Malin まりん
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| Tiers & Ranking
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| Tier:
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B-
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| Ratio Cost:
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4 Points
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| Properties
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| Damage Modifier:
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1.05
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| Stun Modifier:
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1.03
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| Crouch height (Tier):
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F
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Colors
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| A
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B
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C
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D
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R1 +
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R1 +
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R1 +
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R1 +
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| E+A
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E+B
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E+C
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E+D
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L1 +
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L1 +
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L1 +
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L1 +
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| Start+A
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Start+B
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Start+C
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Start+D
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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 |
+30 * |
/ |
16 |
16 |
0 |
0 |
0 |
0 |
|
|
|
*=with ukemi.
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| 5A(c) |
4 |
2 |
+2 |
+1 |
7 |
8 |
9 |
10 |
7 |
8 |
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| 5A(f) |
6 |
3 |
+1 |
+0 |
6 |
7 |
8 |
9 |
7 |
8 |
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|
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| 5B(c) |
7 |
3 |
+2 |
+1 |
4 |
5 |
6 |
7 |
5 |
6 |
|
|
|
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| 5B(f) |
8 |
3 |
+2 |
+1 |
4 |
5 |
6 |
7 |
5 |
6 |
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|
|
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| 5C(c) |
5 |
4 |
+5 |
+4 |
12 |
15 |
14 |
15 |
11 |
12 |
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Les activation range than 5D(c) but same damage.
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| 5C(f) |
10 |
4 |
+1 |
+0 |
13 |
16 |
15 |
16 |
12 |
14 |
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|
|
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| 5D(c) |
5 |
4 |
+4 |
+3 |
12 |
15 |
14 |
15 |
11 |
12 |
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|
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Not a low hit. More activation range than 5C(c) but same damage.
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| 5D(f) |
11 |
2 |
+1 |
+0 |
14 |
17 |
15 |
16 |
12 |
14 |
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Airborne F7-21.
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| 5E |
20 |
12 |
KD |
-19/-17* |
14 |
17 |
12 |
13 |
14 |
16 |
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*=point blank / max range. Cannot be cancelled.
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| GC |
6 |
4 |
KD |
-13 |
5 |
5 |
0 |
0 |
0 |
0 |
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|
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F1-9 invul.
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| 6B |
28 |
3 |
+0 |
-1 |
12 |
15 |
8 |
10 |
13 |
14 |
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Overhead. Airborne F10-27.
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| 6B(can) |
20 |
3 |
+2 |
+1 |
10 |
12 |
6 |
8 |
6 |
8 |
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Airborne F6-19. Only combos from hard attacks.
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| Saving Shift |
0 |
n* |
/ |
/ |
0 |
0 |
0 |
0 |
/ |
0 |
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Active until landing. 9F/10F recovery (hit/whiff).
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| Backdash |
/ |
19 |
/ |
/ |
/ |
/ |
/ |
/ |
/ |
/ |
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F5-15 invul on feet. F16-19 recovery. 193px distance.
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| 2A |
6 |
2 |
+5 |
+4 |
4 |
5 |
6 |
7 |
5 |
6 |
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| 2B |
5 |
3 |
+4 |
+3 |
4 |
5 |
6 |
7 |
5 |
6 |
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|
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| 2C |
9 |
2+2 |
+1 |
+0 |
12 |
15 |
14 |
15 |
11 |
12 |
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|
|
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| 2D |
10 |
8 |
KD |
-7* |
13 |
16 |
14 |
15 |
11 |
12 |
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|
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*=Point blank
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| small A |
10 |
8 |
/ |
/ |
6 |
7 |
8 |
9 |
6 |
8 |
|
|
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Same as j.A
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| small up A |
10 |
8 |
/ |
/ |
6 |
7 |
8 |
9 |
6 |
8 |
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Same as up A
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| j.A |
10 |
8 |
/ |
/ |
7 |
8 |
9 |
10 |
7 |
8 |
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Same as smalljump A
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| up A |
10 |
8 |
/ |
/ |
7 |
8 |
9 |
10 |
7 |
8 |
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Same as smalljump up A
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| small B |
7 |
4 |
