Silber(KOFXI): Unterschied zwischen den Versionen
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! style="width:100px;background-color:#D9D9D9;" | Move | ! style="width:100px;background-color:#D9D9D9;" | Move | ||
! style=" | ! style="background-color:#D9D9D9;" | Hitbox | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''[4],6B''' | | style="background-color:#F9F9F9;" |'''[4],6B''' |
Version vom 6. September 2021, 22:44 Uhr
Silber ズィルバー | |
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Tiers & Ranking | |
Tier: | C to B |
Ratio Cost: | 3 Points |
Properties | |
Damage Modifier: | 0.97 |
Stun Modifier: | 0.96 |
Crouch height (Tier): | C |
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 4 | 4 | +3 | +2 | |
5A(f) | 8 | 4 | +0 | -1 | |
5B(c) | 4 | 4 | -1 | -2 | |
5B(f) | 8 | 4 | -6 | -7 | |
5C(c) | 7 | 6 | +5 | +4 | |
5C(f) | 12 | 4 | -4 | -5 | |
5D(c) | 8 | 2+5 | -2 | -3 | |
5D(f) | 14 | 5 | -10 | -11 | |
5E | 15 | 5 | KD | -7 | |
GC | 9 | 5 | KD | -? | |
6A | 16 | 5 | KD | -14 | Head invul F11-35. Wall Bounce. |
6A(can) | 12 | 4 | -11 | -12 | Head invul F7-29. |
6B | 13 | 3 | -10 | -11 | F1-6 not in CH-state. Airborne F7-30. CH-state F7-15. |
6BB | 12 | 4 | KD | -5 | F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16. |
Saving Shift | ? | n* | / | / | Active until landing. 4F/5F recovery (hit/whiff), less than most other characters. |
2A | 7 | 4 | +2 | +1 | |
2B | 8 | 5 | -2 | -3 | F13-24 recovery. F17-22 completely invul + 2F regular recovery. |
2C | 14 | 3+4 | KD | -14 | Launches on hit. |
2D | 9 | 4 | KD | -12 | |
small A | 5 | 6 | / | / | |
j.A | 5 | 6 | / | / | |
small B | 5 | 8 | / | / | |
j.B | 5 | 8 | / | / | |
small C | 11 | 6 | / | / | |
j.C | 11 | 6 | / | / | Hard Knockdown |
small D | 9 | 5 | / | / | |
j.D | 10 | 5 | / | / | |
small E | 9 | 5 | / | / | |
j.E | 11 | 8 | / | / | |
[4],6B | 12 | 18 | KD | -20 | Airborne F9-31. Recovery F32-53 (24F). |
[4],6D | 18 | 18 | KD | -23 | Airborne F15-36. Recovery F37-62 (62F). |
[2],8B | 27 | 6 | KD | -22 | Overhead. Low profile F1-5. Airborne from F6. |
[2],8D | 27 | 6 | KD | -22 | Overhead. Moves forward slightly. Low profile F1-5. Airborne from F6. |
214P | 8 | 15 | KD | / | Counter. Hurtbox moves behind collision from F5. |
632146P | 2 | 15 | KD | / | Counter Super. F1 invul. Hurtbox moves behind collision from F2. |
2363214P | 17 | 13 | KD | -7 | F1-6 invul. Airborne from F17. Enlarged collision box during startup. |
236236B | 24 | 6+4 | KD | -9* | 2 Hits, while falling & on impact. First hit is overhead. F1-23 invul. *=Guard crush, but -9 anyway. |
236236D | 28 | 6+6 | KD | -7* | 2 Hits, while falling & on impact. First hit is overhead. F1-27 invul. *=Guard crush, but -7 anyway. |
[4],646E | 5 | 17 | KD | -50 | Only F1 invul. Airborne F2. |
Special Attributes & Bugs
- Wakes up 4F faster on face up knockdown
- Has no collision on back ukemi (can run through)
- Silber's Back Ukemi takes 21+1F instead of the regular 22+1F
- Silber's Front Ukemi takes 26+1F instead of the regular 22+1F
- Silber's 2B is invul during its recovery.
- Silber's back roll is fully invulernable: F1-32 invul, 1F recovery (this frame is the "can only guard" frame, which means he cannot be punished).
- Silber has NO invulnerability if doing a regular shift to him, while he is jumping in.
- Silber's throw can be saving shifted (character-specific, eg. works with Ash, not with Jazu). This can lead to bugs, eg. when both players trade and go K.O., they become invincible.
- Silber has a bug super, done by pressing A+B+C+D. The super does nothing and has no special properties, it just causes a super freeze that briefly doesn't allow Silber to act.
- Silber's 6B and 6BB do not have counter hit state during the beginning of their startup. This is an exception to all other command normals in the game.
- Has less landing recovery after Saving Shift: only 4F/5F (hit/whiff) instead of the usual 9F/10F
- Silber's 2A,5B(f), 2C & 5C(f) play their attack sounds multiple times in rapid succession instead of once. Compare 2A to 5A to hear the difference.
Combos
- (smalljump C or D)>5A>5A>6A>Super
- j.E (counter hit ) > \/ > j.C > \/ > OTG 236236K, Source: Sawakoro
Okizeme
Matchups
Vs Oswald
Since Silber wakes up 4F faster on face-up knockdown, he can punish ACE on hit with LDM.
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber