Strengths High Stun Output Amazing usage of Meter Great Setplay coupled with strong neutral and long normals. Incredible VT2 Weaknesses Extremely weak to fireballs and grabs Can be lamed out; lacks the speed for rush downHeavily limited without bar Awful V-Reversal Description Generally an up close fighter, Kolin aims to get out-play her opponent in neutral then use her amazing corner carry and hailstorm pressure to get the most out of any hit. You should always work to steal turns with counter or make them give up their turn due to the thought of one. Easy to pick up but lot of work is required to get the hang of all her setplay options.
Name: Kolin Style: Systema Health: 1000 Stun: 1000
Short
Move
Motion
Variants
Hands
Parabellum
236+P
LP Hands / MP Hands / HP HandsEX Hands
Hail
Hailstorm
623+P
LP Hail / MP Hail / HP HailEX LP Hail / EX MP Hail / EX HP Hail
Step
Vanity Step
214+K
LK Step / MK Step / HK StepEX LK Step / EX MK Step / EX HK Step
None of what’s written here is set in stone and I strongly encourage you to experiment and find out new stuff on your own
.Doc was created, revised, and heavily maintained by white_summer, & currently mostly maintained by monte
If you also have some remarks or corrections @monte in the kolin discord or DM me directly
Reviews
Player Overviews
“Kolin movement is fairly non-linear, but her walk speed leaves much to be desired. This is more than made up by her excellent space control tools: bHK, Hail, and VT2 make the opponent second guess contesting in neutral”-GroovyMango (Paraphrased)
“Kolin has mobility options that compliments her ability to change with the situation. Her command dashes also help aid in mixups, resets, and general setplay” -SethSeries (Paraphrased)
Gameplan Write Up
Kolin aims to keep her opponent in an uncomfortable range where her long, safe normals can poke, but the opponent’s heavies can be punished. With at least a bar of meter, she can capitalize off stray hits and convert into exceptional combo versatility & above-average setplay. Kolin players should typically always have meter on hand, so converting into a full combo holds little difficulty. One should avoid being pushed with their back to the corner, due to Kolin’s poor defense, these situations make most matchups feel like a 9-1 spread.
Baiting opponents with parries and vskills to play cautiously lets you get away with more minus moves (more vskill) and opens up for more creative setplay and oki,
When on the offensive, make sure to have consistent meaties and mix in her throws and hail setups. Kolin can feel oppressive for the opponent if you always consistently steal turns while also extending yours with stagger pressure and the likes. Do not overextend with counters though, Kolin is left in a CC state for nearly 40f, and though they may not react with a CC every time, sometimes the risk-reward may be skewed
Frame trapping into st.mk should only ever be established once you create a centralised grab game, even then, against 4f characters, always use cr.MP in places where you’d originally use st.MK to extend your pressure even further.
Once Kolin gets VT2 her options get a lot better, gaining tpols to deal with her biggest weaknesses : Frost Edge to go through fireballs and slides to make up for her slow mobility versus lame players.
Frame Data
Full Frame Data available on Capcom’s CFN website over here. You may need to log in to access it.
– cancels into lp / EX Hands / Hailstorm – Go to DP punish
– Whiffs on croucher
Crouching Normals
– 3 Frame – Good for checking dashes – Great Anti Air
– Crmp links on CH – StLK / StMK both link
– StLK links if CH – Cancellable into specials oH / VT oB&oHt
– Crush Counters into Hard KD
Unique Attacks
– Crush Counters (KD) – Overhead
– Cancels into VT / FE / Super – Is NOT airborne, won’t avoid lows and can be thrown
– Slow as fuck, very risky.
Other Unique attacks / Target Combos :
Move Name
Input
Frame
Recovery
VTX Recovery
Startup
Active
Recovery
On Hit
On Block
On Hit
On Block
Icicle Stamp
D+mk (air)
18
4
Frost Spike (1)
LP > MP
6
3
17
0
-6
13
7
Frost Spike (2)
> HP
8
1
-9
10
0
White Out (1)
MK > HP
8
3
23
-1
-9
8
0
White Out (2)
> VSKIL
10
D
-12
D
15
Cold Low (1)
Slide Crlk
4
2
8
3
1
6
4
Cold Low (2)
> CrHK
10
4
24
D
-12
20
7
Brinicle (1)
Slide Crlk
4
2
8
3
1
6
4
Brinicle (2)
> CrHP
8
3
21
D
-2
D
15
Snow Grain (1)
Slide Crmp
6
3
13
5
2
10
7
Snow Grain (2)
> StHP
8
3
19
5
-8
20
7
White Spear (1)
HK Step Jlk
4
5
White Spear (2)
> Jmk
4
5
Neutral
Kolin has two ways to approach neutral, she can either harass the opponent with pokes, or whiff punish opposing pokes and then locking them in with pressure and hail setplay. She also has a great dash making dash in throw / crmp / crlk somewhat of a viable option. She can also bypass neutral completely once VT2 is available.
Pokes
Best buttons for poking are :
bHK
StHP
CrMK
Vskill
Back HK is one of Kolin’s farthest reaching poke, and it was improved in AE by having faster startup (14 frames) and less recovery on whiff, making it really hard to whiff punish because of how much it shifts her forward and how fast she goes back to her original position.It also has the advantage of being safe on block (-2) and can CC into a KD if you catch someone with it.
If you do CC someone with bHK you get a KD allowing you to throw hail to extend pressure on the opponent’s wakeup.
VT2 cancelling after bHK is generally a good thing, you are +10 on hit allowing you to link stHP x ex hands, and still +5 on block, thus keeping your turn. VT2 cancelling on CC can also allow for some pretty interesting juggle options
Standing HP is also a very good poke due to the shear damage it is able to output on CC since AE and how fast it is to come out with only 8 frames of startup. It is however somewhat easy to whiff punish so don’t throw it out mindlessly. It is also -4 ob but you likely won’t ever be punished for it unless you use it from point blank.
.
CC is where this button shines the most ESPECIALLY in VT2, or if you have VT2 ready for activation. Without VT you can follow it up with either EX Hands, or EX MK Step into either target combos. CC StHP x LK Step > SE will combo, turning it into a “safe” way to confirm because you can chose to stay back or go into SE if you hit. (sthp x LK Step is still punishable if the opponent is aware of it). In VT2 you can follow it up with slide target combo on reaction allowing for some pretty stupid damage if you go into super.
Learning to confirm stray stHP can be a good investment, but you can also use the late cancel OS for easy conversions out of CC. If you’re close enough, StLK will link because it is +5, which is another way to easily hit confirm into EX Hands.
Crouching MK, Despite having been hit by the nerf hammer pretty badly, is still an amazing longish range low poke that is positive on block (+1). It is however on the slow slide with some sweeps being faster, and you can’t special cancel it.
Nerfs reduced its range slightly, making the hurtbox in front of the hitbox, removed the low profile property it had, and made it less + after VT activation. What this means is that it now loses to normals more easily and is generally easier to whiff punish. Be very careful about this whiff, since the hurtbox’s height and size means you’ll consistently eat a large conversion.
You can still VT2 cancel on hit to be +7 and link either CrHP or StMP which both go into HP or EX Hands. (StMP does less damage but have slightly better range). It is +5 on CH and being able to identify that and link StLK x EX Hands on reaction to the “counter” notification popping up is very important.
It isn’t a bad idea to throw a fast buttons if your crmk gets blocked because few people know it’s +1 and you will counter hit a lot of unaware people.
VSkill is a very important tool in Kolin’s arsenal because it installs fear of counter in the opponent’s mind making you able to throw out normals more freely. It is extremely unsafe on block (-8) and shouldn’t just be spammed mindlessly.
Even if hard to punish when spaced correctly this should really ever be used very sparingly, due to the risk reward (deals great damage and KD if counters, but crLP can’t be linked on regular hit anymore. In VT2, the hitbox of Vskill is extended.
Vskill also functions as a more than decent anti air for long range or slow jumps.
Those four options can make kolin very oppressing for other characters in neutral, but those still have the danger of being whiff punished if the opponent knows the matchup well. Don’t get too predictable with them.
Whiff Punishes
Kolin’s best options for whiff punishes are :
StLK
StMP
StHP
VT2
Standing LK Is great for catching low pokes and converts into EX Hands as an offense starter, it is fast, shifts her forward by a lot and is hard to whiff punish.
While it is possible to cancel it into LP Hands, Season 4.0 made it possible to combo into any version of hailstorm on hit. This means that, when meterless, you should always convert to hail for the knockdown if safely possible. L Hailstorm will need to be used if confirmed close, and M Hail if hit far (like empty cancelled when whiff punishing.)
Standing MP and Standing HP are both good for whiff punishing standing pokes, with MP being faster and more reliable, but HP dealing more damage and having better range.
Nothing much more to say, just use whatever you’re more comfortable using and convert into either mp hail or ex hands to start your offense. St MP is more difficult for the opponent to punish reactively, but St HP’s usage of the priority system makes it often more desirable.
Stand MK is another decent whiff punish tool, it shifts kolin forward quite a bit and can be easily confirmed by buffering StHP, going straight into TC2 leading to a knockdown with decent oki and a bit of Vmeter build.
Stand MK also doesn’t really have an extended hurtbox, and kolin shifts back to her initial position on whiff making it fairly hard to whiff punish and an overall great whiff punish option against mid normals.
V Trigger 2 also offers some great ways to punish long recovery moves like Abigail’s pokes or Juri’s charges for example, sliding in to quickly close out the distance and punishing the recovery with at the very least CrLP into TC1. Raw Frost Edge can also do the trick if close enough. Frost Edge can also be used to catch people neutral jumping trying to catch you sliding in but it’s very expensive and a bit strict.
Those are just her best and most reliable options, other of her buttons can be used namely vskill, bhk, crhp or crmp. Whiff punishing is a constantly evolving skill, changing based on player and character matchups. What works well in one matchup may not work versus another character, or even versus a player with a different style.
Anti Airs
Kolin has a great anti air game even though it can be awkward to get used to due to the fact that she doesn’t have an “automatic” AA button that will work at any range for any jump. It takes some time to know which option you should go with depending on the situation.
Her best anti airs are :
Vskill
CrHP
HP Counter / EX HP Counter
Air to air (Air throw, jMP, jMK)
StLP / StMP
Vskill functions best against long range jumps and slow jumps like Zangief / Abigail / Birdie.
What makes it great is that the counter hitbox is huge, and it shifts kolin forward by a great deal. On top of that the counter does high amounts of damage if the opponent chooses to press a button. The actual attack part of vskill will still anti air if they chose to empty jump to bait a parry. It also builds some VT which is always good.
It is generally a bad idea to vskill against ibuki or cammy and to a lesser extent other characters with a divekick however. It also won’t work at all on closer jumps, crossups or if done too late. (doing it too late will also put you in a -8 punish situation)
Crouching HP and HP Counter are her best options against most jump ins, it is however kind of awkward to use them against crossups.
Obviously using HP counter is highly rewarding with massive damage (especially on EX), hard knockdown leading to hail setplay and pressure; but it is also a extremely risky because one empty jump can easily bait it out and lead into you eating a full CC punish.
On the other hand CrHP is much more serviceable but doesn’t offer nearly as much reward if you successfully anti air.
A key point of Kolin’s anti air game is to know when to use HP counter and when to use CrHP, and creating a mind game around that. For example using counter early can make the opponent more likely to empty jump at you to catch you using it again, and exposing himself to Kolin’s other anti airs.
If done late enough both can be used to beat crossups, hp counter comes at a risk of throwing HP hands instead with the motions being reversed.
Air to Airing is a better way to deal with crossups, jumping back and immediately air throwing will catch most people crossing you up, it will however lose to people pressing early air buttons if they notice you going for that.
Other than crossups air throw can be used to beat other aerial approaches such as Akuma’s demon flips, and to keep the opponent from jumping out of the corner. Oki is very limited, but in VT2 you can slide sLP to continue pressure.
Other than air throw, jMP catches opponents at, or slightly above, Kolin’s height in the air. jMK puts up a long horizontal hitbox, and can halt moves like Cammy’s divekick incredibly well. Air to airing is a skill, and requires practice with all options to master.
Those are the 4 options you should be comfortable using, and know when to use one option over another depending on the situation.
Standing MP is kind of a last hope anti air, if you got caught off guard by a jump, you might still be able to anti air with it. It is also a legit option vs Cammy’s divekicks and other jump-ins that are angled more downwards. .
Note that Standing LP can be used for the same purposes, but both of these moves put you at huge risk versus strong jump-ins (e.g. Vega jHK).
Those are just her best options, but other normals can be used as anti airs, sthp and sthk which can both CC are a bit more tricky to use but can definitely work. Standing HK in particular leads to some pretty nice follow ups if you score a CC with lp hands juggles. It is however quite slow and less reliable.
Anti Fireball
One of Kolin’s biggest weaknesses are fireballs, even the worst fireballs in the game can really make it really hard for kolin to do anything, being unable to get at a comfortable range and play her game. She can’t close in after blocking one very well due to slow walk speed and all her anti fireballs options (other than VT2) are severely lacking. The good thing is that, since AE, once she activates VT2 she actually has a great and reliable way to deal with fireballs on reaction, despite this, she still has some interesting tools when she isn’t in VT2, which are definitely worth practicing however limited they are.
That should go without saying but blocking the fireball and advancing, or neutral jumping it and moving forward while the opponent can’t throw another one is always a good thing to do you will need to be very patient but that can work. Jumping forward once you’re in range and you’re reading an incoming fireball is not a bad idea as well, but it comes with risks.
Once you’re up close after slowly walking in, you can throw pokes, (Standing HP,) to beat the fireball startup, some slow fireballs can even be interrupted on reaction with stHP leading to a free crush counter.
The Hailstorm Initial attackwill destroy incoming fireballs, however the timing is weird due to how slow the hailstorm attack actually is (12 frames startup). It is a decent way to deal with fireballs from further away, you can also use the hailstorm itself to move forward and gain space while the opponent is under the hail / blocking it.
The hitbox of the move is actually pretty huge making it surprisingly easy to do after some training, record a dummy throwing fireballs at random speeds / interval and practice breaking them with hailstorm to get the timing down. You really want to use this on reaction against slower fireballs, and from further away.