/ |
/ |
6 |
7 |
8 |
9 |
6 |
8 |
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Same as j.B
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| j.B |
7 |
4 |
/ |
/ |
7 |
8 |
9 |
10 |
7 |
8 |
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Same as smalljump B
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| up B |
8 |
12 |
/ |
/ |
7 |
8 |
9 |
10 |
7 |
8 |
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Unique hitbox & animation
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| small C |
8 |
6 |
/ |
/ |
11 |
13 |
13 |
14 |
10 |
12 |
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Same as j.C
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| j.C |
8 |
6 |
/ |
/ |
12 |
15 |
14 |
15 |
11 |
12 |
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Same as smalljump C. Up & forward jump.
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| j. back C |
8 |
6 |
/ |
/ |
13 |
16 |
15 |
16 |
12 |
14 |
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Same hitbox as j.C; guide gives a different value for back-jump.
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| small D |
13 |
4 |
/ |
/ |
11 |
13 |
13 |
14 |
10 |
12 |
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Different than j.D
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| j.D |
13 |
4 |
/ |
/ |
12 |
15 |
14 |
15 |
11 |
12 |
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Different than smalljump D. Up & forward jump.
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| j. back D |
13 |
4 |
/ |
/ |
13 |
16 |
14 |
15 |
11 |
14 |
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Same hitbox as j.D; guide gives a different value for back-jump.
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| small E |
11 |
4 |
/ |
/ |
11 |
13 |
9 |
10 |
11 |
14 |
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Different than j.E
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| j.E |
11 |
4 |
/ |
/ |
12 |
15 |
10 |
11 |
12 |
14 |
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Different than smalljump E
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| 236A |
11 |
14 |
-8* |
-9* |
13 |
16 |
16 |
18 |
16 |
6/10 |
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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.
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| 236C |
16 |
23 |
-14* |
-15* |
15 |
18 |
16 |
18 |
16 |
6/10 |
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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.
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| 623A |
7 |
16 |
KD |
-31 |
14 |
17 |
16 |
18 |
16 |
6/10 |
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Airborne from F7. 17F landing recovery. Juggle state: JA only. CH juggle state: F1-10 full, F11-30 limited, F31-landing JA.
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| 623C |
9 |
1+16 |
KD |
-34 |
14 |
17 |
16 |
18 |
16 |
6/10 |
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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.
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| 214A |
50 |
74 |
+18 |
+17 |
10 |
12 |
10 |
12 |
14 |
0/10 |
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|
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Negates projectiles from F44. Total duration 63F. Travels shorter than 214C.
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| 214C |
56 |
68 |
+24 |
+23 |
10 |
12 |
10 |
12 |
14 |
0/10 |
|
|
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Negates projectiles from F44. Total duration 63F. Travels further than 214A.
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| 236B |
13 |
3 |
KD |
-11 |
18 |
19 |
24 |
26 |
24 |
10/6 |
|
|
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Hit 1+2SC, Hit 1-3 QS.
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| 236D |
24 |
3 |
KD |
+5 |
18 |
19 |
24 |
26 |
24 |
10/6 |
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|
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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.
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| j.X+AC |
22 |
16 |
/ |
/ |
14 |
17 |
16 |
18 |
16 |
0/10 |
|
|
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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. Earliest possible timing = F3/2 of small/regular jump.
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| 236236K |
4 |
4 |
KD |
-11 |
37 |
42 |
0 |
0 |
0 |
0 |
|
|
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DC. First hit has SC & QS. Invulnerable F1-3.
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| j.236236P |
7 |
n |
KD |
- |
36 |
36 |
0 |
0 |
0 |
0 |
|
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Invulnerable F1-8. 30F landing recovery. A-Version = narrow; C-Version flat angle. Earliest possible timing = F2 of jump.
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| 236236E |
5 |
2 |
KD |
-38 |
60 |
75 |
0 |
0 |
0 |
0 |
|
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Overhead. Can hit as an OTG. Invulnerable F1-4. Invul on legs F5-10. Airborne fromF11? 9F landing recovery.
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Standing Attacks
| Attack
|
Hitbox
|
Startup
|
Active
|
Hit
|
Guard
|
Cancel
|
Note
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| 5A(c)
|
|
4
|
2
|
+2
|
+1
|
|
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| 5A(f)
|
|
6
|
3
|
+1
|
+0
|
|
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| 5B(c)
|
|
7
|
3
|
+2
|
+1
|
|
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| 5B(f)
|
|
8
|
3
|
+2
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+1
|
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| 5C(c)
|
|
5
|
4
|
+5
|
+4
|
|
Less activation range than 5D(c) but same damage.
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| 5C(f)
|
|
10
|
4
|
+1
|
+0
|
|
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| 5D(c)
|
|
5
|
4
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+4
|
+3
|
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Not a low hit. More activation range than 5C(c) but same damage.
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| 5D(f)
|
|
11
|
2
|
+1
|
+0
|
|
Airborne F7-21.
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| 5E
|
  
