Street Fighter V/Kolin

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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
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

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

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 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 6 3 13 2 4 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 8 3 19 -4 5 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 5 3 9 -2 0 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 5 3 14 -2 3 FILL_ME_IN_COUNTER_HIT 50 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 11 3 20 -2 6 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 3 2 8 1 4 FILL_ME_IN_COUNTER_HIT 20 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 3 13 2 5 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 7 3 23 -3 0 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 2 8 1 3 FILL_ME_IN_COUNTER_HIT 20 70 L ch/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 8 2 16 1 3 FILL_ME_IN_COUNTER_HIT 50 100 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK 1st hit d+HK 10 2 24 - - FILL_ME_IN_COUNTER_HIT 60 100 L sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK 2nd hit d+HK 34 2 24 -12 KD FILL_ME_IN_COUNTER_HIT 40 50 L - 84 25 30 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 3 5 - 4(6) 7(9) FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 5 6 - 7(9) 10(12) FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 7 4 - 9(12) 12~15 FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 4 5 - 2(6) 5(9) FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 6 5 - 6(9) 9(12) FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 4 - 4(12) 7(15) FILL_ME_IN_COUNTER_HIT 90 150 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
icicle stamp d+MK (air) 13 - 43 - - FILL_ME_IN_COUNTER_HIT 30 70 H - - - - CHIP CH_DAMAGE CH_STUN
blizzard heel f+MK 23 2*3 18 -6 1 FILL_ME_IN_COUNTER_HIT 20*40 50*50 M*M - - - - CHIP CH_DAMAGE CH_STUN
sniping kick b+HK 14 3 19 -2 3 FILL_ME_IN_COUNTER_HIT 90 150 H su/vt1/vt2 93 34 39 CHIP CH_DAMAGE CH_STUN
frost spike 1st LP > MP 4+6 3 17 -6 0 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 50*45 (95) 100*63 (163) H*H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
white out 2nd MK > HP > MPMK 5+8+10 3 31 -12 KD FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 60*81 (141) 100*135 (235) H*H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
> white spear qcb+HK > LK > MK Step + 4 5(3)1 4 9 12 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 130 120 T - 57 8 8 CHIP CH_DAMAGE CH_STUN
sublimation b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 120 150 T - 71 12 12 CHIP CH_DAMAGE CH_STUN
avalanche lock LP+LK (air) 5 2 - - KD FILL_ME_IN_COUNTER_HIT 120 200 T - 63 14 14 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
diamond dust HP+HK (VT1) 17 24 13 32 KD FILL_ME_IN_COUNTER_HIT 40x3 (120) 120x3 (360) H - 138 79 84 CHIP CH_DAMAGE CH_STUN
diamond dust 2nd HP+HK (VT1 - 2nd hit) 21 24 19 26 KD FILL_ME_IN_COUNTER_HIT 40x3 (120) 120x3 (360) H - 132 73 78 CHIP CH_DAMAGE CH_STUN
Absolute Zero HP+HK (VT2) 1 - 5 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Inside Slash MP+MK 15 2 23 -8 2 FILL_ME_IN_COUNTER_HIT 50 100 H - - - - CHIP CH_DAMAGE CH_STUN
inside slash counter MP+MK 8 9 20 - KD FILL_ME_IN_COUNTER_HIT 70*80 100*100 H - 79 20 25 CHIP CH_DAMAGE CH_STUN
third eye f+KKK - - 33 - - FILL_ME_IN_COUNTER_HIT - - H - - - - 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
frost touch LP qcb+LP 2 11 34 - KD FILL_ME_IN_COUNTER_HIT 200 250 T - 49 49 49 CHIP CH_DAMAGE CH_STUN
frost touch MP qcb+MP 2 11 34 - KD FILL_ME_IN_COUNTER_HIT 180 250 T - 49 49 49 CHIP CH_DAMAGE CH_STUN
frost touch HP qcb+HP 2 11 34 - KD FILL_ME_IN_COUNTER_HIT 180 250 T - 46 46 46 CHIP CH_DAMAGE CH_STUN
frost touch LPMP qcb+LPMP 1 12 29 - KD FILL_ME_IN_COUNTER_HIT 260 300 T - 49 49 49 CHIP CH_DAMAGE CH_STUN
frost touch LPHP qcb+LPHP 1 12 29 - KD FILL_ME_IN_COUNTER_HIT 240 300 T - 49 49 49 CHIP CH_DAMAGE CH_STUN
frost touch MPHP qcb+MPHP 1 12 29 - KD FILL_ME_IN_COUNTER_HIT 240 300 T - 46 46 46 CHIP CH_DAMAGE CH_STUN
parabellum LP qcf+LP or mash LP 9 2(5)2(5)2(5)2 17 -4 2 FILL_ME_IN_COUNTER_HIT 15x3*25 (75) 25x3*75 (150) H su - - - CHIP CH_DAMAGE CH_STUN
parabellum MP qcf+MP or mash MP 14 2(5)2(5)2(5)2(5)2 21 -6 4 FILL_ME_IN_COUNTER_HIT 15x4*20 (80) 25x4*50 (150) H su - - - CHIP CH_DAMAGE CH_STUN
parabellum HP qcf+HP or mash HP 18 2(5)2(5)2(5)2(5)2(30)2 31 -9 KD FILL_ME_IN_COUNTER_HIT 50x5*50 (100) 25x6 (150) H su 79 20 25 CHIP CH_DAMAGE CH_STUN
parabellum EX qcf+PP or mash PP 9 2(5)2(5)2(5)2(5)2 22 -4 KD FILL_ME_IN_COUNTER_HIT 10x4*15x2*30 (100) 150 H sp 112 53 58 CHIP CH_DAMAGE CH_STUN
hailstorm LP f,d,df+LP 12 5 25 -8 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 87 28 33 CHIP CH_DAMAGE CH_STUN
hailstorm MP f,d,df+MP 12 5 28 -11 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm HP f,d,df+HP 12 5 28 -11 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm LP projectile f,d,df+LP 50 33 - 23 26 FILL_ME_IN_COUNTER_HIT 50 100 H - - - - CHIP CH_DAMAGE CH_STUN
