Malin(KOFXI): Unterschied zwischen den Versionen
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Zeile 40: | Zeile 40: | ||
| 5B(f) || 8 || 3|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span> || | | 5B(f) || 8 || 3|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span> || | ||
|- | |- | ||
| 5C(c) || 5 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||Les activation range than 5D(c). | | 5C(c) || 5 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||Les activation range than 5D(c) but same damage. | ||
|- | |- | ||
| 5C(f) || 10 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> || | | 5C(f) || 10 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> || | ||
|- | |- | ||
| 5D(c) || 5 || 4|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||Not a low hit. More activation range than 5C(c). | | 5D(c) || 5 || 4|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||Not a low hit. More activation range than 5C(c) but same damage. | ||
|- | |- | ||
| 5D(f) || 11 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Airborne F7-21. | | 5D(f) || 11 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Airborne F7-21. | ||
|- | |- | ||
| 5E || 20 || 12|| KD|| <span style="color: red;">-19/-17</span>* ||*=point blank / max range. | | 5E || 20 || 12|| KD|| <span style="color: red;">-19/-17</span>* ||*=point blank / max range. Cannot be cancelled. | ||
|- | |- | ||
| GC || 6 || 4|| KD|| <span style="color: red;">-13</span> || | | GC || 6 || 4|| KD|| <span style="color: red;">-13</span> || | ||
Zeile 92: | Zeile 92: | ||
| j.E || 11 || 4|| /|| / ||Different than smalljump E | | j.E || 11 || 4|| /|| / ||Different than smalljump E | ||
|- | |- | ||
| 236A|| 11 || 14|| <span style="color: red;">-8</span>*|| <span style="color: red;">-9</span>* ||Airborne F9-24. *=point blank. F1-8 + 11-24 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. Juggle state on air hit: F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited. | | 236A|| 11 || 14|| <span style="color: red;">-8</span>*|| <span style="color: red;">-9</span>* ||SC. Airborne F9-24. *=point blank. F1-8 + 11-24 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. Juggle state on air hit: F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited. | ||
|- | |- | ||
| 236C|| 16 || 23|| <span style="color: red;">-14</span>*|| <span style="color: red;">-15</span>* ||Airborne F14-38. *=point blank. F1-13 + 16-38 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. Juggle state on air hit: F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited. | | 236C|| 16 || 23|| <span style="color: red;">-14</span>*|| <span style="color: red;">-15</span>* ||SC. Airborne F14-38. *=point blank. F1-13 + 16-38 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. Juggle state on air hit: F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited. | ||
|- | |- | ||
| 623A || 7 || 16|| KD|| <span style="color: red;">-31</span> ||Airborne from F7. 17F landing recovery. | | 623A || 7 || 16|| KD|| <span style="color: red;">-31</span> ||Airborne from F7. 17F landing recovery. Juggle state: JA only. CH juggle state: F1-10 full, F11-30 limited, F31-landing JA. | ||
|- | |- | ||
| 623C || 9 || 1+16|| KD|| <span style="color: red;">-34</span> ||Airborne from F9. 19F landing recovery. | | 623C || 9 || 1+16|| KD|| <span style="color: red;">-34</span> ||SC. Airborne from F9. 19F landing recovery. Juggle state: F1-10 full, F11-30 limited, F31-landing JA. On CH: same but F11-landing limited. | ||
|- | |- | ||