   
|
20*
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1+1+1+1+1+1+6
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KD
|
-19/-17*
|
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*Old Japanese data lists this move as 21F startup. *2=point blank / max range. Cannot be cancelled.
|
| GC
|
|
6
|
4
|
KD
|
-13
|
|
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| 6B
|
|
28
|
3
|
+0
|
-1
|
|
Overhead. Airborne F10-27.
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| 6B(cancel)
|
|
20
|
3
|
+2
|
+1
|
S
|
Airborne F6-19. Only combos from hard attacks.
|
| Saving Shift
|
|
?
|
n*
|
/
|
/
|
/
|
Active until landing. 9F/10F recovery (hit/whiff).
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Crouching Attacks
| Attack
|
Hitbox
|
Startup
|
Active
|
Hit
|
Guard
|
Cancel
|
Note
|
| 2A
|
|
6
|
2
|
+5
|
+4
|
|
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| 2B
|
|
5
|
3
|
+4
|
+3
|
|
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| 2C
|

|
9
|
2+2
|
+1
|
+0
|
|
|
| 2D
|
|
10
|
8
|
KD
|
-7*
|
|
*=point blank
|
Jump Attacks
| Move |
Hitbox |
Startup |
Active |
Note
|
| small A |
 |
10 |
8 |
same as j.A
|
| small up A |
 |
10 |
8 |
same as jump up A
|
| j.A |
 |
10 |
8 |
same as smalljump A
|
| up A |
 |
10 |
8 |
same as smalljump A
|
| small B |
 |
7 |
4 |
same as j.B
|
| j.B |
 |
7 |
4 |
same as smalljump B
|
| up B |
 |
8 |
12 |
Unique hitbox
|
| small C |
 |
8 |
6 |
same as j.C
|
| j.C |
 |
8 |
6 |
same as smalljump C
|
| small D |
 |
13 |
4 |
Different than j.D
|
| j.D |
 |
13 |
4 |
Different than smalljump D
|
| small E |
 |
11 |
4 |
Different than j.E
|
| j.E |
 |
11 |
4 |
Different than smalljump E
|
Specials & Supers
| Move
|
Hitbox
|
Startup
|
Active
|
Hit
|
Guard
|
Note
|
| 236A
|
|
11
|
14
|
-8*
|
-9*
|
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.
|
| 236C
|
|
16
|
23
|
-14*
|
-15*
|
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.
|
| 623A
|
|
7
|
16
|
KD
|
-31
|
Airborne from F7. 17F landing recovery.
|
| 623C
|

|
9
|
1+16
|
KD
|
-34
|
SC. Airborne from F10. 19F landing recovery.
|
| 214A
|

|
50
|
74
|
+18
|
+17
|
Negates projectiles from F44. Flies shorter than 214C.
|
| 214C
|

|
56
|
68
|
+24
|
+23
|
Negates projectiles from F44. Flies further than 214A.
|
| 236B
|
Datei:Kofxi malin 236B gif.gif
|
13
|
1+1+1
|
KD
|
-11
|
Hit 1+2SC, Hit 1-3 QS.
|
| 236D
|
 Datei:Kofxi malin 236D gif.gif
|
24
|
1+1+1
|
KD
|
+5
|
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.
|
| 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. Earliest possible timing = F3/2 of small/regular jump.
|
| 236236K
|
|
4
|
4
|
KD
|
-11
|
DC. First hit has SC & QS. Invulnerable F1-3.
|
| j.236236P
|

|
7
|
n
|
KD
|
-
|
Invulnerable F1-8. 30F landing recovery. A-Version = narrow; C-Version flat angle. Earliest possible timing = F2 of jump.
|
| 236236E
|
|
5
|
2
|
KD
|
-38
|
Overhead. Can hit as an OTG. Invulnerable F1-4. Invul on legs F5-10. Airborne fromF11? 9F landing recovery.
|
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
- toshiyan vs arthur P ft6
- Video with many Descale-Setups
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