The downside to this move is that it is really slow (25 recovery for LP and 28 recovery for MP/HP) meaning that you can get punished for it even if you successfully break the fireball. This requires awareness from the other player, but it can absolutely be baited and punished. Some characters don’t even need to bait the hail out and can punish for free on reaction depending on where you are.
You’ll quickly realise this if you try to hail through sonic booms, but it is really hard to break sonic booms this way due to how different their speeds are depending on the version used, and how fast they can be.
Hailstorm also can’t destroy EX and multi hitting fireballs.
If your opponent is being predictable with his fireball timing you can try to throw hail as a read from closer up and actually get pressure out of it but it is EXTREMELY risky and really easy to punish.
Most of Kolin’s Vanity Steps have some kind of fireball invulnerability built into them, but you have to be willing to spend EX meter to use them.
In theory, you can use the non EX version of Silver Edge to go through fireballs, by simply throwing LK steps preemptively, and going into silver edge on reaction to them throwing a fireball and punish the startup. On theory only because on practice this is way harder than it needs to be, LK step shifts you backward so much you can’t really throw it out randomly without losing screen space you struggled to gain in the first place, and even if they do throw the fireball you are likely to be too far away to punish it anyway.
Following the same principle of throwing LK step and going on reaction to a fireball, you can reliably do that using EX Silver Edge, however this comes at the cost of one meter you will throw out as a complete guess to them eventually throwing a fireball. It isn’t necessarily a bad idea if the other player has a clear fireball pattern, or if the SE will kill and you’re sitting on meter, but you can’t really throw this out seamlessly due to how expensive it is for a complete guess.
If you opponent likes to dash in after his fireballs to close in on you, then you might be able to use both versions to go through the fireball and punish his dash, this can be interesting if he’s trying to punish your hailstorms for example.
EX Versions of MK and HK Vanity Steps Have built in fireball invulnerability, but this once again comes at the cost of one ex and unless you throw it out as a read it can be punished pretty easily, especially since most people are likely to expect you going for that.
EX MK Step is fully projectile invincible from the first frame and up to 45 frames as long as you don’t press anything. You can use that to punish some slow fireballs (nash ? akuma red fireball) and use it to go through VT1 boom barrage. EX HK Step is fully projectile invincible from the first frame and up to 54 frames as long as you don’t press anything. Those might catch people off guard, at best with you getting a hit, but those are fairly easy to punish with a DP or button on reaction so I wouldn’t really recommend using them or only very sparingly especially since they cost a bar you could use for EX Hands.
If all else fails and you desperately want to kill someone, you can throw out raw Super on reaction to someone throwing a fireball. Being fully invincible from frame 1 to 9 and having more than decent range will cause you to go through the fireball and punish the other player directly.
Be very careful about the range, because you really don’t want to be whiffing that as it will leave you exposed and with no meter left meaning you’ll probably die soon after. Your reactions also need to be on point, but it is definitely doable.
And now for the only anti fireball actually worth a damn : FROST EDGE. It is essentially an instant silver edge which will come out without needing to do the backstep beforehand, meaning that it can be used on reaction reliably. Frost edge also have the advantage to give you a KD with actually great oki (+24/+29/+83) allowing you to dash in and still be plus.
Your reactions still need to be on point because it isn’t projectile invulnerable from the first frame, but only from the 9th, pressing HPHK too slow will just make you eat the fireball and waste a third of your Vgauge, which you definitely DON’T want happening. This can be a massive issue versus fast fireballs, as you might get hit on startup.. You also want to be mindful of your spacing, using frost edge out of range will make you extremely vulnerable because it has a fairly long (22 Frames) recovery.
On the plus side, if you have VT2 ready you can activate on someone throwing a boom and go directly into frost edge to punish; even if you have 1% of VTimer remaining, you won’t be able to slide, but you WILL be able to frost edge; and as the cherry on top you can super cancel it for huge damage.
TL;DR
Poke with Crmk; bHK; StHP
Whiff punish most attacks with StMP or StHP
Whiff punish low attacks with StLK or CrMP
Antiair long range and slow jumps with vskill
Anti air closer jumps with either HP Counter or CrHP
Anti air crossups with jump back Air Throw or a variety of a2a normals
You can break fireballs with Hailstorms
You can gamble EX meter and try to go through them with EX Vanity Steps
Once VT2 is available, Frost Edge to punish fireball
Super can also punish fireballs on reaction
At the end of the day, patience is key versus fireball zoning
Pressure
Kolin relies on a very basic frame trap / throw game for most of her basic pressure, her biggest strength is the use of hailstorm to either extend her turn, or to lock someone in place after a knockdown. Her options are however quite limited and you need to know how to make the most of it, by switching things up and alternating between throw / buttons / shimmies
Kolin has three +2 on block buttons : StLP, StMP and CrMP Her basic frame trap is going to be one of those into StMK, three frame gap that will beat reversal 3F.
If you happen to catch someone mashing with StMK you will land a counter hit, making it +5 meaning it can be linked to StLK x EX Hands, this is very important to learn to convert from that as it is her main way to frame trap people into ex hands leading to her usual oki game. At close ranges, StMK counterhit can confirm back into StMK, allowing a meterless conversion into the StMK > HP > VSkill Target Combo, for a knockdown and oki on dashup.
It is important to understand StMK is minus on block and is the end of your turn if it happens to be blocked, in order for the frametrap to work you need to identify your opponents tendencies, or condition him to act in a certain way.
Quick and Dirty overview :
Frame Trapping makes your opponent respect your plus frames and makes him afraid of challenging what you do
Once you have conditioned him that way you can start to “abuse” your plus frames and either extend your turn by walking up into another plus on block button or walk up throw.
Abusing your plus frames too much can make your opponent start challenging you again
That’s when frame trapping starts being efficient again
The basic block / frame trap string is : StLP > CrMP > StMK, but you should always note that StLP > CrMP can be interrupted by a 3f, so if you’re being jabbed out after StLP, you should immediately sMK and watch for a counterhit.
Combos
Regular Combos
Meterless
DMG
VT
Notes
cr.LK > cr.LP x LP Hands
94 | 253
Low hitconfirm
CrLK > CrLP x MP Hail
78 [ 213
Low hitconfirm, less damage but gives a KD with oki
st.LK x LHands
105 | 207
5f punish with good range, decent poke / whiff punish
St.MP x HP hands
150 [ 238
Basic meterless whiff punish
fMK (CH) > cr.LP xx LHands
146 | 303
Overhead CH confirm
cr.LP > TC1 xx HP Hands
181 | 327
3f point blank punish
st.HP > st.LK xx LP Hands
172 | 333
st.LK reaches after close~medium range st.HP
st.HP > TC2
207 | 366
Works only close & on crouching opponents
cr.MP > TC2
187 | 306
Decent damage and corner carry / oki, StMK whiffs at range
CrMP > StLK x LP Hands
152 [ 283
When StMK is out of range after CrMP
j.HK > st.HK > st.MP xx HHands
280 | 473
BnB jump-in, StHK whiffs on crouching opponents
StHP (CC) x HP hands
176 | 300
Meterless CC Option select
st.HP(CC) > SE
176 | 300
Meterless CC Option Select
MK Step Target Combos
CrLK~CrHP xx L Vanity -> SE
181 | 325
Slide/MStep -> CrLK CrHP is the ‘Brinicle’ TC
CrLK~CrHP x LP Hail > CrLP
117 | 261
CrLP air reset allowing for ambiguous fwd jump -> cLK
CrMP~CrHP > StMK~CrHP~Vskill
? | ?
CrMP~HP TC is + enough oH to link sMK
CrMP~CrHP > StLK x LP Hands
224 | 398
When StMK out of range after TC
Basic VT2 Activation Extenders
CrMK x VT2 -> CrHP (or sMP) x HP Hands
173 | 295
Activations after long range pokes. On CH CrMK, do StHP instead of CrHP
bHK x VT2 -> StHP x HP Hands
213 | 345
Activations after long range pokes
CrHK x VT2 -> CrMP > TC2 ( x FE)
197 | 305
Activation from close range
CrMP > TC2 x VT2 > MP Hands / FE
205 | 346
Generally not done oH, but TC2 xx VT2 is very + oB and begins pressure.
Snowball Starters
MS buttons or jump-ins combos after snowballEX HStep will combo after M, EX LHail and EX MHail snowballVS / buttons hit before snowball links into st.HP
Hail > j.HP > st.HK > st.MP xx EX Hands xx HS~Air Throw
? | ?
~
All Parabellum ender can be replaced with EX for metered combo extensions [see below]Parabellum ender may be replaced with M Hailstorm that hits them meaty
1 EX
DMG
P
VT
Notes
st.HK > st.MP x EX Hands x HStep > Air Throw
298 | 500
~
Damage
HK > MP x EX Hands > VS
249 | 430
M
Builds V-Gauge
HK > MP x EX Hands x MkStep > cr.HK x MP Hands
286 | 490
M
Corner Carry
HK > MP x EX Hands x MkStep > cr.HK x MP Hail
256 | 430
~
Less Damage but Hailstorm Oki
HK > MP x EX Hands x MkStep > cr.HK x FE
331 | 520
~
Y
Alternative ender using VT2
After EX Hands you may opt to reset with MS into buttons
2 EX
DMG
P
VT
Notes
st.HK > st.MP x EX Hands x EX SE> LP hands
359 | 575
M
Damage / corner Carry
st.HK > st.MP x EX Hands x EX SE> VSkill
356 | 560
M
Worse oki and Damage / Builds Vgauge
st.HK > st.MP x EX Hands x EX SE> LP hands
326 | 500
M
Less Damage / Hailstorm Oki
st.HK > st.MP x EX Hands x EX LP Hail > SE
344 | 590
M
Damage
st.HK > st.MP x EX Hands x EX SE> FE
398 | 590
M
Y
Alternative ender using VT2
st.HK > st.MP x EX Hands x EX SE> Reverse Jav.
455 | 620
M
Y
Alternative ender using VT2
3 EX
DMG
P
VT
Notes
st.HK > st.MP xx EX Hands xx EX LHail > EX SE
380 | 620
M
StHK > StMP xx EX Hands s x EX LHail > EX SE > Rev. Jav.
503 | 720
Good if its gonna kill | uses all resources
st.HK > st.MP xx HHands > Super
445 | 360
~
Damage
CrMP > TC2 x FE x Super
443 | 406
~
Alternative way to use Super with VT2
Crush Counter
st.HK
DMG
EX
VT
Notes
Close~Medium Range
f.dash > cr.MP >
Follow-ups below
> TC 2> FE>Super
239 | 422302 |484467 |482
NNY
NYY
With VT, can continue past the TC2 w/ resource
> StMK x Hands
Y
N
EX hands with the followup you want
f.walk > st.HP x Hands
N
N
HP hands or EX hands with the followup you want
Far~Max Range
f.dash > TC1 >
MP hail / HP Hands / EX Hands
f.dash > st.MK >
TC2 / MP Hands / Ex Hands
st.HP
Close~Medium Range
x Hands
HP hands or EX hands with the followup you want. Your go-to from CC StHP
x SE
176 | 300
x EX MK Step
Snow Grain for damage or Brinicle for Reset
VT2 Slide > crMP StHP > sMK HP VS
Y
Your go-to from CC StHP in VT2
VT2 Slide > crMP StHP > sMK xx EX Hands
Y
Y
VT2 Slide > CrMP StHP > TC2 x FE x Super
518 | 545
Y
MASSIVE DAMAGE
Can Activate VT on CC and go into the slide (will get damage reduced from VT activation)
b+HK
x VT2, EX Hands x mk step x FE x Reverse Jav
268 | 370
Y
Y
Uses too much VT2 to be useful unless it kills
x VT2, EX Hands x lp Hail
168 | 270
Y
Y
Late cancel LP Hail, covers all three wakeups
X FE x Super
427 | 300
Y
Y
Can’t VTX after bhk CC and link FE
cr.LP
Resets. Can use a 4-6f normal when caused meaty; corner only.
Post Stun Combos
Kolin can use the stun to throw hail in order to enhance her combos, you can either choose to go for a reset or for damage. Post Stun resets will be listed in the setup section this here are just the max damage combos.
Basic Hail Combo :
Lp Hail > JHK > StHK > StMP x EX Hands > ….
Optimal Hail Combo :
Lp Hail > StHP > Hail Hits > StHK > StMP x EX Hands > …
Alternative Optimal Hail Combo versus tall characters :
+3 after fwd dash, your choice of 6f or faster normal
+25 | +8
f.dash > st.MP
+4
+6, far
+8 after fwd dash, StMP hits last active
vs. 4F
f.dash | cr.HP
~
+
QR -3 | BR -1
+79
F.dash | throw > F.dash x 2 > stlp
+3
+5
> stlk
F.dash | crmp > lp hail
Leaves you +1 with hail coming down.
