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Kimberly Jackson

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Street Fighter/Kimberly Jackson
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Kimberly Jackson (キンバリー・ジャクソン, Kinbarī Jakuson) is a video game character from the Street Fighter series. She was first partially revealed in the second trailer for Street Fighter 6 and officially confirmed as a new playable character near the conclusion of the 2022 EVO tournament. Kimberly is an African-American female ninja (kunoichi) trained in the Bushinryu style under Guy, with her own unique modifications to the technique.

Kimberly Jackson
"What is strength?" Well, hmmm... That depends on the person you ask, I guess. You know what I'm saying?
~ Kimberly
Origin
Origin Street Fighter 6
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter 6
Voiced by *Japanese: Nao Toyama
  • English: Anairis Quiñones
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Unknown
Birthday April 15
Height 5'6"
Weight 134 lbs
Ethnicity Black American
Status Alive
Alignment Neutral Good
Archetype Genius / Skill Master / Understudy
Occupation Bushinryu Household Ninja
Time Period Modern
Language English
Combat Style Bushinryu / Ninjutsu
Homeworld Earth
Relationships
Affiliations Guy, Maki Genryusai
Enemies JP

Background

This dropdown contains the synopsis of 's story. Read at your own risk as you may be spoiled otherwise!

Kimberly Jackson is an uninvited student of Guy, the 39th successor of Bushinryu. Despite an ordinary upbringing, she is a prodigy who graduated college early and is passionate about being a ninja, finding it “cool.” She has a love for '80s pop culture and is considered a new-generation counterpart to Chun-Li.

Transcript: Kimberly: Chasing the Truth
Kimberly's story begins when she receives a new clue regarding the mysterious death of her uncle Albert in Nayshall, discovered through a “crazy coincidence.” After solving a complex formula on an online math forum, a user named “Shaobing” messages her, revealing that the formula contains a hidden message about a shadowy organization connected to her uncle.

Upon arriving in Nayshall, Kimberly reflects on her admiration for her late uncle, who cared for her, and vows to uncover the truth behind his death, caused by getting involved in dangerous trouble. After finding clues and defeating numerous foes, she confronts Johan Petrovic (JP) at the Suval’hal Arena, whom she believes orchestrated her uncle’s fate. JP acknowledges her presence and offers help, but Kimberly demands answers, leading to a fight.

Kimberly appears to win the battle, yet she senses JP was holding back and felt “on the ropes” throughout. JP warns her that “few things are more dangerous than unwarranted confidence” and retreats, leaving Kimberly without the answers she sought. She recognizes that she is not yet strong enough to face someone like him and resolves to train and improve for the challenges ahead.

JP: Nayshall’s Suval’hal Tournament
This version depicts the encounter from JP’s perspective. Kimberly is shown spying on JP, who eventually notices her, resulting in a confrontation and ensuing fight.

Appearance

General Description: Kimberly is a slender African-American young woman with dark brown skin, brown eyes, and rose-colored lips. She has an athletic build suited for speed and agility.

Facial Features: Kimberly has long black hair styled in five braids, with the tips dyed light blue. She often wears a headband as part of her outfit.

Clothing/Outfit:

  • Street Fighter 6 Default: African-inspired headband and ascot, red cropped short-sleeved puffer jacket with white trims, red fingerless gloves, black skin-tight legging-capris exposing the sides of her hips, red sneakers with white soles and blue laces, yellow wraps across wrists and legs, and a blue cassette player strapped to her leg with matching earbuds.

Special Features: Kimberly’s braided hair with dyed tips, African-inspired accessories, and wearable cassette player are distinctive elements of her character design.

Alternate Forms/Disguises: Kimberly possesses different colored outfit variations.

Personality

  • Spunky and Energetic: Kimberly is a lively and enthusiastic young woman, always approaching challenges with excitement and determination.
  • Artistic and Pop Culture Enthusiast: She has a deep love for art and ’80s pop culture, often letting her interests influence her outlook and style.
  • Prodigious Talent: Kimberly is a prodigy who graduated college early, demonstrating exceptional combat potential and intellectual capability.
  • Curious and Insightful: She seeks answers regarding her uncle, Albert Jackson, and offers thoughtful advice and insight to others, as shown in her interactions with Dee Jay.

