Street Fighter V

Street Fighter V SFV Kolin Guide

Info

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

ShortMoveMotionVariants
HandsParabellum236+PLP Hands / MP Hands / HP HandsEX Hands
HailHailstorm623+PLP Hail  / MP Hail / HP HailEX LP Hail  / EX MP Hail / EX HP Hail
StepVanity Step214+KLK Step / MK Step / HK StepEX LK Step / EX MK Step / EX HK Step
SESilver Edge214+LK > PSE / EX SE
FEFrost EdgeHPHK (VT2)
TC1Frost SpikeLP > MP > HP
TC2White OutMK > HP > Vskill
BrinicleBrinicleSlide > crLK > crHP(from MK step or VT2 slide)
SuperDiamond Dust236236+P

Credits:

  • The Kolin Discord  and all the actually good players finding tech
  • Firkraag for the formatting
  • Hex for the original doc
  • Fitt3dcap for the Matchup guides
  • Shuckle for the cute kolins
  • White_summer for creation and vast majority of the work on this project


WIP :

– Pressure section

– Beginner Section

– Matchup Section

Table of Contents

Info

Frame Data

Neutral

Combos

Frame Kills & Oki

Setups

Matchup Information

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.

Standing Normals

       – Target Combo Starter (TC1)     – fast whiff punish tool     – Crush Counters (+18)

       – Good for tick throws     – cancels into all specials

      – fast whiff punish tool       – Target combo starter (TC2)     – Crush Counters (+23) 

      – 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 NameInputFrameRecoveryVTX Recovery
StartupActiveRecoveryOn HitOn BlockOn HitOn Block
Icicle StampD+mk (air)18
4    
Frost Spike (1)LP > MP63170-6137
Frost Spike (2)> HP8  1-9100
White Out (1)MK > HP8323-1-980
White Out (2)> VSKIL10  D-12D15
Cold Low (1)Slide Crlk4283164
Cold Low (2) > CrHK10424D-12207
Brinicle (1)Slide Crlk4283164
Brinicle (2)> CrHP8321D-2D15
Snow Grain (1)Slide Crmp631352107
Snow Grain (2)> StHP83195-8207
White Spear (1)HK Step Jlk45     
White Spear (2)  > Jmk45     

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 attack will 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

MeterlessDMG
VT
Notes
cr.LK > cr.LP x LP Hands94 | 253
Low hitconfirm
CrLK > CrLP x MP Hail78 [ 213

Low hitconfirm, less damage but gives a KD with oki
st.LK x LHands105 | 207

5f punish with good range, decent poke / whiff punish
St.MP x HP hands150 [ 238

Basic meterless whiff punish
fMK (CH) > cr.LP xx LHands146 | 303

Overhead CH confirm
cr.LP > TC1 xx HP Hands181 | 327

3f point blank punish
st.HP > st.LK xx LP Hands172 | 333

st.LK reaches after close~medium range st.HP
st.HP > TC2207 | 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 Hands152 [ 283

When StMK is out of range after CrMP
j.HK > st.HK > st.MP xx HHands280 | 473

BnB jump-in, StHK whiffs on crouching opponents
StHP (CC) x HP hands176 | 300

Meterless CC Option select
st.HP(CC) > SE176 | 300

Meterless CC Option Select
MK Step Target Combos
CrLK~CrHP xx L Vanity -> SE181 | 325

Slide/MStep -> CrLK CrHP is the ‘Brinicle’ TC
CrLK~CrHP x LP Hail > CrLP117 | 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 Hands224 | 398

When StMK out of range after TC
Basic VT2 Activation Extenders
CrMK x VT2 -> CrHP (or sMP) x HP Hands173 | 295

Activations after long range pokes. On CH CrMK, do StHP instead of CrHP
bHK x VT2 -> StHP x HP Hands213 | 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 / FE205 | 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 EXDMGPVTNotes
st.HK > st.MP x EX Hands x HStep > Air Throw298 | 500~
Damage
HK > MP x EX Hands > VS249 | 430M
Builds V-Gauge
HK > MP x EX Hands x MkStep > cr.HK x MP Hands286 | 490M
Corner Carry 
HK > MP x EX Hands x MkStep > cr.HK x MP Hail256 | 430~
Less Damage but Hailstorm Oki
HK > MP x EX Hands x MkStep > cr.HK x FE331 | 520~YAlternative ender using VT2
After EX Hands you may opt to reset with MS into buttons
2 EXDMGPVTNotes
st.HK > st.MP x EX Hands x EX SE> LP hands359 | 575M
Damage / corner Carry
st.HK > st.MP x EX Hands x EX SE> VSkill356 | 560M
Worse oki and Damage / Builds Vgauge
st.HK > st.MP x EX Hands x EX SE> LP hands326 | 500M
Less Damage / Hailstorm Oki
st.HK > st.MP x EX Hands x EX LP Hail > SE344 | 590M
Damage
st.HK > st.MP x EX Hands x EX SE> FE398 | 590MYAlternative ender using VT2
st.HK > st.MP x EX Hands x EX SE> Reverse Jav.455 | 620MYAlternative ender using VT2

3 EXDMGPVTNotes
st.HK > st.MP xx EX Hands xx EX LHail > EX SE380 | 620M

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 > Super445 | 360~
Damage
CrMP > TC2 x FE x Super443 | 406~
Alternative way to use Super with VT2

Crush Counter 

st.HKDMGEXVTNotes
Close~Medium Range
f.dash > cr.MP > 


Follow-ups below
> TC 2> FE>Super239 | 422302 |484467 |482NNYNYYWith VT, can continue past the TC2 w/ resource
> StMK x Hands
YNEX hands with the followup you want
f.walk > st.HP x Hands
NNHP 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 SE176 | 300


x EX MK Step 


Snow Grain for damage or Brinicle for Reset
VT2 Slide > crMP StHP > sMK HP VS

YYour go-to from CC StHP in VT2
VT2 Slide > crMP StHP > sMK xx EX Hands
YY
VT2 Slide > CrMP StHP > TC2 x FE x Super518 | 545
YMASSIVE 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 Jav268 | 370YYUses too much VT2 to be useful unless it kills
x VT2, EX Hands x lp Hail168 | 270YYLate cancel LP Hail, covers all three wakeups
X FE x Super427 | 300YYCan’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 :

Lp Hail > Sthp > Hail Hits > StHP x EX hands > …

Video Example HERE

In VT2 you can also use hail to do slide Target Combos :

Lp hail > CrMP > slide > Hail Hits > CrMP > StHP > StMK > TC2 > FE > Super for example.