hailstorm MP projectile f,d,df+MP 53 33 - 25 28 FILL_ME_IN_COUNTER_HIT 50 100 H - - - - CHIP CH_DAMAGE CH_STUN
hailstorm HP projectile f,d,df+HP 52 43 - 20 23 FILL_ME_IN_COUNTER_HIT 50 100 H - - - - CHIP CH_DAMAGE CH_STUN
hailstorm LPMP f,d,df+LPMP 12 5 25 -8 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm LPHP f,d,df+LPHP 12 5 25 -8 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm MPHP f,d,df+MPHP 12 5 25 -8 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm projectile EX f,d,df+PP 35*49 - - 18 21 FILL_ME_IN_COUNTER_HIT 50x2 100x2 H - - - - CHIP CH_DAMAGE CH_STUN
vanity step LK qcb+LK 23 - 20 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
> silver edge qcb+LK > P 23+8 9 23 -12 KD FILL_ME_IN_COUNTER_HIT 100 150 H su 82 23 28 CHIP CH_DAMAGE CH_STUN
vanity step MK qcb+MK 38 - 8 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
vanity step HK qcb+HK 46 - 21+4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
vanity step LKMK qcb+LKMK 21 - 11 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
> silver edge EX qcb+LKMK > P 21+5 9 18 -9 KD FILL_ME_IN_COUNTER_HIT 160 200 H - 92 33 38 CHIP CH_DAMAGE CH_STUN
vanity step LKHK qcb+LKHK 32 - 6 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
vanity step MKHK qcb+MKHK 36 - 19+4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - 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
frost tower qcf,qcf+P 7 3 52 -37 KD FILL_ME_IN_COUNTER_HIT 330 0 H - 75 26 26 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
In VT1
Inside Slash MP+MK 15 2 21 -8 2 FILL_ME_IN_COUNTER_HIT 50 100 H - ~ ~ ~ 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
In VT2
stand LP LP 4 3 6 2 4 FILL_ME_IN_COUNTER_HIT 40 70 H ch/sp/su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
stand MP MP 6 3 13 2 4 FILL_ME_IN_COUNTER_HIT 70 100 H sp/su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
stand HP HP 8 3 19 -2 5 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 3 2 8 1 4 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 3 13 2 5 FILL_ME_IN_COUNTER_HIT 70 100 H sp/su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 7 3 23 -3 0 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
jump LP u+LP 3 5 ~ 4~6 7~9 FILL_ME_IN_COUNTER_HIT 50 70 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
jump MP u+MP 5 6 ~ 7~9 10~12 FILL_ME_IN_COUNTER_HIT 80 100 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
jump HP u+HP 7 4 ~ 9~12 12~15 FILL_ME_IN_COUNTER_HIT 100 150 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
frost spike 1st LP > MP 4+6 3 17 -6 0 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 50*54 (104) 100*63 (163) H*H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
white out 2nd MK > HP > MPMK 5+8+10 3 31 -12 KD FILL_ME_IN_COUNTER_HIT 50*54*56 (160) 100*63*80 (243) H*H*H - 78 19 24 CHIP CH_DAMAGE CH_STUN
> brinicle qcb+MK > d+LK > d+HP Step + 4 2(9)3 21(27) -2 KD FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 70*90 (160) 100*135 (235) H*H sp/su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Inside Slash MP+MK 15 2 21 -8 2 FILL_ME_IN_COUNTER_HIT 60 100 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
hailstorm LP f,d,df+LP 12 5 25 -8 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 87 28 33 CHIP CH_DAMAGE CH_STUN
hailstorm MP f,d,df+MP 12 5 28 -11 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm HP f,d,df+HP 12 5 28 -11 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm LP projectile f,d,df+LP 50 33 ~ 23 26 FILL_ME_IN_COUNTER_HIT 60 100 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
hailstorm MP projectile f,d,df+MP 53 33 ~ 25 28 FILL_ME_IN_COUNTER_HIT 60 100 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
hailstorm HP projectile f,d,df+HP 52 43 ~ 20 23 FILL_ME_IN_COUNTER_HIT 60 100 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
hailstorm LPMP f,d,df+LPMP 12 5 25 -8 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm LPHP f,d,df+LPHP 12 5 25 -8 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm MPHP f,d,df+MPHP 12 5 25 -8 KD FILL_ME_IN_COUNTER_HIT 50 100 H - 84 25 30 CHIP CH_DAMAGE CH_STUN
hailstorm projectile EX f,d,df+PP 35*49 ~ ~ 18 21 FILL_ME_IN_COUNTER_HIT 60x2 100x2 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Frost Edge HP+HK (VT2) 13 9 22 -11 KD FILL_ME_IN_COUNTER_HIT 110 150 H - 83 24 29 CHIP CH_DAMAGE CH_STUN
Reverse Javelin HP+HK (slide) 10+5 9 28 -22 -3 FILL_ME_IN_COUNTER_HIT 110 100 H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Reverse Javelin 2nd HP+HK (follow-up) 5 9 58 ~ KD FILL_ME_IN_COUNTER_HIT 90 100 H - 38 38 38 CHIP CH_DAMAGE CH_STUN
forward dash (slide) f,f (hold) 10 ~ ~ ~ ~ FILL_ME_IN_COUNTER_HIT ~ ~ ~ - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Notes:

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

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.

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