Goals

  • Find out the truth about her uncle's death (Ongoing).

General Information

Name: Kimberly Jackson[1]

Nicknames: Ninja Star Kimberly Jackson[2]

Origin: Street Fighter 6

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter 6

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Right-Handed

Age: Unknown

Birthday: April 15[3]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Metro City[7]

Story Role: Supporting Protagonist

Legacy: Global Legacy (Kimberly is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[8])

Influence: Event Influence

Language: English

Ethnicity: Black American

Religion: N/A

Classification: 39th Successor to Bunshinryu[9], Uninvited student to Guy[10], Ninja

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Bushinryu Household Ninja

Combat Style: Bushinryu[11]/Ninjutsu

Affiliations: Guy, Maki Genryusai

Enemies: JP

Height: 5'6"[12]

Weight: 134 lbs[13]

Status: Alive

Alignment: Neutral Good (When a threat to the world rises, so will the shadow of Bushin[14]. Kimberly has noted that she wants to help the weak, inspiring others to follow the same path[15])

Protection Level: Global Protector (When a threat to the world rises, so will the shadow of Bushin[16])

Potential

Archetypal Tiering: Genius / Skill Master / Understudy

Codex Statistics

Grade: A

Tier: At least 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[21]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[22])

Attack Potency: At least Room level (Potency) (Fought against Dee Jay who wanted to get his creative juices flowing, noting afterwards that he was really starting to feel it and that he can't remember the last time he felt a rhythm this fresh comin' on, being all thanks to Kimberly[23]. Dee Jay fought and defeated Seth[24], where Seth fought against Street Fighter IV Era Juri Han[25], who can blow up the inside of a building[26] and cause a jet plane to explode[27]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[28], and broke three cinderblocks with one attack[29]. The Street Fighter cast can break[30] apart cars overtime with various hits[31]. They can also destroy metal barrels[32]. Along with destroy stone walls overtime[33]. Can destroy barrels in a single hit[34]. The Street Fighter cast can break[35] apart cars overtime with various hits[36]. They can also destroy metal barrels[37]. Along with destroy stone walls overtime[38]. Can fight and harm Sagat[39], who broke a large rock in half[40]. Can destroy barrels in a single hit[41], Can fight and harm Zangief[42], who overpowered a large bear[43]. Should be comparable to Adon[44], who broke a chunk off a statue's head[45]. Should be comparable to characters like Birdie, who bent a large piece of metal[46]. Can destroy barrels in a single hit[47]. The cast is able to destroy barrels with a single hit[48]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[49])

Durability: At least Room level

Striking Strength: At least Room Class (Potency)

Lifting Strength: Class 50 (Kimberly should be comparable to Hugo, who can lift a semi-truck[50])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[51]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[52]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[53])

Attack Speed: Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[54], even during the Alpha series[55])

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[56]. Can go through intense battles and long periods of training)

Range: Standard Melee, Tens of Meters with Shuriken Bombs

Intelligence: Genius Intelligence (Kimberly is a genuine prodigy who graduated college early[57]. Kimberly studied all sorts of subjects, such as computational complexity theory[58], a study of figuring out how hard things are to calculate[59], some calculations take forever to figure out, but are trivial to check[60], like how one can check the answer to prime factors with simple multiplication[61])

Knowledge:


At least Master level (Constantly trains her butt off to not give the Bunshinryu style a bad name[65], studying up on how the ninja of the Bunshinryu train[66], with her doing training like[67] standing under a waterfall to focus her spirit[68]. Ninjutsu requires her movements to be unpredictable and be tricky with it[69]. Kimberly mixes together cheerleading with ninjutsu, using a combining clean movement with the deceptive arts of the shinobi[70]. Being a ninja is all about the tricky movements, not focusing on raw power, but the perfectly timed strikes are what is important in a fight[71]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[72]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[73]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[74]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[75]. Fighters get stronger as they learn various and more powerful techniques[76]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[77])


Powers and Techniques






Equipment

Shuriken Bombs

  • Description: Shuriken Bombs are throwable explosives used by Kimberly. She carries an initial supply of two bombs, which do not automatically replenish between rounds.
  • Appearance: The bombs are small, star-shaped projectiles designed for throwing.
  • Usage: They can be thrown to detonate after a brief delay, producing vertical knockback and allowing Kimberly to pressure opponents or extend attacks. Bombs can be restocked through the technique Genius At Play. Normal restocks restore one bomb, while enhanced restocks restore two and allow multiple bombs to be thrown simultaneously.
  • Function: The bombs act as a limited-use explosive resource that can influence both spacing and combo opportunities in combat.
  • Notable Traits: The ability to restock bombs and deploy them in multiples gives Kimberly flexibility in using her explosives strategically throughout a match.

