Silber(KOFXI): Unterschied zwischen den Versionen

(Frame data update (automated))
 
(15 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 27: Zeile 27:


==Frame Data==
==Frame Data==
''Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.''<br>
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|+Short List
|-
|-
! Move !! S!! A!! Hit!! Grd!! Note
! Move !! S!! A!! Hit!! Grd!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
|-
|-
| 5A(c) ||4 || 4 || +3 || +2 ||  
| '''Throw''' || 1 || 1 || <span style="color: blue;">+40</span> || / ||16||0||0||0||0||0|| || || ||Hard knockdown.
|-
|-
| 5A(f)|| 8 || 4 || +0 || -1 ||
| 5A(c) ||4 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||7||9||9||12||8||8|| || || ||
|-
|-
| 5B(c)|| 4 || 4 || -1 || -2 ||  
| 5A(f)|| 8 || 4 || <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> ||11||13||10||13||10||8|| || || ||
|-
|-
| 5B(f)|| 8 || 4 || -6 || -7 ||
| 5B(c)|| 4 || 4 || <span style="color: red;">-1</span> || <span style="color: red;">-2</span> ||8||10||10||13||8||8|| || || ||
|-
|-
| 5C(c)|| 7 || 6 || +5 || +4 ||
| 5B(f)|| 8 || 4 || <span style="color: red;">-6</span> || <span style="color: red;">-7</span> ||12||15||12||15||8||8|| || || ||
|-
|-
| 5C(f)|| 12 || 4 || -4 || -5 ||
| 5C(c)|| 7 || 6 || <span style="color: blue;">+5</span> || <span style="color: blue;">+4</span> ||15||18||17||22||14||14|| || || ||
|-
|-
| 5D(c)|| 8 || 2+5 || -2 || -3 ||  
| 5C(f)|| 12 || 4 || <span style="color: red;">-4</span> || <span style="color: red;">-5</span> ||18||23||20||26||16||14|| || || ||
|-
|-
| 5D(f)|| 14 || 5 || -10 || -11 ||
| 5D(c)|| 8 || 2+5 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||16||18||18||20||18||16|| || || ||Guide gives a combined total for both hits. Only the 1st hit is cancelable.
|-
|-
| 5E|| 15 || 5 || KD || -7 ||  
| 5D(f)|| 14 || 5 || <span style="color: red;">-10</span> || <span style="color: red;">-11</span> ||18||22||22||28||16||14|| || || ||
|-
|-
| GC|| 9 || 5 || KD || -? ||  
| 5E|| 15 || 5 || KD || <span style="color: red;">-7</span> ||18||25||20||24||18||14|| || || ||
|-
|-
| 6A|| 16 || 5 || KD || -14 ||Head invul F11-35. Wall Bounce.
| GC|| 9 || 5 || KD || <span style="color: red;">-13</span> ||5||5||0||0||0||0|| || || ||F1-13 invul.
|-
|-
| 6A(can)|| 12 || 4 || -11 || -12 ||Head invul F7-29.
| 6A|| 16 || 5 || KD || <span style="color: red;">-14</span> ||20||22||22||28||22||14|| || || ||Head invul F11-35. Wall Bounce.
|-
|-
| 6B|| 13 || 3 || -10 || -11 ||F1-6 not in CH-state. Airborne F7-30. CH-state F7-15.
| 6A(can)|| 12 || 4 || <span style="color: red;">-11</span> || <span style="color: red;">-12</span> ||8||15||12||14||12||8|| || || ||Head invul F7-29.
|-
|-
| 6BB|| 12 || 4 || KD || -5 ||F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16.
| 6B|| 13 || 3 || <span style="color: red;">-10</span> || <span style="color: red;">-11</span> ||11||14||13||16||14||14|| || || ||F1-6 not in CH-state. Airborne F7-30. CH-state F7-15.
|-
|-
| Saving Shift|| ? || n* || / || / ||Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
| 6BB|| 12 || 4 || KD || <span style="color: red;">-5</span> ||8||11||11||14||12||10|| || || ||F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16.
|-
|-
| 2A|| 7 || 4 || +2 || +1 ||
| Saving Shift|| 0 || n* || / || / || || || || || || || || || ||Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
|-
|-
| 2B|| 8 || 5 || -2 || -3 ||F13-24 recovery. F17-22 completely invul + 2F regular recovery.
| Backdash|| / || 25 || / || / || || || || || || || || || ||F5-21 invul on feet. F22-25 recovery. 176px distance.
|-
|-
| 2C|| 14 || 3+4 || KD || -14 ||Launches on hit.
| 2A|| 7 || 4 || <span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||10||13||9||11||8||8|| || || ||
|-
|-
| 2D|| 9 || 4 || KD || -12 ||
| 2B|| 8 || 5 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||9||11||10||13||8||8|| || || ||F13-24 recovery. F17-22 completely invul + 2F regular recovery. Special Cancel.
|-
|-
| small A|| 5 || 6 || /|| /||
| 2C|| 14 || 3+4 || KD || <span style="color: red;">-14</span> ||16||19||19||23||12||14|| || || ||Launches on hit.
|-
|-
| j.A|| 5 || 6 || /|| /||
| 2D|| 9 || 4 || KD || <span style="color: red;">-12</span> ||16||18||18||23||14||14|| || || ||
|-
|-
| small B|| 5 || 8 || /|| /||
| small A|| 5 || 6 || /|| /||7||9||9||11||8||8|| || || ||
|-
|-
| j.B|| 5 || 8 || /|| /||
| j. up A|| 5 || 6 || /|| /||7||9||9||11||10||8|| || || ||
|-
|-
| small C|| 11 || 6 || /|| /||
| j. fwd A|| 5 || 6 || /|| /||7||9||9||12||10||8|| || || ||
|-
|-
| j.C|| 11 || 6 || /|| /||Hard Knockdown
| j. back A|| 5 || 6 || /|| /||7||9||8||10||10||8|| || || ||
|-
|-
| small D|| 9 || 5 || /|| /||
| small B|| 5 || 8 || /|| /||8||10||9||12||8||8|| || || ||
|-
|-
| j.D|| 10 || 5 || /|| /||
| j. up&fwd B|| 5 || 8 || /|| /||8||11||10||13||8||8|| || || ||
|-
|-
| small E|| 9 || 5 || /|| /||
| j. back B|| 5 || 8 || /|| /||8||11||9||12||8||8|| || || ||
|-
|-
| j.E|| 11 || 8 || /|| /||
| small C|| 11 || 6 || /|| /||14||16||16||20||16||14|| || || ||Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
|-
|-
| [4],6B|| 12 || 18 || KD|| -20||Airborne F9-31. Recovery F32-53 (24F).
| j. up C|| 11 || 6 || /|| /||15||17||17||22||16||14|| || || ||Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
|-
|-
| [4],6D|| 18 || 18 || KD|| -23||Airborne F15-36. Recovery F37-62 (62F).
| j. fwd C|| 11 || 6 || /|| /||15||17||18||22||16||14|| || || ||Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
|-
|-
| [2],8B|| 27 || 6 || KD|| -22||Overhead. Low profile F1-5. Airborne from F6.
| j. back C|| 11 || 6 || /|| /||15||17||16||20||16||14|| || || ||Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
|-
|-
| [2],8D|| 27 || 6 || KD|| -22||Overhead. Moves forward slightly. Low profile F1-5. Airborne from F6.
| small D|| 9 || 5 || /|| /||14||16||17||21||16||14|| || || ||
|-
|-
| 214P|| 8 || 15 || KD|| /||Counter. Hurtbox moves behind collision from F5.
| j. up D|| 10 || 5 || /|| /||17||20||25||24||16||14|| || || ||
|-
|-
| 632146P|| 2 || 15 || KD|| /||Counter Super. F1 invul. Hurtbox moves behind collision from F2.
| j. fwd D|| 10 || 5 || /|| /||17||19||20||25||16||14|| || || ||
|-
|-
| 2363214P|| 17 || 13 || KD|| -7||F1-6 invul. Airborne from F17. Enlarged collision box during startup.
| j. back D|| 10 || 5 || /|| /||17||19||18||23||16||14|| || || ||
|-
|-
| 236236B|| 24 || 6+4 || KD|| -9*||2 Hits, while falling & on impact. First hit is overhead. F1-23 invul. *=Guard crush, but -9 anyway.
| small E|| 9 || 5 || /|| /||14||18||16||20||18||14|| || || ||
|-
|-
| 236236D|| 28 || 6+6 || KD|| -7*||2 Hits, while falling & on impact. First hit is overhead. F1-27 invul. *=Guard crush, but -7 anyway.
| j.E|| 11 || 8 || /|| /||16||22||18||23||18||14|| || || ||
|-
|-
| [4],646E|| 5 || 17 || KD|| -50||Only F1 invul. Airborne F2.
| [4],6B|| 12 || 18 || KD|| <span style="color: red;">-20</span>||18||23||20||26||20||12/16|| || || ||Airborne F9-31. Recovery F32-53 (24F). 60F charge time.
|-
| [4],6D|| 18 || 18 || KD|| <span style="color: red;">-23</span>||20||25||20||26||20||12/16|| || || ||Airborne F15-36. Recovery F37-62 (62F). 60F charge time.
|-
| [2],8B|| 27 || 6 || KD|| <span style="color: red;">-22</span>||22||26||24||32||18||12/16|| || || ||Overhead. Low profile F1-5. Airborne from F6. 40F charge time.
|-
| [2],8D|| 27 || 6 || KD|| <span style="color: red;">-22</span>||23||27||24||32||18||12/16|| || || ||Overhead. Moves forward slightly. Low profile F1-5. Airborne from F6. 40F charge time.
|-
| 214P|| 8 || 15 || KD|| /||12||15||10||14||6||0/8|| || || ||Counter. Hurtbox moves behind collision from F5.
|-
| 632146P|| 2 || 15 || KD|| /||43||43||0||0||0||0|| || || ||Counter Super. F1 invul. Hurtbox moves behind collision from F2.
|-
| 2363214P|| 17 || 13 || KD|| <span style="color: red;">-7</span>||40||40||0||0||0||0|| || || ||F1-6 invul. Airborne from F17. Enlarged collision box during startup. Only hits 2-4 are cancelable.
|-
| 236236B|| 24 || 6+4 || KD|| <span style="color: red;">-9</span>*||35||45||0||0||164||0|| || || ||2 Hits, while falling & on impact. First hit is overhead. F1-23 invul. *=Guard crush, but -9 anyway. Tourney-banned on incoming, allowed as okizeme. 2nd (ground-quake) hit damage: 28 (34 on Counter Hit).
|-
| 236236D|| 28 || 6+6 || KD|| <span style="color: red;">-7</span>*||36||44||0||0||164||0|| || || ||2 Hits, while falling & on impact. First hit is overhead. F1-27 invul. *=Guard crush, but -7 anyway. Tourney-banned on incoming, allowed as okizeme. 2nd (ground-quake) hit damage: 28 (34 on Counter Hit).
|-
| [4],646E|| 5 || 17 || KD|| <span style="color: red;">-50</span>||62||62||0||0||0||0|| || || ||Only F1 invul. Airborne F2. 40F charge time.
|-
|-
|}
|}
Zeile 199: Zeile 218:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-?
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 268: Zeile 287:
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |Special Cancel. F13-24 recovery. F17-22 completely invul + 2F regular recovery.
| style="background-color:#F9F9F9;" |Special Cancel. F13-24 recovery. F17-22 completely invul + 2F regular recovery. Special Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''2C'''
| style="background-color:#F9F9F9;" |'''2C'''
Zeile 457: Zeile 476:
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! 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="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6B'''
| style="background-color:#F9F9F9;" |'''[4],6B'''
Zeile 470: Zeile 489:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-20
| style="background-color:#F9F9F9;" |-20
| style="background-color:#F9F9F9;" |Airborne F9-31. Recovery F32-53 (24F).
| style="background-color:#F9F9F9;" |Airborne F9-31. Recovery F32-53 (24F). 60F charge time.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6D'''
| style="background-color:#F9F9F9;" |'''[4],6D'''
Zeile 478: Zeile 497:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-23
| style="background-color:#F9F9F9;" |-23
| style="background-color:#F9F9F9;" |Airborne F15-36. Recovery F37-62 (26F).
| style="background-color:#F9F9F9;" |Airborne F15-36. Recovery F37-62 (26F). 60F charge time.
|-
|-
| style="background-color:#F9F9F9;" |'''[2],8B'''
| style="background-color:#F9F9F9;" |'''[2],8B'''
Zeile 486: Zeile 505:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |Overhead. Low profile F1-5. 39F recovery. Airborne from F6. *=old Japanese data says 29.
| style="background-color:#F9F9F9;" |Overhead. Low profile F1-5. 39F recovery. Airborne from F6.  640F charge time. *=old Japanese data says 29.
|-
|-
| style="background-color:#F9F9F9;" |'''[2],8D'''
| style="background-color:#F9F9F9;" |'''[2],8D'''
Zeile 494: Zeile 513:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |Overhead. Moves forward slightly. Low profile F1-5. 39F recovery. Airborne from F6. *=old Japanese data says 29.
| style="background-color:#F9F9F9;" |Overhead. Moves forward slightly. Low profile F1-5. 39F recovery. Airborne from F6. 40F charge time. *=old Japanese data says 29.
|-
|-
| style="background-color:#F9F9F9;" |'''214P'''
| style="background-color:#F9F9F9;" |'''214P'''
Zeile 526: Zeile 545:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-9*
| style="background-color:#F9F9F9;" |-9*
| style="background-color:#F9F9F9;" |2 Hits, while falling & on impact. First hit is overhead. F1-23 invul. *=old Japanese data says 26. *2= Guard crush, but -9.
| style="background-color:#F9F9F9;" |2 Hits, while falling & on impact. First hit is overhead. F1-23 invul. *=old Japanese data says 26. *2= Guard crush, but -9. Tourney-banned on incoming, allowed as okizeme.
|-
|-
| style="background-color:#F9F9F9;" |'''236236D'''
| style="background-color:#F9F9F9;" |'''236236D'''
Zeile 534: Zeile 553:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-7*
| style="background-color:#F9F9F9;" |-7*
| style="background-color:#F9F9F9;" |2 Hits, while falling & on impact. First hit is overhead. F1-27 invul. *=old Japanese data says 30. *2= Guard crush, but -7.
| style="background-color:#F9F9F9;" |2 Hits, while falling & on impact. First hit is overhead. F1-27 invul. *=old Japanese data says 30. *2= Guard crush, but -7. Tourney-banned on incoming, allowed as okizeme.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],646E'''
| style="background-color:#F9F9F9;" |'''[4],646E'''
Zeile 542: Zeile 561:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-50
| style="background-color:#F9F9F9;" |-50
| style="background-color:#F9F9F9;" |Only F1 invul. Airborne F2.
| style="background-color:#F9F9F9;" |Only F1 invul. Airborne F2. 40F charge time.
|-
|-
| style="background-color:#F9F9F9;" |'''A+B+C+D'''
| style="background-color:#F9F9F9;" |'''A+B+C+D'''
Zeile 559: Zeile 578:
*Silber's Back Ukemi takes 21+1F instead of the regular 22+1F
*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 Front Ukemi takes 26+1F instead of the regular 22+1F
*small and regular j.C has 16F hit stop instead of the usual 10F for jumping hard attacks. This makes hit confirms easier.
*Silber's 2B is invul during its recovery.
*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'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).
Zeile 566: Zeile 586:
*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.
*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
*Has less landing recovery after Saving Shift: only 4F/5F (hit/whiff) instead of the usual 9F/10F
*236236K is tourney-banned on incoming (since it is an inescapable guard crush), but allowed as okizeme.
*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.
*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 ==
== Combos ==
*(smalljump C or D)>5A>5A>6A>Super
*(smalljump C or D)>5C>6B>6D: bread and butter combo with hard knockdown.
 
*(smalljump C or D)>5A>5A>6A>Super/LDM: bread and butter combo with super stock.
 
*6A>236236K: anti saving shift combo with big damage.
 
*5C(f)>[4],646E: hit confirm from far C. Can also be used to punish blocked guard cancels.


*j.E (counter hit ) > \/ > j.C > \/ > OTG 236236K, [https://youtu.be/3D0I4CX3vnc?t=1792 Source: Sawakoro]
*air-to-air j.C > \/ > OTG 236236K: big damage, can be done as an unscale with perfect timing. Example from [https://youtu.be/3D0I4CX3vnc?t=1792 Source: Sawakoro]


*2B>[4],6B: fringe combo from a low hit.


== Okizeme ==
== Okizeme ==
Zeile 578: Zeile 606:


== Matchups ==
== Matchups ==
===Vs Malin===
:Malin's 236K can be punished in block with [4],646E, see [https://youtu.be/WcY8UT4ZIEc?t=21899 here]
===Vs Oswald===
===Vs Oswald===
Since Silber wakes up 4F faster on face-up knockdown, he can punish ACE on hit with LDM.
Since Silber wakes up 4F faster on face-up knockdown, he can punish ACE on hit with LDM.


{{KOFXI_Navi}}
{{KOFXI_Navi}}

Aktuelle Version vom 1. September 2026, 10:14 Uhr

Silber
ズィルバー
KOFXI silber full.png
Tiers & Ranking
Tier: C to B
Ratio Cost: 3 Points
Properties
Damage Modifier: 0.97
Stun Modifier: 0.96
Crouch height (Tier): C

Colors

KOFXI silber S.png KOFXI silber X.png KOFXI silber T.png KOFXI silber C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI silber R1S.png KOFXI silber R1X.png KOFXI silber R1T.png KOFXI silber R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI silber L1S.png KOFXI silber L1X.png KOFXI silber L1T.png KOFXI silber L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.

