Malin(KOFXI)
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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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 4 | 2 | +2 | +1 | |
5A(f) | 6 | 3 | +1 | +0 | |
5B(c) | 7 | 3 | +2 | +1 | |
5B(f) | 8 | 3 | +2 | +1 | |
5C(c) | 5 | 4 | +5 | +4 | Les activation range than 5D(c) but same damage. |
5C(f) | 10 | 4 | +1 | +0 | |
5D(c) | 5 | 4 | +4 | +3 | Not a low hit. More activation range than 5C(c) but same damage. |
5D(f) | 11 | 2 | +1 | +0 | Airborne F7-21. |
5E | 20 | 12 | KD | -19/-17* | *=point blank / max range. Cannot be cancelled. |
GC | 6 | 4 | KD | -13 | |
6B | 28 | 3 | +0 | -1 | Overhead. Airborne F10-27. |
6B(can) | 20 | 3 | +2 | +1 | Airborne F6-19. Only combos from hard attacks. |
Saving Shift | ? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
2A | 6 | 2 | +5 | +4 | |
2B | 5 | 3 | +4 | +3 | |
2C | 9 | 2+2 | +1 | +0 | |
2D | 10 | 8 | KD | -7* | *=Point blank |
small A | 10 | 8 | / | / | Same as j.A |
small up A | 10 | 8 | / | / | Same as up A |
j.A | 10 | 8 | / | / | Same as smalljump A |
up A | 10 | 8 | / | / | Same as smalljump up A |
small B | 7 | 4 | / | / | Same as j.B |
j.B | 7 | 4 | / | / | Same as smalljump B |
up B | 8 | 12 | / | / | Unique hitbox & animation |
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 |
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. 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 | -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. 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 | -31 | 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 | -34 | 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 | +18 | +17 | negates projectiles from F44. Travels shorter than 214C. |
214C | 56 | 68 | +24 | +23 | negates projectiles from F44. Travels further than 214A. |
236B | 13 | 3 | KD | -11 | Hit 1+2SC, Hit 1-3 QS. |
236D | 24 | 3 | KD | +5 | 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 | / | / | 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 | -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. |
236236E | 5 | 2 | KD | -38 | Overhead. Can hit as an OTG. Invulnerable F1-4. Invul on legs F5-10. Airborne fromF11? 9F landing recovery. |
Attack | Hitbox | Startup | Active | Hit | Guard | Cancel | Note |
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2A | ![]() |
6 | 2 | +5 | +4 | ||
2B | ![]() |
5 | 3 | +4 | +3 | ||
2C | ![]() ![]() |
9 | 2+2 | +1 | +0 | ||
2D | ![]() |
10 | 8 | KD | -7* | *=point blank |
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 | ![]() |
13 | 1+1+1 | KD | -11 | Hit 1+2SC, Hit 1-3 QS. |
236D | ![]() ![]() |
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. |
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. |
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
- 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