| 214A || 50 || 74||<span style="color: blue;">+18</span> || <span style="color: blue;">+17</span> || | | 214A || 50 || 74||<span style="color: blue;">+18</span> || <span style="color: blue;">+17</span> ||Negates projectiles from F44. Total duration 63F. Travels shorter than 214C. | ||
|- | |- | ||
| 214C || 56 || 68||<span style="color: blue;">+24</span> || <span style="color: blue;">+23</span> || | | 214C || 56 || 68||<span style="color: blue;">+24</span> || <span style="color: blue;">+23</span> ||Negates projectiles from F44. Total duration 63F. Travels further than 214A. | ||
|- | |- | ||
| 236B || 13 || 3|| KD|| <span style="color: red;">-11</span> || | | 236B || 13 || 3|| KD|| <span style="color: red;">-11</span> ||Hit 1+2SC, Hit 1-3 QS. | ||
|- | |- | ||
| 236D || 24 || 3|| KD|| <span style="color: blue;">+5</span> ||Negates projetiles from F22. Note: only works against Jazu's 623A (bug?) | | 236D || 24 || 3|| KD|| <span style="color: blue;">+5</span> ||Hit 1+2SC, Hit 1-3 QS. Negates projetiles from F22. Note: only works against Jazu's 623A (bug?). Does not combo from hard attacks. | ||
|- | |- | ||
| j.X+AC || 22 || 16|| /|| / ||F1-14 no counterhit state. F15-21 counterhit-state. 15F landing recovery. Can be cancelled into any other j.AC, once, while active. Reaching a certain height blocks the cancel. Juggle state on air hit (first and followup): F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited. | | j.X+AC || 22 || 16|| /|| / ||SC. F1-14 no counterhit state. F15-21 counterhit-state. 15F landing recovery. Can be cancelled into any other j.AC, once, while active. Reaching a certain height blocks the cancel. Juggle state on air hit (first and followup): F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited. | ||
|- | |- | ||
| 236236K || 4 || 4|| KD|| <span style="color: red;">-11</span> ||Invulnerable F1-3. | | 236236K || 4 || 4|| KD|| <span style="color: red;">-11</span> ||DC. First hit has SC & QS. Invulnerable F1-3. | ||
|- | |- | ||
| j.236236P || 7 || n|| KD|| <span style="color: red;">-</span> ||Invulnerable F1-8. 30F landing recovery. A-Version = narrow; C-Version flat angle. | | j.236236P || 7 || n|| KD|| <span style="color: red;">-</span> ||Invulnerable F1-8. 30F landing recovery. A-Version = narrow; C-Version flat angle. | ||
Zeile 171: | Zeile 171: | ||
| style="background-color:#F9F9F9;" |<span style="color: blue;">+4</span> | | style="background-color:#F9F9F9;" |<span style="color: blue;">+4</span> | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
| style="background-color:#F9F9F9;" |Less activation range than 5D(c). | | style="background-color:#F9F9F9;" |Less activation range than 5D(c) but same damage. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5C(f)''' | | style="background-color:#F9F9F9;" |'''5C(f)''' | ||
Zeile 189: | Zeile 189: | ||
| style="background-color:#F9F9F9;" |<span style="color: blue;">+3</span> | | style="background-color:#F9F9F9;" |<span style="color: blue;">+3</span> | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
| style="background-color:#F9F9F9;" |Not a low hit. More activation range than 5C(c). | | style="background-color:#F9F9F9;" |Not a low hit. More activation range than 5C(c) but same damage. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5D(f)''' | | style="background-color:#F9F9F9;" |'''5D(f)''' | ||
Zeile 207: | Zeile 207: | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-19</span>/<span style="color: red;">-17</span>* | | style="background-color:#F9F9F9;" |<span style="color: red;">-19</span>/<span style="color: red;">-17</span>* | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