Smoke Bombs

  • Description: Smoke Bombs are compact tools used to obscure Kimberly’s position.
  • Appearance: Small, spherical devices that emit a dense cloud of smoke when activated.
  • Usage: They can be deployed to surprise opponents or quickly reposition during combat.
  • Function: Creates temporary visual cover, allowing Kimberly to evade attacks or gain advantageous positioning.
  • Notable Traits: The smoke bomb’s portability and rapid deployment make it a reliable tool for controlling space in battle.

Portable Music Player

  • Description: A personal device used by Kimberly to enhance her performance in combat.
  • Appearance: A small, wearable music player with headphones or a similar output system.
  • Usage: When activated, it increases Kimberly’s walk speed and attack power for the duration of the match.
  • Function: Acts as a passive performance enhancer, providing consistent stat boosts once engaged.
  • Notable Traits: Its effect persists throughout the match, allowing Kimberly to maintain heightened mobility and damage output.

Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[212]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[213]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[214]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[215]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[216]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[217]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[218]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Fighting Style: Kimberly practices Bushinryu ninjutsu, emphasizing speed, agility, deception, and fast-paced strike chains. Her style incorporates acrobatics, sliding attacks, aerial movement, and smoke-based misdirection to overwhelm opponents before they can react.

Water Slicer Slide

Kimberly slides forward along the ground and strikes the opponent with a low kick.

Windmill Kick

Kimberly performs a reverse somersault, striking the opponent with an overhead kick.

Hisen Kick

Kimberly leaps forward and descends with a downward kick onto the opponent.

Step Up

Following a successful Hisen Kick, Kimberly steps on the opponent and leaps away in different directions.

Elbow Drop

Kimberly jumps high and dives downward to strike the opponent with her knee.

Bushin Tiger Fangs

Kimberly delivers a straight punch followed by a rising spinning uppercut.

Bushin Prism Strikes

Kimberly performs a short punch string that ends with a spinning uppercut and Windmill Kick.

Bushin Hellchain

Kimberly executes a rapid sequence of punches, an elbow strike, and a finishing roundhouse kick.

Bushin Hellchain Throw

Kimberly interrupts a Hellchain string to grab the opponent and perform a Seoi Nage.

Steadfast Strike

Kimberly leaps forward and drives a kick into the opponent’s midsection.

Shapeless State

Kimberly enters a parry stance and counters a successful block with a spinning elbow strike.

Ripcord Throw

Kimberly grabs the opponent’s wrist, strikes their face, vaults past them, and throws them over her shoulder.

Bell Ringer

Kimberly knees the opponent’s face and performs a Tomoe Nage-style throw.

Bushin Senpukyaku

Kimberly launches upward while performing a series of spinning kicks. The technique can also be performed in midair.

Vagabond Edge

Kimberly dashes forward with an elbow strike and can follow up with additional kicks.

Hidden Variable

Kimberly vanishes in a burst of smoke and reappears at a different position.

Nue Twister

Kimberly grabs an airborne opponent, flips them upside down, and drives them head-first into the ground.

Sprint

Kimberly sprints forward at high speed, allowing access to multiple follow-up techniques.

Emergency Stop

Kimberly abruptly halts her sprint to adjust positioning.

Torso Cleaver

Kimberly performs a rising somersault kick that launches the opponent.

Shadow Slide

Kimberly performs an enhanced sliding kick during Sprint.

Neck Hunter

Kimberly executes an overhead spinning kick targeting the opponent.

Arc Step

Kimberly runs across the opponent’s body and flips backward to reposition.

Bushin Izuna Otoshi

Kimberly grabs the opponent midair and slams them head-first into the ground.

Bushin Hojin Kick

Kimberly descends diagonally from the air with one or two flying kicks.

