Malin(KOFXI)

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Malin
まりん
KOFXI malin full.png
Tiers & Ranking
Tier: B-
Ratio Cost: 4 Points
Properties
Damage Modifier: 1.05
Stun Modifier: 1.03
Crouch height (Tier): F

Colors

KOFXI Malin A.png KOFXI Malin B.png KOFXI Malin C.png KOFXI Malin D.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Malin EA.png KOFXI Malin EB.png KOFXI Malin EC.png KOFXI Malin ED.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 Malin SA.png KOFXI Malin SB.png KOFXI Malin SC.png KOFXI Malin SD.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

Short List
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.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Cancel Note
5A(c) Kofxi malin 5A(c).png 4 2 +2 +1
5A(f) Kofxi malin 5A(f).png 6 3 +1 +0
5B(c) Kofxi malin 5B(c).png 7 3 +2 +1
5B(f) Kofxi malin 5B(f).png 8 3 +2 +1
5C(c) Kofxi malin 5C(c).png 5 4 +5 +4 Less activation range than 5D(c) but same damage.
5C(f) Kofxi malin 5C(f).png 10 4 +1 +0
5D(c) Kofxi malin 5D(c).png 5 4 +4 +3 Not a low hit. More activation range than 5C(c) but same damage.
5D(f) Kofxi malin 5D(f).png 11 2 +1 +0 Airborne F7-21.
5E Kofxi malin 5E 1.pngKofxi malin 5E 2.pngKofxi malin 5E 3.png
Kofxi malin 5E 4.pngKofxi malin 5E 5.pngKofxi malin 5E 6.pngKofxi malin 5E 7.png
Kofxi malin 5E gif.gif
20* 1+1+1+1+1+1+6 KD -19/-17* *Old Japanese data lists this move as 21F startup. *2=point blank / max range. Cannot be cancelled.
GC Kofxi malin GC.png 6 4 KD -13
6B Kofxi malin 6B.png 28 3 +0 -1 Overhead. Airborne F10-27.
6B(cancel) Kofxi malin 6B(cancel).png 20 3 +2 +1 S Airborne F6-19. Only combos from hard attacks.
Saving Shift Kofxi malin saving.png ? n* / / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Cancel Note
2A Kofxi malin 2A.png 6 2 +5 +4
2B Kofxi malin 2B.png 5 3 +4 +3
2C Kofxi malin 2C 1.pngKofxi malin 2C 2.png 9 2+2 +1 +0
2D Kofxi malin 2D.png 10 8 KD -7* *=point blank
Jump Attacks
Move Hitbox Startup Active Note
small A Kofxi malin smalljump A.png 10 8 same as j.A
small up A Kofxi malin smalljump up A.png 10 8 same as jump up A
j.A Kofxi malin jump A.png 10 8 same as smalljump A
up A Kofxi malin jump up A.png 10 8 same as smalljump A
small B Kofxi malin smalljump B.png 7 4 same as j.B
j.B Kofxi malin jump B.png 7 4 same as smalljump B
up B Kofxi malin jump up B.png 8 12 Unique hitbox
small C Kofxi malin smalljump C.png 8 6 same as j.C
j.C Kofxi malin jump C.png 8 6 same as smalljump C
small D Kofxi malin smalljump D.png 13 4 Different than j.D
j.D Kofxi malin jump D.png 13 4 Different than smalljump D
small E Kofxi malin smalljump E.png 11 4 Different than j.E
j.E Kofxi malin jump E.png 11 4 Different than smalljump E
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236A Kofxi malin 236A.png 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 Kofxi malin 236C.png 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 Kofxi malin 623A.png 7 16 KD -31 Airborne from F7. 17F landing recovery.
623C Kofxi malin 623C 1.pngKofxi malin 623C 2.png 9 1+16 KD -34 SC. Airborne from F10. 19F landing recovery.
214A Kofxi malin 214A 1.pngKofxi malin 214A 2.png 50 74 +18 +17 Negates projectiles from F44. Flies shorter than 214C.
214C Kofxi malin 214C 1.pngKofxi malin 214C 2.png 56 68 +24 +23 Negates projectiles from F44. Flies further than 214A.
236B Kofxi malin 236B.pngDatei:Kofxi malin 236B gif.gif 13 1+1+1 KD -11 Hit 1+2SC, Hit 1-3 QS.
236D Kofxi malin 236D 1.pngKofxi malin 236D 2.pngDatei: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 Kofxi malin jump 7AC.pngKofxi malin jump 8AC.pngKofxi malin jump 9AC.png
Kofxi malin jump 4AC.pngKofxi malin jump AC.pngKofxi malin jump 6AC.png
Kofxi malin jump 1AC.pngKofxi malin jump 2AC.pngKofxi malin jump 3AC.png
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 Kofxi malin 236236K.png 4 4 KD -11 DC. First hit has SC & QS. Invulnerable F1-3.
j.236236P Kofxi malin jump 236236P 1.pngKofxi malin jump 236236P 2.png 7 n KD - Invulnerable F1-8. 30F landing recovery. A-Version = narrow; C-Version flat angle.
236236E Kofxi malin 236236E.png 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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