F.dash | throw > StLP > Overhead
-4
+3
Last frame meaty overhead
+79
F.dash | Crlk > lp hail > crlk / jump lk
Jlk IOH hits fuzzy vs tall characters
V-Skill
oB
oH
Notes
+20+25+79
Same advantage as HP Hands > Same setups
Air Throw
oB
oH
Notes
+14 | -3
f.micro | st.MP
+
+
b,rh
CC wake up button mash
+63
[G] Counter
oB
oH
Notes
+49 | +32
LH | cr.MK
+21
+24
oB f.dash | +4 (throw or buttons)
f.jump | cr.MP
+3
+6
See Setup Section for more
[A] Counter
oB
oH
Notes
+46 | +29
LH | cr.MK
+18
+21
oB f.dash | +1 (frametrap)
f.jump | cr.LK
+2
+4
See Setup Section for more
Forward Throw
oB
oH
Notes
+8 | -9
st.HP, cr.MK xx VT
-1
+6
+57
StHP > Dash delay crmp
See Throw Section for more
Back Throw
oB
oH
Notes
+12
StHK
-2
6
Will hit crouchers (no advantage despite meaty hit) but will whiff if opponent wakes up with crouching normal
+12 | -5
f.micro | st.HP
~
+
-71
StHK (whiff) > Dash x2 crmp
+2
+5
StHK (whiff) > StLP > Overhead
-4
+3
Last frame meaty overhead
See Throw Section for more
TC2
oB
oH
Notes
+19 | +2
f.dash | cr.LP / throw
+1
+4
(tick throw or confirm into LP MP HP)
+24 | +7
f.dash | cr.MP
+4
+7
+24 | +7
F. dash | f.micro throw
(very precise)
+78
F dash > crLP (whiff) > Dash x 2 > (CrLP)
Corner carry +15 (+2 after crlp)
+78
F dash > CrLP (whiff) > CrLK x2 >Overhead
-4
+3
Last frame meaty overhead
+78
F dash > stlp (whiff) > LP hail > CrLK/jlk
Jlk IOH hits fuzzy vs tall characters
EX Hands x mk step > sweep x MP Hands
oB
oH
Notes
+36 | +19
F.dash x2 | Throw / StLP
+2
+4
+41 | +24
f.dash | cr.MP / delay throw
+4
+7
+95
F dash x2 > crLP (whiff) > Dash x 2 > (CrLP)
Corner carry +15 (+2 after crlp)
+95
F dash x2 > CrLP (whiff) > CrLK x2 >Overhead
Last frame meaty overhead
+95
F dash x2 > stlp (whiff) > LP hail > CrLK/jlk
Jlk IOH hits fuzzy vs tall characters
EX Hands > EX SE
oB
oH
Notes
+49 | +32
LP Hail > walk forward CrLK
+
+
Same setup as ground counters, manual timing required for quick rise / back roll
+55 | +7
FE
oB
oH
Notes
+24 | +7
f.dash | CrMP
+4
+7
dis
+29 | +12
f.dash | cr.MP (delay)
+
+
+83
f.dash > CrMP (whiff) > LP Hail
Leaves you +2 up close with hail coming down
+83
F dash > crMP (whiff) > Dash x 2
Corner carry with body drag and +11 (
Sweep
+25 | +8
f.dash | st.MP (delayed)
+2
+4
+30 | +13
+
+
xx Hands
+84
f. dash | throw whiff > LP Hail
Leaves you +3 with hail coming down
+84
f. dash | throw whiff > f. Dash > Overhead
-4
+3
Last frame meaty overhead
Super
+26
f.dash | StHP
-2
+7
CC mashers, end turn if blocked.
+26
+75
Fdash | StHP (whiff) dash StHK
-2
+6
Will hit crouchers, CC mashers, end turn if blocked
Forward Throw
Forward throw leaves you in a +8 state if they quickrise
Mid screen
Notes
>st.HP
Easiest to do, but ends your turn if blocked.
On Hit: x EXHands | x HP HandsOn Block:-3
>CrMK
Easiest to do good with VT 2 on deck(+2 ob but no real pressure other than frametrap)
On Hit: x VT2 > CrHP x ex HandsOn Block:-3
MICROWALK MEATIES
2f Microwalk > cr.MP
No links work midscreen, cancel into H/EXHands on hit
On Hit: +6 x EXHandsOn Block: +3 oB, walk forward to close distance and continue turnOn Counter Hit : +8
Extremely precise, 3F and crMP won’t hit meaty, leaving you at +5/+2/+7You can Link super on CH but that’s about it, you have to buffer hands in case it hits.
Midscreen lacks some of the options that corner has, and overall has worser links, B.Throw is far better midscreen.
Corner
Notes
>st.HP
Same as midscreen
On Hit: H/EXHandsOn Block: safeish, -3.
MICROWALK MEATIES
1f Microwalk > cr.MP
Keeps pressure really well for just a 1f walk
On Hit: +7 x hp / EX handsOn Block: +4 oB with their back in the corner, can frame trap with st.mk still but only catches buttons. Just continue pressure as normalOn CH : +9 > EX Hands links without cancelling
2f Microwalk > st.MK
Extremely hard to do but worth its CH FA. +7 oH while only 0 oB is great
On Hit: xx EXHands | TC2On Block: double st.MK will beat ever light due to priority and pushback from the first one. Whiffs if they don’t press anything unless they’re wider characters (ex. Balrog)
3f Microwalk > st.LP
Really useful and scary, st.HP may be the best frame trap to do since it CCs 3f anyway.
On Hit: + 6 but out of range for most thingsOn Block: +4 oB, cr.HP is a 3f frame trap while st.HP is a 4f frame that still hits 3f normals. *ON COUNTER HIT LINK INTO st.HP if you are in VT2 DONT MISS IT!
16f Walk > F. Throw
Also known as the fake throw
Likely won’t work
Her conversions out of microwalks from front throw aren’t as good as they used to be if you hit someone due to the throw pushing you back further but on block you get to keep a reasonable pressure going instead of straight up giving up your turn with StHP.
You can also micro walk back StHP x EX Hail as a way to keep fake pressure going, EX Hail is -8 ob and is punishable if the opponent knows the matchup well.
She gets better pressure out of back throws especially in VT2 even midscreen.
Back Throw
Back throw leaves kolin in a +12 state if the opponent quick rises which leads to a lot more opportunities, especially once she activates VT2, where her slide can be used to gain real oki after a back throw from anywhere in the screen.
Mid screen
Notes
>bHK
Easiest to do, but ends your turn if blocked.
On Hit: x VT2 > StHP x EX handsOn Block:-2Crush Counters 3 Frames
> Delay Sweep x VT
Worth doing with VT2, catches backdashes
On Hit: x VT2 > StHP x EX handsOn Block:x VT2 : +8Crush Counters 3 Frames > x VT2 : +15 > Sthk x FE
MICROWALK MEATIES
3f Microwalk > stHP
No links work midscreen, cancel into H/EXHands on hit. Ends your turn ob
On Hit: +7 x EXHandsOn Block: -2 , On Counter Hit : CC > EX Hands / EX MK Step
5f Microwalk > CrMP
No links work midscreen, cancel into H/EXHands on hit.
On Hit: +7 x EXHandsOn Block: +4, walk forward and continue your pressureOn Counter Hit : +9, EX Hands links without cancelling
VT SLIDE MEATIES
Slide StLP
Beats wakeup 3F
On Hit: +4 > StLP > TC2On Block: +2 (in range to link multiple Jabs as frametraps / potential tick throws) > stlk x EX hail On Counter Hit : +6 : link CrMP / StMP > …
Slide CrLK
Beats wakeup 3F – Low | only +1
On Hit: +3 > Stlp x lp / EX HandsOn Block: +1 : “fake” tick throw or frametrap with CrLPOn Counter Hit : +6 : link CrMP / StMP > …
Setups
Hailstorm
Hailstorm is a great tool in Kolin’s arsenal as it allows to extend pressure, get great oki out of KD (even with a 3 frame starter, protecting you from wakeup reversals, and creating some decent mixups possibilities.
To get offense going you want to KD people with MP Hail, generally after the TC1 which leaves you at the right spacing. MP Hail will cover all of your opponents wakeup, simply let the hail do the meaty for you and block and you’ll also be safe to reversals. Dash in after knocking them down and walk forward to push the opponent in the hail, if they don’t quickrise you have time to throw another one as soon as the first one hits the ground and still have time to recover and be + when they do wakeup.
Video example HERE showing what happens if the hailstorm hits, if the hail gets blocked you are still really ive and get the usual button / throw / shimmy mixup. This is the most basic way to use hail efficiently and you should be practicing the timings to press your buttons right as the hail blockstun stops as shown HERE.
This applies to all further hailstorm setups.
EX Parabellum
Ex Parabellum is Kolin’s most basic way to get pressure going, she can go into that from pretty much anything, us her main way to deal decent damage and offers quite a lot of possibilities when it comes to follow ups. There are three main follow ups to EX Hands using one meter which all serve a different purpose.
Midscreen
ONE METER
EX
VT
EX Hands x HKStep > air throw
1
Best Damage stun but doesn’t offer much when it comes to follow up. Decent in the corner where other things might not workPrefer the other options midscreen unless it’ll kill / stun
EX Hands x MK Step > Sweep x Hail
1
Does less damage but have the hailstorm ready for further pressureWon’t work in the corner (sweep won’t link and hail sent offscreen)Can jump over
EX Hands x MK Step > Sweep x MP Hands
1
Does more damage, better corner carry, decent okiCan replace LP Hands by FE for slightly better damage / okiWill only work in the corner against some big characters ( listed below)Knocks down with +36/41/95: Dash forward twice > throw / Crmp
If you have meter to spare you can extend followup EX hands by EX SE to get great damage and oki. (as an example : jHK > StHK > StMP x EX Hands x EX SE > LP hands is 406 damage and 654 stun.
TWO METER
EX
VT
EX Hands x EX SE > LP hands
2
Two meter alternative to MK Step > Sweep x lp hands Does significantly more damage, offers better okiWill work on all characters in the corner
EX Hands x EX SE > LP hail
2
Two meter alternative to MK Step > Sweep x hailDoes significantly more damage, offers better oki : CrLK > Dash forward similarly to the post counter setupStill won’t work in the corner (hail offscreen) DEPENDING ON HOW HIGH SE HITS YOUR FRAME ADVANTAGE VARY AND YOU MIGHT LOSE TO WAKEUP 3F
Corner
In the corner Kolin’s options are much more limited because most of her midscreen followups won’t work, and we can’t do lk steps to keep pressure going because capcom hates fun. Best thing to use is EX Hands x MK Step > Sweep x Hands but remember that in the corner it will only work versus the following characters (Note this somewhere to remember) :
Abigail – Alex – Balrog – Birdie – Blanka – Chun – Laura – Necalli – Rashid – Zangief – Zeku
This may seem like a lot of characters but this is roughly 33% of the SFV cast. For further reference we’ll call those the sweepable characters.
ONE METER
EX
VT
Damage/Stun
EX Hands x MKStep > Sweep x LP Hands
1
186/320
Best Option, only works on sweepable charactersCorner locks the oponent in place allowing you to neutral jump to cover all three wakeupsCareful as this isn’t a proper safe jump and will still lose to some anti airs / most DPs It will still beat some wakeup normals anti airs.Time JHk depending on their wakeup, and whiff Crlk after landing before jumping again if they don’t wakeup.Mix it up with empty jump lows / empty jump throws / tick throws if blocked / Shimmies if blocked
EX Hands x LK step > SE
1
190/285
Decent alternative vs non sweepable charactersGood enough damage + good enough oki while still having the opponent corneredMay cause you to switch side if done incorrectly, cornering yourself.
EX Hands x HK Step > Air Throw
1
208/330
Does more damage, worth doing in the corner if you aren’t comfortable with SEWorth using on Stun / KillStill get oki from it with VT2 slides
EX Hands x EX SE > LP Hands
1
288/430
Two meter alternativeSame kind of followup you get with MK step sweep handsWill work on all charactersMay have to delay the initial jump a tiny bit
Other setups
If you want to get fancy you can use those every once in a while they aren’t particularly good but will probably still work, just don’t rely on the m too much as they are really gimmicky options and/or meter wasteful.
Mid screen
EX
VT
Notes
EX Hands x Mk Step
1
st.MK can hit meaty, 0 oB, +5 oH, +7 CH
Option 1: st.MP | f.walk, throwOption 2: st.MP | f.wak, st.MKOption 3 :Stmp | shimmy StHPmay be escaped if other person is holding up forward
EX Hands xx EX Hk Step > j.MK
2
Side switch is -3, same side is +1
Option 1: st.LK on landing to cross-underOption 2: x.LP to stay same sideReal gimmicky way to close a match, side switch isn’t even real as it leaves you -3 and you use 2 meter for that.This gets the “Can’t believe it’s still working” award
Counters are really important for Kolin’s setplay as they reward her with a hard KD and enough time to throw out hail for her setups.
Most setups will work regardless of what counter was used, but remember that the low counter puts you further away compared to the two other ones. It hardly matters anyway because you aren’t likely to land one in the first place.
Mid Screen
EX
VT
Damage/Stun
Counter > LP hail > CrLK Dash forward
0
May have to walk in slightly before the CrLKOn hit : Crmp / StHP will link after the dashOn block : you’re still really positive from the hail blockstunCrMP (+2 ob)ThrowShimmyThis should be your basic go to option
Counter > LP hail > overhead
0
Cheeky way to sneak in some damage once they’ve been conditioned to block low to avoid the crlkHail doesn’t make it safe on block, nor does it allow for a proper combo extensionOn hit : Throw / shimmy like you would with regular overheadOn Block : -6 and it was good knowing you.
Counter > LP hail > vskill
0
Beats most wakeup reversalsStill loses to slow reversals (Ed/Urien) and projectile / Throw supersLeaves you positive ob if opponent is crouchingLeaves you negative ob if opponent is standing (worse if big characters)
Counter > LP hail > Counter
0
Cheeky way to do the same thing Vskill does but with better rewardsWay riskier but good way to taunt someone
Counter > LP hail > Jump forward
0
Fake crossup, hail still hits in front while you’re jumping above themPositive after landing if hail was blockedGo for low after the empty jumpTick throwShimmyCauses you to switch side so be wary of your position when going for thatGood way to exit the corner if a parry cornered you.
Counter > EX HK Step
1
Steer it to either land in front with jHK or crossup with jLKLoses to wake up reversals, people walking back on wakeup can affect end resultWaste of meter
Most of those won’t work in the corner due to the hail flying offscreen. If you corner an opponent after a counter go for those instead :
Mid Screen
EX
VT
Damage/Stun
Counter > CrLK x 2 > Overhead
0
+ 3 OH : CrLP > TC1- 4 OB : safer than raw overhead but still punishable
Counter > Overhead > CrLK
0
Cheeky way to play on the opponents expectation after they’ve been hit by first setup once+ 4 OH : TC1+ 2 OB : tick throw / shimmy / button
Best VT1 Tech : go back to char select screen and pick VT2
V-Trigger 2
Kolin may have lost all of her really dumb VT2 stuff she got in the initial version of AE, VT2 still allows for some pretty cool (pun intended) setups.
