Street Fighter V/Kolin: Difference between revisions

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|{{SFVCharacterPortrait|Kolin}}
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{{SFVCharacterData|1000|1000|4.13|3.26|17|21|169|105|-|47 (4+39+4)|-|-|0.85|0.35|f+MK|crLK, crMK, crHK, Vanity Step MK > Cold Low, Vanity Step MK > Brinicle|crHK (CH), Frost Touch|HK, crHK|}}
{{SFVCharacterData|1000|1000|4.13|3.26|17|21|169|105|-|47 (4+39+4)|-|-|0.85|0.35|f+MK|crLK, crMK, crHK, Vanity Step MK > Cold Low, Vanity Step MK > Brinicle|crHK (CH), Frost Touch, Glacier Through|HK, crHK|}}


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An escape V-Reversal. Kolin rolls through the opponent. The recovery can be hit depending on the move.
An escape V-Reversal. Kolin rolls through the opponent. The recovery can be hit depending on the move.
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Inside Slash causes Kolin to rush forward ending with a downwards slice attack. If she is hit between 8-16f she counters the move, causing a knockdown. This works on any strike attack, including CAs, but not any type of projectile. She also gains a small amount of meter on hit and block.
Inside Slash causes Kolin to rush forward ending with a downwards slice attack. If she is hit between 8-16f she counters the move, causing a knockdown. This works on any strike attack, including CAs, but not any type of projectile. She also gains a small amount of meter on hit and block. With VS1 equipped, her MK > HP > VS target combo knocks the opponent down, giving her great oki.
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Glacier Through is a slow command grab. On activation, Kolin dashes forward slightly and grabs the opponent, knocking them down. The knockdown is a hard knockdown and both characters recover at the same time (+0). The command grab also freezes the opponent's stun gauge, preventing it from depleting. The effect is removed if Kolin is hit (blocked attacks do not remove it). It can also be used from her MP > HP > VS target combo, which has the same properties. Gives 100 V-Gauge on a successful grab.
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Diamond Dust is a two bar V-Trigger that has Kolin stomp the ground, sending a wave of ice across the screen hitting the opponent. After the first activation she can do it once more which consumes the rest of the timer. On hit the opponent's stun gauge is frozen, and will not begin draining until the opponent hits Kolin or they are stunned. If they are stunned while their gauge is frozen, there will be a special effect where they are frozen and will take a tiny amount of damage over time. Diamond Dust can also nullify multiple hitting projectiles, and can hit opponents that are on the ground.  
Diamond Dust is a two bar V-Trigger that has Kolin stomp the ground, sending a wave of ice across the screen hitting the opponent. After the first activation she can do it once more which consumes the rest of the timer. On hit the opponent's stun gauge is frozen, and will not begin draining until the opponent hits Kolin or they are stunned. If they are stunned while their gauge is frozen, there will be a special effect where they are frozen and will take a tiny amount of damage over time. Diamond Dust can also nullify multiple hitting projectiles, and can hit opponents that are on the ground.  

Revision as of 18:56, 22 June 2020

Template:SFVHeader

Kolin

SFV-Kolin Portrait.jpg
VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 4.13 Throw Range: 0.85
Back Walk Speed: 3.26 Throw Hurt Range: 0.35
DASHING JUMPING
Forward Dash Total Frames: 17 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 47 (4+39+4)
Forward Dash Distance: 169 Forward Jump Distance: -
Back Dash Distance: 105 Back Jump Distance -
NOTABLE MOVE CLASSES
Overheads: f+MK Hard Knockdowns: crHK (CH), Frost Touch, Glacier Through
Low Attacks: crLK, crMK, crHK, Vanity Step MK > Cold Low, Vanity Step MK > Brinicle Crush Counters: HK, crHK

Summary

Bio

Bio


Why Pick Kolin?