This combo is seen much less, as with the 3.5 patch, the V Meter cost of this combo is gigantic, so it’s often not worth the price.

Frame Kills & Oki

Regular KDs

QuickBackDelayed+Frame Advantage | Post DashOki CalculatorSFV SIM
H HandsoBoHNotes
+20 | +3f.dash > cr.LK | cr.MP | throw+2+5+3 after fwd dash, your choice of 6f or faster normal
+25 | +8f.dash > st.MP +4+6, far+8 after fwd dash, StMP hits last active
vs. 4Ff.dash | cr.HP~+QR -3 | BR -1
+79F.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+3Last frame meaty overhead
+79F.dash | Crlk > lp hail > crlk / jump lk

Jlk IOH hits fuzzy vs tall characters 

V-SkilloBoHNotes
+20+25+79Same advantage as HP Hands > Same setups

Air ThrowoBoHNotes
+14 | -3f.micro | st.MP++

b,rh

CC wake up button mash
+63



[G] CounteroBoHNotes
+49 | +32LH | cr.MK+21+24oB f.dash | +4 (throw or buttons)
f.jump | cr.MP+3+6
See Setup Section for more

[A] CounteroBoHNotes
+46 | +29LH | cr.MK+18+21oB f.dash | +1 (frametrap)
f.jump | cr.LK+2+4
See Setup Section for more
Forward ThrowoBoHNotes
+8 | -9st.HP, cr.MK xx VT-1+6
+57StHP > Dash delay crmp


See Throw Section for more
Back ThrowoBoHNotes
+12StHK-26Will hit crouchers (no advantage despite meaty hit) but will whiff if opponent wakes up with crouching normal
+12 | -5f.micro | st.HP~+
-71StHK (whiff) > Dash x2 crmp+2+5

StHK (whiff) > StLP > Overhead-4+3Last frame meaty overhead
See Throw Section for more

TC2oBoHNotes
+19 | +2f.dash | cr.LP / throw+1+4(tick throw or confirm into LP MP HP)
+24 | +7f.dash | cr.MP +4+7
+24 | +7F. dash | f.micro throw

(very precise)
+78F dash > crLP (whiff) > Dash x 2 > (CrLP)

Corner carry +15 (+2 after crlp)
+78F dash > CrLP (whiff) > CrLK x2 >Overhead-4+3Last frame meaty overhead
+78F dash > stlp (whiff) > LP hail > CrLK/jlk

Jlk IOH hits fuzzy vs tall characters

EX Hands x mk step > sweep x MP HandsoBoHNotes
+36 | +19F.dash x2 | Throw / StLP+2+4
+41 | +24f.dash | cr.MP / delay throw+4+7
+95F dash x2 > crLP (whiff) > Dash x 2 > (CrLP)

Corner carry +15 (+2 after crlp)
+95F dash x2 > CrLP (whiff) > CrLK x2 >Overhead

Last frame meaty overhead
+95F dash x2 > stlp (whiff) > LP hail > CrLK/jlk

Jlk IOH hits fuzzy vs tall characters
EX Hands > EX SEoBoHNotes
+49 | +32LP Hail > walk forward CrLK
+

+
Same setup as ground counters, manual timing required for quick rise / back roll
+55 | +7

FEoBoHNotes
+24 | +7f.dash | CrMP +4+7dis
+29 | +12f.dash | cr.MP (delay)++
+83f.dash > CrMP (whiff) > LP Hail

Leaves you +2 up close with hail coming down
+83F dash > crMP (whiff) > Dash x 2

Corner carry with body drag and +11 (

Sweep
+25 | +8f.dash | st.MP (delayed)+2+4
+30 | +13++ xx Hands
+84f. dash | throw whiff > LP Hail

Leaves you +3 with hail coming down
+84f. dash | throw whiff > f. Dash > Overhead-4+3Last frame meaty overhead

Super
+26f.dash | StHP-2
+7
CC mashers, end turn if blocked.
+26
+75Fdash | StHP (whiff) dash StHK-2+6Will hit crouchers, CC mashers, end turn if blocked

Forward Throw

Forward throw leaves you in a +8 state if they quickrise

Mid screenNotes
>st.HPEasiest to do, but ends your turn if blocked. 
On Hit:  x EXHands | x HP HandsOn Block: -3 
>CrMKEasiest 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.MPNo 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.

CornerNotes
>st.HPSame as midscreen
On Hit: H/EXHandsOn Block: safeish, -3. 
MICROWALK MEATIES
1f Microwalk > cr.MPKeeps 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. ThrowAlso 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 screenNotes
>bHKEasiest to do, but ends your turn if blocked. 
On Hit:  x VT2 > StHP x EX handsOn Block: -2Crush Counters 3 Frames
> Delay Sweep x VTWorth 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 > stHPNo 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 > CrMPNo 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 StLPBeats 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 CrLKBeats 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 METEREXVT
EX Hands x HKStep > air throw1

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 Hail1

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 Hands1

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 METEREXVT
EX Hands x EX SE > LP hands2

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 hail2

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 METEREXVTDamage/Stun
EX Hands x MKStep > Sweep x LP Hands1
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 > SE1
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 Throw1
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 Hands1
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 screenEXVTNotes
EX Hands x Mk Step1
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.MK2
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
CornerEXVTNotes
EX Hands x Mk Step (Corner Only)1
followups hit meaty, st.LP +3 oB, +6 oH, +8 CH. st.HK hits meaty
Option 1: st.MP | st.HKOption 2: st.HP | st.LP, st.mp

Counters

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 ScreenEXVTDamage/Stun
Counter > LP hail > CrLK Dash forward0

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 > overhead0

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 > vskill0

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 > Counter0

Cheeky way to do the same thing Vskill does but with better rewardsWay riskier but good way to taunt someone
Counter > LP hail > Jump forward0

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 Step1

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 ScreenEXVTDamage/Stun
Counter > CrLK x 2 > Overhead0

+ 3 OH : CrLP > TC1- 4 OB : safer than raw overhead but still punishable
Counter > Overhead > CrLK0

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
Counter > StMK x 2 > CrMP/Throw0

Meaty throw / button setup

V-Trigger 1

I guess everything is kinda said on that video : https://www.youtube.com/watch?v=ubDfZXUgXAg watch it.

