Silber(KOFXI)

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Silber
ズィルバー
KOFXI silber full.png
Tiers & Ranking
Tier: C to B
Ratio Cost: 3 Points
Properties
Damage Modifier: 0.97
Stun Modifier: 0.96
Crouch height (Tier): C

Colors

KOFXI silber S.png KOFXI silber X.png KOFXI silber T.png KOFXI silber C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI silber R1S.png KOFXI silber R1X.png KOFXI silber R1T.png KOFXI silber R1C.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 silber L1S.png KOFXI silber L1X.png KOFXI silber L1T.png KOFXI silber L1C.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 4 +3 +2
5A(f) 8 4 +0 -1
5B(c) 4 4 -1 -2
5B(f) 8 4 -6 -7
5C(c) 7 6 +5 +4
5C(f) 12 4 -4 -5
5D(c) 8 2+5 -2 -3
5D(f) 14 5 -10 -11
5E 15 5 KD -7
GC 9 5 KD -13
6A 16 5 KD -14 Head invul F11-35. Wall Bounce.
6A(can) 12 4 -11 -12 Head invul F7-29.
6B 13 3 -10 -11 F1-6 not in CH-state. Airborne F7-30. CH-state F7-15.
6BB 12 4 KD -5 F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16.
Saving Shift ? n* / / Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
2A 7 4 +2 +1
2B 8 5 -2 -3 F13-24 recovery. F17-22 completely invul + 2F regular recovery.
2C 14 3+4 KD -14 Launches on hit.
2D 9 4 KD -12
small A 5 6 / /
j.A 5 6 / /
small B 5 8 / /
j.B 5 8 / /
small C 11 6 / / Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
j.C 11 6 / / Hard Knockdown. 16F hit stop instead of the usual 10F for hard attacks.
small D 9 5 / /
j.D 10 5 / /
small E 9 5 / /
j.E 11 8 / /
[4],6B 12 18 KD -20 Airborne F9-31. Recovery F32-53 (24F). 60F charge time.
[4],6D 18 18 KD -23 Airborne F15-36. Recovery F37-62 (62F). 60F charge time.
[2],8B 27 6 KD -22 Overhead. Low profile F1-5. Airborne from F6. 40F charge time.
[2],8D 27 6 KD -22 Overhead. Moves forward slightly. Low profile F1-5. Airborne from F6. 40F charge time.
214P 8 15 KD / Counter. Hurtbox moves behind collision from F5.
632146P 2 15 KD / Counter Super. F1 invul. Hurtbox moves behind collision from F2.
2363214P 17 13 KD -7 F1-6 invul. Airborne from F17. Enlarged collision box during startup.
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.
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.
[4],646E 5 17 KD -50 Only F1 invul. Airborne F2. 40F charge time.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi silber 5A(c).png 4 4 +3 +2
5A(f) Kofxi silber 5A(f).png 8 4 +0 -1
5B(c) Kofxi silber 5B(c).png 4 4 -1 -2
5B(f) Kofxi silber 5B(f).png 8 4 -6 -7
5C(c) Kofxi silber 5C(c).png 7 6 +5 +4
5C(f) Kofxi silber 5C(f).png 12 4 -4 -5
5D(c) Kofxi silber 5D(c) 1.pngKofxi silber 5D(c) 2.png 8 2+5 -2 -3
5D(f) Kofxi silber 5D(f).png 14 5 -10 -11
5E Kofxi silber 5E.png 15 5 KD -7
GC Kofxi silber GC.png 9 5 KD -13
6A Kofxi silber 6A.png 16 5 KD -14 Head invul F11-35. Wall Bounce.
6A(cancel) Kofxi silber 6A(cancel).png 12 4 -11 -12 Head invul F7-29.
6B Kofxi silber 6B.png 13 3 -10 -11 F1-6 not in CH-state. Airborne F7-30. CH-state F7-15.
6BB Kofxi silber 6BB.png 12 4 KD -5 F1-7 not in CH-state. Airborne F1-15. CH-state F8-15. Landing F16.
Saving Shift Kofxi silber saving.png ? n* / / Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi silber 2A.png 7 4 +2 +1
2B Kofxi silber 2B.png 8 5 -2 -3 Special Cancel. F13-24 recovery. F17-22 completely invul + 2F regular recovery.
2C Kofxi silber 2C 1.pngKofxi silber 2C 2.png 14 3+4 KD -14 Launches.
2D Kofxi silber 2D.png 9 4 KD -12
Jump Attacks
Attack Hitbox Startup Active Note