Genius at Play

Kimberly prepares spray cans for later use.

Shuriken Bomb

Kimberly throws explosive spray cans that detonate on contact.

Bushin Beats

Kimberly rushes forward with a somersault kick and follows up with a grounded punch barrage.

Bushin Thunderous Beats

Kimberly finishes Bushin Beats by throwing a Shuriken Bomb if one is loaded.

Bushin Scramble

Kimberly tackles the opponent, wall-jumps repeatedly, and strikes with multiple flying kicks before slamming them down.

Bushin Ninjastar Cypher

Kimberly launches the opponent, surrounds them with Shuriken Bombs, and overwhelms them with aerial attacks before finishing with a decisive strike.


Throws Classic Modern
Ripcord Throw LP + LK (→) L + M (→)
Bell Ringer LP + LK (←) L + M (←)
Common Moves
Drive Impact: Steadfast Strike HP + HK DL
Drive Reversal: Shapeless State → + HP + HK (When blocking or during Drive Parry) → + DL (When blocking or during Drive Parry)
Drive Parry MP + MK (Hold) DP (Hold)
Drive Rush MP + MK > → → (During Drive Parry) DP > → → (During Drive Parry)
Cancel Drive Rush → → (On hit) → → (On hit)
Unique Moves
Water Slicer Slide ↘ + MK ↘ + M
Windmill Kick ← + HK ← + H
Hisen Kick → + HK → + H
Step Up (After Hisen Kick) ↖ / ↑ / ↗ ↖ / ↑ / ↗
Water Kick ↓ + HK ↘ + H
Elbow Drop (Air) ↓ + MP (Air) ↓ + M
Bushin Tiger Fangs MP > HP M > M
Bushin Prism Strikes LP > MP > HP > HK L > L > L > L
Bushin Hellchain LP > MP > ↓ + HP > HK L > L > ↓ + L > L
Bushin Hellchain Throw LP > MP > ↓ + HP > ↓ + HK L > L > ↓ + L > ↓ + L
Special Moves
Bushin Senpukyaku ↓ ↙ ← + K ← + SP


Other

Standard Tactics: Kimberly will utilize her shuriken bombs along with quick strikes and well-timed attacks.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[223]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[224] and here[225]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Final Fight 3

Profiles
Kimberly

Uninvited student to Guy, the 39th successor to Bushinryu. Kimberly had an ordinary upbringing, but she's a genuine prodigy who graduated college early...and now wants to be a ninja. Loves '80s pop culture.

  • Height: 5'6
  • Weight: 134 lbs
  • Likes: 80's music, sneakers, large numbers
  • Hates: Tear-jerker movies
Original Translation on left. Street Fighter 6

Trivia

  • Kimberly likes 80's music, sneakers, and large numbers[226].
  • Kimberly hates tear-jerker movies[227].
  • Kimberly's surname was revealed by her Japanese voice actress Nao Toyama. It is likely a reference to Janet Jackson.
  • Kimberly is the second playable Street Fighter character with a strong connection to Guy and the Bushinryu style who has never appeared in the Final Fight series, the first being Zeku.
    • If including Street Fighter EX characters Hokuto and Kairi, who incorporate Bushinryu elements, Kimberly would be the fourth.
  • Using her Level 3 Super (Bunshin Ninjastar Cypher) plays a track of the same name instead of the round music. A vocal version is also available and plays during mirror match when both Kimberlys use their Level 3 Supers.
  • Kimberly's cassette player is modeled after the original Sony Walkman TPS-L2, including the iconic stereo label and arrow, though the Sony logo appears painted over.
  • Kimberly is the fourth playable female character from the United States, following Crimson Viper, Poison, and Lucia Morgan.
  • Her uncle, Albert Jackson, bears a strong resemblance to actor Morgan Freeman.
  • Kimberly shares similarities with Master Raven from the Tekken series: both are black kunoichi who fight using ninjutsu (Kimberly with a fictional Bushinryu style), often paired with a male ninja (Guy and Raven) and using objects as weapons (spray cans and shuriken bombs for Kimberly, sword for Master Raven).
    • Key differences include personality (Kimberly is expressive and playful; Master Raven is stoic and serious), nationality (Kimberly is American; Master Raven's is unknown), and naming (Kimberly has a full name; Master Raven appears to be a title).
  • In the Japanese version, Kimberly pronounces "Bushinryu" in katakana (ブシンリュウ) rather than traditional kanji (武神流), possibly reflecting her American background using a foreign-language syllabary.
  • The opening of Kimberly's theme, Ninjastar Pop, includes a leitmotif from the first stage of the original Final Fight.
  • In World Tour, if the player stands near Kimberly, she can be heard humming a tune similar to Guy's theme from the Street Fighter Alpha series.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[228]?