First of all she can VT cancel out of most normals ob allowing her to stay positive no matter what dumb stuff you were doing. Here’s a quick summary of how VTX affects her advantage.
move
Block adv
Hit adv
Counter hit adv
s.lp
+4
+6
+8
s.mp
+7
+9
+11
s.hp
+3
+10
+23
s.lk
+3
+5
+7
s.mk
+4
+9
+11
s.hk
+2
+10
+27
c.lp
+3
+6
+8
c.mp
+7
+10
+12
c.hp
+5
+8
+10
c.lk
+4
+6
+8
c.mk
+5
+7
+9
c.hk
+7
+9
+14
b.hk
+5
+10
KD
Most noteworthy way of activating is after ex hands :
Dash forward to cross underWalk forward to stay in front
CrHP (anti air) x VT2 > Slide crlk > sthp
0
Cross under with the slide and go straight into brinicleDepends on how you hit the anti air
The slide you get with VT2 can allow you to keep pressure from things you wouldn’t normally be able to (back throw / air throw …) but it can also be used to give a tricky twist to the usual mp hail setup by sliding in and neutral jumping, making it surprisingly hard to block despite how barebones of a setup it is.
The insane forward momentum slide forward jump gives you can also be used for tricky hail crossup, especially when the opponent is cornered by jumping over them while hail is coming down.
[more things idk]
The hitbox change of hailstorms can make instant overhead into hailstorm combo much more reliable, even if it’ll only work on a small part of the cast and require extremely precise framekills for the fuzzy jlk to work. Those are extremely specific and will probably not work in a real match but here’s the list of characters it works on :
Abigail / Zangief / Birdie Instant overhead works but no followup after hail.
This basically creates high low mixups which can both be converted into a full combo thanks to the hail being out.
Instant overhead for the high option > hail hits > land on the other side plus enough to link CrMP
CrLK for the low option > hail hits > StHK into whatever if they were standing
This however isn’t all that reliable in a real match as it requires extremely specific conditions to be met and crystal clean frame kills. More testing probably required.
Setup
Ex hands > EX SE > LP Hail > jlk / crlk
Only works on quick riseSilver edge has to hit at the right height for it to work at all
CC Sweep > Vskill > LP Hail > Jlk / crLK
Only works when you have VT2 activeCC sweeps guarantees a hard knockdown
TC2 > Dash > StLP > LP Hail > Jlk / CrLK
StLP will meaty quick rising opponent and allow you to go straight for the setup if they don’t wakeup
HP hands > Dash > CrLK > LP Hail > Jlk CrLK
CrLK will meaty quick rising opponent and allow you to go straight for the setup if they don’t wakeup
(Don’t blame me if you attempt that and it fails)
Brinicle
The new propertie of brinicle, launching people in the air can lead to some pretty tricky and interesting setups, although brinicle in itself is tricky to land, those are mostly to be used for a post stun reset.
Setup
Brincile x LP Hail > CrLP > jump forward CrLK
Jab air resets them, lp hail locks them in place for the followupEmpty jump low and sideswitch
Brincile x LP Hail > CrLP > EX HK Step
Jab air resets them, lp hail locks them in place for the followupLeft Right mixup :Hold back to stay in front and land jHKTouch nothing to crossup and land jLKCan also be timed just right to hit jHK in front but land on the other sideApparently can be escaped by dashing out
Brincile x EX MK Step > StLP
Jab air resets them, left right mixupSimilar to what was available with brinicle > slide jab in early AE but costs one bar
Brincile > f. Walk > stlp > dash
Corner only
Jab air resets them, Dash to cross under them
Matchup Information (WIP)
FANG
Kolin does well here. You can backdash all of his strings. He’d have to make a hard call out with sweep.
Don’t be afraid to turtle. Hail appears above him. Interrupt his flow by placing hail on top of him to negate his zoning. A good fang will eventually realize he has to go you. Most try with that slide move. You can check with grabs if they are ballsy to slide all the way to you. Otherwise, check them with low forward.
Double knee and coward crouch into roll are plus 1 and plus 2 respectively. Check that shit by using counter. Most Fangs brainlessly continue pressure. After that, it’ll force a mind game that you can alternate between backdash, counter.
Fireball
Punish
oB
Notes
Normal
Start-up Block:StHK
-11
-7 on hit up close so it’s punishable either way (CrMP)
EX
-1
Recovers too quick to punish with EX SE on reaction
This is the only special move that he can cancel off light attacksFrost Edge in reaction to punish EX fireball
Lunge
Normal
st.MP, st.HP, EXP
-11, 9,10
These gets safer with range, can’t punish at max range
EX
-3
to far for stlp to punish
Cloud
Light
StLK
-9
Cloud disappears immediately and has 2-hit projectile hitbox
Medium
StHP
-8
Stay on screen for 80f and has 1-hit projectile hitbox
Heavy
-10
Stay on screen for 120f and has 1-hit projectile hitbox
EX
+2
Stay on screen for 220f and has 2-hit projectile hitbox
Press StHP when he starts saying “Benda”, then press stlk if you are in blockstun because of LK version.
Coward Crouch
Kick
+2
React to the crouch with st.HP
Initial d+PPP is upper-body invincible on frame 7Upper/Mid-body invincible on frame 8 and on until risingCan stay crouching for a total of 87 framesCan cancel into kick from 12th frame
V-Reversal
Startup | Total
? | 30
Details
1-30f Projectile/Strike Invincible, Escapes through you without attacking
Can be thrown Can be punished with StHK if he Vreversaled a normal
Critical Art
jHK
HK step as soon as possible then double jump and hit jhk late.
He’s a birdIf blocked while you are cornered, forward dash during super freeze then position yourself for jump in.Chip damage occurs BEFORE CA freeze, allowing Fangs to cancel from an attack & chip kill you before you can V-reversal it. Pre-empt attacks he may super cancel, such as st.HP or Lunge, for a chip kill & he may commit to CA & be punishable.
Normals
st.MP
-3
Too far for crlp to reach
st.HP
-2
st.MK
+1
st.HK
+1
cr.MP
-2
cr.HP
-6
Doesn’t hit you grounded unless you walk into it, whiff punish with st.HP
cr.MK
+3
df+HP
st.Mk, Stlk
-5
StMK from point blank / StLK if spaced / Can’t punish max range
DHALSIM
Fireball
Punish
oB
Notes
Normal
st.MK / StLK
-5
EX
+5
Yoga Flame
Light
-3
Punishable at point blank with cr.LP (unlikely)
Medium
-2
Heavy
+3
EX
-3
Punishable at point blank with cr.LP (unlikely)
Yoga Gale
L, M, H
?
EX
st.MP, HB
-12
kTime the punish to hit during landing frames
Divekick
L, M, H
+6, 7, 8
Quick punishes after blocks above the waist
Slide
Light
CrHP / CrMP / CrLP
-7 / -2
Safe from max range
Medium
CrHP / CrMP / CrLP
-7 / +2
Safe from max range,
Heavy
StHK / StHP / StLK
-21 / -5
StLK punishes max range sweep.
V-Trigger 1
+4
Flame lasts for 6 seconds
Vreversal initial hit and punish (?)
V-Reversal
Startup | Total
16 | 40
Details
1-30f Projectile/Strike Invincible
Can be parried on reaction after most lights / mediumsOnly -2 obAbove average damage (100, standard is 60)
Critical Art
+9, +39
Punish startup from close with throw
Chargeable (3 levels) and can be used in the air► Has only 3 frames of Throw immunity, can punish startup with any throw► Hitting Dhalsim while charging will remove projectileSim can fire projectiles while sunburst is activeIf cancelled from an attack & Dhalsim holds, will punish standing state (Including standing attacks)If cancelled from a single attack or special move blocked standing:Will be forced to take one hit of chip (8) before crouch guardingAfter blocking first hit : walk slightly and hit a button to punishIf cancelled from an attack & blocked crouchingStHK will punish
Normals
st.HP
-6
cr.HP
+3
st.HK (CC)
st.Mk
-5
st.Mk only connects when blocked close
db+MK
-1
b+HP (CC)
-8
Safe when cancelled into Yoga Flame
b+MP, b+MK
+1
LAURA
This match is mostly even
VT2 help out immensely. However, before VT2, your game should focus on whiff punishment and NOT challenging her fireball in neutral. If the Laura is content on using fireball from spaces u can’t sweep punish, u can do stuff like lp hail to shield u, and whiff a counter for meter build.
Kolin wins far as button vs button. Her low forward is whiff punishable by stlk/cr mp, and her st roundhouse gets whiff punished by st fierce well as lose to it.
Once u do get VT2, Laura can no longer use fireballs because of frost edge. This alone change the match up because no you can force her to play at a footsies range, where Kolin best her at.
Be sure to push her to corner ASAP. The character exclusive sweep corner combo work on her. Laura defense is poor. So theoretically, this is where the game should end. Especially if u have VT2 on deck.
After getting hit by Ex Clap she can air reset x vskill for left right mixups :
STMK : Will cross under (Except in the corner where it stays in front)
STHP : Can chose sides by holding vskill (50/50)
If she has VT1 active then it will cross under all the time.
CrMK : Cab chose but doesn’t get much as followups.
Laura can tick command throw without moving after those normals :
St.lk (+3)
st.lp(+1)
cr.mk (-1)
st.hp (-2)
st.hk (-4)
Frame advantage after dash cancel
She also only gets dash in oki after ex and mp bolt finisher which leaves her at +1
st.HP can be blocked after max range block, st.MP will reach
f.dash
R21
b.dash
R29
V-Reversal
Startup | Total
16 | 41
Details
1-30f Strike Invincible
Slow, can be parried on reaction-2 on block
Critical Art
R52
4 frame start-up
DOES NOT hit before super freezeNeutral Jump HK
Normals
st.MP
+3
st.HP
-2
st.MK
-2
Common V-Trigger cancel move.
st.HK
StLP
-4
TC1 point blank / easily whiff punishable
cr.MP
+2
cr.HP
-2
cr.MK
-1
f+HP
-2
f+HP~HP
StHP
-8
st.MP~MK
-2
ZANGIEF
Use back HK a lot to keep him out, he might start to throw out random parries as a response which you can whiff punish with bHK or other.
vskill his jump attempts
Don’t let him get close and don’t let him knock you down.
DO NOT end strings with lp hands or EX hail
Lariat
Punish
oB
Notes
f.dash | st.HK
-33
Can Dash in if too far away and still hit StHK
V-Trigger
Activation & Lvl 1
CrMP > TC2
-6
In range for full punish, as punishable raw as it is cancelled
Lvl 2 & 3
-3
Too far away for a punish
Can Vreversal and get a full punish if he holds it
Tundra Storm
bHK / StHK
R40+
Will counter bhkWhiff punish with bhk or sthk depending on range
V-Skill
Flex
-2
2 hits of armor, 100 in V-TriggerCan break through armor with parabellum
Alternatively can be thrown (risky)
V-Reversal
Startup | Total
12 | 37
Details
1-30f Projectile/Strike Invincible
Can be parried
Critical Art
T
1 frame start-up, 1-2f fully invincible
Punishable only if before the freeze frame you’re:Out of rangeAirborne or in pre-jump framesWill cross under your neutral jump
Normals
st.MP
+2
st.HP
cr.LP point blank
-3
Upper body armour only Whiff punish with st.HP x ex Hands Blow through it at any time using EX Hands Charged version can be parried fairly easily on reaction
st.HP (hold)
+1
st.HK
-2
Whiffs on crouching
cr.MP
+3
cr.HP
TC1
-4
cr.MK
TC1
-4
max range is safe
Headbutt
+2
Knee Hop
-3 | 0
Airborne frame 7-20
KARIN
Cmd Dash
Punish
oB
Notes
Tenko
StHP
-10
Orochi
-2
> EX
CrMP
-7
Despite being -2 meterless, ex orochi is -7 and punishable
Tenko and Orochi followups to the command dash may be delayed in order to frame trap
Kicks
Light
StMP / StMK
-7
Should always press a button after the two intial kicks as it will punish LK legs, interrupt the overhead and won’t come out if its HK legs.
Medium (OH)
st.MP / StMK
-6
Heavy
StHK
-15
Full Blockstring, 4-25f of follow-up hit low profiles
EX
-2
Ressenha
Light, Medium
StMK / StLP / CrLP
-6, -5
StMK dangerous as slide followup will trade
Heavy
StLP / CrLP
-4
> Slide
StHP
-9
The cancel of Ressenha into slide has a 5 frame gap and will KD any trade
> Grab
KD
Whiffs vs crouching and ends up punishable behind you
EX
CC
-41
cr.LP > TC1 safest punish as Grab followup will punish your standing punishes1st hit does not hit crouch
V-Trigger
1st Rekka (2 hits)
st.MP
-6
Palm
IW, st.HP
-9
HUGE Blockstun, practice punishing this
Elbow
+1
Overhead
-2
► Able to punish her grounded before the overhead hits
Grab
KD
► Whiffs on crouching and ends up punishable behind
Sweep
st.MP > IW, HP
-10
6-25f low profile
Cross-up
IW, st.HP
-11
1-19f invincible
Backdash
EXP
-8
CA will beat this if Mika is cornered
Mashing CA for the frame gaps will beat every followup option except grab, and will be blocked if no followup. EXP Reversal after 1st Rekka will:Beat no followup, Elbow, Overhead & BackdashLose to Palm & SlideAvoid grabDelayed cr.LP after 1st Rekka will: (Safe defensive option, not designed for punish unless punish presents itself)After no followup be blocked by Karin (If she chooses an action after R. Mika will hit)Palm will be blocked ,can punishElbow will be blocked, leaving Karin at advantage or followup Side switchHit overhead, Karin will resetAvoid Grab, can punishSweep will be blocked, can punishAvoid backdash
V-Skill
Tap “Hya”
StLK / StMK
-5
StLK will work from any range
Hold “Hyouken”
-2
Makes large “Hyouken” Shout
V-Reversal
Startup | Total
16 | 41
Details
?
Can be paried if done after medium buttons-2 ob
Critical Art
-18
Close enough to punish with anything
Can V-Reversal 1st hit to reduce Chip (15)► Can beat it with CA but must be VERY late► n+VT activation will hit Karin before 2nd hit, R. Mika will take 24 damage & can followup with st.HPUnavoidable Chip at close range
Normals
st.MP
+1
st.HP
-2
st.MK
-2
st.HK
-4
A lot of pushback
cr.MP
+2
cr.HP
st.mk
-7
Likely cancelled into Orochi making it -2 oB or delayed as a frametrap
cr.MK
stlp, TC
-4
TC is likely to whiff at the ranges where it’s used at
Sweep
EX hands / bhk
-14
Use EX hands if you have meter, bhk if you don’t. Both work at max range.
f+MK (OH)
CrMP
-6
Has airborne frames
RASHID
Spinning Mixer
Punish
oB
Notes
Light
-2
> Mash 1
st.MK
-5
> Mash 2
StHP
-10
Medium
StHK
-31
Ends up behind you if started point blank, wait for him to land and punish
Heavy
StHK
-36
Walk forward while waiting for him to land and punish grounded
EX
CC
-39
Can walk forward to swap sides on block before punish.