| style="background-color:#F9F9F9;" |*Old Japanese data lists this move as 21F startup. *2=point blank / max range. | | style="background-color:#F9F9F9;" |*Old Japanese data lists this move as 21F startup. *2=point blank / max range. Cannot be cancelled. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''GC''' | | style="background-color:#F9F9F9;" |'''GC''' | ||
Zeile 344: | Zeile 344: | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-8</span>* | | style="background-color:#F9F9F9;" |<span style="color: red;">-8</span>* | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-9</span>* | | style="background-color:#F9F9F9;" |<span style="color: red;">-9</span>* | ||
| style="background-color:#F9F9F9;" |Airborne F9-24. *=point blank. F1-8 + 11-24 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. | | style="background-color:#F9F9F9;" |SC. Airborne F9-24. *=point blank. F1-8 + 11-24 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236C''' | | style="background-color:#F9F9F9;" |'''236C''' | ||
Zeile 352: | Zeile 352: | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-14</span>* | | style="background-color:#F9F9F9;" |<span style="color: red;">-14</span>* | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-15</span>* | | style="background-color:#F9F9F9;" |<span style="color: red;">-15</span>* | ||
| style="background-color:#F9F9F9;" |Airborne F14-38. *=point blank. F1-13 + 16-38 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. | | style="background-color:#F9F9F9;" |SC. Airborne F14-38. *=point blank. F1-13 + 16-38 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''623A''' | | style="background-color:#F9F9F9;" |'''623A''' | ||
Zeile 368: | Zeile 368: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-34</span> | | style="background-color:#F9F9F9;" |<span style="color: red;">-34</span> | ||
| style="background-color:#F9F9F9;" |Airborne from | | style="background-color:#F9F9F9;" |SC. Airborne from F10. 19F landing recovery. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''214A''' | | style="background-color:#F9F9F9;" |'''214A''' | ||
Zeile 392: | Zeile 392: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-11</span> | | style="background-color:#F9F9F9;" |<span style="color: red;">-11</span> | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Hit 1+2SC, Hit 1-3 QS. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236D''' | | style="background-color:#F9F9F9;" |'''236D''' | ||
Zeile 400: | Zeile 400: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: blue;">+5</span> | | style="background-color:#F9F9F9;" |<span style="color: blue;">+5</span> | ||
| style="background-color:#F9F9F9;" |Negates projectiles from F22. Note: only works against Jazu's 623A. Bug? | | style="background-color:#F9F9F9;" |Hit 1+2SC, Hit 1-3 QS. Negates projectiles from F22. Note: only works against Jazu's 623A. Bug? Does not combo from hard attacks. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.X+AC''' | | style="background-color:#F9F9F9;" |'''j.X+AC''' | ||
Zeile 408: | Zeile 408: | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |F1-14 no counterhit state. F15-21 counterhit-state. 15F landing recovery. Can be cancelled into any other j.AC, once, while active. Reaching a certain height blocks the cancel. | | style="background-color:#F9F9F9;" |SC. F1-14 no counterhit state. F15-21 counterhit-state. 15F landing recovery. Can be cancelled into any other j.AC, once, while active. Reaching a certain height blocks the cancel. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236236K''' | | style="background-color:#F9F9F9;" |'''236236K''' | ||