A: Akuma's punch causes the island to start collapsing[229], and specifically causes an explosion of this size in comparisson to the island[230], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[231]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[232], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[233]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[234] and cause a jet plane to explode[235], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[236]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[237]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[238], his ending in Alpha 3 has him easily kill M. Bison[239]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[240], and ends up winning[241], and him calling the Raging Demon a pitifully weak move[242]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[243], while Groan only plays when he's fighting Gen or Evil Ryu[244], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[245]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[246] suggest it to be equal[247] in power to[248] Akuma, several[249] characters[250] note[251] that[252] it isn't[253], as strong[254] as the[255] real Akuma[256]. The real Akuma even considers SiRN Akuma a mockery[257]. C. Viper notes the simulation is only passable as a simulation[258].

Battle Records

5 - 2 - 0


  • Random Character - Fight[259]
    • Conditions: None.
    • Location: Randomized
  • Random Character - Fight[260]
    • Conditions: None.
    • Location: Randomized
  • Make a Scrap Heap - Challenge[261]
    • Conditions: None.
    • Location: The Macho Ring, USA
  • Random Character - Fight[262]
    • Conditions: None.
    • Location: Randomized
  • JP - Fight[263]
    • Conditions: None.
    • Location: Nayshall
    • Note: JP was heavily holding back.


  • Dee Jay - Fight[264]
    • Conditions: None.
    • Location: U.S.A.
  • Gou - Fight[265]
    • Conditions: None.
    • Location: U.S.A.

None.