Dash
-2
In range of HB
> Mash 1
TC
-4
> Mash 2
stHK
-11
► f.micro > st.MP is necessary to link into IW or st.HP
Wind
0
Created from V-Trigger or corner set up with HK or EX Projectile > Roll
EX Wind
crHP / HP counter
Can attack while landing, treat as an anti air in corner.
Fireball
Light
st.MK, stLK
-5
st.MK only reaches from point blank
Medium
-2
Heavy
+1
Can cancel this into V-Skill, after roll will be +2
EX
+9
Can neutral jump and get a full punish if he cancels from a normal
Eagle Spike
Normal
StHK
-20
Walk forward a bit
Dash
StHK
-21
Lands further behind
> Wind
-20
Lands behind the Tornado
EX
StHP
-9
Ends behind you, from point blank it’s safe, sthp may whiff
> Wind
+1
Divekick
Normal, EX
f.dash > st.MP
-35 | +3
EX extends on hit and whiff,
V-Skill
Hop+K
f.dash > st.MP
-24 | +3
Roll+K
st.MK, StLK
-6
st.MP whiffs from far
Critical Art
f.dash > f.dash | st.MP
-51
2 Dashes after block guarantees you are close enough to punish
Possible to v-reversal but very difficult to timeDO NOT attempt to jump punish this as Rashid has some degree of control over movement!DO NOT attempt to EX HK Step to escape, you will lose!
V-Reversal
Startup | Total
~ | 33
Details
1-25f Projectile/Strike Invincible, Does not hit, Ends up behind you
Escape VR
st.MP
+3
st.HP
0
st.MK
-2
st.LK
+2
Primary Anti Air
st.HK
TC / StLP x hands
-4
TC whiffs at max range but difficult for rashid to space
cr.MP
+1
Primary Anti-Air
cr.HP
-2
Hits twice, only second hit will CC
cr.MK
-3
CA whiffs from med~far blocks. Can low profile Mika’s Charged Dropkick
f+MP
-2
Hits twice, only first hit is cancelable
f+HP (OH)
Crmp
-6
Frame 7-20 airborne
MIKA
St lk/cr mp buffers to whiff punish slide or cr fierce, will be a must.
Low forward, back roundhouse, and st fierce are gonna be your best mid range tools.
Drop kick, charged or uncharged, get bodied by V skill. U can low profile charged drop kick with cr mk. You can also counter it with high counter. You can even HP counter if you’re cheeky.
Mika will try to mix up jumps with splash, regular jumps. There is a sweet spot where V skill stop both.
Stay solid with your feet on the ground, and you should be fine. The game is only over if Kolin is in corner.
Peach
Punish
oB
Notes
Light
CrMP / CrLP
-7 | -2
Not often used at ranges where these punishes won’t connect.Use faster button if spaced (especially Heavy PEach)
Medium
StHP
-10 | -3
Heavy
StHK
-12 | 0
EX
stHP
-10
Two hits instead of the three you get on hit.
Wingless
Light
Can Dash twice and still be + enough to punish
R43
The EX corner escape is the most common whiff. If they use one of the shorter ones or not at point blank you can just walk it down and punish it with any combo
Medium
R40
Heavy, EX
R37
V-Trigger
Neutral
God help your soul
Side
V-Skill
Mic Toss
+4
If used in neutral double dash into IW or HB on reaction
Can also punish with EXP (Time activation with Mic hitting the floor)
V-Reversal
Startup | Total
17 | 42
Details
1-28f Projectile/Strike Invincible
Knocks down when hitting airborneCan be parried after most mediumsAfter hit, Mika is -1 after dash, check that with jab.
Critical Art
nj.HP
T
1-4f total invincibility
Does not hit during CA freeze, 3 frame startup
Normals
st.MP
-2
st.HP
CrMP / StLK
-6
CrMP close / SrLK further away.
st.MK
-3 | 0
st.HK (CC)
StLP
-4
st.HK (CC)
+2
Vskill / HP Counter / StHP to interrupt
cr.MP
-1
Is NOT airborne
cr.MK
-2
cr.HP
-6 | -1
Check with jab
Passion Press
st.HP
-8
Rope Throw
f.dash > any
-27
f+HP (CC)
+3
d+MP (air)
TC, st.MP, MB
st.MP when blocked close, TC from far
st.LK~MP
Stmk / StLK
-5
VEGA
Vega really, really wants to walk away from Kolin’s pressure to avoid throws and get a punish
Pay huge attention to if he’s walking back and if you’re able to clip him low (especially if you have vt2 stocked)
other than that, it’s always worth it to opt for a better setup as opposed to damage vs Vega because his defense is nonexistant
if you get hit with HK roll and you’re knocked down in corner, quickrise and if he neutral jumped do high parry and it’ll prob catch his j.HK
Other than that, remember LK Roll is -6 on block (meaning you can mash s.MP and get a punish on it everytime)
And if he does flying barcelona (the walldive) a lot, you can high parry the slash (but then he might throw you) or you can just jump back and hit j.MP and beat him in the air most everytime
Never let a roll go unpunished (EX is the only safe one) and never let a random walldive go unpunished and you should see huge strides against Vega
Slash
Punish
oB
Notes
Light
CA
-7
Reversal CA will work if you really wanna do some damage
Medium
-6
Spaces out too far to punish
Heavy
-4
EX
-3
Roll
Light
CrMP
-6
Leaves him point blank for full punish
Medium
CrMP
-7
Heavy
st.HP, / CrMP
-8
EX
-2
FBA > P
Normal
+1~3
EX
+3~4
Claw Normal
+3
Claw EX
+1
Causes knockdown on hit
Contest FBA after wall jump with jump back MPCan also HP counter but with a risk of getting grabbed
V-Trigger
Forward, Air
-2
Can jump over rose at any ‘jump in’ range during V-Trigger freeze & punish Vega, if you are hugging with corner Vega will not cross up, if flush with or near corner Vega will recovery right next to you & always be -2
Anti Air
-22
Does not hit crouch & can be punished
Fully invincible during slash and can be used as a corner escapeCan link into CA from forward V-Trigger ONLY
V-Skill
Feint
TC
36F
Upper body invincibility frame 6 until completionAlways check that on reaction
Attack
st.HP, EXP, FE, CA
-13
Use correct punish according to range
V-Reversal
Short | Long
31 | 41
Details
1-30f | 1-40f, fully invincible, has 1 frame of punishable recovery
Short V-reversal Vega shouts sharplyLong V-Reversal Vega quotes a line.
Critical Art
st.HP, IW
-22
► f.micro > st.MP > st.HP for a more rewarding yet difficult punish
5 killing chip damage before CA freeze from up to footsie range vs crouchHas NO start up invincibility, Vega will lose his meter if hit out of it.Pretty much unavoidable chip from entire screen if you’re not moving backwards during activationCan V-Reversal first hit to avoid further chipMust V-Reversal in Vega’s direction
Mediums
+1, +2
They’re all plus on block!
st.LP
+3
3 frame startup, true block string into itself!
st.HP
-1
st.HK
-1
cr.HP
-2
f+MK (OH)
CrMP / StLK
-6
StLK will still whiff from absolute max range
st.MP~HK~VS
StHK / CrLP
-16
st.HK does not hit crouch, -3 oB if stopped at HK, interrupt from crouch
Claws
st.HP
-2
cr.HP
+3
f+HP
EX Hands / FE / CA
-14
Ex hands won’t work from all range can also VT2 slide crlp but timing is tricky
st.HP~HP~VS
st.HP
-10
Cannot perform V-Skill on block
Kicks Kicks can be cancelled into V-Trigger only
st.LK
+2
3 frame attack (With or without claw)
st.MK
+2
cr.MK
+2
cr.HK
StHP / CrMP / StMK
-13 | -5
-5 at tip
NECALLI
Necalli vs Kolin 5-5 match up
Mid-range: your best friends are the usual. St fierce, back Roundhouse, and st short/strong/fierce for whiff punishment. Oh! And low forward
This match is pretty black & white. Necalli is gonna want to avoid footsies via jumps so have your anti air game on deck. AA counter/cr fierce are good, bit he can alter his jumps with dive kick. When he does this, I advise to air throw or air to air with neutral jump strong/forward or back jump buttons.
Be sure to whiff punish his st Roundhouse because that’s his forward momentum poke well as general party starter for VTC
Seismo is actually good vs Kolin. He’ll definitely use it because it will build V meter well as zone Kolin out. However, you have some options. If he does it close to you, it is very possible to react to the start up and jump in on him. If u have V trigger 2 active, you can slide frost edge but it has to be on reaction. Any later and u will get hit.
Mid to close seismo can be challenged with ex MK vanity, but if it isn’t done on reaction you’ll just waste meter. You will get in at least.
You can retreat to farthest end of corner and meter build with counter. Be warned, he can inch in and punish you with far seismo.
Close-range: Kolin can pretty much abuse hands on him at reasonable distance, due to his stubby limbs. So don’t be afraid to go all in with them. He has a hard time dealing with them. VT 2 is also amazing because he has a hell of a hard time dealing with spaces V skill, even with the nerfs. Our extended hitbox still place us at a range that is rough for him if spaced properly.(modifié)
V-Trigger: most Necalli players will opt for VT 2. He gets some slow fireball move the Necalli players love to use. If in VT 2, you can punish with slide frost edge. Regular frost edge at times get caught up in fireball because of sheer amount of active frames.
You know the drill. Buffer with st short to check his faster dashes. Necalli players will and do dash like mad men once in V trigger. Can’t blame them because it is good. Also be on the alert for jumps. I cannot stress how one jumped from an enhanced Necalli can end the game.
That’s about it.
Note: I forgot to mention his stomps. LK stomp is -4, MK is -2, and HK is 0 ( non triggered Necalli). Triggered is LK -3, MK 0, HK +2. You CAN interrupt MK and HK version with mid counter. However this requires awareness and reading of tendencies
Lunge
Punish
oB
Notes
Normal + VT
st.MK
-6
-4 at max range
EX
StHK
-13
Stomp
Light
Can be interrupted by mp counter
-4
unlikely to be in range for st.LP (-3 During V-Trigger)
Medium
-2
(-1 During V-Trigger)
Heavy
0
This is +2 during Necalli’s V-Trigger
EX
-2
cr.LK to catch them from walking back, hitting buttons or jumping
The above values and punishes may not apply if done meatied such as in the examples below:Wake-up after V-Trigger LungeEX Dunk > st.HP xx Stomp resetCorner multiple stomp stomp KD setupCorner TC into jab xx Stomp reset
V-Skill
Ground Pound
-1
OS: EXP in blockstun when in range of Necalli to punish baiting movement
V-Reversal
Startup | Total
17 | 42
Details
1-30f Projectile/Strike Invincible
Can be parried after most mediums
Critical Art
-25
Normals
st.LK
+2
Absolutely godlike normal!
st.MP
0
st.HP
-2
st.MK
+2
st.HK
-4
StLP only point blank
cr.MP
+2
cr.HP
-4
StLP whiffs from certain range and loses to lk stomp frametrap
cr.MK
-4
StLP whiffs from certain range and loses to lk stomp frametrap
df+HP (OH)
CrMP / Stlk
-6
CrMP whiffs from far. 12-20f airborne
df+HP (Charged)
+2
Divekick
-2 | +4
st.MP or CG for any blocks above knees
st.MK~HK~VS
st.HP / CrMP
-9
Time your punish for after the HK but before the V-Skill
KEN
Tatsu
Punish
oB
Notes
Light, Medium
st.HP
-8, -9
Heavy
CrLP > TC1
-4
Online this is -2 alternatively HP counter if done from fullscreen
VT Heavy
-2
Can’t counter this one as it has projectile properties
Air Tatsu
Normal
?
EX
?
Fireball
Normal, VT
st.HP,
-9, -8
EXP will punish at first hit range
EX, VT EX
+1, +3
V-Skill
Cancel
st.HP / StMK
All normals cancelled into run oB are unsafe See table below
Step Kick
StMK / StLK
-6
Safe if spaced correctly | interrupt run with vskill / button
V-Reversal
Startup | Total
12 | 35
Details
1-25f Projectile/Strike Invincible
Can be parried after most lights / mediums+2 on hit
Critical Art
f.dash > st.MP
-26
StHK
Can avoid chip with EX STep
Normals
Run cancel
st.MP, cr.MP
+1,+2
-4 / -6
st.HP (CC)
cr.LP
-3
Only punishable close
-5
st.HK (CC)
st.LP > TC
-4
Only punishable close
-8
st.MK
-2
Pressing crLP will interrupt TC2 frametrap
-7
cr.MK
StLP > TC
-4
Safe from far~max range
-11
cr.HP
st.HP
-9
st.MP > st.HP works at all but max range
-10
cr.HK
st.HP
-12
-12
b+MP
-2
-6
b+MK (OH)
st.MP, StLK
-6
f+HK (OH)
st.LP >TC
-4
TC only from point blank, st.LP x EX hands
TC1 (Punches)
StHK / StHP
-13
StHP punishes even run cancel with CCStHK blocked after run cancel
-8
TC2 (Kicks)
st.MP, HB
-6
4f frame trap between hits
-5
Note : Optimal EX DP punish with neutral jump HK due to CC scaling.
BIRDIE
Take command grabs, if he dashes after, he’s 0 with only 4f normals, so you’re 3f crlp will beat him clean. Command grab only has real mixups in the corner. Don’t let yourself get cornered.
Try not to whiff buttons in this MU, his stmp is an effortless whiff punish. It is very difficult to whiff punish his stmp.