Why Play

Players To Watch
Poongko, Neon, Nephew

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw damage increased from 120 to 130
  • Stand HP disadvantage on block increased from -2 to -4
  • Crouch LP upwards hurtbox decreased
  • Crouch MK upwards hitbox reduced, reduced backwards hitbox, reduced active frames from 3f to 2f
  • Brincile (qcb+MK, d+LK > d+HP) recovery increased by 5f
  • Frost Tower (qcf, qcf+P) EX gain increased from 20 to 100 on hit
  • VT1
    • Crouch HK cancel timing for first two hits unified with VT2
    • Cold Low (qcb+MK, d+LK > d+HK) cancel timing for first two hits unified with VT2
    • Brincile (qcb+MK, d+LK > d+HP) cancel timing for first two hits unified with VT2
    • Snow Grain (qcb+MK d+LP > MP) cancel timing for first two hits unified with VT2
    • Diamond Dust (HP+HK) damage increased from 90 to 120
  • VT2
    • Crouch LK cancel timing into Absolute Zero delayed by 3f
    • Crouch MK cancel timing into Absolute Zero delayed by 3f
    • Crouch HK cancel timing for first two hits unified with VT1
    • Cold Low (qcb+MK, d+LK > d+HK) cancel timing for first two hits unified with VT1
    • Brincile (qcb+MK, d+LK > d+HP) cancel timing for first two hits unified with VT1
    • Snow Grain (qcb+MK d+LP > MP) cancel timing for first two hits unified with VT1
    • Frost Spike (LP > MP) can cancel into Absolute Zero
    • Frost Edge (HP+HK) V-Gauge consumption increased from 500f to 1000f if not used from a dash, will not hit opponents behind Kolin
    • Forward Dash V-Gauge consumption increased from 500f to 700f
    • Inside Slash (MP+MK) advantage on hit decreased from +3 to +2, disadvantage increased from -7 to -8, recovery increased from 20f to 21f


Season 3 (Arcade Edition)

  • Stand LP hitbox reduced
  • Stand MP hurtbox increased
  • Stand HP damage decreased from 90 to 80, expanded hurtbox, behavior on crush counter adjusted
  • Stand HK can now hit behind Kolin
  • Crouch LP hurtbox expanded
  • Crouch LK pushback on hit/block increased when performed from MK Vanity Step, and delayed rapid cancel timing during
  • Crouch MK collision box adjusted
  • Crouch HP hitbox expanded, hurtbox reduced
  • Jump HP hurtbox reduced
  • Jump HK had last active frame removed
  • Sniping Kick (b+HK) startup decreased from 15f to 14f, recovery reduced from 21f to 19f
  • Cold Low (qcb+MK, d+LK > d+HK) second hit can be V-Trigger canceled
  • Brinicle (qcb+MK, d+LK > d+HP) disadvantage on block decreased from -8 to -2, reduced pushback on block, changed effect on hit, now has inertia on startup
  • Snow Grain (qcb+MK, d+MP > HP) advantage on block increased from -2 to -8, reduced pushback on hit
  • Inside Slash (MP+MK) advantage on hit decreased from +3 to +2, disadvantage on block increased from -7 to -8, recovery increased by 3f, gain less V-Gauge on successful counter
  • Vanity Step
    • LK version total frames increased from 34f to 43f, increased movement distance, reduced hurtbox during move, extended input time for Silver Edge
    • HK version can be slightly adjusted while in the air
    • EX version LK+MK input for Silver Edge increased
    • Silver Edge (qcb+MK > P) amount of time on mid-air hit increased, adjusted CA input window
  • Frost Touch (qcb+P) will prevent opponent from recovering stun during animation
  • Frost Touch Low (qcb+LP)
    • Regular version damage increased from 180 to 200
    • EX Version damage increased from 240 to 260
  • Frost Tower (qcf, qcf+P) hitbox expanded in upwards direction, expanded collision box upwards
  • V-Trigger
    • Diamond Dust (HP+HK) adjusted to build EX meter
  • Added V-Trigger 2: Absolute Zero


