Introduction
About Kolin
Final Patch
Players to Watch
- Neon
- Nephew
- Poongko
Kolin | |
---|---|
Vitals | |
Life Points | 1000 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.0413 |
Backward Walk Speed | 0.0325 |
Forward Dash Speed | 17 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.69 |
Backward Dash Distance | 1.05 |
Backdash CH Frames | 3-16 |
Jumping | |
Back Jump Speed | 47 (4+39+4) |
Neutral Jump Speed | 47 (4+39+4) |
Forward Jump Speed | 46 (3+39+4) |
Forward Jump Distance | 1.95 |
Backward Jump Distance | 1.95 |
Throws | |
Throw Hurtbox | 0.35 |
Throw Range | 0.85 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Icicle Stamp
Blizzard Heel
Sniping Kick
Target Combos
Frost Spike 1st
Frost Spike 2nd
White Out 1st
White Out 2nd
White Pressure
Throws
Pressure Ridge
Sublimation
Special Moves
LP Frost Touch
MP Frost Touch
HP Frost Touch
LPMP Frost Touch
LPHP Frost Touch
MPHP Frost Touch
LP Parabellum
MP Parabellum
HP Parabellum
EX Parabellum
LP Hailstorm
MP Hailstorm
HP Hailstorm
LP Hailstorm Projectile
MP Hailstorm Projectile
HP Hailstorm Projectile
LPMP Hailstorm
LPHP Hailstorm
MPHP Hailstorm
EX Hailstorm Projectile
LK Vanity Step
> Silver Edge
MK Vanity Step
> Cold Low
> Brinicle
> Snow Grain
HK Vanity Step
> White Spear
LKMK Vanity Step
> EX Silver Edge
LKHK Vanity Step
MKHK Vanity Step
Critical Art
Frost Tower
Taunts
Taunt
V-System
V-Skill 1
Inside Slash
Inside Slash (counter)
V-Skill 2
Glacier Through
V-Trigger 1
Diamond Dust
V-Trigger 2
Absolute Zero
Frost Edge
Reverse Javelin
Reverse Javelin 2nd
Forward Dash (Slide)
V-Shift
V-Shift
V-Shift Break
Cold Snap
V-Reversal
Third Eye