Characters with a far-reaching SA that starts in 8F or fewer:
- Back tech → confirm Drive Rush → SA (8F startup)
- 214P can evade OD invincible, but if your SA has great range and startup this covers everything
- This counter is especially effective for Luke, Blanka, etc.
- Check your character's SA startup and reach
Watch out
- In-place tech → confirm Drive Rush → OD invincible
- An excellent option, but remember that Kimberly can choose to absorb your invincible with Drive Impact
- Back tech → confirm Drive Rush → SA (8F startup)
- A 9F SA / Drive Reversal is safe-jumped (fastest Drive Rush → 2LK creates a 9F safe-jump)
- Stick to options with 8F or fewer startup
Corner
Kimberly's corner throw setups rank among the best in SF6. The throw is timed so back-dash doesn't escape cleanly. Against forward jumps, 2HP → 236K → Emergency Stop denies the escape while maintaining offense. 2MP creates a meaty cross-up setup.
To escape, use back-step rather than forward jump.
Recommended counters
- Forward jump doesn't work, so use it only if you have a strong reversal option:
- Blanka OD Aerial Rolling Attack, Chun-Li Air Hundred Rending Kicks, etc.
- If you lack a strong reversal:
- Kimberly's walk speed is fast so she frequently uses delayed HP — if invincibles keep getting blocked, consider fuzzy jump or one-guard jump
- Understanding delayed-option mix is essential for winning the Kimberly matchup
- If 2MP is catching your delayed tech, she is reading your throw whiff — walk-throw becomes a strong option