Lunge Bullhead
Punish
oB
Notes
Light, Medium
st.HP
-10
Heavy
st.MK
-5
> VT CANCEL
+2
EX
StLK
-5
Works at any range
> VT CANCEL
+13/+3
V-Trigger
StHP
-9
V-Trigger EX
StLK
-5
Headbutt Bullhorn
Normal
st.HK
-18
> VT CANCEL
-2
EX
-19
> VT CANCEL
StMK
-5
V-Trigger
StHK
-12
V-Trigger EX
StHK
-17
Chain
L, M, EX
st.HP
-21,-24
Dash forward stlp | can vskill or parry the chain
Heavy
fd+MP
R31
Dash forward and punish | throw hail
Dolphin Dive
Normal
CrHP
R28
EX
Neutral jump
R47
Penguin Slide
Normal
st.HP
-8
At the absolute max range (nonVT2) StHP will whiff
V-Reversal
Startup | Total
16 | 36
Details
1-30f Projectile/Strike Invincible
Can blocked or parried after most lights / medium
Critical Art
StHK / StHP
-30
Unavoidable chip up to footsie range
Normals
st.HP
-6
st.HK (CC)
0
cr.MP
st.MK
-5
cr.MK
StLP
-4
Only close range
Tackle (CC)
StHP
-8
Will whiff at max range / super will work
cr.HP
st.HP, EX hands
-9
Use super if you really wanna kill at max range
cr.HK
bHK / EX Hands
-11
Slide
StHP
-8
f+HK (OH)
CrMP / StLK
-6
CAMMY
JUST TAKE THE THROW
Spiral Arrow
Punish
oB
Notes
Light
StHK / StHP StLK
-12
StLK for max range, StHK if point blank and StHP for mid range / EX
Medium
-15
Heavy, EX
-11
V-Trigger
st.HP / StHK
-13
Use StHK if Cammy cornered herself, otherwise StHP.
Divekick
Normal
-7/+2
Block above the waist confirm cr.LP or tick grab
EX
-5/+4
V-Trigger
+4
Hooligan Slide
Normal
-2
EX
+3
Hooligan Dive
Normal
-2/+6
EX
-2/+6
V-Skill
Spin Knuckle
+2
Interrupt startup with stHP (CC), Vskill or HP counter
Can be parried on reaction USE HP COUNTER AND INPUT QCF AS THE VREVERSAL SWITCHES SIDES-4 on block
Critical Art
StHP
-30
Recovers crouched so StHK whill whiffEnough time to dash forward StHP if needed
Normals
st.MP
+3
st.HP
cr.LP
-3
CrLP from point blank
st.MK
-2
st.HK (CC)
-2
cr.MP
+1
cr.HP
-2
cr.MK
CrLP
-3
CrLP from point blank
cr.HK
st.HP, EX Hands
-12
EX Hands is your only punish from absolute max range (st.HP reach 99%)
f+HK
-2
b+MP
+1
b+MP~HK
StHP / StHK
-12
EXB does not connect from max range
M.BISON
Neutral jump a bunch as reads versus sweep / Scissors
Check the dashes (crlp / crmp depending on how good your reactions are)
Learn how to deal with EX Devils reverse : backdash and counter or forward dash and punish landing recovery
Know his frame data and when to end his turn
Backdashing on wakeup can get you out of a lot of stuff
Backdashing during strings can also get you out easilly
Be patient.
Blast
Punish
oB
Notes
Light
-4
Medium
-1
Heavy
+2
EX + VT
+4
V-Trigger
+1
Scissor Kick
Light +VT
-4
Check those with:Stmk (fast enough to ch any thing he might be pressing but -2)StLP (may whiff, +2 on block)Stmp (loses to stlk but +2)
Medium +VT
-3
Heavy +VT
-2
EX
+1
Vreversal out of both of those
EX V-Trigger
+3
Inferno
Normal
StHK / StHP
-12-11-10
Hard to recognize LP/MP versions from HP one, use StHP to be sure
StHP
EX
-1
V-Trigger
st.MK / StLK
-5
EX V-Trigger
+4
Stomp
Normal, EX
BACK DASH
Back dash on reaction to the jump > whiff punish the landing
> P
> Counter or Vskill
Reverse
+2
Backdash on reaction to the jump > delay counter or whiff punish landing
EX Reverse
+13
VT1 Stomp
Normal, EX
DASH FORWARD
Dash on reaction to the jump > whiff punish the landing (stHP)
> P
> Counter or Vskill
Reverse
+2
Counter
EX Reverse
+13
V-Skill
Store
R30
Parries and can release a fireball right away or store it for later
Release
+13
V-Reversal
Startup | Total
16 | 37
Details
1-30f Strike Invincible, No airborne frames
Can be parried or thrown
Critical Art
StHP / STHK
-40
Wait for him to land and punish
If cancelled from a normal, V-Reversal immediately to avoid chip then jump hk into full comboCan V-Reversal 1st hit to reduce chip (20 damage)
Normals
st.MP, cr.MP
+2, +1
st.HP
StLK
-6
Can frameptrap with blast (MP/HP)
st.MK
-2
st.HK
+3
cr.LK
+2
cr.MK
-2
df+HP
+1
st.MP~df+HP
-8
NASH
Kolin vs Nash 6-4 ( Kolin favor )
This is a match of patience and good judgement. Nash will initially win at natural until Kolin gets some meter to stop things or get VT 2. So first off, observe the nash player movement. Most will start a round via backdash, so use this opportunity to ease in. The faster the boom travel speed, the more recovery it has, while the slowest has the least ( lp boom 32 recovery, mp boom 30 recovery, hp boom 23 ). So take note of patterns in booms, then move accordingly.
You’ll have to jump. Unfortunately, our jump roundhouse is nerfed so we no longer bypass his cr mp for zero effort. However, empty jumps, far jump mk, and spaced jump mp does well here. Especially the latter, since jump consistently beat jump mp/St roundhouse. However, it’ll lose to ex scythe and varying air to air options.
All of his horizontal moving command normals are vulnerable to whiff punishing via St lk or St fierce. So be sure to check him if chance come to pass.
His low forward is probably his best pro active footsie normal. Preemptive St lk/cr mp xx ex hands usually do the job at tagging it ( St lk the better option ). It’s also whiff punishable by St lk.
When you get VT 2, you know the drill. Booms get punished by frost edge, slide dash stuff, blah blah.
Oh! If you have meter, you can do mk/hk ex vanity to close the gap. However, I recommend these for purely inching in. These are not anywhere close to reliable punishment for booms.
Scythe (VTx)
Punish
oB
Notes
Light
CrMP / StLK
-7
CrMP point blank / StLK from further away will whiff at max range
Medium
StHP / EX hands
-10
StHP whiffs fro mid to long range, ex hands works at any range
Heavy
StHK / StHP
-15
StHK > Stmp at point blank | StHP from further away
EX
StHK
-19
punish before second hit to avoid chip, enough time to StHK inbetween
Fireball (VTx)
Light
StLK
-6
Medium
-4
Heavy
-2
Slow enough to be punished with ex mk step on reaction
EX
+2
Moonsault
Light
HP Counter StHP / CrHP
+1
Slow enough to be countered or interrupted on reaction
Medium, Heavy
+2, +3
EX
+1
Tragedy Assault
Light
StMK / StLP
-5 | -4
vs crouching
Medium
CrMP
-6
Heavy
StHP
-8
EX
StHK
-23
V-Skill
StMK / StLK
-5
V-Trigger
Can appear on ground behind, above in front, or above behind Has 4 frames of startup, if these are hit, his V-Trigger is lost CrHP after flash to anti air airborne
Always ends up behind you at a specific range from activation, any movement does not change this
Critical Art
f.dash |
-31
Ends close enough for any punish
Can be jumped at any range after freeze frame, b.jump at close~med and n.jump at max Causes very little block stun
Normals
st.MP
0
Check with crlp
st.HP
st.MK / StLK
-5
StLK works at ant range
st.MK
0
Check with crlp
st.HK
cr.LP
-3
cr.LP whiffs at med~far range
cr.MP
+2
cr.HP
+3
cr.MK
StLP
-4
Will most likely whiff | use Crmp or Stmp to check (+2)
cr.HK
st.HP, EXP
-12
EXP is your only punish from far~max range
Bazooka Knee
cr.LP, TC, st.MK
-5 | -2
Punish changes with spacing, safe at max range
f+MK
cr.LP
-3
cr.LP will whif from far | check with stmp (+2)
f+MP (OH)
CrMP / StMK
-6
f+HK
CA
-3
CA whiffs at max range
f+HP
StHP | Ex hands
-13
EX Hands won’t work at MAX range
b+MK
+2
CHUNLI
This match is pretty rough. Probably Kolin 3rd hardest match up. I’d say it’s 6-4 Chun favor.
Most of the time, you’re playing for V trigger 2 because Chun simply bars Kolin with just her normals, slow fireball ( while walking behind it) and AA. You are pretty much forced to be the aggressor and play a sort of a cat-and-mouse game.
Same go to normals for whiff punishing/playing active footsies, apply but are more high risk because her st fierce legitimately whiff punish st HP, low MK, back HK, which are Kolin best buttons. However, you still gotta apply these ( don’t forget st lk as buffer and whiff punisher ) so when y’all are in intimate range, you can defend.
Anyway, start baiting her with vanities and lp hails to make her uncomfortable ( if Chun don’t move, whiff counter behind hail to build bar. It’ll force her to eventually move) and force movement. You can also try and bulldog via far range jumps with j. MP/MK or my personal favorite, empty jump low. If you get in, go to town and don’t let up.
If you get V trigger 2, the match becomes more bearable. Chun players usually try to neutral jump to bait slide dash. If in range, just V skill it. Her fireball should obviously take a frost edge on reaction and be sure to represent Kolin extended st fierce ( normals in general ).
Either way…. End game for Kolin is absolutely forcing Chun to corner. this match is pretty barebones, but nonetheless, it is hard but doable.
Also be sure to stop instant air legs with crHP or HP Counter.
Good luck!!!
Legs
Punish
oB
Notes
Normal
StHP
-8, 9, 10
EX
-2
Fireball
Normal
st.LP, TC
-4, 5, 6
Only punishable very close, impossible to identify strength
EX
+1
SBK
Light
CrMP
-6
EXP, CA only option from far
Medium, Heavy
StHP
-8
EX
CC
-16
Air Legs
Light, Medium
-2
HP counter as anti air
Heavy
-6
EX
-9
V-Skill
st.MP
-24
Walk forward a bit before she lands
V-Reversal
Startup | Total
12 | 37
Details
1-15f Projectile/Strike Invincible
Can be parried
Critical Art
-20
Leaves you close enough for anything
Can V-Reversal first hit to reduce Chip damage (8)Unavoidable chip at up to mid range
Normals
st.MP
+3
st.HP
-5
Even at point blank StLK whiffs | walk forward jab to take your turn
st.MK
-2
cr.HP
st.MK > TC2
-5
After single hit cr.HP use EXT instead
st.HK (CC)
-2
cr.MK
-2
CrHK
StHK / StHP / EX Hands
-12
f+MP
0
b+HP (CC)
+2
f+HK (OH)
-2
df+MK
-2
df+HK
+4
Cross-up | Anti air with HP counter
Slide
st.Mk / st.HP / StLK
-8
Safe at max range, st.HP vs poorly spaced slides
RYU
This match up can be classified as bad, depending on who you ask. His newly returned st.lk punish V skill, spaced hands, etc. So you gotta do them knowing the risks.
Kolin need to be patient. Sadly, his fireball game is viable vs her. You’re gonna have to block, neutral jump, walk forward, and maybe some lk+hk vanities to gain ground. Closer, you can st fierce to hit him on start up.
Your goal is to get within cr forward range. Here, you perform better. Low forward harass him well. He doesn’t have a poke as reliable as yours, far as lows go, without risking a sweep. St fierce will also be used to put his cr strong in check. St strong is good for counter poking. St.lk whiff punish and catch his own low forward, preemptively.
Don’t be afraid to test what type of Ryu you’re dealing with. Jump with roundhouse. If they Dp, then you may have to just play the ground game and try to bait with double jumps. If they stand jab, then our roundhouse win most of the time.
It’s also wise to do standard hail set ups that bait DP while corner push.
Once Ryu in corner, you should end him there. He is pretty bad there, and escape tatsu get punished by dash, V skill.
Tatsu
Punish
oB
Notes
Normal
StHP / CrMP
-10
► Can anti air with wingless, L whiffs vs crouching and M + H flies over► If cancelled from cr.HP to escape you can punish easily with EXP / VT
14f of landing recovery, punish is the same on whiff and block
Fireball
Normal
st.MP, EXP
-6
EXP will whiff at max range
EX
+2
VT: Level 2
cr.LP, CA
-4
You have to be very close for both of these to connect after block, unlikely
VT: Level 3
GB
Guard breaks, scales damage to 60%
VT: EX Lvl 2
GB
Guard breaks, scales damage to 60%
Donkey Kick
Normal
SrHK / StHP
-16
Walk forward slightly and sthk
EX
StHK / StHP
-16
V-Skill
R32
Not really a way to react in time from far but close~med st.HP
V-Reversal
Startup | Total
17 | 42
Details
1-30f Projectile/Strike Invincible
Can be parried
Critical Art
st.HP, cr.HP
-17
1-3f total invincibility
Punishes:st.HK from close rangeJump after freeze frames from medium~far rangeFrost Edge / EX MK step after CA FlashV-Trigger CA can not be blocked as it guard breaks, scales to 60%
Normals
st.MP
+1
st.HP
-1
st.MK
-2
st.HK
-1
cr.MP
+2
cr.HP
st.HP
-10
cr.MK
-3
f+MP (OH)
CrMP
-6
b+HK
-2
TC
st.HP
-7
Able to crouch anytime in the TC before the last hit, st.HK then whiffs
URIEN
Tackle
Punish
oB
Notes
Light
st.MP, TC, cr.LP
-5
Can punish with cr.LP > LPP close to max distance
Medium
StHP / CrMP / CrLP
-9
Safe from Round Start range
Heavy
CrMP / CrLP / StMP
-6
cr.LP punish from round start range, st.MP from anywhere inside that
Does not hit crouching opponent, listed punishes are vs whiff
EX
CC
-17
st.HK punish from max rangeMeaty with cr.LK, cr.LP and st.LP to block EX headbutt in time and CC
Kneedrop
Light
cr.LP Confirm
-4 | +2
Can use HP counter as anti airUrien may purposefully whiff the air knee to punish your parry so be wary of that
Medium, Heavy
CrMP / StMP
-7 | 0
EX
Ex Counter
+1 | +6
Aegis Reflector
Normal
+17
V-Reversal
Startup | Total
16 | 41
Details
1-30f Projectile/Strike Invincible
Can be parried
Critical Art
f.dash | StHK
-47
Can f.dash twice if necessary
V-Reversal first hit reduces chip (5)
Normals
st.MP
+3
st.HP
-2
st.HP
+5
Can be parried on reaction theoretically
st.MK
-2
cr.MP
0
cr.HP
st.MP, st.HP
-8
Can be made safe or ambiguous if cancelled into EX Projectile or Knee
cr.MK
-2
CrHK
StHP / Ex Hands
-14
Ex hands works from any range
st.HK
-2
-1 vs crouching
st.HK (OH)
+2
Can be parried / jabbed on reaction theoretically
f+MP
-2
f+HP (OH)
StHP
-8
Will whiff at absolute max range
f+MP~f+HP
StHP
-8
Will whiff at absolute max range
Step Kick
TC, st.LP, CA
-4
TC from close range, st.LP from half range, CA guaranteed punish
st.LP~MP
CA
-4
CA, from close range, any range when cornered, nothing else reaches
JURI
First thing first, you’re forced to approach Juri. Mainly because she wants to run away and store. Her stores allow her access to a fireball amd two kick moves. By all means, try to stop her from storing. V skill can punish her stores on reaction along with frost edge if you’re in VT.