Zeile 416: | Zeile 416: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-11</span> | | style="background-color:#F9F9F9;" |<span style="color: red;">-11</span> | ||
| style="background-color:#F9F9F9;" |Invulnerable F1-3. | | style="background-color:#F9F9F9;" |DC. First hit has SC & QS. Invulnerable F1-3. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.236236P''' | | style="background-color:#F9F9F9;" |'''j.236236P''' | ||
Zeile 437: | Zeile 437: | ||
==Special Attributes & Bugs== | ==Special Attributes & Bugs== | ||
*Malin is the only character that cannot cancel her 5E. | |||
*Malin can QS her LDM, but only if she dream-cancelled into it from 236236K. | *Malin can QS her LDM, but only if she dream-cancelled into it from 236236K. | ||
*If Malin's LDM hits at the last possible moment as an OTG so that the Hammer does not count towards the combo counter, it is a combo anyway and damage scaling is reset.''<br> | *If Malin's LDM hits at the last possible moment as an OTG so that the Hammer does not count towards the combo counter, it is a combo anyway and damage scaling is reset (see combo section).''<br> | ||
== Combos == | == Combos == | ||
=== Basic Combos === | === Basic Combos === | ||
*'''(j.C>)2B>2A > various followups:''' the starter of choice from a low hit. Note that | *'''(j.C>)2B>2A > various followups:''' the starter of choice from a low hit. Note that 6B only combos from hard attacks and is not an option here. | ||
**236A> | **>236A> (delay) 3AC: the only combo without meter from low hit, then 3AC does not combo but makes the 236A safe. 3AC needs to be delayed if not in corner to connect. Note: at best (=in the corner) there is a 1F-gap between 236A and 3AC and Malin is at +5 advantage if the 3AC is blocked. | ||
**236A SC j.236236C: ''[1 Stock, 1 Skill Gauge]'' good damage but costs a skill gauge. | **>236A SC j.236236C: ''[1 Stock, 1 Skill Gauge]'' good damage but costs a skill gauge. | ||
**236236E: ''[2 Stocks]'' basic combo into LDM. | **>236236E: ''[2 Stocks]'' basic combo into LDM. | ||
*'''(j.C>)5D>6B > various followups:''' 5D is used over 5C because it has more activation range. | *'''(j.C>)5D>6B > various followups:''' 5D is used over 5C because it has more activation range. | ||
**236B(2 hits>QS): basic combo with soft knockdown and a good shift setup with high stun. | **>236B(2 hits>QS): basic combo with soft knockdown and a good shift setup with high stun. | ||
**236C SC j.236263C: ''[1 Stock, 1 Skill Gauge]'' good damage but costs a skill gauge. 236C is used over 236A because it deals slightly more damage. | **>Corner 623C > QS: ''[1 Skill Gauge]'' a shift setup that is safe against saving shift, but since the juggle time after 623C isn't very long it needs specific followups (see team combos). | ||
**236236E: ''[2 Stocks]'' basic combo into LDM. | **>236C SC j.236263C: ''[1 Stock, 1 Skill Gauge]'' good damage but costs a skill gauge. 236C is used over 236A because it deals slightly more damage. | ||
**>236236E: ''[2 Stocks]'' basic combo into LDM. | |||
**>corner 623C SC 236236K: ''[1 Stock, 1 Skill Gauge]'' fringe combo with low damage that avoids saving shift, can be useful if it kills. | |||
*'''236236K (trade) > various followups:''' 236236K allows for long juggles and a trade is favourable for Malin since it can lead to big damage. | *'''236236K (trade) > various followups:''' 236236K allows for long juggles and a trade is favourable for Malin since it can lead to big damage. | ||
