Silber ズィルバー
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Tiers & Ranking
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Tier:
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C to B
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Ratio Cost:
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3 Points
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Properties
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Damage Modifier:
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0.97
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Stun Modifier:
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0.96
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Crouch height (Tier):
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C
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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
Short List
Ausklappen
5A(c) |
4 |
4 |
+3 |
+2 |
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5A(f) |
8 |
4 |
+0 |
-1 |
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5B(c) |
4 |
4 |
-1 |
-2 |
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5B(f) |
8 |
4 |
-6 |
-7 |
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5C(c) |
7 |
6 |
+5 |
+4 |
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5C(f) |
12 |
4 |
-4 |
-5 |
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5D(c) |
8 |
2+5 |
-2 |
-3 |
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5D(f) |
14 |
5 |
-10 |
-11 |
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5E |
15 |
5 |
KD |
-7 |
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GC |
9 |
5 |
KD |
-13 |
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6A |
16 |
5 |
KD |
-14 |
Head invul F11-35. Wall Bounce.
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6A(can) |
12 |
4 |
-11 |
-12 |
Head invul F7-29.
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6B |
13 |
3 |
-10 |
-11 |
F1-6 not in CH-state. Airborne F7-30. CH-state F7-15.
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6BB |
12 |
4 |
KD |
-5 |
F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16.
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Saving Shift |
? |
n* |
/ |
/ |
Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
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2A |
7 |
4 |
+2 |
+1 |
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2B |
8 |
5 |
-2 |
-3 |
F13-24 recovery. F17-22 completely invul + 2F regular recovery.
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2C |
14 |
3+4 |
KD |
-14 |
Launches on hit.
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2D |
9 |
4 |
KD |
-12 |
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small A |
5 |
6 |
/ |
/ |
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j.A |
5 |
6 |
/ |
/ |
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small B |
5 |
8 |
/ |
/ |
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j.B |
5 |
8 |
/ |
/ |
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small C |
11 |
6 |
/ |
/ |
Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
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j.C |
11 |
6 |
/ |
/ |
Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
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small D |
9 |
5 |
/ |
/ |
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j.D |
10 |
5 |
/ |
/ |
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small E |
9 |
5 |
/ |
/ |
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j.E |
11 |
8 |
/ |
/ |
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[4],6B |
12 |
18 |
KD |
-20 |
Airborne F9-31. Recovery F32-53 (24F).
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[4],6D |
18 |
18 |
KD |
-23 |
Airborne F15-36. Recovery F37-62 (62F).
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[2],8B |
27 |
6 |
KD |
-22 |
Overhead. Low profile F1-5. Airborne from F6. 40F charge time.
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[2],8D |
27 |
6 |
KD |
-22 |
Overhead. Moves forward slightly. Low profile F1-5. Airborne from F6. 40F charge time.
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214P |
8 |
15 |
KD |
/ |
Counter. Hurtbox moves behind collision from F5.
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632146P |
2 |
15 |
KD |
/ |
Counter Super. F1 invul. Hurtbox moves behind collision from F2.
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2363214P |
17 |
13 |
KD |
-7 |
F1-6 invul. Airborne from F17. Enlarged collision box during startup.
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236236B |
24 |
6+4 |
KD |
-9* |
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.
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236236D |
28 |
6+6 |
KD |
-7* |
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.
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[4],646E |
5 |
17 |
KD |
-50 |
Only F1 invul. Airborne F2. 40F charge time.
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Standing Attacks
Ausklappen
5A(c)
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4
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4
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+3
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+2
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5A(f)
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8
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4
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+0
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-1
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5B(c)
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4
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4
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-1
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-2
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5B(f)
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8
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4
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-6
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-7
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5C(c)
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7
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6
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+5
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+4
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5C(f)
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12
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4
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-4
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-5
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5D(c)
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8
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2+5
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-2
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-3
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5D(f)
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14
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5
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-10
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-11
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5E
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15
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5
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KD
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-7
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GC
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9
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5
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KD
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-13
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6A
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16
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5
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KD
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-14
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Head invul F11-35. Wall Bounce.
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6A(cancel)
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12
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4
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-11
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-12
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Head invul F7-29.
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6B
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13
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3
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-10
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-11
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F1-6 not in CH-state. Airborne F7-30. CH-state F7-15.
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6BB
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12
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4
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KD
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-5
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F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16.
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Saving Shift
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?
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n*
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/
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/
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Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
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Crouching Attacks
Ausklappen
2A
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7
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4
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+2
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+1
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2B
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8
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5
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-2
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-3
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Special Cancel. F13-24 recovery. F17-22 completely invul + 2F regular recovery.
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2C
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14
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3+4
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KD
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-14
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Launches.
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2D
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9
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4
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KD
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-12
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Jump Attacks
Ausklappen
small back A
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5
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6
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Unique hitbox
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small up A
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5
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6
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Unique hitbox
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small forward A
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5
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6
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Unique hitbox
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jump back A
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5
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6
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Same hitbox as jump up A
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jump up A
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5
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6
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Same hitbox as jump back A
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jump forward A
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5
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6
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Unique hitbox
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small back B
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5
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8
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Same hitbox as small forward B
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small up B
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5
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8
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Unique hitbox
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small forward B
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5
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8
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Same hitbox as small back B
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jump back B
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5
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8
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Unique hitbox
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jump up B
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5
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8
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Same hitbox as jump forward B
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jump forward B
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5
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8
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Same hitbox as jump up B
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small back C
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11
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6
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Unique hitbox
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small up C
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11
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6
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Unique hitbox
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small forward C
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11
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6
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Unique hitbox
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jump back C
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11
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6
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Unique hitbox
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jump up C
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11
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6
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Unique hitbox
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jump forward C
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11
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6
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Unique hitbox
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small back D
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9
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5
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Unique hitbox
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small up D
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9
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5
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Unique hitbox
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small forward D
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9
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5
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Unique hitbox
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jump back D
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10
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5
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Unique hitbox
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jump up D
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10
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5
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Unique hitbox
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jump forward D
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10
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5
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Unique hitbox
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small E
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9
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5
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All small E the same
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jump E
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11
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8
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All jump E the same
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Specials & Supers
Ausklappen
[4],6B
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12
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18
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KD
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-20
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Airborne F9-31. Recovery F32-53 (24F).
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[4],6D
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18
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18
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KD
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-23
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Airborne F15-36. Recovery F37-62 (26F).
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[2],8B
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27*
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6
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KD
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-22
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Overhead. Low profile F1-5. 39F recovery. Airborne from F6. *=old Japanese data says 29.
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[2],8D
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27*
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6
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KD
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-22
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Overhead. Moves forward slightly. Low profile F1-5. 39F recovery. Airborne from F6. *=old Japanese data says 29.
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214P
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8
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15
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KD
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/
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Counter. Hurtbox moves behind collision from F5.
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632146P
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2
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15
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KD
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/
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Counter Super. Hurtbox moves behind collision from F2.
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2363214P
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17
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13
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KD
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-7
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F1-6 invul. Airborne from F17. Enlarged collision box during startup.
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236236B
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24*
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6+4
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KD
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-9*
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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.
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236236D
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28*
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6+6
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KD
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-7*
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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.
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[4],646E
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5
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17
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KD
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-50
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Only F1 invul. Airborne F2.
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A+B+C+D
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/
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55
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/
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/
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Bug Super. Does nothing. Cannot move for 55F.
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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)>5A>5A>6A>Super
Okizeme
Matchups
Vs Oswald
Since Silber wakes up 4F faster on face-up knockdown, he can punish ACE on hit with LDM.
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