Her main pokes are usually St mk/St RH. Our St fierce beat St mk due to priority system and her St rh is whiff punishable by St fierce and St lk.
Juri fireball outside VT is -2 on block. Do not allow her to gain fake pressure via dash ups or otherwise. Stop that nonsense with St lk, St mk, St mp. I mention these buttons because juri players use her fireballs at range for them to dash up after a string. These buttons check her. However, her fireball in VT is 0 so it’s best to retreat via backdash, if you block one
As for fireball in neutral, do not contest if you do not have frost edge. kolin do not have an answer to it otherwise. Which is why you should keep her from storing anyway.
Spaced jump mp is good at beating Juri AA jab, but will get donkey fucked by her dp. I’d encourage empty jump lows as well. Especially if you have trigger.
Overall, your game plan should be to drive her to corner, stop her from storing, and end her quickly if u have VT2 in store.
Store
Punish
oB
Notes
Normal
-2
Release
Light
-2
Medium
cr.LP
-4
Cancelled into L Release is a 4f trap. 8-22f airborne
Heavy
-6
StLP will beat MK release
EX
-2
In range for HB, beware of EX Pinwheel
Pinwheel
Light
cr.LP, st.HP
-3 (-8)
cr.LP whiffs from far, -8 if blocked while crouching
Med, Heavy, EX
-30
Punish during landing frames, can be crush countered
Axe Kick
Normal
st.MP
-6
Safe if spaced JUST right
EX
-2
In range for any CG
V-Trigger
Bunch of shit, can cancel lk charge after sweep for frametraps
V-Skill
Tap
StHP
-10
Cross-up
Hold
StHK
-18
Cross-up, can be dash cancelled to use later
V-Reversal
Startup | Total
15 | 43
Details
Has only 1 Active Frame
Can be parried
Critical Art
-15
Fully invincible 1-9f
Raw CA can be jumped for a punish at all but close range, if you’re too close to jump EXP will hit when blocked at point blank range.Walk forward a bit StHP
Normals
st.MP
+2
st.HP
CA
-3
CA whiffs at max range
st.MK
CA
-4
Hits twice, only first hit is cancelable
st.HK (CC)
TC, CA, st.LP
-4
TC will whiff from far
cr.MP
0
cr.HP (CC)
st.MP, EXB
-5
In range to followup st.MP with IW and st.HP
cr.MK
-2
CrHK
StHP EX hands
-12
Don’t attempt to punish in VT (may use EX SE to beat the fireball hten)
f+MK (OH)
CrMP
-6
CrMP will work at any range
b+HK
-2
Hits twice, only second hit is VT cancelable
st.MP~f+HP
StHK
-12
If first hit is blocked crouching the f+HP will always whiff
BALROG
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Dash Straight
Punish
oB
Notes
Light
Stlp
-4
Safe at max distance,
Medium
Crmp / StMK
-6
Safe from 3/4 screen
Heavy
-7
Safe from full screen
EX
+1
Ex parry after blocking lol
Dash Upper
Normal, EX
StHK / StHP
-10, -14
Normal does not hit crouch, st.HP is a guaranteed punish at any range
Dash Low
Normal
CrMP / StMK
-7
EXP is your only punish from max range
EX
-2
V-Trigger
Straight 1,2,3
-2
-4 if he V-Skills or V-Skill Punches on block
Upper 1,2,3
-2
-4 if he V-Skills or V-Skill Punches on block
Final Straight
StHP ?
-13
Too far away for anything else
Final Upper
StHK ?
-21
V-Skill KKB
Hook
TC1
-4
Overhead
CrMP
-6
V-Reversal
Startup | Total
16 | 31
Details
1-28f Projectile/Strike Invincible
Can be parried
Critical Art
f.dash | st.MP
-45
Has a ton of block stunCan dash twice & still punish
Normals
st.HP (CC)
-3
st.HK (CC)
+3
cr.HP (CC)
-5
cr.MK
-2
cr.HK (CC)
bHK StHP Ex Hands
-14
L.M
StMP / StLP
-7
Hard to react to
L.M.H
StHP
-8
st.MK~MP
StHP
-8
cr.MK~cr.MK
StHP
-6
IBUKI
Raida
Punish
oB
Notes
Normal
StHK / STHP
-12
EX
-11
Kunai
Normal
-2 | +3
Frame adv changes depending on the normal and range it’s cancelled from
EX
+18
You should v-reversal this
Release
+9
-2 frame advantage for each missing kunai. -1 if using only a single kunai
cr.LP only close, CA guaranteed, is likely cancelled into Kunai / TP
cr.MK
-3
Unlikely to be used at punishable range. If close cr.LP / CA
cr.HK
st.HP / EX hands
-12
f+MK (OH)
-2
Jab or parry on reaction
f+HK (CC)
-3
b+MP
-1
L.M.H
st.MK
-5
L.M.L
-2
Throw / crlk
st.MK~cr.HK~HK
After blocked cr.HK the st.HK always whiffs, punish with any combo
cr.MP~f+HK
st.MP, EXT, CA
-5
st.MP into HPP or CA at anywhere but max range, raw CA punishes max
st.MP~f+MK (OH)
-2
GUILE (LOL)
1. Pressure with buttons in his face. All of our good heavies are only -2, and makes him scared to press a button in fear of getting CC’d 2. Know that Kolin naturally has better buttons that Guile, all take this into account all the time. 3. When stuck slightly outside your comfort zone, walk forward and block, don’t jump. Take this time to take into account his Sonic Boom timing. Then begin my doing preemptive LSteps, and on reaction cancel into Silver Edge and go through his boom. Of course understand you’re Silver Edge spacing relative to his position. This causes him to be uncomfortable using sonic boom and force a button-based neutral, in which, Kolin wins. 4. ALWAYS TAKE SETUPS OVER DAMAGE. Always lead your oki into something that covers all techs and either gives you a safe jump or gives you a meaty vskill with hail behind it so that you beat his wakeup. This is how i generally look at the matchup, and it gives me much more success than randomly jumping forward on prediction (which you should only ever forward jump on hard read), or trying to camp him out.
5. VT2 gives kolin a good anti fireball tool which can make him afraid to throw booms at all making it easier for us to get in.
If used during VT his CA is safe on block (+5)V-Reversal will hit Guile at any time► You can jump forward after the freeze frames to punish any raw CAAt max range you should instead use EX WA to get in range for the same punish
Normals
st.MP
+2
st.HP
StLP
-4
st.MK
-1
st.HK
-3
CrLP can punish at short range
cr.MP
+1
cr.HP
StLP
-4
Can punish at short range
cr.MK
-4
StLP at VERY short range
df+HK
CA
-3
CA guaranteed at all except max range
b,f+LK
-3
Perfectly spaced is +/- 0 oB
b,f+MK
-2
f+HP (CC)
-1
f+HK
-2
b+HP (CC)
-1
f+MP (OH)
CrMP / StLK
-6
Even StLK will whiff at max range
cr.MK~f+MP (OH)
CrMP
-6
Can be interrupted before the OH with StLP > TC
cr.LK~s.MP~f+HP
StHP
-8
If you crouch block the st.MP the f+HP always whiffs, stand up and punish
st.LK > st.MK
-2
ALEX (old)
jump roundhouse a ton, because Alex users suck at AA besides jab, which lose to her jump in.
Don’t afraid to challenge his lariat with parry. Getting command grabbed is the best option since you can backdash out of anything he does post grab.
Stay within range to punish Alex V skill with your own. If you’re close enough, you can even dash up whatever.
St strong /fierce challenge his best button, which is cr strong. So you don’t have to worry much about that.
You can air grab all of his gimmicky jump stomp/grab stuff
Be sure to also the run the clock if Alex has trigger. Most Alex players suck ass without it
Flash Chop
Punish
oB
Notes
Normal
-4
EX
-2
Elbow
Light
-2
Medium
-6
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Heavy
-7
EX
-10
Stomp
Normal
-5
EX
+2
Headbutt
Normal
R30
EX
R49
V-Trigger
Tap
-8
Will always be -8 no matter how long it is charged
Charged
GB
Guard breaks, Scales to 60% & reduced hitstun.
V-Reversal
Startup | Total
16 | 36
Details
1-30f Projectile/Strike Invincible
Can be parried ?
Critical Art
f.dash | st.MP
-25
Can V-reversal first hit to take less chip (20 damage)
Normals
st.MP
+2
st.HP
-3
st.MK
-2
cr.MP
-1
cr.MK
-3
cr.HP
-8
st.HK (CC)
-4
f+MP (OH)
f+HP (CC)
+3
Divekick
-Infinity
ZEKU
OLD
Gram
Punish
oB
Notes
Normal
-6(-9)
If badly spaced can punish with sthp. Can also counter at mid range
EX
+1(-1)
Gram (Diagonal)
Normal
-14(-2)
Unpunishable at all but very close range
EX
-2(+5)
May be cancelled oB and oH into either Gram or DP, not cancellable on whiffCan identify what gram it is from startup animation
Flip
Elbow
Cross-up
-1(+5)
If either of these hits high it’s your turn, treat as any divekick.Throw will get you if you’re standing however.
Kick
-5(+4)
EX
Elbow
Cross-up
+2(+7)
Kick
-4(+5)
Those are NOT overheadAir throw while he’s in the air is a decent answer
V-Skill
st.MK CrMP
-7(-4)
Cr.MP may be blocked at max-range
V-Trigger
?
After activation Zeku may use his VT command dash once until the timer runs out:Dash is fully invincible from frame 6-17Dash can be cancelled into any of his normals and is fast enough to convert any prior normal into damageDash combo may be ended with a palm attack which is safe on block
V-Reversal
Startup | Total
17 | 42
Details
Can be parried
Critical Art
f.dash > st.HK
-33
Normals
st.LP
+2
st.MP
+3
st.HP
StLK / StMK / CrLP
-5
Can cancel into diagonal gram which will beat any standing button
st.LK
+2
st.MK
+2
st.HK
-2
Check with stmp | Likely VTX from that into +12 state
cr.LP
+2
cr.MP
+1
cr.HP
+2
cr.LK
+2
cr.MK
-2
cr.HK
st.HP
-8
StHP reaches from max range | activate VT into +7 state
f+HP (OH)
CrMP
-6
CrMP reaches from max range
YOUNG
Palm
Punish
oB
Notes
Light
StLP
-4
Will mostly be out of range to punish | check with walk forward stmp (+2)
Medium
-2
Check with StMK / StMP
Heavy
+2
EX
+2
Can try to interrupt with a parry for the slower safer ones
Shoulder
Normal
CrMP
-6
Hitstun is very low,retaliate earlier than normal
EX
-6
Very low hitstun can press button as he finishes saying “TO” for normal and as soon as he’s done talking for EX
Run
Slide
StHK
-21
Overhead
StMK / StLK
-5
Unless overhead hits SUUUPER far stmk will reach
EX
Slide
StHK
-21
Overhead
-2
Safe overhead, almost always point blank > Check with stlp or stmk
Run stop info in normals section
Divekick
Normal
+11/+5 ?
Anti air or air throw
Arc changes depending on which kick is usedCan chose to wall jump without kicking
V-Skill
Vskill
CrMP / StLK
-7
CrMP will whiff at max range
V-Trigger
?
Will mostly be used to frame trap after sweep I guess.
V-Reversal
Startup | Total
17 | 42
Details
Can be parried
Critical Art
Dash StHK
-33
If blocked at distance can get jump in punish, timing is tight
Normals
Run stop
st.LP
+2
-4
st.MP
+2
st.HP
-2
-4
st.LK
+3
+0
st.MK
-3
st.HK
-2
Will most likely press a button after, check with stMK
cr.LP
+2
+0
cr.MP
+1
-6
cr.HP
StLK
-5
Will whiff at long range
cr.LK
+2
cr.MK
stLP
-3
Other than point blank take your turn with stmp
Slide
StHK / StHP
-13
See with range what to go for
Slide (late)
StHP
-10
Does not knock down oH
f+HP (OH)
CrmP / StLK
-6
Target Combos
StHP x 2
StHP
-8
st.HP~HP~VS
CrMP
-7
Unlikely to happen
cr.HP~HP
StHP
-10
cr.HP~HP~VS
CrMP
-7
Unlikely to happen
st.MP~HP
CrMP
-6
st.LP~MP
CrHP / StLK
-7
LMH
StHK
-11
LMH~HK
StHK
-16
LMH~cr.HK
StHK
-15
Ends with back-throw no blockstun. Press StHK after LMH like you would normaly
MENAT
Soul Sphere
Punish
oB
Notes
Light, Medium
st.HP
-8
Will only work if cancelled from relatively close
Medium
Ex Hands
-11
Heavy
-4
EX L+M
+3
Very slow start-up, interruptible if cancelled off all normals except cr.HP
EX L+H, M+H
st.HP, EXP
-10
Similar to regular orbs, LP+MP has twice the startup, use EXP from range
Releases cancelled off lights oB are natural frametraps but she may also delay most of them to trap on mediums
Soul Throw
f.dash > w/e
~75f
(30) landing recovery frames
May only be used if she has the orb equippedEX Soul Throw is fully invincible from frame 6Crouching hitbox on start-up, only hits airborne and has a strike hitbox
Divekick
Light
-6(+5)
oB values are when after used instantly off the ground, if done later in the jump arc she’ll be less safe
Medium, Heavy
-2(+6)
Hits above the knees will have you at frame advantageIf used in conjunction with VT orbs an unsafe drill may become unpunishableCan be caught with HP Counter
Soul Reflect
+Orb
Neutral
st.HK
-18
f.micro st.MP > st.HP works point blank
Crouch
st.HP
-16
-Orb
Neutral
CrMP
-6
Orbless reflect may be cancelled into soul sphere recall making it safe oBThrow if close enough ?