Move List

Unique Attacks

SFV-Kolin-Unique.jpg

Special Moves

SFV-Kolin-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Kolin-Vsystem.jpg

Critical Art

SFV-Kolin-Critical.jpg

Kolin Discussions

Discussions regarding Kolin

Kolin Shoryuken Forum

Kolin Discord Link

Kolin Discord

Video Guides

Capcom Fighters' Offical Introduction Series

Shoryuken's Rising Up Series

lolhorsechoka's Kolin Option Selects

Other Useful Guides

Automattock's Kolin Comprehensive Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 3 6 2 4 6 30 70 H ["ch","sp","vt1","vt2"] - - - - 36 84
Stand MP MP 6 3 13 2 4 6 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 8 3 19 -4 5 18 80 150 H ["sp","su","vt1","vt2"] - - - 13 96 180
Stand LK LK 5 3 9 -2 1 3 40 70 H ["sp","su","vt1","vt2"] - - - - 48 84
Stand MK MK 5 3 14 -2 3 5 50 100 H ["sp","su","vt1","vt2"] - - - 8 60 120
Stand HK HK 11 3 20 -2 6 23 80 150 H ["vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 3 2 8 1 4 6 20 70 H ["ch","sp","vt1","vt2"] - - - - 24 84
Crouch MP d+MP 6 3 13 2 5 7 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 7 3 23 -3 0 2 80 150 H ["sp","su","vt1","vt2"] - - - 13 96 180
Crouch LK d+LK 4 2 8 1 3 5 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 8 3 15 1 3 5 50 100 L ["su","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 10 2 24 - - -18 60 100 L ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HK 2nd hit d+HK 34 2 24 -12 KD KD 40 50 L - 84 25 30 6 48 60
Jump LP u+LP 3 5 - 4(6) 7(9) ? 40 70 M - - - - - 48 84
Jump MP u+MP 5 6 - 7(9) 10(12) ? 70 100 M - - - - 11 84 120
Jump HP u+HP 7 4 - 9(12) 12(15) ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 5 - 2(6) 5(9) ? 40 70 M - - - - - 48 84
Jump MK u+MK 6 5 - 6(9) 9(12) ? 60 100 M - - - - 9 72 120
Jump HK u+HK 9 5 - 4(12) 7(15) ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Icicle Stamp d+MK (air) 13 - 43 - - ? 30 70 H - - - - 4 36 84
Blizzard Heel f+MK 23 2*3 18 -7 1 3 20*40 50*50 M*M - - - - CHIP CH_DAMAGE CH_STUN
Sniping Kick b+HK 14 3 19 -2 3 KD 90 150 H ["su","vt1","vt2"] 93 34 39 14 108 180
Frost Spike 1st LP > MP 4+6 3 17 -6 0 2 30*36 (66) 70*54 (124) H*H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Frost Spike 2nd LP > MP > HP 4+6+8 3 23 -9 1 3 30*36*48 (114) 70*54*64 (188) H*H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
White Out 1st MK > HP 5+8 3 23 -9 -1 1 50*45 (95) 100*63 (163) H*H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
White Out 2nd MK > HP > MPMK (VS1) 5+8+10 3 31 -12 KD KD 50*45*48 (143) 100*63*80 (243) H*H*H ["vt1","vt2"] 78 19 24 CHIP CH_DAMAGE CH_STUN
> Cold Low qcb+MK > d+LK > d+HK Step + 4 2(11)2(23)2 24 -12 KD KD 20*54*36 (110) 70*90*45 (205) L*L ["sp","su","vt1","vt2"] 84 25 30 CHIP CH_DAMAGE CH_STUN
> Brinicle qcb+MK > d+LK > d+HP Step + 4 2(9)3 21(27) -2 KD KD 20*81 (101) 70*135 (205) L*H ["sp","su","vt1","vt2"] 106 47 52 CHIP CH_DAMAGE CH_STUN
> Snow Grain qcb+MK > d+MP > HP Step + 6 3(10)3 19 -8 5 7 60*81 (141) 100*135 (235) H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