References

  1. Street Fighter 6 Kimberly Arcade Mode
  2. Street Fighter 6 Kimberly Arcade Mode
  3. Web Archive link if twitter link dies
  4. Street Fighter Memorial Archives Beyond the World
  5. Final Fight Arcade Intro
  6. Street Fighter Memorial Archives Beyond the World
  7. Street Fighter 6 World Tour Kimberly Cutscenes
  8. Street Fighter VI Online Manual
  9. Street Fighter 6 Website Kimberly
  10. Street Fighter 6 Website Kimberly
  11. Street Fighter 6 World Tour Kimberly Cutscenes
  12. Street Fighter 6 Website Kimberly
  13. Street Fighter 6 Website Kimberly
  14. Street Fighter Alpha 3 Guy Arcade
  15. Street Fighter 6 World Tour Kimberly Cutscenes
  16. Street Fighter Alpha 3 Guy Arcade
  17. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  18. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  19. Street Fighter Alpha 3 Game Manual Page 8
  20. Street Fighter VI Trainng Tutorial
  21. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  22. Sakura Ganbaru!, Volume 1, Chapter 1
  23. Street Fighter 6 Dee Jay Arcade
  24. Ultra Street Fighter IV Dee Jay Arcade
  25. Ultra Street Fighter IV Juri Arcade
  26. Super Street Fighter 4 Juri OVA
  27. Super Street Fighter 4 Juri OVA
  28. Street Fighter 1987
  29. Street Fighter 1987
  30. Street Fighter II: The World Warrior Car Minigame
  31. Street Fighter IV: Arcade Edition Car Minigame
  32. Street Fighter II
  33. Street Fighter II Turbo 16-Bit
  34. Street Fighter II
  35. Street Fighter II: The World Warrior Car Minigame
  36. Street Fighter IV: Arcade Edition Car Minigame
  37. Street Fighter II
  38. Street Fighter II Turbo 16-Bit
  39. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  40. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  41. Street Fighter II
  42. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  43. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  44. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  45. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  46. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  47. Street Fighter IV: Arcade Edition
  48. Street Fighter V: Arcade Edition
  49. Street Fighter VI Online Manual
  50. Ultra Street Fighter IV Hugo Cutscenes
  51. Street Fighter Alpha Super Combos
  52. Street Fighter IV Dan Ending
  53. Street Fighter Alpha 3 - Sagat Story
  54. Street Fighter 2: Champion Edition
  55. Street Fighter Alpha 3 Guile's Sonic Boom
  56. Street Fighter 2: Turbo Game Manual Page 10
  57. Street Fighter 6 Website Kimberly
  58. Street Fighter 6 World Tour Kimberly Cutscenes
  59. Street Fighter 6 World Tour Kimberly Cutscenes
  60. Street Fighter 6 World Tour Kimberly Cutscenes
  61. Street Fighter 6 World Tour Kimberly Cutscenes
  62. Street Fighter 6 Kimberly Arcade Mode
  63. Street Fighter 6 World Tour Kimberly Cutscenes
  64. Street Fighter 6 World Tour Kimberly Cutscenes
  65. Street Fighter 6 World Tour Kimberly Cutscenes
  66. Street Fighter 6 World Tour Kimberly Cutscenes
  67. Street Fighter 6 World Tour Kimberly Cutscenes
  68. Street Fighter 6 World Tour Kimberly Cutscenes
  69. Street Fighter 6 World Tour Kimberly Cutscenes
  70. Street Fighter 6 World Tour Kimberly Cutscenes
  71. Street Fighter 6 World Tour Kimberly Cutscenes
  72. Street Fighter 2: Turbo Game Manual Page 10
  73. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  74. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  75. Street Fighter Alpha 3 Game Manual Page 8
  76. Street Fighter VI Training Tutorial
  77. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  78. Street Fighter 1 Fighter Defeated Cutscene
  79. Street Fighter 1 Ending
  80. Street Fighter 1 Minigame
  81. Street Fighter 1 Minigame
  82. Street Fighter VI Karate Minigame
  83. Street Fighter VI Karate Minigame
  84. Street Fighter VI Karate Minigame
  85. Street Fighter VI Scrap Heap Minigame
  86. Street Fighter VI Scrap Heap 2 Minigame
  87. Street Fighter 6 All Jump Animations
  88. Street Fighter III 3rd Strike Game Manual Page 14
  89. Street Fighter 2: Turbo Game Manual Page 10
  90. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  91. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  92. Street Fighter Alpha 3 Game Manual Page 8
  93. Street Fighter VI Training Tutorial
  94. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  95. Street Fighter V Perfect Parry
  96. Street Fighter 6 Perfect Parry
  97. Street Fighter V Stun Animation
  98. Street Fighter Series
  99. Street Fighter III 3rd Impact Game Manual Page 15
  100. Street Fighter VI Ball Block Blitz
  101. Street Fighter Alpha Game Manual page 4
  102. Street Fighter III 3rd Impact Game Manual Page 14
  103. Street Fighter IV Game Manual Page 12
  104. Street Fighter 6 Perfect Parry
  105. Street Fighter Alpha Game Manual page 4
  106. Street Fighter III 3rd Strike Game Manual Page 15
  107. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  108. Street Fighter VI Training Tutorial
  109. Street Fighter Alpha Game Manual page 7