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.

moveBlock advHit advCounter 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+10KD

Most noteworthy way of activating is after ex hands : 

Mid ScreenEXVT
EX Hands x Mk Step > Stmk x VT20
Video HERE
Dash forward to cross underWalk forward to stay in front
CrHP (anti air) x VT2 > Slide crlk > sthp0

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 :

Vega / Bison / Fang / Balrog / Urien / Guile / Cody / Falke (+7)

Sagat (+6)

G (+5)

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.

FireballPunishoBNotes
NormalStart-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
Normalst.MP, st.HP, EXP-11, 9,10 These gets safer with range, can’t punish at max range
EX
-3to far for stlp to punish
Cloud
LightStLK-9Cloud disappears immediately and has 2-hit projectile hitbox
MediumStHP-8Stay on screen for 80f and has 1-hit projectile hitbox
Heavy-10Stay on screen for 120f and has 1-hit projectile hitbox
EX
+2Stay 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
+2React 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? | 30Details1-30f 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
-3Too far for crlp to reach
st.HP
-2
st.MK
+1
st.HK
+1
cr.MP
-2
cr.HP
-6Doesn’t hit you grounded unless you walk into it, whiff punish with st.HP
cr.MK
+3
df+HPst.Mk, Stlk-5StMK from point blank / StLK if spaced / Can’t punish max range

DHALSIM

FireballPunishoBNotes
Normalst.MK / StLK-5
EX
+5
Yoga Flame
Light
-3Punishable at point blank with cr.LP (unlikely)
Medium
-2
Heavy
+3
EX
-3Punishable at point blank with cr.LP (unlikely)
Yoga Gale
L, M, H
?
EXst.MP, HB-12kTime the punish to hit during landing frames
Divekick
L, M, H
+6, 7, 8Quick punishes after blocks above the waist
Slide
LightCrHP / CrMP / CrLP-7 / -2Safe from max range
MediumCrHP / CrMP / CrLP-7 / +2Safe from max range, 
HeavyStHK / StHP / StLK-21 / -5StLK punishes max range sweep.
V-Trigger 1


+4Flame lasts for 6 seconds
Vreversal initial hit and punish (?)
V-Reversal
Startup | Total16 | 40Details1-30f Projectile/Strike Invincible
Can be parried on reaction after most lights / mediumsOnly -2 obAbove average damage (100, standard is 60)
Critical Art


+9, +39Punish 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-5st.Mk only connects when blocked close
db+MK
-1
b+HP (CC)
-8Safe 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

Throw > Dash = -2

Back Throw > Dash = -1

Command grab > Dash = -4

Command grab EX > Dash = -2

HP bolt > Dash = 0

EX / MP bolt finisher > Dash = +1

Bolt ChargePunishoBNotes
Light
-2Throw / Crlp
MediumCrHP / TC2-7
Heavy

Airborne, punish landing frames
EXStHK / StHP-11Reversal StHK works
Fireball
Lvl 1StMK > TC2-5
Lvl 2
0 Dropkick and HPP punishes from far on reaction
Lvl 3
+18
EX, VT+EX
+3, +7
V-Skill
Overheadst.HP-7st.HP can be blocked after max range block, st.MP will reach
f.dash
R21
b.dash
R29
V-Reversal
Startup | Total16 | 41Details1-30f Strike Invincible
Slow, can be parried on reaction-2 on block
Critical Art


R524 frame start-up
DOES NOT hit before super freezeNeutral Jump HK
Normals
st.MP
+3
st.HP
-2
st.MK
-2Common V-Trigger cancel move.
st.HKStLP-4TC1 point blank / easily whiff punishable
cr.MP
+2
cr.HP
-2
cr.MK
-1
f+HP
-2
f+HP~HPStHP-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

LariatPunishoBNotes

f.dash | st.HK-33Can Dash in if too far away and still hit StHK
V-Trigger
Activation & Lvl 1CrMP > TC2-6In range for full punish, as punishable raw as it is cancelled
Lvl 2 & 3
-3Too far away for a punish
Can Vreversal and get a full punish if he holds it
Tundra Storm

bHK / StHKR40+
Will counter bhkWhiff punish with bhk or sthk depending on range
V-Skill
Flex
-22 hits of armor, 100 in V-TriggerCan break through armor with parabellum 
Alternatively can be thrown (risky)
V-Reversal
Startup | Total12 | 37Details1-30f Projectile/Strike Invincible
Can be parried
Critical Art


T1 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.HPcr.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
-2Whiffs on crouching
cr.MP
+3
cr.HPTC1-4
cr.MKTC1-4max range is safe
Headbutt
+2
Knee Hop
-3 | 0Airborne frame 7-20

KARIN

Cmd DashPunishoBNotes
TenkoStHP-10
Orochi
-2
> EXCrMP-7Despite 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
LightStMP / StMK-7Should 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
HeavyStHK-15Full Blockstring, 4-25f of follow-up hit low profiles
EX
-2
Ressenha
Light, MediumStMK / StLP / CrLP-6, -5StMK dangerous as slide followup will trade
HeavyStLP / CrLP-4
> SlideStHP-9The 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
EXCC-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
PalmIW, st.HP-9HUGE 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
Sweepst.MP > IW, HP-106-25f low profile
Cross-upIW, st.HP-111-19f invincible
BackdashEXP-8CA 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-5StLK will work from any range
Hold “Hyouken”
-2Makes large “Hyouken” Shout

V-Reversal
Startup | Total16 | 41Details?
Can be paried if done after medium buttons-2 ob
Critical Art


-18Close 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
-4A lot of pushback
cr.MP
+2
cr.HPst.mk-7Likely cancelled into Orochi making it -2 oB or delayed as a frametrap
cr.MKstlp, TC-4TC is likely to whiff at the ranges where it’s used at
SweepEX hands / bhk-14Use EX hands if you have meter, bhk if you don’t. Both work at max range.
f+MK (OH)CrMP-6Has airborne frames