> White Spear qcb+HK > LK > MK Step + 3 5(3)1 4 9 12 14 40*63 (103) 70*90 (160) M*M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Pressure Ridge LP+LK 5 3 17 - KD KD 130 120 T - 57 8 8 ? 156 144
Sublimation b+LP+LK 5 3 17 - KD KD 120 150 T - 71 12 12 ? 144 180
Avalanche Lock LP+LK (air) 5 2 - - KD KD 120 200 T - 63 14 14 ? 144 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Diamond Dust HP+HK (VT1) 18 24 13 32 KD KD 40x3 (120) 120x3 (360) H - 138 79 84 ? CH_DAMAGE CH_STUN
Diamond Dust 2nd HP+HK (VT1 - 2nd hit) 17 24 19 26 KD KD 40x3 (120) 120x3 (360) H - 132 73 78 ? CH_DAMAGE CH_STUN
Absolute Zero HP+HK (VT2) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Inside Slash MP+MK (VS1) 15 2 23 -8 2 4 50 100 H - - - - ? 60 120
Inside Slash (Counter) MP+MK (VS1) 1 2(20)3 20 - KD KD 70*80 (50*100) 100*100 H - 79 20 25 ? CH_DAMAGE CH_STUN
Glacier Through MP+MK (VS2) 26 3 47 - KD KD 100 150 - - 0 0 0 ? 120 180
Third Eye f+KKK - - 33 - - ? - - H - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Frost Touch qcb+LP 2 11 34 - KD KD 200 250 T - 49 49 49 ? 240 300
MP Frost Touch qcb+MP 2 11 34 - KD KD 180 250 T - 49 49 49 ? 216 300
HP Frost Touch qcb+HP 2 11 34 - KD KD 180 250 T - 46 46 46 ? 216 300
LPMP Frost Touch qcb+LPMP 1 12 29 - KD KD 260 300 T - 49 49 49 ? 312 360
LPHP Frost Touch qcb+LPHP 1 12 29 - KD KD 240 300 T - 49 49 49 ? 288 360
MPHP Frost Touch qcb+MPHP 1 12 29 - KD KD 240 300 T - 46 46 46 ? 288 360
LP Parabellum qcf+LP or mash LP 9 2(5)2(5)2(5)2 17 -4 2 4 15x3*25 (70) 25x3*75 (150) H ["su"] - - - ? CH_DAMAGE CH_STUN
MP Parabellum qcf+MP or mash MP 14 2(5)2(5)2(5)2(5)2 21 -6 4 6 15x4*20 (80) 25x4*50 (150) H ["su"] - - - ? CH_DAMAGE CH_STUN
HP Parabellum qcf+HP or mash HP 18 2(5)2(5)2(5)2(5)2(30)2 31 -9 KD KD 50x5*50 (100) 25x6 (150) H ["su"] 79 20 25 ? CH_DAMAGE CH_STUN
EX Parabellum qcf+PP or mash PP 9 2(5)2(5)2(5)2(5)2 22 -7 KD KD 10x4*15x2*30 (100) 150 H ["sp"] 112 53 58 ? CH_DAMAGE 180
LP Hailstorm f,d,df+LP 12 5 25 -8 KD KD 50 100 H - 87 28 33 ? 60 120
MP Hailstorm f,d,df+MP 12 5 28 -11 KD KD 50 100 H - 84 25 30 ? 60 120
HP Hailstorm f,d,df+HP 12 5 28 -11 KD KD 50 100 H - 84 25 30 ? 60 120
LP Hailstorm Projectile f,d,df+LP 50 33 - 23 26 28 50 100 H - - - - ? 60 120
MP Hailstorm Projectile f,d,df+MP 53 33 - 25 28 30 50 100 H - - - - ? 60 120
HP Hailstorm Projectile f,d,df+HP 52 43 - 20 23 25 50 100 H - - - - ? 60 120
LPMP Hailstorm f,d,df+LPMP 12 5 25 -8 KD KD 50 100 H - 84 25 30 ? 60 120
LPHP Hailstorm f,d,df+LPHP 12 5 25 -8 KD KD 50 100 H - 84 25 30 ? 60 120
MPHP Hailstorm f,d,df+MPHP 12 5 25 -8 KD KD 50 100 H - 84 25 30 ? 60 120
EX Hailstorm Projectile f,d,df+PP 35*49 - - 18 21 23 50x2 100x2 H - - - - ? CH_DAMAGE CH_STUN
LK Vanity Step qcb+LK 23 - 20 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
> Silver Edge qcb+LK > P 23+8 9 23 -12 KD KD 100 150 H ["su"] 82 23 28 ? 120 180
MK Vanity Step qcb+MK 38 - 8 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
HK Vanity Step qcb+HK 46 - 21+4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LKMK Vanity Step qcb+LKMK 21 - 11 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
> EX Silver Edge qcb+LKMK > P 21+5 9 18 -9 KD KD 160 200 H ["vt1"] 92 33 38 ? 192 240
