I want Kolin’s ice ball attack not to disappear. Once she releases it in the air. EX Ice Ball should come out slightly faster as well. A slight increase speed to Inside Slash would be cool as well

Generally speaking if the opponent is already in the corner when Kolin hits him/her with the last portion of EX Parabellum (the launcher) it won’t connect. If they are slightly outside the corner at that point in the combo it should work. The sweet spot is about the length of a character’s health bar. If they are closer to the corner then the length of the bar when you connect EX Parabellum it won’t work and you need to use a standing button.

Is she playing exactly the same?

These are just a few ideas that I’m playing around with right now. Feel free to throw whatever opinions you have and throw your own ideas into the mix.
Back H.Kick

  • Cancellable on hit
  • Juggles the opponent higher on crush counter
  • This is meant to give Back H.Kick a purpose when you hit with it. Outside of cancelling into V.Trigger, you don’t really get anything off of hitting with it, which would be fine if it was just meant to be a footsie tool, but in that case why give it the ability to crush counter?

Jumping M.Kick

  • Now can cross-up
  • I have no idea why this isn’t a thing. I think another cross-up option would help quite a bit. Jump L.Kick isn’t terrible, but can be unreliable sometimes. I mean I’d take this or a better hitbox on Jump L.Kick since they were more than happy to give the same to Urien.

Ex.Parabellum

  • Block advantage increased from -4 to -2
  • Something small to give Kolin players reward for proper spacing. Since it’s still minus on block, it will still be your opponent’s turn, but at least you can be safe. Also, since your spending meter for it, I don’t think this is too much

Hailstorm(Snowball)

  • Start-up decreased from 50/53/52 to 46/49/48
  • I feel like the Snowball has too much start-up to it. I mean it seems to only really find use on knockdown. I think a slightly faster start-up would help give the move more utility overall

V-Trigger:

  • Any attack using ice will put the opponent in the ice state
  • While in the ice state, opponent’s dash speed is increased by 2 frames and walk speed is decreased by .5 frames
  • While in Frozen stun, the damage scaling is slightly lower than the scaling in stun combos
  • This is to give her V.Trigger more of a punch to it. A problem a few characters have is that their V.Triggers are a little too simplistic in what they do. Considering that when you hit with her V.Trigger, it changes the opponent’s character model, I wanted that to do something outside of turning them blue. The less strict damage scaling was to give the frozen stun state something more to it than “being stunned, but your frozen”.

Not sure about b.HK. I agree that it’s a weird button and its CC properties don’t bring much to the table (except V-Gauge gain) but I’m not sure if making it cancellable would be the solution. Especially as Capcom doesn’t really want long range buttons to be cancellable into anything other than V-Trigger or CA. Higher juggle means it might be possible to follow-up with EX Parabellum or LK Vanity Punch, so that might be a good trade-off for it remaining non-cancellable.

Indifferent about jumping MK. Jumping LK is okay and jumping HK is totally obnoxious. I don’t think she needs another jumping button but I wouldn’t say no.

EX Parabellum is too good to be safe on block. Plus it’s rather easy to find ways to confirm into it so I’d disagree here.

For hailstorm I think they should leave frame data intact but reduce the formation time of the fireball so that it can’t be nullified as easily by hitting her during start-up.

About V-Trigger I disagree completely, I think it’s working great as it is now. Increasing dash speed for frozen opponents in this game will make some dashes borderline stupid (Balrog, Ed, Nash). I like the idea but it would just be a pain in the ass for both Kolin and her opponent if V-Trigger had those properties.

Yeah Uriens B.HL doesn’t do much either so I’m fine with Kolin’s the way it is.

Fair enough, also the frame data I provided for hailstorm is the time it takes for the fireball to form, not the actual slash. Plus, increasing a person’s dash speed was meant to slow them down(it’s the way the FAT app lists it as), However, that might be a bit much for a 2 bar V-Trigger. Thinking back on it, I guess if the game mechanics were changed around a bit, then that would buff her without really changing her too much. As for Back H.Kick, I’d settle for enough of a juggle to combo into LK.Vanity Punch or L and/or Ex Parabellum.

Vanity step needs throw invincibility.

They need to help her deal with projectiles

I think her damage output needs a small boost.

Yeah I agree, she could use more punch

I would like to see every version of Vanity Step be fireball invincible as soon as Kolin starts her turn.

She should get a new mix up from EX Parabellum, or be able to combo into itself from her sweep cancel.

I want her EX counter to cover all angles. I’ll gladly sacrifice some of the damage.

I don’t give fuck let me cancel muh sweep on block CC muh sweeeeep!!!

She would probably be better off with having an ex counter that deals with mid and lows. High should stay the same, but i think capcom would change it from a 1 frame start up and make it 3 frames or more.

Any news on balance adjustments?

You know no one plays our character lol

st.LP - Hitbox changed (probably to remove anti air jab). st.HP - Damage reduced from 90 to 80, Hitbox adjusted, Properties upon Crush Counter has changed. st.HK - “Changed so that the attack hits the opponent character located behind your character” Either they changed the hitbox to where st.HK hits behind her or they adjusted to hit standing opponents

cr.LK - during medium vanity step, if she uses cr.LK, there’s increased pushback on hit and block. It will retain same properties. Also, cancel window/timing when canceling cr.LK during Medium Vanity Step has changed.

cr.MK - pushback increased

cr.HP - adjusted hitbox/hurtbox

j.HP - adjusted hitbox

j.HK - reduced duration of move (active frames) by 1F

b.HK - 14f startup now, 19f recovery now.

M Vanity > cr.LK > cr.HK - VT cancelable on second hit of cr.HK

M Vanity > cr.LK > cr.HP - -2 on block, reduced pushback on block, changed property on hit

M Vanity > cr.MP > cr.HP - -8 on block, reduced pushback on block.

V-Skill - +2 on hit, -8 on block, 23f recovery, reduced V-Gauge gain

L Vanity Step - Longer move duration, 43f, moves back further. Hitbox reduced on silver’s edge, more time to press a button to do silver’s edge.

H Vanity Step - Can steer the jump arc to be front or behind like EX H Vanity

EX L Vanity Step - more time to press a button to do silver’s edge

Silver’s Edge - More time to cancel into CA, less gravity post hit.

Critcal Art- Upward Hitbox Expanded, Upward Hurtbox Expanded

Frost Touch - Stun Gauge does not recover during hit, bug fix

Low Frost Touch - increased damage to 200

Low EX Frost Touch - increased damage to 260

V-Trigger - Increased EX Meter gain

Time for me to forward jump towards an open window and press down+MK so I ensure I’ll sail straight out of the building.

Unbelievable that Kolin would even receive nerfs.

Remains to be seen if she has even gotten anything useful in return.

I heard Kolin’s V-Skill was nerfed, but Inside Slash was already a pretty crappy counter move