RASHID

Spinning MixerPunishoBNotes
Light
-2
> Mash 1st.MK-5
> Mash 2StHP-10 
MediumStHK-31Ends up behind you if started point blank, wait for him to land and punish
HeavyStHK-36Walk forward while waiting for him to land and punish grounded
EXCC-39Can walk forward to swap sides on block before punish.
Dash
-2In range of HB
> Mash 1TC-4
> Mash 2stHK-11 f.micro > st.MP is necessary to link into IW or st.HP
Wind
0Created from V-Trigger or corner set up with HK or EX Projectile > Roll
EX WindcrHP / HP counter
Can attack while landing, treat as an anti air in corner.
Fireball
Lightst.MK, stLK-5st.MK only reaches from point blank
Medium
-2
Heavy
+1Can cancel this into V-Skill, after roll will be +2
EX
+9Can neutral jump and get a full punish if he cancels from a normal
Eagle Spike
NormalStHK-20Walk forward a bit
DashStHK-21Lands further behind
> Wind
-20Lands behind the Tornado
EXStHP-9Ends behind you, from point blank it’s safe, sthp may whiff
> Wind
+1
Divekick
Normal, EXf.dash > st.MP-35 | +3 EX extends on hit and whiff, 
V-Skill
Hop+Kf.dash > st.MP-24 | +3
Roll+Kst.MK, StLK-6st.MP whiffs from far
Critical Art

f.dash > f.dash  | st.MP-512 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~ | 33Details1-25f Projectile/Strike Invincible, Does not hit, Ends up behind you
Escape VR
st.MP
+3
st.HP
0
st.MK
-2
st.LK
+2Primary Anti Air
st.HKTC  / StLP x hands-4TC whiffs at max range but difficult for rashid to space
cr.MP
+1Primary Anti-Air
cr.HP
-2Hits twice, only second hit will CC
cr.MK
-3CA whiffs from med~far blocks. Can low profile Mika’s Charged Dropkick
f+MP
-2Hits twice, only first hit is cancelable
f+HP (OH)Crmp-6Frame 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.

PeachPunishoBNotes
LightCrMP / CrLP-7 | -2Not often used at ranges where these punishes won’t connect.Use faster button if spaced (especially Heavy PEach)
MediumStHP-10 | -3
HeavyStHK-12 | 0
EXstHP-10Two hits instead of the three you get on hit.

Wingless
LightCan Dash twice and still be + enough to punishR43 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
MediumR40
Heavy, EXR37

V-Trigger
Neutral

God help your soul
Side


V-Skill
Mic Toss
+4If 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 | Total17 | 42Details1-28f 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.HPT1-4f total invincibility
Does not hit during CA freeze, 3 frame startup
Normals
st.MP
-2
st.HPCrMP / StLK-6CrMP close / SrLK further away.
st.MK
-3 | 0
st.HK (CC)StLP-4
st.HK (CC)
+2Vskill / HP Counter / StHP to interrupt 
cr.MP
-1Is NOT airborne
cr.MK
-2
cr.HP
-6 | -1Check with jab
Passion Pressst.HP-8
Rope Throwf.dash > any-27
f+HP (CC)
+3
d+MP (air)TC, st.MP, MB
st.MP when blocked close, TC from far
st.LK~MPStmk / 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

SlashPunishoBNotes
LightCA-7Reversal CA will work if you really wanna do some damage
Medium
-6Spaces out too far to punish
Heavy
-4
EX
-3
Roll
LightCrMP-6Leaves him point blank for full punish
MediumCrMP-7
Heavyst.HP, / CrMP-8
EX
-2
FBA > P
Normal
+1~3
EX
+3~4
Claw Normal
+3
Claw EX
+1Causes 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
-2Can 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
-22Does 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
FeintTC36FUpper body invincibility frame 6 until completionAlways check that on reaction
Attackst.HP, EXP, FE, CA-13Use correct punish according to range

V-Reversal
Short | Long31 | 41Details1-30f | 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, +2They’re all plus on block!
st.LP
+33 frame startup, true block string into itself!
st.HP
-1
st.HK
-1
cr.HP
-2
f+MK (OH)CrMP / StLK-6StLK will still whiff from absolute max range
st.MP~HK~VSStHK / CrLP-16st.HK does not hit crouch, -3 oB if stopped at HK, interrupt from crouch
Claws
st.HP
-2
cr.HP
+3
f+HPEX Hands / FE / CA-14Ex hands won’t work from all range can also VT2 slide crlp but timing is tricky
st.HP~HP~VSst.HP-10Cannot 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.HKStHP / 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

LungePunishoBNotes
Normal + VTst.MK-6-4 at max range
EXStHK-13

Stomp
Light Can be interrupted by mp counter-4unlikely to be in range for st.LP (-3 During V-Trigger)
Medium-2(-1 During V-Trigger)
Heavy0This is +2 during Necalli’s V-Trigger
EX
-2cr.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
-1OS: EXP in blockstun when in range of Necalli to punish baiting movement

V-Reversal
Startup | Total17 | 42Details1-30f Projectile/Strike Invincible
Can be parried after most mediums
Critical Art


-25
Normals
st.LK
+2Absolutely godlike normal!
st.MP
0
st.HP
-2
st.MK
+2
st.HK
-4StLP only point blank
cr.MP
+2
cr.HP
-4StLP whiffs from certain range and loses to lk stomp frametrap
cr.MK
-4StLP whiffs from certain range and loses to lk stomp frametrap
df+HP (OH)CrMP / Stlk-6CrMP whiffs from far. 12-20f airborne
df+HP (Charged)
+2
Divekick
-2 | +4st.MP or CG for any blocks above knees
st.MK~HK~VSst.HP / CrMP-9Time your punish for after the HK but before the V-Skill

KEN

TatsuPunishoBNotes
Light, Mediumst.HP-8, -9
HeavyCrLP > TC1-4Online this is -2 alternatively HP counter if done from fullscreen
VT Heavy
-2Can’t counter this one as it has projectile properties
Air Tatsu
Normal
?
EX
?
Fireball
Normal, VTst.HP, -9, -8EXP will punish at first hit range
EX, VT EX
+1, +3
V-Skill
Cancelst.HP / StMK
All normals cancelled into run oB are unsafe See table below
Step KickStMK / StLK-6Safe if spaced correctly | interrupt run with vskill / button
V-Reversal
Startup | Total12 | 35Details1-25f Projectile/Strike Invincible
Can be parried after most lights / mediums+2 on hit
Critical Art

f.dash > st.MP-26StHK
Can avoid chip with EX STep
NormalsRun cancel
st.MP, cr.MP
+1,+2 
-4 / -6
st.HP (CC)cr.LP-3Only punishable close-5
st.HK (CC)st.LP > TC-4Only punishable close-8
st.MK
-2Pressing crLP will interrupt TC2 frametrap-7
cr.MKStLP > TC-4Safe from far~max range-11
cr.HPst.HP-9st.MP > st.HP works at all but max range-10
cr.HKst.HP-12
-12
b+MP
-2
-6
b+MK (OH)st.MP, StLK-6