  110. Street Fighter Alpha 3 Game Manual Page 12
  111. Street Fighter Alpha 3 Game Manual Page 12
  112. Street Fighter VI Training Tutorial
  113. Street Fighter VI Training Tutorial
  114. Street Fighter V F.A.N.G. Gameplay
  115. Street Fighter V F.A.N.G. Gameplay
  116. Street Fighter 6 World Tour Kimberly Cutscenes
  117. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  118. Street Fighter 6 World Tour Akuma Mastery
  119. Street Fighter IV Game Manual Page 12
  120. Street Fighter Alpha Super Combos
  121. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  122. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  123. Street Fighter IV Game Manual Page 16
  124. Street Fighter 6 World Tour Lily Hawk Cutscenes
  125. Street Fighter 6 World Tour Lily Hawk Cutscenes
  126. Street Fighter VI Training Tutorial
  127. Street Fighter V Movie: A Shadow Falls
  128. Street Fighter Alpha 3 Game Over/Bad Ending
  129. Street Fighter V Karin Story
  130. Street Fighter V Karin Story
  131. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  132. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  133. Super Street Fighter IV - Juri OVA
  134. Super Street Fighter IV - Juri OVA
  135. Super Street Fighter IV - Juri OVA
  136. Super Street Fighter IV - Juri OVA
  137. Street Fighter IV Game Manual Page 15
  138. Street Fighter IV Game Manual Page 16
  139. Ultra Street Fighter IV Ryu Move List
  140. Street Fighter IV Game Manual Page 15
  141. Ultra Street Fighter IV Ryu Move List
  142. Street Fighter IV Game Manual Pages 15-16
  143. Street Fighter IV Game Manual Page 16
  144. Street Fighter IV Game Manual Page 16
  145. Sakura Ganbaru!, Volume 1, Chapter 1
  146. Street Fighter V Official Online Manual
  147. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  148. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  149. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  150. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  151. Street Fighter V Menat Story Ending
  152. Winter Street, U.S.A. | Street Fighter III: New Generation
  153. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  154. Frosty Boulevard | Street Fighter V
  155. Holly Jolly Beatdown | Street Fighter V
  156. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  157. Volcanic Rim | Street Fighter IV
  158. Street Fighter III: 2nd Impact Akuma Move List
  159. Street Fighter V Kolin's Crtical Art
  160. Street Fighter Blanka Electricity
  161. Ultra Street Fighter IV C. Viper vs Dan
  162. Street Fighter V: A Shadow Falls
  163. Street Fighter V: A Shadow Falls
  164. Street Fighter V: A Shadow Falls
  165. Street Fighter V Movie: A Shadow Falls
  166. Street Fighter V Movie: A Shadow Falls
  167. Street Fighter V F.A.N.G. Gameplay
  168. Street Fighter V F.A.N.G. Gameplay
  169. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  170. Street Fighter V Necalli Story Mode
  171. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  172. Street Fighter VI Akuma Moveset
  173. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  174. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  175. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  176. Street Fighter V Menat Story Ending
  177. Street Fighter 6 World Tour Kimberly Cutscenes
  178. Street Fighter 6 Arcade Kimberly Ending
  179. Street Fighter 6 World Tour Kimberly Cutscenes
  180. Street Fighter 6 World Tour Kimberly Cutscenes
  181. Street Fighter 6 World Tour Kimberly Cutscenes
  182. Street Fighter 6 World Tour Kimberly Cutscenes
  183. Street Fighter 6 World Tour Kimberly Cutscenes
  184. Street Fighter 6 World Tour Kimberly Cutscenes
  185. Street Fighter 6 World Tour Kimberly Cutscenes
  186. Street Fighter 6 World Tour Kimberly Cutscenes
  187. Street Fighter 6 Website Kimberly
  188. Street Fighter 6 World Tour Kimberly Cutscenes
  189. Ultra Street Figther IV Ibuki Arcade Ending
  190. The Side Readers Side Readers: 02 Queen's Resort (Beach Race) ""Of course, no amount of intensive training would make you as strong as me...so I don't expect you to keep up."
    "What!?"
    Ibuki usually kept her temper under control, but that was too much to bear from an overblown cosplayer.
    "So you think packing on a few extra pounds of muscle is all there is to strength, huh? What are you, a protein shake infomercial?"
    "Hmph. Big talk for a loser in the making."
    There were audible cracks and pops as Mika rolled her big shoulders as a warm-up. Ibuki strode over and poked Mika in the chest.
    "If you think a wrestler stands a chance against a ninja in a beach race, you must have taken one too many piledrivers on that thick skull."
    "Oh, really? In that case..."
    Mika licked her upper lip in anticipation.
    "Prove it!"
    And with that, Mika kicked the sand hard and sped away. Ibuki got a face full of sand.
    "Ack! Pfegh!"
    Ibuki was about to call that a cheap trick, but Mika was already some distance away, moving at high speed. Ibuki spat out the last of the sand with a grin, thinking, You took a ninja by surprise... Not bad! But...