**j.E: simple followup. | **>j.E: simple followup. | ||
**236236E: ''[2 Stocks]'' high damage followup (no combo scaling since it is only 2 hits) | **>236236E: ''[2 Stocks]'' high damage followup (no combo scaling since it is only 2 hits) | ||
**j.236236P, OTG 236236E: ''[3 Stocks]'' a potential descale setup depending on the timing. Costly but very high damage. | **>j.236236P, OTG 236236E: ''[3 Stocks]'' a potential descale setup depending on the timing. Costly but very high damage. | ||
===Misc Combos === | ===Misc Combos === | ||
* On air hit, both 236P and j.X+AC can be followed up with superjump j.C, see [https://youtu.be/bCu2Zg6I0nQ?list=PL-hmDsRR276pbLg0MZ4lkfn_d2tjePA57&t=414 here] | * On air hit, both 236P and j.X+AC can be followed up with various attacks such as superjump j.C, see [https://youtu.be/bCu2Zg6I0nQ?list=PL-hmDsRR276pbLg0MZ4lkfn_d2tjePA57&t=414 here] | ||
==Team Combos== | ==Team Combos== | ||
===Gato & Malin=== | |||
*Malin Corner 5D>6B>623C QS Gato, then... | |||
**>j.D,\/, delay 236236B (>3x623E): ''[1-3 Stocks, 1-2 Skill Gauge]'' easy setup into Gato's juggle anywhere 236236B (plus LDM). | |||
**>j.D whiff,\/,2C>236A(whiff),236236B(>3x623E): ''[1-3 Stocks, 1-2 Skill Gauge]'' 1 point less damage but the 236A whiff builds some extra meter. | |||
===K' & Malin=== | |||
*Malin corner 5D>6B>623C QS K' j.D,\/, backdash, 2363214E: ''[2 Stocks, 1 Skill Gauge]'' standard LDM setup that blocks saving shift. | |||
===Kensou & Malin=== | ===Kensou & Malin=== | ||
*Command Grab, 2A > kara cancel 421B > QS Malin, \/, hold up & any button (1F jump) during landing recovery, \/, | *Command Grab, 2A > kara cancel 421B > QS Malin, \/, hold up & any button (1F jump) during landing recovery, \/, 236236E descale: ''[2 Stocks, 1 Skill Gauge]'' clip by [https://twitter.com/SenseiEnrique98/status/1574732649100234752 SenseiEnrique] | ||
===Kula & Malin=== | |||
*Anywhere, Kula combo into 214B-6D,214P QS Malin,\/, hyperhop,\/,236236E descale: ''[2 Stocks, 1 Skill Gauge]'' needs perfect timing, from [https://youtu.be/CUcBF7H6PL4?t=385 U-Rasia] | |||
*Corner Kula 236A,214B-6B,214P QS Malin j.E whiff,\/,2B whiff 5A(c) whiff 236236E descale: ''[2 Stocks, 1 Skill Gauge]'' from [https://youtu.be/8mJnCDun1kA?t=372 U-Rasia] | |||
===Kyo & Malin=== | |||
*Corner combo into 236D-D (no delay), 236A>3214B QS other char*,\/,normal shift Malin,\/, 236236E descale: ''[2 Stocks, 1 Skill Gauge]'' found by [https://twitter.com/zerio_youhei/status/1380089471513718784 TORI]. needs a 36F shift startup character, see [https://wiki.hardedge.org/index.php?title=The_King_of_Fighters_XI:_Advanced_System_Mechanics#Shift_Startup here]. | |||
===Oswald & Malin=== | |||
*Corner Malin 5D>6B>623C QS Oswald j.E whiff,\/,3A...: ''[1 Skill Gauge]'' a juggle setup for Oswald. | |||
*Corner Malin 236236K QS Oswald j.E whiff,\/, 1F-smalljump back j.A whiff,\/,3A>236B>236A>236B>236E(ACE): ''[1 Stock, 1 Skill Gauge]'' extremely hard (=almost not viable) setup that requires jump startup cancelling via j.A on the first frame. | |||
===Ralf & Malin=== | |||
*Ralf combo in 623P QS Malin,\/,2C whiff, 236A whiff, 236263E descale: ''[2 Stocks, 1 Skill Gauge]'' from [https://youtu.be/lyYguz1gZv0?t=7492 g-stage arcade] | |||
=== Shen & Malin=== | |||
*Shen corner combo into 6B>6C QS Malin j.A whiff, land, 2A whiff, 236236E descale: ''[2 Stocks, 1 Skill Gauge]'' found by Tortita | |||
===Terry & Malin=== | |||
*Terry combo into 41236B>66B>66B QS Malin,\/,5D(f) whiff, 236263E descale: ''[2 Stocks, 1 Skill Gauge]'' setup by [https://twitter.com/rock_zack_ap1/status/1356235204042448900 Rock] | |||
===Vanessa & Malin=== | |||
*Malin corner 5D>6B>623C QS Vanessa j.D,\/, then... | |||