f+HK (OH)st.LP >TC-4TC only from point blank, st.LP x EX hands
TC1 (Punches)StHK / StHP-13StHP punishes even run cancel with CCStHK blocked after run cancel-8
TC2 (Kicks)st.MP, HB-64f 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 BullheadPunishoBNotes
Light, Mediumst.HP-10
Heavyst.MK-5
> VT CANCEL
+2
EXStLK-5Works at any range
> VT CANCEL
+13/+3
V-TriggerStHP-9
V-Trigger EXStLK-5
Headbutt Bullhorn
Normalst.HK-18
> VT CANCEL
        -2
EX
-19
> VT CANCELStMK-5
V-TriggerStHK-12
V-Trigger EXStHK-17
Chain
L, M, EXst.HP-21,-24Dash forward stlp | can vskill or parry the chain
Heavyfd+MPR31Dash forward and punish | throw hail
Dolphin Dive
NormalCrHPR28
EXNeutral jumpR47
Penguin Slide
Normalst.HP-8At the absolute max range (nonVT2) StHP will whiff
V-Reversal
Startup | Total16 | 36Details1-30f 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.MPst.MK-5
cr.MKStLP-4Only close range
Tackle (CC)StHP-8Will whiff at max range / super will work
cr.HPst.HP, EX hands-9Use super if you really wanna kill at max range
cr.HKbHK / EX Hands-11
SlideStHP-8
f+HK (OH)CrMP / StLK-6

CAMMY

JUST TAKE THE THROW

Spiral ArrowPunishoBNotes
LightStHK / StHP                                                                         StLK-12StLK for max range, StHK if point blank and StHP for mid range / EX
Medium-15
Heavy, EX-11
V-Triggerst.HP / StHK-13Use StHK if Cammy cornered herself, otherwise StHP.
Divekick
Normal
-7/+2Block 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
+2Interrupt startup with stHP (CC), Vskill or HP counter
V-Reversal
Startup | Total17 | 42DetailsCrosses up, airborne, 1-5f Projectile/Strike Invincible, 6-31f Fully Invincible
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.HPcr.LP-3CrLP from point blank
st.MK
-2
st.HK (CC)
-2
cr.MP
+1
cr.HP
-2
cr.MKCrLP-3CrLP from point blank
cr.HKst.HP, EX Hands-12EX Hands is your only punish from absolute max range (st.HP reach 99%)
f+HK
-2
b+MP
+1
b+MP~HKStHP / StHK-12EXB 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.

BlastPunishoBNotes
Light
-4
Medium
-1
Heavy
+2
EX + VT
+4
V-Trigger
+1

Scissor Kick
Light +VT
-4Check 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
+1Vreversal out of both of those
EX V-Trigger
+3

Inferno
NormalStHK / StHP-12-11-10Hard to recognize LP/MP versions from HP one, use StHP to be sure
StHP
EX
-1
V-Triggerst.MK / StLK-5
EX V-Trigger
+4

Stomp
Normal, EXBACK DASH
Back dash on reaction to the jump > whiff punish the landing
> P                                                        > Counter or Vskill
Reverse+2Backdash on reaction to the jump > delay counter or whiff punish landing
EX Reverse+13

VT1 Stomp
Normal, EXDASH FORWARD
Dash on reaction to the jump > whiff punish the landing (stHP)
> P                                               > Counter or Vskill
Reverse+2Counter
EX Reverse+13

V-Skill
Store
R30Parries and can release a fireball right away or store it for later
Release
+13

V-Reversal
Startup | Total16 | 37Details1-30f Strike Invincible, No airborne frames
Can be parried or thrown

Critical Art

StHP / STHK-40Wait 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.HPStLK-6Can 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)PunishoBNotes
LightCrMP / StLK-7CrMP point blank / StLK from further away will whiff at max range
MediumStHP / EX hands-10StHP whiffs fro mid to long range, ex hands works at any range
HeavyStHK / StHP-15StHK > Stmp at point blank | StHP from further away
EXStHK-19punish before second hit to avoid chip, enough time to StHK inbetween

Fireball (VTx)
LightStLK-6
Medium
-4
Heavy
-2Slow enough to be punished with ex mk step on reaction
EX
+2

Moonsault
Light     HP Counter
    StHP / CrHP
+1Slow enough to be countered or interrupted on reaction
Medium, Heavy+2, +3
EX+1

Tragedy Assault
LightStMK / StLP-5 | -4vs crouching
MediumCrMP-6
HeavyStHP-8
EXStHK-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
V-Reversal
Startup | Total~ | 44Details1-15f Projectile Invincible, 16-41f Fully Invincible, 42-44f Strike
Always ends up behind you at a specific range from activation, any movement does not change this

Critical Art

f.dash | -31Ends 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
0Check with crlp
st.HPst.MK / StLK-5StLK works at ant range
st.MK
0Check with crlp
st.HKcr.LP-3cr.LP whiffs at med~far range
cr.MP
+2
cr.HP
+3
cr.MKStLP-4Will most likely whiff | use Crmp or Stmp to check (+2)
cr.HKst.HP, EXP-12EXP is your only punish from far~max range
Bazooka Kneecr.LP, TC, st.MK-5 | -2Punish changes with spacing, safe at max range
f+MKcr.LP-3cr.LP will whif from far | check with stmp (+2)
f+MP (OH)CrMP / StMK-6
f+HKCA-3CA whiffs at max range
f+HPStHP | Ex hands-13EX 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!!!

LegsPunishoBNotes
NormalStHP-8, 9, 10
EX
-2

Fireball
Normalst.LP, TC-4, 5, 6Only punishable very close, impossible to identify strength
EX
+1

SBK
LightCrMP-6EXP, CA only option from far
Medium, HeavyStHP-8
EXCC-16

Air Legs
Light, Medium
-2HP counter as anti air
Heavy
-6
EX
-9

V-Skill

st.MP-24Walk forward a bit before she lands

V-Reversal
Startup | Total12 | 37Details1-15f Projectile/Strike Invincible
Can be parried

Critical Art


-20Leaves 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
-5Even at point blank StLK whiffs | walk forward jab to take your turn
st.MK
-2
cr.HPst.MK > TC2-5After single hit cr.HP use EXT instead
st.HK (CC)
-2
cr.MK
-2
CrHKStHK / StHP / EX Hands-12
f+MP
0
b+HP (CC)
+2
f+HK (OH)
-2
df+MK
-2
df+HK
+4Cross-up | Anti air with HP counter
Slidest.Mk / st.HP / StLK-8Safe 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.