Crouch
CrLP
-3
V-Trigger
Summons 6 orbs around her which may be released one at a time by the release of a button at any time no matter if she’s in recovery, jumping or on wake-up. May be used to create mixups, extend combos and make moves safe.If released standing they travel straight forwardIf released crouching they travel up+forwardIf released jumping they travel down+forward
V-Reversal
Startup | Total
23 | 43
Details
1-39f Projectile/Strike Invincible
Teleports behind youHighly and easily punishable on reaction (quite possibly the worst v-reversal of this game)
Critical Art
f.dash > combo
-46
This CA is a hard knockdown at +8, has lots of active frames and is an excellent anti-airIf done raw from medium~far range you may jump after the freeze and get a full jump-in punish
Normals
x.MP
+2
st.HP (CC)
-2
st.MK
-2
st.HK (CC)
+2
cr.HP (CC)
CrLP
-3
Will work at any range if you ever block it
cr.MK
+2
cr.HK (CC)
st.HP, EXP
-11
EXP is your only punish from max range
Slide
-10(+0)
HB reaches after block at any range
Overhead
st.HP
-12(-7)
Any normal including overhead except for sweep or slide may be cancelled into soul sphere recallIf Orb is close this will make an unsafe move safe, if far your punish will deactivate the orb before it hits
+Orb
st.MP
st.HP, EX hands
-11(-6)
st.HP from close range EX hands for medium range safe from far away
cr.MP
-3(+1)
Cancels into orb release which frametraps
st.HP (CC)
-7(+1)
Can be whiff punished on reaction with VT2
st.HK (CC)
st.HP
-8
If hit meaty from the unlikely max range use st.MP
cr.HP (CC)
st.MP
-5
Cancels into orb release which frametraps
cr.HK (CC)
st.HP, EX HandsBHK Frost Edge
-16(-14)
Punish varries with range
With orb only her cr.MP and cr.HP may be cancelled into a special move
ABIGAIL (old-ish)
Kolin win this match up. Run gets bodied by double jump. Unblockables lose to counter. His flip punch move lose to counter/V skill. So if you feel they are going for that, be prepared to empty jump or jump over him and double jump so ice stamp hit.
In neutral watch out for jumps so you can V skill them. Empty or otherwise, you’ll knock him away.
Hail zoning is useful. Watch the distance for his sweep, because Abigails will use it. Pester him with a hail or two to make him anxious. Low forward and stand fierce are good if you must use normals.
Just be COOL ( pun intended ) and stay with your feet on the ground instead of your back, and you’ll be fine. This one of Kolin better match ups.
Ex Hail pressure is good vs Abigail because he’s so big the hail will almost instantly put him in blockstun.
Abigail Punch
Punish
oB
Notes
Light
st.HP, st.HK
-19
May need to walk forward before hitting a button
Medium
-16
Heavy
-19
Does not hit crouch
EX
-23
Frame 3 Armour
Giant Flip
Light
0
Minimum adv, True block string when cancelled from a normal
Medium
1
Minimum adv, 8 frame gap when cancelled from a normal
Heavy
2
Minimum adv, 11 frame gap when cancelled from a normal
EX
-2
Minimum adv, 8 frame gap between 1st hit & 2nd hit.
Try to counter (mp) on reaction. There are other ways to interrupt.
Nitro Charge
(Run)
No Armor
Punch
st.HP, IW, EXP
-9
Overhead
st.MP, st.HP, IW
-12
Need to walk forward a bit for st.MP > st.HP link
Grab
KD
3 frame start-up
Grants frame 3 armor in V-Trigger (1 hit)Jump above him and dash forward to punish the followup
EX Nitro Charge
Frame 3 Armor (2 hits)
Punch
st.HP, IW, EXP
-9
Overhead
st.HP, IW
-11
Grab
KD
3 frame start-up
Grants frame 1 armor in V-Trigger (3 hits)Jump above him and dash forward to punish the followup
V-Reversal
Startup | Total
16 | 49
Details
1-42f Projectile/Strike Invincible
Is NOT airborne > Can be parried with MP counter
Critical Art
Startup
1+3 Frames
-95
Invincible frame 1-7
Punish Options:f.dash > njumpf.dash x 3 > n.jumpb.dash > LP Hail > Jump forward HKUnavoidable chip at close~mid rangeCan late CA to punish & avoid chip (Difficult)Has a very strong Anti-Air arc, directly above his head.
Normals
st.MP
4
+5 if blocked crouching
st.HP
cr.LP, CA
-3
Any charge, long blockstun
b+HP
CrMP StLK
-6
Hard to punish from certain ranges
f+HP
1
Any charge, does not hit crouch
cr.HK (low)
st.HK
-14
st.LP~LP
3
Blocked from point blank Abigail may tick with LK or EX CG after
cr.LP~LP
3
b+HP~HP
StHP / crMP
-9
Leaves him point blank for full combo
Overhead
st.HP
-8
Wil whiff at max range
Command Grabs
KD
Starts up in 6 frames
ED
Fireball
Punish
oB
Notes
Spark
cr.LP
-3
cr.LP only works close
> Shot
StLP
-4
Only works VERY close
> EX Shot
+8
Psycho Upper
Normal
st.HK
-16
f.micro > st.MP > st.HP after close block
EX
CC
-20
Crush-Counter
Upkicks
Rising
CC
-38
Crush-Counter
Flicker (1-2-3)
Normal
cr.LP
-3
cr.LP hits on close range
st.HP (Hold)
Normal
-2
Doesn’t hit cross-up but ends on other side unless you are corneredMay mash EX psycho upper after that
V-Skill
Ground
-2
May mash EX Psycho upper after that
> Hold
+3
Either jump forward on reaction or EX mk Step to go through
Air
Whiffs on grounded opponents
V-Trigger
+48
Two speeds slow and fast, 16f start-up can interrupt, may reversal on cancel
V-Reversal
Startup | Total
1 | 29
Details
1-29f Projectile/Strike Invincible
Is not an attackEnds up behind you
Critical Art
-21
Ends up close so walk up full combo
1-22 frames of full invincibility13f startup means that if done raw you can easily jump post-freeze and punish
Normals
st.LP
+3
st.MP
+3
st.HP (CC)
-2
st.LK
+1
st.MK
+2
st.HK (CC)
st.LP,
-4
st.LP will work from most ranges
cr.LP
+3
cr.MP
+2
cr.HP (CC)
st.MP, EXP
-5
st.MP from close-mid
cr.LK
0
cr.MK
cr.LP
-3
Will probably cancel into flicker to be safeish
cr.HK (CC)
StHP
-10
KOLIN
Hands
Punish
oB
Notes
Light
st.LP
-4
You may eat a parry after that online
Medium
CrMP
-6
Heavy
StHP / CrMP
-9
EX
TC
-4
You may eat a parry after that online
Hailstorm
Light, EX
StHPStMK > TC2
-8
If done in neutral you can either throw one yourself or dash in throw to try and punish
Medium, Heavy
-11
> Snowballs
Normal Blockstun 30, EX Bockstun 26 and conjures two snowballs
StMK > TC2 moves you forward enough to get out of badly spaced EX HailsYou can also just backdash away if not in TC2 range
Vanity Step
Short
Dash Punch
st.HK / StMK
-12 | -4
StHK if obvious point blank | crmp > TC2 otherwise
EX Dash Punch
TC, HB
-9 | -1
From max range this is safe
Medium
cr.LK~cr.HK
st.HP, LPP
-12
Sweep is a frame trap | no kolin uses that
cr.LK~cr.HP
st.HP
-8
May happen after dropped VT2 slide combo
cr.MP~HP
-2
May eat a parry there (throw / low less risky)
Air
LK~MK
+9
Even less kolin uses that
V-Trigger I
1st hit
+32
No kolin uses those anymorePotential throw loop in corner, massive chip damage
2nd hit
+26
V-Trigger II
Frost Edge
StHK | CrMP
-11|-6
Use StHK if obvious point blank FE, CrMP otherwise
Can empty cancel to stay +
V-Skill
Slash
st.HP
-8
Do not let her get away with this
V-Reversal
Startup | Total
R33
Details
1-24f Projectile/Strike Invincible, Does not hit, Ends up behind you
Side switch – Easily punishable from fast normals
Critical Art
f.dash or nj.HP
-37
If you block this close you can get a jump-in combo
Unavoidable chip at up to footsie range
Normals
x.MP
+2
Will either micro walk forward crMP / throw or frametrap with stMK
st.HP
-4
From point blank StLP will whiff. May throw another one right after.
st.MK
-2
May press a button after | check with stmp or stmk if they do
st.HK
-2
cr.HP
-3
cr.MK
+1
Can still challenge with crLP because most will follow it up with StLK
f+MK (OH)
st.MP > IW, HP
-6
Safe at max range, st.MP will not link into IW or st.HP from far
b+HK
-2
L.M.H
StHP
-9
[ -6 if stopped after MP, punish with st.MP or raw EXP from max range ]
st.MK~HP~VS
StHK
-12
[ -9 if stopped after HP, punish this with st.HP ]
AKUMA
Tatsu
Punish
oB
Notes
Light, Medium
st.HP StMP
-11, -8
If it hits late use faster button, point blank use StHK for light StMP for Medium
Heavy
StHK
-39
Wait for him to land and punish on block
EX
cr.HP, EXP
-19
cr.HP will only connect after point blank block
Fireball
Normal, Red
st.MP
-6
st.MP will only connect after very close range
Air Fireball (All)
Silver edge
Very +
Anti air far jumpin with Vskill, forward movement makes you avoid air hadoRead the fireball and do preemptive LK step
EX, EX Red
+1, +8
EX Red Causes grey life damage at close rangeNeutral jump EX red fireball
V-Trigger
+1
Demonflip
Slide
-2
Close enough for HB on block
Palm (OH)
+1*
+1 at peak
Divekick
-2
-2 at peak, knees or lower is + on block
Best option is to air throw (will lose to early palm or ex fireball, but the
EX Demonflip
Slide
+2
Palm (OH)
+4
+4 at peak
Divekick
-2
-2 at peak, knees or lower is + on block
Air throw can still work but its harder to react toDash forward to go under him and then buffer low counter for style points
V-Skill
Punch
st.HP
-10
StHP should work most of the time
Kick
st.HK
-13
In VT1 may go for ye olde cheeky raging demon
V-Reversal
Startup | Total
16 | 31
Details
1-28f Projectile/Strike Invincible
Can be parried with MP counter
Critical Art
f.dash | st.HP
-30
f+HP will whiff after forward dash
Normals
st.HP
st.MK StLK
-5
StLK will work 99.9% of the time
cr.HP
+3
st.HK
-2
f+MP (OH)
CrMP StLK
-6
StLK will work at absolute max range
f+HP
-2
Can react to startup with MP counter or Crmp after he lands for full combo.
b+HP
st.HP
-10
st.HK~HK
0
Can crouch to avoid Second HK and whiff punish
st.HP~HP
st.HK
-12
Will most likely VTX and be +11 after that
SAKURA
Best way to approach sakura is to take it slow and safe
All you need is to knock her down
Then keep it clean and make sure you avoid leaving any opportunities for her to counterpoke
Sakura’s defense is decent. But she cant fight back in the same way as other characters can.
Sakura can punish a lot things we usually get away with so be careful.
PLS SEND ME STEAM MONEY SO I CAN BUY CHARACTERS IM MISSING :3
Fireball
Punish
oB
Notes
Normal
EX
VT1
Tatsu
Light
Medium
Heavy
EX
VT2
DP
Light
Medium
Heavy
EX
VT2
V-Skill
Punch
+?
Notes
Divekick
V-Reversal
Startup | Total
? | ?
Details
?
Critical Art
?
-?
Notes on punish
Normals
st.LP
Punish
+?
Notes
BLANKA
Just outrange him with b.HK. s.MP/s.HP are okay too. Don’t use s.LK/c.MK at all against him.
React to both coward crouch hop and command dash
LK vanity Step > silver edge beats LK blanka ball clean at all ranges
Use v-skill/HP counter at tip of LP ball range to counter. HP counter will even beat him trying to space LP ball to go for tick throws cause it extends your hurtbox
Just lame him out like that and they’ll eventually get frustrated and start doing things you can actually punish like mp/hp/ex balls, slides and rainbow balls
VT2 shenanigans frame data
Blanka Ball
Punish
oB
Notes
Light
VT2 only
-21
Bounce back half screen away. Safe without VT2 but can be catched with VSkill or HP counter
Medium
Dash Stlp
-21
Bounce back 25% screen away | Dash in range
Heavy
StHK
-21
Boucnes back 10% screen away | walk forward StHK
EX
VT2 only
-21
Bounce back haf screen awaySafe without VT2, too fast to ract to.
Rainbow Ball
Light
Anti Airs I guess
+8 / +12
Can be Vskilled or Hp countered fairly easilyWeird trajectory on some versionsCan bait out the parry by not going all the way
Medium
Heavy
EX
+16/+20
Up Ball
Light
Dash StHKJump forward HK ?
-36
Medium
-36
Heavy
-34
EX
CC
-30
Dash forward StHK CC | jump forward ?
V-Skill
Crouch
Low profiles but counter hit state
Jump
Leaps forward, can press air normals while in the air