LKHK Vanity Step qcb+LKHK 32 - 6 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
MKHK Vanity Step qcb+MKHK 36 - 19+4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Frost Tower qcf,qcf+P 7 3 52 -37 KD KD 330 0 H - 75 26 26 ? 396 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Inside Slash MP+MK (VS1) 15 2 21 -8 2 4 50 100 H - - - - ? 60 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Stand LP LP 4 3 6 2 4 6 40 70 H ["ch","sp","su"] - - - - 48 84
Stand MP MP 6 3 13 2 4 6 70 100 H ["sp","su"] - - - 11 84 120
Stand HP HP 8 3 19 -4 5 18 90 150 H ["sp","su"] - - - 14 108 180
Crouch LP d+LP 3 2 8 1 4 6 30 70 H ["ch","sp","su"] - - - - 36 84
Crouch MP d+MP 6 3 13 2 5 7 70 100 H ["sp","su"] - - - 11 84 120
Crouch HP d+HP 7 3 23 -3 0 2 90 150 H ["sp","su"] - - - 14 108 180
Jump LP u+LP 3 5 - 4(6) 7(9) ? 50 70 M - - - - - 60 84
Jump MP u+MP 5 6 - 7(9) 10(12) ? 80 100 M - - - - 13 96 120
Jump HP u+HP 7 4 - 9(12) 12(15) ? 100 150 M - - - - 16 120 180
Frost Spike 1st LP > MP 4+6 3 17 -6 0 2 40*45 (85) 70*54 (124) H*H - - - - CHIP CH_DAMAGE CH_STUN
Frost Spike 2nd LP > MP > HP 4+6+8 3 23 -9 1 3 40*45*56 (141) 70*54*64 (188) H*H*H ["sp","su"] - - - CHIP CH_DAMAGE CH_STUN
White Out 1st MK > HP 5+8 3 23 -9 -1 1 50*54 (104) 100*63 (163) H*H - - - - CHIP CH_DAMAGE CH_STUN
White Out 2nd MK > HP > MPMK (VS1) 5+8+10 3 31 -12 KD KD 50*54*56 (160) 100*63*80 (243) H*H*H - 78 19 24 CHIP CH_DAMAGE CH_STUN
White Pressure MK > HP > MPMK (VS2) 5+8+19 3 49 - KD KD 50*54*80 (184) 100*63*120 (283) H*H*H - 0 0 0 ? CH_DAMAGE CH_STUN
> Brinicle qcb+MK > d+LK > d+HP Step + 4 2(9)3 21(27) -2 KD KD 20*90 (110) 70*135 (205) L*H ["sp","su"] 106 47 52 CHIP CH_DAMAGE CH_STUN
> Snow Grain qcb+MK > d+MP > HP Step + 6 3(10)3 19 -8 5 7 70*90 (160) 100*135 (235) H*H ["sp","su"] - - - CHIP CH_DAMAGE CH_STUN
Inside Slash MP+MK (VS1) 15 2 21 -8 2 4 60 100 H - - - - ? 72 120
Inside Slash (dash) f,f,MP+MK (VS1) 11 2 23 -7 3 5 60 100 H - - - - ? 72 120
Inside Slash (counter) MP+HK (VS1) 1 2(20)3 20 - KD KD 70*80 (60*100) 100*100 H - 79 20 25 ? CH_DAMAGE CH_STUN
LP Hailstorm f,d,df+LP 12 5 25 -8 KD KD 50 100 H - 87 28 33 ? 60 120
MP Hailstorm f,d,df+MP 12 5 28 -11 KD KD 50 100 H - 84 25 30 ? 60 120
HP Hailstorm f,d,df+HP 12 5 28 -11 KD KD 50 100 H - 84 25 30 ? 60 120
LP Hailstorm Projectile f,d,df+LP 50 33 - 23 26 28 60 100 H - - - - ? 72 120
MP Hailstorm Projectile f,d,df+MP 53 33 - 25 28 30 60 100 H - - - - ? 72 120
HP Hailstorm Projectile f,d,df+HP 52 43 - 20 23 25 60 100 H - - - - ? 72 120
LPMP Hailstorm f,d,df+LPMP 12 5 25 -8 KD KD 50 100 H - 84 25 30 ? 60 120
LPHP Hailstorm f,d,df+LPHP 12 5 25 -8 KD KD 50 100 H - 84 25 30 ? 60 120
MPHP Hailstorm f,d,df+MPHP 12 5 25 -8 KD KD 50 100 H - 84 25 30 ? 60 120
EX Hailstorm Projectile f,d,df+PP 35*49 - - 18 21 23 60x2 100x2 H - - - - ? CH_DAMAGE CH_STUN
Frost Edge HP+HK (VT2) 13 9 22 -11 KD KD 110 150 H - 83 24 29 ? 132 180
Reverse Javelin HP+HK (slide) 10+5 9 28 -22 -3 -1 110 100 H ["su"] - - - ? 132 120
Reverse Javelin 2nd HP+HK (follow-up) 5 9 58 - KD KD 90 100 H ["su"] 38 38 38 ? 108 120
Forward Dash (Slide) f,f (hold) 10 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