TatsuPunishoBNotes
NormalStHP / 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
EX
-19 The punishes
Air Tatsu
Normal
-3 | +2HP counter as anti air
EXany combo
14f of landing recovery, punish is the same on whiff and block
Fireball
Normalst.MP, EXP-6EXP will whiff at max range
EX
+2
VT: Level 2cr.LP, CA-4You have to be very close for both of these to connect after block, unlikely
VT: Level 3
GBGuard breaks, scales damage to 60%
VT: EX Lvl 2
GBGuard breaks, scales damage to 60%
Donkey Kick
NormalSrHK / StHP-16Walk forward slightly and sthk
EXStHK / StHP-16
V-Skill


R32Not really a way to react in time from far but close~med st.HP 
V-Reversal
Startup | Total17 | 42Details1-30f Projectile/Strike Invincible
Can be parried
Critical Art

st.HP, cr.HP-171-3f 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.HPst.HP-10
cr.MK
-3
f+MP (OH)CrMP-6
b+HK
-2
TCst.HP-7Able to crouch anytime in the TC before the last hit, st.HK then whiffs

URIEN

TacklePunishoBNotes
Lightst.MP, TC, cr.LP-5Can punish with cr.LP > LPP close to max distance
MediumStHP / CrMP / CrLP-9Safe from Round Start range
HeavyCrMP / CrLP / StMP-6cr.LP punish from round start range, st.MP from anywhere inside that
EX
-2 Fastest thing known to man
Fireball
LightCrMP-7 | +4Can charge to Lvl 2
Medium-7 | +2
EX Ground
+1 | +13
Heavy, EX Air

Cannot hit grounded opponents
Headbutt
Normalcr.LP, st.MP-2Does not hit crouching opponent, listed punishes are vs whiff
EXCC-17st.HK punish from max rangeMeaty with cr.LK, cr.LP and st.LP to block EX headbutt in time and CC
Kneedrop
Lightcr.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, HeavyCrMP / StMP-7 | 0
EXEx Counter+1 | +6
Aegis Reflector
Normal
+17
V-Reversal
Startup | Total16 | 41Details1-30f Projectile/Strike Invincible
Can be parried
Critical Art

f.dash | StHK-47Can f.dash twice if necessary
V-Reversal first hit reduces chip (5)
Normals
st.MP
+3
st.HP
-2
st.HP
+5Can be parried on reaction theoretically
st.MK
-2
cr.MP
0
cr.HPst.MP, st.HP-8Can be made safe or ambiguous if cancelled into EX Projectile or Knee
cr.MK
-2
CrHKStHP / Ex Hands-14Ex hands works from any range
st.HK
-2-1 vs crouching
st.HK (OH)
+2Can be parried / jabbed on reaction theoretically
f+MP
-2
f+HP (OH)StHP-8Will whiff at absolute max range
f+MP~f+HPStHP-8Will whiff at absolute max range
Step KickTC, st.LP, CA-4TC from close range, st.LP from half range, CA guaranteed punish
st.LP~MPCA-4CA, 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.

StorePunishoBNotes
Normal
-2

Release
Light
-2
Mediumcr.LP-4Cancelled into L Release is a 4f trap. 8-22f airborne
Heavy
-6StLP will beat MK release
EX
-2In range for HB, beware of EX Pinwheel

Pinwheel
Lightcr.LP, st.HP-3 (-8)cr.LP whiffs from far, -8 if blocked while crouching
Med, Heavy, EX
-30Punish during landing frames, can be crush countered

Axe Kick
Normalst.MP-6Safe if spaced JUST right
EX
-2In range for any CG

V-Trigger



Bunch of shit, can cancel lk charge after sweep for frametraps

V-Skill
TapStHP-10Cross-up
HoldStHK-18Cross-up, can be dash cancelled to use later

V-Reversal
Startup | Total15 | 43Details Has only 1 Active Frame
Can be parried

Critical Art


-15Fully 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.HPCA-3CA whiffs at max range
st.MKCA-4Hits twice, only first hit is cancelable
st.HK (CC)TC, CA, st.LP-4TC will whiff from far
cr.MP
0
cr.HP (CC)st.MP, EXB-5In range to followup st.MP with IW and st.HP
cr.MK
-2
CrHKStHP EX hands-12Don’t attempt to punish in VT (may use EX SE to beat the fireball hten)
f+MK (OH)CrMP-6CrMP will work at any range
b+HK
-2Hits twice, only second hit is VT cancelable
st.MP~f+HPStHK-12If first hit is blocked crouching the f+HP will always whiff

BALROG

GIVE ME MONEY SO I CAN BUY CHARACTERS LOL

Dash StraightPunishoBNotes
LightStlp-4Safe at max distance, 
MediumCrmp / StMK-6Safe from 3/4 screen 
Heavy-7Safe from full screen 
EX
+1Ex parry after blocking lol
Dash Upper
Normal, EXStHK / StHP-10, -14Normal does not hit crouch, st.HP is a guaranteed punish at any range
Dash Low
NormalCrMP / StMK-7EXP 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 StraightStHP ?-13Too far away for anything else
Final UpperStHK ?-21
V-Skill KKB
HookTC1-4
OverheadCrMP-6
V-Reversal
Startup | Total16 | 31Details1-28f 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.MStMP / StLP-7Hard to react to
L.M.HStHP-8
st.MK~MPStHP-8
cr.MK~cr.MKStHP-6

IBUKI

RaidaPunishoBNotes
NormalStHK / STHP-12
EX-11
Kunai
Normal
-2 | +3Frame adv changes depending on the normal and range it’s cancelled from
EX
+18You should v-reversal this
Release
+9-2 frame advantage for each missing kunai. -1 if using only a single kunai
V-Skill
TapEXP-5EXP can be blocked at max range
Hold
-2
V-Reversal
Startup | Total15 | 52Details1-13f Projectile/Strike Invincible, 14-37f Fully Invincible, 38-41f Low Profile
CANNOT BE PARRIED
Critical Art

StHK-20

Normals
st.MP
+2
st.HPstLK-5 is likely cancelled into Kunai / TP
st.LK
-2
st.MK
+2
st.HK (CC)
-2
cr.MP
-1
cr.HPcr.LP, CA-3cr.LP only close, CA guaranteed, is likely cancelled into Kunai / TP
cr.MK
-3Unlikely to be used at punishable range. If close cr.LP / CA
cr.HKst.HP / EX hands-12
f+MK (OH)
-2Jab or parry on reaction
f+HK (CC)
-3
b+MP
-1
L.M.Hst.MK-5
L.M.L
-2Throw / crlk
st.MK~cr.HK~HK

After blocked cr.HK the st.HK always whiffs, punish with any combo
cr.MP~f+HKst.MP, EXT, CA-5st.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.

Sonic BoomPunishoBNotes
Normal
+2
EX
+1
Sonic Break
+1V-Trigger, doesn’t need charge
Sonic Cross
Light
+12If close enough you can sweep the initial vskill
Medium, Heavy
+14
EX
+21
V-Reversal
Startup | Total16 | 40Details?
Can be parried
Critical Art

jf.HK > IW, st.HP-39 Hold up forward while blocking
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.HPStLP-4
st.MK
-1
st.HK
-3CrLP can punish at short range
cr.MP
+1
cr.HPStLP-4Can punish at short range
cr.MK
-4StLP at VERY short range
df+HKCA-3CA guaranteed at all except max range
b,f+LK
-3Perfectly spaced is +/- 0 oB
b,f+MK
-2
f+HP (CC)
-1
f+HK
-2
b+HP (CC)
-1
f+MP (OH)CrMP / StLK-6Even StLK will whiff at max range
cr.MK~f+MP (OH)CrMP-6Can be interrupted before the OH with StLP > TC
cr.LK~s.MP~f+HPStHP-8If 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 ChopPunishoBNotes
Normal
-4
EX
-2
Elbow
Light
-2
Medium
-6SEND ME MONEY SO I CAN BUY CHARACTERS
Heavy
-7
EX
-10
Stomp
Normal
-5
EX
+2
Headbutt
Normal
R30
EX
R49
V-Trigger
Tap
-8Will always be -8 no matter how long it is charged
Charged
GBGuard breaks, Scales to 60% & reduced hitstun.
V-Reversal
Startup | Total16 | 36Details1-30f 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

GramPunishoBNotes
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
ElbowCross-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
ElbowCross-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 | Total17 | 42Details
Can be parried
Critical Art

f.dash > st.HK-33
Normals
st.LP
+2
st.MP
+3
st.HPStLK / StMK / CrLP-5Can cancel into diagonal gram which will beat any standing button
st.LK
+2
st.MK
+2
st.HK
-2Check 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.HKst.HP-8StHP reaches from max range | activate VT into +7 state
f+HP (OH)CrMP-6CrMP reaches from max range

YOUNG

PalmPunishoBNotes
LightStLP-4Will mostly be out of range to punish | check with walk forward stmp (+2)
Medium
-2Check with StMK / StMP
Heavy
+2
EX
+2
Can try to interrupt with a parry for the slower safer ones

Shoulder
NormalCrMP-6Hitstun 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
SlideStHK-21
OverheadStMK / StLK-5 Unless overhead hits SUUUPER far stmk will reach
EX
SlideStHK-21
Overhead
-2Safe 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
VskillCrMP / StLK-7CrMP will whiff at max range

V-Trigger


?
Will mostly be used to frame trap after sweep I guess.

V-Reversal
Startup | Total17 | 42Details
Can be parried 

Critical Art

Dash StHK-33
If blocked at distance can get jump in punish, timing is tight

NormalsRun 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.HPStLK-5Will whiff at long range
cr.LK
+2

cr.MKstLP-3Other than point blank take your turn with stmp
SlideStHK / StHP-13See with range what to go for
Slide (late)StHP-10Does not knock down oH
f+HP (OH)CrmP / StLK-6

Target Combos
StHP x 2StHP-8
st.HP~HP~VSCrMP-7Unlikely to happen
cr.HP~HPStHP-10
cr.HP~HP~VSCrMP-7Unlikely to happen
st.MP~HPCrMP-6
st.LP~MPCrHP / StLK-7
LMHStHK-11
LMH~HKStHK-16
LMH~cr.HKStHK-15Ends with back-throw no blockstun. Press StHK after LMH like you would normaly

MENAT

Soul SpherePunishoBNotes
Light, Mediumst.HP-8Will only work if cancelled from relatively close
MediumEx Hands-11
Heavy
-4
EX L+M
+3Very slow start-up, interruptible if cancelled off all normals except cr.HP
EX L+H, M+Hst.HP, EXP-10Similar 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
Neutralst.HK-18f.micro st.MP > st.HP works point blank
Crouchst.HP-16
-Orb
NeutralCrMP-6Orbless reflect may be cancelled into soul sphere recall making it safe oBThrow if close enough ?
CrouchCrLP-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 | Total23 | 43Details1-39f 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-3Will work at any range if you ever block it
cr.MK
+2
cr.HK (CC)st.HP, EXP-11EXP is your only punish from max range
Slide
-10(+0)HB reaches after block at any range
Overheadst.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.MPst.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-8If hit meaty from the unlikely max range use st.MP
cr.HP (CC)st.MP-5Cancels 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 PunchPunishoBNotes
Lightst.HP, st.HK-19May need to walk forward before hitting a button
Medium-16
Heavy-19Does not hit crouch
EX-23Frame 3 Armour

Giant Flip
Light
0Minimum adv, True block string when cancelled from a normal
Medium
1Minimum adv, 8 frame gap when cancelled from a normal
Heavy
2Minimum adv, 11 frame gap when cancelled from a normal
EX
-2Minimum 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
Punchst.HP, IW, EXP-9
Overheadst.MP, st.HP, IW-12Need to walk forward a bit for st.MP > st.HP link
Grab
KD3 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)
Punchst.HP, IW, EXP-9
Overheadst.HP, IW-11
Grab
KD3 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 | Total16 | 49Details1-42f Projectile/Strike Invincible
Is NOT airborne > Can be parried with MP counter