**214B-6C: ''[1 Skill Gauge]'' easy juggle anywhere ender that can also be followed up with yet another QS. | |||
**236263E: ''[2 Stocks, 1 Skill Gauge]'' LDM setup that blocks saving shift. | |||
*Vanessa 41236P, QS last hit j.X,\/, immediate hyper hop,\/, 236236E descale: very tight setup that works anywhere. | |||
==Okizeme, Mixups etc.== | |||
===DOWN! Okizeme=== | |||
*Corner 236B kill, 214A, superjump left/right mixup: from [https://youtu.be/Gb4jeJb9YGQ?t=1049 Toshiyan] | |||
*Midscreen 236236B kill (first hit), run up 214C > hyperhop or superjump: meaty projectile on incoming, see [https://youtu.be/Gb4jeJb9YGQ?t=472 Toshiyan]. | |||
===Blockstrings=== | |||
*2B,2A>236A>j.3AC: +5 on guard. 1F gap in the corner. Only connects midscreen if j.3AC is delayed heavily, creating a big gap. | |||
*2B,2A>236A>j.1AC: leaves Malin at -17 but has OK pushback. More dangerous in the corner, where 3AC should be used. | |||
*Max range 2361: at best +4/+5 on guard/hit. | |||
*Max range 236C: at best +7/+8 on guard/hit. | |||
==Videos== | ==Videos== | ||
[https://www.youtube.com/watch?v=Gb4jeJb9YGQ toshiyan vs arthur P ft6] | :[https://www.youtube.com/watch?v=Gb4jeJb9YGQ toshiyan vs arthur P ft6] | ||
:[https://www.youtube.com/watch?v=nHsyimM_fe8 Video with many Descale-Setups] | |||
{{KOFXI_Navi}} | {{KOFXI_Navi}} |
Aktuelle Version vom 19. April 2025, 11:38 Uhr
Malin まりん | |
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Tiers & Ranking | |
Tier: | B- |
Ratio Cost: | 4 Points |
Properties | |
Damage Modifier: | 1.05 |
Stun Modifier: | 1.03 |
Crouch height (Tier): | F |
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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Start+A | Start+B | Start+C | Start+D |
Frame Data
Special Attributes & Bugs
- Malin is the only character that cannot cancel her 5E.
- Malin can QS her LDM, but only if she dream-cancelled into it from 236236K.
- If Malin's LDM hits at the last possible moment as an OTG so that the Hammer does not count towards the combo counter, it is a combo anyway and damage scaling is reset (see combo section).
Combos
Basic Combos
- (j.C>)2B>2A > various followups: the starter of choice from a low hit. Note that 6B only combos from hard attacks and is not an option here.
- >236A> (delay) 3AC: the only combo without meter from low hit, then 3AC does not combo but makes the 236A safe. 3AC needs to be delayed if not in corner to connect. Note: at best (=in the corner) there is a 1F-gap between 236A and 3AC and Malin is at +5 advantage if the 3AC is blocked.
- >236A SC j.236236C: [1 Stock, 1 Skill Gauge] good damage but costs a skill gauge.
- >236236E: [2 Stocks] basic combo into LDM.
- (j.C>)5D>6B > various followups: 5D is used over 5C because it has more activation range.
- >236B(2 hits>QS): basic combo with soft knockdown and a good shift setup with high stun.
- >Corner 623C > QS: [1 Skill Gauge] a shift setup that is safe against saving shift, but since the juggle time after 623C isn't very long it needs specific followups (see team combos).
- >236C SC j.236263C: [1 Stock, 1 Skill Gauge] good damage but costs a skill gauge. 236C is used over 236A because it deals slightly more damage.
- >236236E: [2 Stocks] basic combo into LDM.
- >corner 623C SC 236236K: [1 Stock, 1 Skill Gauge] fringe combo with low damage that avoids saving shift, can be useful if it kills.
- 236236K (trade) > various followups: 236236K allows for long juggles and a trade is favourable for Malin since it can lead to big damage.
- >j.E: simple followup.
- >236236E: [2 Stocks] high damage followup (no combo scaling since it is only 2 hits)
- >j.236236P, OTG 236236E: [3 Stocks] a potential descale setup depending on the timing. Costly but very high damage.
