Silber(KOFXI)
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| Silber ズィルバー | |
| |
| 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
Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.
| 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. |
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.
- 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














































