Critical Art
Startup1+3 Frames-95Invincible 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.HPcr.LP, CA-3Any charge, long blockstun
b+HPCrMP StLK-6Hard to punish from certain ranges
f+HP
1Any charge, does not hit crouch
cr.HK (low)st.HK-14
st.LP~LP
3Blocked from point blank Abigail may tick with LK or EX CG after
cr.LP~LP
3
b+HP~HPStHP / crMP-9Leaves him point blank for full combo
Overheadst.HP-8Wil whiff at max range
Command Grabs
KDStarts up in 6 frames

ED

FireballPunishoBNotes
Sparkcr.LP-3cr.LP only works close
> ShotStLP-4Only works VERY close
> EX Shot
+8
Psycho Upper
Normalst.HK-16f.micro > st.MP > st.HP after close block
EXCC-20Crush-Counter
Upkicks
RisingCC-38Crush-Counter
Flicker (1-2-3)
Normalcr.LP-3cr.LP hits on close range
st.HP (Hold)
Normal
-2Doesn’t hit cross-up but ends on other side unless you are corneredMay mash EX psycho upper after that
V-Skill
Ground
-2May mash EX Psycho upper after that
> Hold
+3Either jump forward on reaction or EX mk Step to go through
Air

Whiffs on grounded opponents
V-Trigger


+48Two speeds slow and fast, 16f start-up can interrupt, may reversal on cancel
V-Reversal
Startup | Total1 | 29Details1-29f Projectile/Strike Invincible
Is not an attackEnds up behind you
Critical Art


-21Ends 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-4st.LP will work from most ranges
cr.LP
+3
cr.MP
+2
cr.HP (CC)st.MP, EXP-5st.MP from close-mid
cr.LK
0
cr.MKcr.LP-3Will probably cancel into flicker to be safeish
cr.HK (CC)StHP-10

KOLIN

HandsPunishoBNotes
Lightst.LP -4You may eat a parry after that online
MediumCrMP-6
HeavyStHP / CrMP-9
EXTC-4You may eat a parry after that online
Hailstorm
Light, EXStHPStMK > TC2-8If 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
ShortDash Punchst.HK / StMK-12 | -4StHK if obvious point blank | crmp > TC2 otherwise
EX Dash PunchTC, HB-9 | -1From max range this is safe
Mediumcr.LK~cr.HKst.HP, LPP-12Sweep is a frame trap | no kolin uses that
cr.LK~cr.HPst.HP-8May happen after dropped VT2 slide combo
cr.MP~HP
-2May eat a parry there (throw / low less risky)
AirLK~MK
+9Even less kolin uses that
V-Trigger I
1st hit
+32No kolin uses those anymorePotential throw loop in corner, massive chip damage
2nd hit
+26
V-Trigger II
Frost EdgeStHK | CrMP-11|-6Use StHK if obvious point blank FE, CrMP otherwise
Can empty cancel to stay +

V-Skill
Slashst.HP-8Do not let her get away with this
V-Reversal
Startup | TotalR33Details1-24f Projectile/Strike Invincible, Does not hit, Ends up behind you
Side switch – Easily punishable from fast normals
Critical Art

f.dash or nj.HP-37If you block this close you can get a jump-in combo
Unavoidable chip at up to footsie range
Normals
x.MP
+2Will either micro walk forward crMP / throw or frametrap with stMK
st.HP
-4From point blank StLP will whiff. May throw another one right after.
st.MK
-2May press a button after | check with stmp or stmk if they do
st.HK
-2
cr.HP
-3
cr.MK
+1Can still challenge with crLP because most will follow it up with StLK
f+MK (OH)st.MP > IW, HP-6Safe at max range, st.MP will not link into IW or st.HP from far
b+HK
-2
L.M.HStHP-9[ -6 if stopped after MP, punish with st.MP or raw EXP from max range ]
st.MK~HP~VSStHK-12[ -9 if stopped after HP, punish this with st.HP ]

AKUMA

TatsuPunishoBNotes
Light, Mediumst.HP StMP-11, -8If it hits late use faster button, point blank use StHK for light StMP for Medium
HeavyStHK-39Wait for him to land and punish on block
EXcr.HP, EXP-19cr.HP will only connect after point blank block
Fireball
Normal, Redst.MP-6st.MP will only connect after very close range
Air Fireball (All)Silver edgeVery +
Anti air far jumpin with Vskill, forward movement makes you avoid air hadoRead the fireball and do preemptive LK step 
EX, EX Red
+1, +8EX Red Causes grey life damage at close rangeNeutral jump EX red fireball 
V-Trigger
+1
Demonflip
Slide
-2Close 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
Punchst.HP-10StHP should work most of the time
Kickst.HK-13In VT1 may go for ye olde cheeky raging demon
V-Reversal
Startup | Total16 | 31Details1-28f Projectile/Strike Invincible
Can be parried with MP counter
Critical Art

f.dash | st.HP-30f+HP will whiff after forward dash
Normals
st.HPst.MK StLK-5StLK will work 99.9% of the time
cr.HP
+3
st.HK
-2
f+MP (OH)CrMP StLK-6StLK will work at absolute max range
f+HP
-2Can react to startup with MP counter or Crmp after he lands for full combo.
b+HPst.HP-10
st.HK~HK
0Can crouch to avoid Second HK and whiff punish
st.HP~HPst.HK-12Will 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

FireballPunishoBNotes
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.LPPunish+?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 BallPunishoBNotes
LightVT2 only-21Bounce back half screen away. Safe without VT2 but can be catched with VSkill or HP counter
MediumDash Stlp-21Bounce back 25% screen away | Dash in range
HeavyStHK-21Boucnes back 10% screen away | walk forward StHK
EXVT2 only-21Bounce 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
LightDash StHKJump forward HK ?-36
Medium-36
Heavy-34
EXCC-30Dash 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
PunchStHP-8
Electricity
Normal
+3
EX
+6
VT
+2
V-Reversal
Startup | Total13 | 23Details-2 ob
Can be parried with MP Counter
Critical Art

Neutral jump HK-37
Normals
x.LP
+2
Stmp
+0
StHP
-6Can be cancelled into electricity or balls
StLK
+3
StMK
+2
StHKStLK-5Will whiff from a certain range
CrMPStlp-3Can be cancelled into electricity or balls
CrHPCrLP-3Point blank range
CrLK
+1
CrMK
-1
CrHKStHK StHP Ex Hands-12Ex hands works from any range
Slide StHP-16
Target ComboWalk forward StHK-19
OverheadCrMP StLK-6CrMP works 99.9% of the time

FALKE

CODY

G

SAGAT