Short List
Move S A Hit Grd Dmg C-Dmg Stn C-Stn G-Dmg Gauge J-Type Air C-Air Note
Throw 1 1 +40 / 16 0 0 0 0 0 Hard knockdown.
5A(c) 4 4 +3 +2 7 9 9 12 8 8
5A(f) 8 4 +0 -1 11 13 10 13 10 8
5B(c) 4 4 -1 -2 8 10 10 13 8 8
5B(f) 8 4 -6 -7 12 15 12 15 8 8
5C(c) 7 6 +5 +4 15 18 17 22 14 14
5C(f) 12 4 -4 -5 18 23 20 26 16 14
5D(c) 8 2+5 -2 -3 16 18 18 20 18 16 Guide gives a combined total for both hits. Only the 1st hit is cancelable.
5D(f) 14 5 -10 -11 18 22 22 28 16 14
5E 15 5 KD -7 18 25 20 24 18 14
GC 9 5 KD -13 5 5 0 0 0 0 F1-13 invul.
6A 16 5 KD -14 20 22 22 28 22 14 Head invul F11-35. Wall Bounce.
6A(can) 12 4 -11 -12 8 15 12 14 12 8 Head invul F7-29.
6B 13 3 -10 -11 11 14 13 16 14 14 F1-6 not in CH-state. Airborne F7-30. CH-state F7-15.
6BB 12 4 KD -5 8 11 11 14 12 10 F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16.
Saving Shift 0 n* / / Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
Backdash / 25 / / F5-21 invul on feet. F22-25 recovery. 176px distance.
2A 7 4 +2 +1 10 13 9 11 8 8
2B 8 5 -2 -3 9 11 10 13 8 8 F13-24 recovery. F17-22 completely invul + 2F regular recovery. Special Cancel.
2C 14 3+4 KD -14 16 19 19 23 12 14 Launches on hit.
2D 9 4 KD -12 16 18 18 23 14 14
small A 5 6 / / 7 9 9 11 8 8
j. up A 5 6 / / 7 9 9 11 10 8
j. fwd A 5 6 / / 7 9 9 12 10 8
j. back A 5 6 / / 7 9 8 10 10 8
small B 5 8 / / 8 10 9 12 8 8
j. up&fwd B 5 8 / / 8 11 10 13 8 8
j. back B 5 8 / / 8 11 9 12 8 8
small C 11 6 / / 14 16 16 20 16 14 Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
j. up C 11 6 / / 15 17 17 22 16 14 Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
j. fwd C 11 6 / / 15 17 18 22 16 14 Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
j. back C 11 6 / / 15 17 16 20 16 14 Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
small D 9 5 / / 14 16 17 21 16 14
j. up D 10 5 / / 17 20 25 24 16 14
j. fwd D 10 5 / / 17 19 20 25 16 14
j. back D 10 5 / / 17 19 18 23 16 14
small E 9 5 / / 14 18 16 20 18 14
j.E 11 8 / / 16 22 18 23 18 14
[4],6B 12 18 KD -20 18 23 20 26 20 12/16 Airborne F9-31. Recovery F32-53 (24F). 60F charge time.
[4],6D 18 18 KD -23 20 25 20 26 20 12/16 Airborne F15-36. Recovery F37-62 (62F). 60F charge time.
[2],8B 27 6 KD -22 22 26 24 32 18 12/16 Overhead. Low profile F1-5. Airborne from F6. 40F charge time.
[2],8D 27 6 KD -22 23 27 24 32 18 12/16 Overhead. Moves forward slightly. Low profile F1-5. Airborne from F6. 40F charge time.
214P 8 15 KD / 12 15 10 14 6 0/8 Counter. Hurtbox moves behind collision from F5.
632146P 2 15 KD / 43 43 0 0 0 0 Counter Super. F1 invul. Hurtbox moves behind collision from F2.
2363214P 17 13 KD -7 40 40 0 0 0 0 F1-6 invul. Airborne from F17. Enlarged collision box during startup. Only hits 2-4 are cancelable.
236236B 24 6+4 KD -9* 35 45 0 0 164 0 2 Hits, while falling & on impact. First hit is overhead. F1-23 invul. *=Guard crush, but -9 anyway. Tourney-banned on incoming, allowed as okizeme. 2nd (ground-quake) hit damage: 28 (34 on Counter Hit).
236236D 28 6+6 KD -7* 36 44 0 0 164 0 2 Hits, while falling & on impact. First hit is overhead. F1-27 invul. *=Guard crush, but -7 anyway. Tourney-banned on incoming, allowed as okizeme. 2nd (ground-quake) hit damage: 28 (34 on Counter Hit).
[4],646E 5 17 KD -50 62 62 0 0 0 0 Only F1 invul. Airborne F2. 40F charge time.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi silber 5A(c).png 4 4 +3 +2
5A(f) Kofxi silber 5A(f).png 8 4 +0 -1
5B(c) Kofxi silber 5B(c).png 4 4 -1 -2
5B(f) Kofxi silber 5B(f).png 8 4 -6 -7
5C(c) Kofxi silber 5C(c).png 7 6 +5 +4
5C(f) Kofxi silber 5C(f).png 12 4 -4 -5
5D(c) Kofxi silber 5D(c) 1.pngKofxi silber 5D(c) 2.png 8 2+5 -2 -3
5D(f) Kofxi silber 5D(f).png 14 5 -10 -11
5E Kofxi silber 5E.png 15 5 KD -7
GC Kofxi silber GC.png 9 5 KD -13
6A Kofxi silber 6A.png 16 5 KD -14 Head invul F11-35. Wall Bounce.
6A(cancel) Kofxi silber 6A(cancel).png 12 4 -11 -12 Head invul F7-29.
6B Kofxi silber 6B.png 13 3 -10 -11 F1-6 not in CH-state. Airborne F7-30. CH-state F7-15.
6BB Kofxi silber 6BB.png 12 4 KD -5 F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16.
Saving Shift Kofxi silber saving.png ? n* / / Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi silber 2A.png 7 4 +2 +1
2B Kofxi silber 2B.png 8 5 -2 -3 Special Cancel. F13-24 recovery. F17-22 completely invul + 2F regular recovery. Special Cancel.
2C Kofxi silber 2C 1.pngKofxi silber 2C 2.png 14 3+4 KD -14 Launches.
2D Kofxi silber 2D.png 9 4 KD -12
Jump Attacks
Attack Hitbox Startup Active Note
small back A Kofxi silber smalljump back A.png 5 6 Unique hitbox