An escape V-Reversal. Kolin rolls through the opponent. The recovery can be hit depending on the move.

V Skill 1

Inside Slash causes Kolin to rush forward ending with a downwards slice attack. If she is hit between 8-16f she counters the move, causing a knockdown. This works on any strike attack, including CAs, but not any type of projectile. She also gains a small amount of meter on hit and block. With VS1 equipped, her MK > HP > VS target combo knocks the opponent down, giving her great oki.

V Skill 2

Glacier Through is a slow command grab. On activation, Kolin dashes forward slightly and grabs the opponent, knocking them down. The knockdown is a hard knockdown and both characters recover at the same time (+0). The command grab also freezes the opponent's stun gauge, preventing it from depleting. The effect is removed if Kolin is hit (blocked attacks do not remove it). It can also be used from her MP > HP > VS target combo, which has the same properties. Gives 100 V-Gauge on a successful grab.

V Trigger 1

Diamond Dust is a two bar V-Trigger that has Kolin stomp the ground, sending a wave of ice across the screen hitting the opponent. After the first activation she can do it once more which consumes the rest of the timer. On hit the opponent's stun gauge is frozen, and will not begin draining until the opponent hits Kolin or they are stunned. If they are stunned while their gauge is frozen, there will be a special effect where they are frozen and will take a tiny amount of damage over time. Diamond Dust can also nullify multiple hitting projectiles, and can hit opponents that are on the ground.

V Trigger 2

Absolute Zero is a two bar V-Trigger that greatly powers up Kolin. All of her punch attacks gain 10 damage and have icicles at the end of them, slightly extending her range. Hailstorm projectiles become larger and increases damage by 10. Her V-Skill recovers 2 frames faster. None of this takes any V-Gauge when used. Her forward dash can also transition a slide by holding forward similar to the follow-up to MK Vanity Step, which takes about 1/4 of the bar to use but gives her access to her target combos and special jump she gets from Vanity Step. By pressing HP+HK she can cancel slide into Reverse Javelin which is similar to her LK Vanity Step > Silver Edge. She can cancel it into another Silver Edge, which takes about 3/4 of her V-Gauge total and freezes the opponent's stun bar. When an opponent is stunned in this state, they get a special dizzy animation where they become frozen, the same as in VT1. She also has 1 more new special, Frost Edge, which is again similar to LK Vanity Step > P without the initial slide however. It takes about 1/3 of the meter, is projectile invincible, and can be canceled into any normal attack.

Strategy

Playing as Kolin

Fighting Against Kolin