    "You're still slow!"
    Ibuki set off at her usual training pace, which to the average person looked as swift as the wind. Her feet were a blur that barely scuffed the sand, and though Mika was powering along like a musclebound torpedo, Ibuki drew up alongside her in the space of a few breaths.
    For all her strength, Mika's sprinting form left her wide open. Ibuki couldn't help herself; she darted in and chopped at Mika's side.
    "Why, you--!" Mika shouted and tried to floor Ibuki with a clothesline lariat, but the ninja tucked under the clumsy attack and sprang forward into the lead.
    "So much for intensive training!" Ibuki giggled.
    There was nothing faster than a high-school ninja girl. Ibuki let her feet carry her over the water, where she dashed across the surface without ever sinking an inch. The salt spray was the perfect relief from the blazing sun.
    As the beach curled around the headland up ahead, the Kanzuki private resort finally came into view.
    "Whew, finally. I thought we'd never make it!" sighed Ibuki.
    All she could think of was reaching the resort, grabbing a cool drink and taking refuge under the canopy on the beach. She thought of putting her feet up and relaxing...and suddenly there was a passionate battlecry from behind her."
  191. Street Fighter IV Ibuki vs. Crimson Viper Ibuki Winquote
  192. Ultra Street Figther IV Ibuki Arcade Ending
  193. Street Fighter 6 World Tour Kimberly Cutscenes
  194. Street Fighter Alpha 3 Guy Arcade Ending
  195. Street Fighter Alpha 3 Guy Arcade Ending
  196. Street Fighter Alpha 3 Charlie Ending
  197. Street Fighter Alpha 3 Chun-Li Ending
  198. Street Fighter Alpha 3 Chun-Li Ending
  199. Street Fighter Alpha 3 Dhalsim Arcade Ending
  200. Street Fighter Alpha 3 Zangief Arcade Ending
  201. Street Fighter Alpha 3 Cody Arcade Ending
  202. Street Fighter 6 Kimberly Move List
  203. Street Fighter 6 Kimberly Move List
  204. Street Fighter 6 Kimberly Move List
  205. Street Fighter 6 Kimberly Move List
  206. Street Fighter 6 Kimberly Move List
  207. Street Fighter 6 World Tour Kimberly Cutscenes
  208. Street Fighter 6 World Tour Kimberly Cutscenes
  209. Street Fighter 6 Kimberly Move List
  210. Street Fighter 6 Kimberly Move List
  211. Street Fighter 6 Kimberly Win Animation
  212. Street Fighter VI Training Tutorial
  213. Street Fighter VI Training Tutorial
  214. Street Fighter VI Training Tutorial
  215. Street Fighter VI Training Tutorial
  216. Street Fighter VI Training Tutorial
  217. Street Fighter VI Training Tutorial
  218. Street Fighter VI Training Tutorial
  219. Street Fighter Alpha Game Manual page 4
  220. Street Fighter IV Game Manual Page 15
  221. Street Fighter IV Game Manual Page 16
  222. Street Fighter 6 Online Manual
  223. Street Fighter III Third Impact Game Manual Page 18
  224. Street Fighter IV Game Manual Page 12
  225. Street Fighter VI Online Manual
  226. Street Fighter 6 Website Kimberly
  227. Street Fighter 6 Website Kimberly
  228. Street Fighter Alpha 2 Ryu Arcade Ending
  229. Street Fighter Alpha 2 Ryu Arcade Ending
  230. Street Fighter Alpha 2 Ryu Arcade Ending
  231. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  232. Street Fighter IV Aftermath
  233. Street Fighter 4 - Intro: Chun Li
  234. Super Street Fighter 4 Juri OVA
  235. Super Street Fighter 4 Juri OVA
  236. Street Fighter V - E. Honda Arcade Mode Ending
  237. Final Fight Revenge Haggar Super Attack
  238. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  239. Street Fighter Alpha 3 Akuma Ending
  240. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  241. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  242. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  243. Street Fighter Alpha 3 OST Feel the Cool
  244. Street Fighter Alpha 3 OST Groan
  245. Street Fighter Alpha 3 Game Over
  246. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  247. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  248. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  249. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  250. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  251. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  252. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  253. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  254. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  255. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  256. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  257. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  258. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  259. Street Fighter VI Kimberly Story
  260. Street Fighter VI Kimberly Story
  261. Street Fighter VI Kimberly Story
  262. Street Fighter VI Kimberly Story
  263. Street Fighter VI Kimberly Story
  264. Street Fighter VI Kimberly Story
  265. Street Fighter VI World Tour Kimberly Cutscenes