small up A Kofxi silber smalljump up A.png 5 6 Unique hitbox
small forward A Kofxi silber smalljump forward A.png 5 6 Unique hitbox
jump back A Kofxi silber jump back A.png 5 6 Same hitbox as jump up A
jump up A Kofxi silber jump up A.png 5 6 Same hitbox as jump back A
jump forward A Kofxi silber jump forward A.png 5 6 Unique hitbox
small back B Kofxi silber smalljump back B.png 5 8 Same hitbox as small forward B
small up B Kofxi silber smalljump up B.png 5 8 Unique hitbox
small forward B Kofxi silber smalljump forward B.png 5 8 Same hitbox as small back B
jump back B Kofxi silber jump back B.png 5 8 Unique hitbox
jump up B Kofxi silber jump up B.png 5 8 Same hitbox as jump forward B
jump forward B Kofxi silber jump forward B.png 5 8 Same hitbox as jump up B
small back C Kofxi silber smalljump back C.png 11 6 Unique hitbox
small up C Kofxi silber smalljump up C.png 11 6 Unique hitbox
small forward C Kofxi silber smalljump forward C.png 11 6 Unique hitbox
jump back C Kofxi silber jump back C.png 11 6 Unique hitbox
jump up C Kofxi silber jump up C.png 11 6 Unique hitbox
jump forward C Kofxi silber jump forward C.png 11 6 Unique hitbox
small back D Kofxi silber smalljump back D.png 9 5 Unique hitbox
small up D Kofxi silber smalljump up D.png 9 5 Unique hitbox
small forward D Kofxi silber smalljump forward D.png 9 5 Unique hitbox
jump back D Kofxi silber jump back D.png 10 5 Unique hitbox
jump up D Kofxi silber jump up D.png 10 5 Unique hitbox
jump forward D Kofxi silber jump forward D.png 10 5 Unique hitbox
small E Kofxi silber smalljump E.png 9 5 All small E the same
jump E Kofxi silber jump E.png 11 8 All jump E the same
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
[4],6B Kofxi silber 46B.pngKofxi silber 46B gif.gif 12 18 KD -20 Airborne F9-31. Recovery F32-53 (24F). 60F charge time.
[4],6D Kofxi silber 46D.pngKofxi silber 46D gif.gif 18 18 KD -23 Airborne F15-36. Recovery F37-62 (26F). 60F charge time.
[2],8B Kofxi silber 28B 1.pngKofxi silber 28B 2.pngKofxi silber 28D gif.gif 27* 6 KD -22 Overhead. Low profile F1-5. 39F recovery. Airborne from F6. 640F charge time. *=old Japanese data says 29.
[2],8D Kofxi silber 28D 1.pngKofxi silber 28D 2.pngKofxi silber 28B gif.gif 27* 6 KD -22 Overhead. Moves forward slightly. Low profile F1-5. 39F recovery. Airborne from F6. 40F charge time. *=old Japanese data says 29.
214P Kofxi silber 214P 1.pngKofxi silber 214P 2.png 8 15 KD / Counter. Hurtbox moves behind collision from F5.
632146P Kofxi silber 632146P 1.pngKofxi silber 632146P 2.png 2 15 KD / Counter Super. Hurtbox moves behind collision from F2.
2363214P Kofxi silber 2363214P.pngKofxi silber 2363214P gif.gif 17 13 KD -7 F1-6 invul. Airborne from F17. Enlarged collision box during startup.
236236B Kofxi silber 236236B 1.pngKofxi silber 236236B 2.png 24* 6+4 KD -9* 2 Hits, while falling & on impact. First hit is overhead. F1-23 invul. *=old Japanese data says 26. *2= Guard crush, but -9. Tourney-banned on incoming, allowed as okizeme.
236236D Kofxi silber 236236D 1.pngKofxi silber 236236D 2.png 28* 6+6 KD -7* 2 Hits, while falling & on impact. First hit is overhead. F1-27 invul. *=old Japanese data says 30. *2= Guard crush, but -7. Tourney-banned on incoming, allowed as okizeme.
[4],646E Kofxi silber 4646E.pngKofxi silber 4646E gif.gif 5 17 KD -50 Only F1 invul. Airborne F2. 40F charge time.
A+B+C+D Kofxi silber ABCD gif.gif / 55 / / Bug Super. Does nothing. Cannot move for 55F.

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
  • small and regular j.C has 16F hit stop instead of the usual 10F for jumping hard attacks. This makes hit confirms easier.
  • 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
  • 236236K is tourney-banned on incoming (since it is an inescapable guard crush), but allowed as okizeme.
  • 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)>5C>6B>6D: bread and butter combo with hard knockdown.
  • (smalljump C or D)>5A>5A>6A>Super/LDM: bread and butter combo with super stock.
  • 6A>236236K: anti saving shift combo with big damage.
  • 5C(f)>[4],646E: hit confirm from far C. Can also be used to punish blocked guard cancels.
  • air-to-air j.C > \/ > OTG 236236K: big damage, can be done as an unscale with perfect timing. Example from Source: Sawakoro
  • 2B>[4],6B: fringe combo from a low hit.

Okizeme

Matchups

Vs Malin

Malin's 236K can be punished in block with [4],646E, see here

Vs Oswald

Since Silber wakes up 4F faster on face-up knockdown, he can punish ACE on hit with LDM.

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