Misc Combos
- On air hit, both 236P and j.X+AC can be followed up with various attacks such as superjump j.C, see here
Team Combos
Gato & Malin
- Malin Corner 5D>6B>623C QS Gato, then...
- >j.D,\/, delay 236236B (>3x623E): [1-3 Stocks, 1-2 Skill Gauge] easy setup into Gato's juggle anywhere 236236B (plus LDM).
- >j.D whiff,\/,2C>236A(whiff),236236B(>3x623E): [1-3 Stocks, 1-2 Skill Gauge] 1 point less damage but the 236A whiff builds some extra meter.
K' & Malin
- Malin corner 5D>6B>623C QS K' j.D,\/, backdash, 2363214E: [2 Stocks, 1 Skill Gauge] standard LDM setup that blocks saving shift.
Kensou & Malin
- Command Grab, 2A > kara cancel 421B > QS Malin, \/, hold up & any button (1F jump) during landing recovery, \/, 236236E descale: [2 Stocks, 1 Skill Gauge] clip by SenseiEnrique
Kula & Malin
- Anywhere, Kula combo into 214B-6D,214P QS Malin,\/, hyperhop,\/,236236E descale: [2 Stocks, 1 Skill Gauge] needs perfect timing, from U-Rasia
- Corner Kula 236A,214B-6B,214P QS Malin j.E whiff,\/,2B whiff 5A(c) whiff 236236E descale: [2 Stocks, 1 Skill Gauge] from U-Rasia
Kyo & Malin
- Corner combo into 236D-D (no delay), 236A>3214B QS other char*,\/,normal shift Malin,\/, 236236E descale: [2 Stocks, 1 Skill Gauge] found by TORI. needs a 36F shift startup character, see here.
Oswald & Malin
- Corner Malin 5D>6B>623C QS Oswald j.E whiff,\/,3A...: [1 Skill Gauge] a juggle setup for Oswald.
- Corner Malin 236236K QS Oswald j.E whiff,\/, 1F-smalljump back j.A whiff,\/,3A>236B>236A>236B>236E(ACE): [1 Stock, 1 Skill Gauge] extremely hard (=almost not viable) setup that requires jump startup cancelling via j.A on the first frame.
Ralf & Malin
- Ralf combo in 623P QS Malin,\/,2C whiff, 236A whiff, 236263E descale: [2 Stocks, 1 Skill Gauge] from g-stage arcade
Shen & Malin
- Shen corner combo into 6B>6C QS Malin j.A whiff, land, 2A whiff, 236236E descale: [2 Stocks, 1 Skill Gauge] found by Tortita
Terry & Malin
- Terry combo into 41236B>66B>66B QS Malin,\/,5D(f) whiff, 236263E descale: [2 Stocks, 1 Skill Gauge] setup by Rock
Vanessa & Malin
- Malin corner 5D>6B>623C QS Vanessa j.D,\/, then...
- 214B-6C: [1 Skill Gauge] easy juggle anywhere ender that can also be followed up with yet another QS.
- 236263E: [2 Stocks, 1 Skill Gauge] LDM setup that blocks saving shift.
- Vanessa 41236P, QS last hit j.X,\/, immediate hyper hop,\/, 236236E descale: very tight setup that works anywhere.
Okizeme, Mixups etc.
DOWN! Okizeme
- Corner 236B kill, 214A, superjump left/right mixup: from Toshiyan
- Midscreen 236236B kill (first hit), run up 214C > hyperhop or superjump: meaty projectile on incoming, see Toshiyan.
Blockstrings
- 2B,2A>236A>j.3AC: +5 on guard. 1F gap in the corner. Only connects midscreen if j.3AC is delayed heavily, creating a big gap.
- 2B,2A>236A>j.1AC: leaves Malin at -17 but has OK pushback. More dangerous in the corner, where 3AC should be used.
- Max range 2361: at best +4/+5 on guard/hit.
- Max range 236C: at best +7/+8 on guard/hit.
Videos
- 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