Колин выходит на Каток! The Character Discussion Thread

is her light rekka safe?

it’s -4, I think the h.rekka is -7

ok so i got to be careful with that, thank you.

Okay, so what about them antiair normals?

I know that H. counter is a badass antiair, but once they’re wary of that they can mix up their jumps. So, what do you vary with - and which normals can you use to counter crossups? So far I’ve found that St.HP is a pretty good antiair at standard ranges, but naturally useless against crossups. St.MP gets easily beaten by shoto J.MKs.

Jump back LP or MK for cross up range.

light hands (or whatever we’re calling it) can be spaced to be pretty safe though, at least against some characters. may be worth using to end a spaced blockstring (for instance cr.LP>cr.MPx2 > LP hands) for a little bit of meter gain. you can’t cancel into it or it’s unsafe though, have to wait for the normal to finish before you input it.

something useful I just found: dash forward >EX counter after an MP fireball knockdown is safe on whiff but beats invincible reversals

edit: you can even combo into s.HP if counter whiffs but the fireball hits them off a back rise lol (if they quick rise you have to settle for a jab combo instead)

According to the Frame Data V app on Android:

LP Parabellum = -4 on block
MP Parabellum = -6 on block
HP Parabellum = -9 on block
EX Parabellum = -4 on block

I’ve heard various people say that cr. short - cr. jab xx LP hands is safe. I’m going to lab it out tonight. I tested raw LP hands last night and it was punishable. Though the window is tight but guaranteed if you mash, lol.

After the first night with Kolin, she seems fun, but I’m starting to feel like I need to get better at the game before attempting her. She is super tricksy. SO many options, so many variations on her specials. Her combos seem very doable to someone who’s not great at the game (me), but keeping track of those counters and when and where to apply them - man.

Plus, her having a mash special means you really can’t mash out her EX counter either when you’re expecting an attack on wakeup, since you’ll get EX Parabellum instead. Counterhits, ouch!

Match Start 1: Are you to be my guinea pig?
Match Start 2: I’m warming up.

V-Trigger: Now freeze!

Critical Art: Let’s end this! This is your ultimate fate; I feel sorry for you.

Victory 1: You lose. You must have miscalculated.
Victory 2 (Injured): I have no one to blame but myself.

Loss 1: The future!*
Loss 2: It can’t be!

I can’t catch all her special move dialogue, but she definitely calls out ‘Parabellum!’ when she uses that attack.

  • (This sounds a lot less weird in Japanese, where she says ‘Mirai!’)

she has to work so hard vs fireballs… its playable but fking annoying

anyone have tips? ive tried eating them with hail, double jumping, light step into punch, heavy step into double jump…

but they were all worse than just guessing sf2 style… except you have shit air normals vs aa jab

If you keep going into L.Vanity over and over again you can sometimes get lucky and get a good P follow up through the plasma. H.Vanity can give you some big punishes as well, but they’re all guess centric.

EX Vanity is decent as well but it needs to be incredibly fast.

Her punisher being c LP and her having a mash LP x4 special means Colon can’t punish for shit. I think Kaahleeen is bottom 5. I’m already done with this waste of a character slot.

EX MK+HK vanity step is your best anti projectile option. Sails you at perfect low angle over them with a jump in.

What’s the general anti air flowchart you guys are using? I’m thinking the best thing to do is initially use counter to scare jump ins and set up hard knockdowns into pressure. Then anti air s.LP or c.HP them early when they inevitably start going for empty jumps. Empty jumps lose to buttons so might as well start buttoning. The combination of both should deter people from jumping and give you more room to dictate your game.

I use less counter and more jab, cr.hp and st.mp, relying on counter too much just spells bad news, I prefer to sprinkle it in.

Does the mashed parabellum have different frame data than thw regulare motions version?

Medium EX step won’t get you a punish usually but it’ll get you in

Right now I use spacing mostly. After that I like to use counter since if her spacing is nice then people will usually try to press a button when she in range since she’s rarely in range (you know that mindgame right?) like when people jump over a fireball they are much more likely to press a button than if they hadn’t, even if they know that there button press would be slow. This is a gouken concept that I used to use to get his AA counter off a lot.

So it’s spacing to not be in range, then counter, then jump back jab.

I don’t use cr.hp much because it means I have to sacrifice mobility and look for an AA which I don’t really want to do with kolin till I’ve taught my opponent to respect my mobility.

Almost forgot, vtrigger also hard counters fireballs

Wow I underestimated her footsies. S.mp and s.hp are great footsie tools. I’m getting a lot of my wins just staying on the ground.