small back A Kofxi silber smalljump back A.png 5 6 Unique hitbox
small up A Kofxi silber smalljump up A.png 5 6 Unique hitbox
small forward A Kofxi silber smalljump forward A.png 5 6 Unique hitbox
jump back A Kofxi silber jump back A.png 5 6 Same hitbox as jump up A
jump up A Kofxi silber jump up A.png 5 6 Same hitbox as jump back A
jump forward A Kofxi silber jump forward A.png 5 6 Unique hitbox
small back B Kofxi silber smalljump back B.png 5 8 Same hitbox as small forward B
small up B Kofxi silber smalljump up B.png 5 8 Unique hitbox
small forward B Kofxi silber smalljump forward B.png 5 8 Same hitbox as small back B
jump back B Kofxi silber jump back B.png 5 8 Unique hitbox
jump up B Kofxi silber jump up B.png 5 8 Same hitbox as jump forward B
jump forward B Kofxi silber jump forward B.png 5 8 Same hitbox as jump up B
small back C Kofxi silber smalljump back C.png 11 6 Unique hitbox
small up C Kofxi silber smalljump up C.png 11 6 Unique hitbox
small forward C Kofxi silber smalljump forward C.png 11 6 Unique hitbox
jump back C Kofxi silber jump back C.png 11 6 Unique hitbox
jump up C Kofxi silber jump up C.png 11 6 Unique hitbox
jump forward C Kofxi silber jump forward C.png 11 6 Unique hitbox
small back D Kofxi silber smalljump back D.png 9 5 Unique hitbox
small up D Kofxi silber smalljump up D.png 9 5 Unique hitbox
small forward D Kofxi silber smalljump forward D.png 9 5 Unique hitbox
jump back D Kofxi silber jump back D.png 10 5 Unique hitbox
jump up D Kofxi silber jump up D.png 10 5 Unique hitbox
jump forward D Kofxi silber jump forward D.png 10 5 Unique hitbox
small E Kofxi silber smalljump E.png 9 5 All small E the same
jump E Kofxi silber jump E.png 11 8 All jump E the same
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
[4],6B Kofxi silber 46B.pngKofxi silber 46B gif.gif 12 18 KD -20 Airborne F9-31. Recovery F32-53 (24F). 60F charge time.
[4],6D Kofxi silber 46D.pngKofxi silber 46D gif.gif 18 18 KD -23 Airborne F15-36. Recovery F37-62 (26F). 60F charge time.
[2],8B Kofxi silber 28B 1.pngKofxi silber 28B 2.pngKofxi silber 28D gif.gif 27* 6 KD -22 Overhead. Low profile F1-5. 39F recovery. Airborne from F6. 640F charge time. *=old Japanese data says 29.
[2],8D Kofxi silber 28D 1.pngKofxi silber 28D 2.pngKofxi silber 28B gif.gif 27* 6 KD -22 Overhead. Moves forward slightly. Low profile F1-5. 39F recovery. Airborne from F6. 40F charge time. *=old Japanese data says 29.
214P Kofxi silber 214P 1.pngKofxi silber 214P 2.png 8 15 KD / Counter. Hurtbox moves behind collision from F5.
632146P Kofxi silber 632146P 1.pngKofxi silber 632146P 2.png 2 15 KD / Counter Super. Hurtbox moves behind collision from F2.
2363214P Kofxi silber 2363214P.pngKofxi silber 2363214P gif.gif 17 13 KD -7 F1-6 invul. Airborne from F17. Enlarged collision box during startup.
236236B Kofxi silber 236236B 1.pngKofxi silber 236236B 2.png 24* 6+4 KD -9* 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.
236236D Kofxi silber 236236D 1.pngKofxi silber 236236D 2.png 28* 6+6 KD -7* 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.
[4],646E Kofxi silber 4646E.pngKofxi silber 4646E gif.gif 5 17 KD -50 Only F1 invul. Airborne F2. 40F charge time.
A+B+C+D Kofxi silber ABCD gif.gif / 55 / / Bug Super. Does nothing. Cannot move for 55F.

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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