Silber
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Tried Silber and thought that he was pretty fun, despite the limited movelist and the fact that he probably gets raped at high level play.
Overall, he's very likely the slowest character in the game. Overall his moves have huge hitframes but are really laggy. Its a challenge to distance each of his moves right so that he can't get punished after them.
Normals:
- Crouch A. Slow, cannot chain into itself. Couldn't get it to buffer into anything. Huge hitbox tho.
- Stand A. Huge hitbox anti-hop. Edit2: Is bufferable and chains into itself. Hits some crouchers (i'll need to test more).
- Crouch C. Crouching uppercut. Early anti-air. Can be buffered.
- Stand D. High roundhouse kick. Reminds me of Marco's from MOTW's. Fast, high priority anti-air. Laggy recovery.
- Jump D. Takuma/Marco like jump D. Can cross up. Good for hop offence.
- Jump CD. Flying Knee. Very good priority.
- stand CD. Rears a bit then does a bent arm back hand. Looks like he's going into a horse stance. Bad range, slow. Sucks.
Command Moves:
- f+b, f+b. Moves diagionally upward with a kick. Fairly fast. Use for combos.
- f+A. Forward palm thrust with a huge hitbox. Far poke. Does good damage on counter. Also for combos.
Special Moves:
- DCU+K. Leaps vertically then comes down with a stomp. Despite its appearance, its NOT an uppercut, and so can't be used as a wake up attack. Upward leap has no hitframes at all. Functionally, it can be used as an anti-air, like Jenet's + K, except he comes down *fast*.
- BCF+K. Liu Kang kick. The main difference is that when its blocked, Silber continues to fly to the end of the screen. Very punishable if the opponent is anywhere near you when the kick ends, so do it when your opponent is mid screen. Good damage on counter.
- + P. Counter. I used mainly A version and it counters high and mid attacks. So i suppose C is for low. Low damage, but knocksdown.
Supers:
- QCFX 2+ K. Super version of his DCU+K. Ghetto anti-air. Guard crushes if the opponent blocks, which i suppsed can be followed up with a quick shift, LDM or Liu Kang kick, but i haven't tried.
- , F+ P. Didn't try. I suppose its his super counter.
- , + P. Didn't try.
- LDM: BCF,B,F + E. Does a blindingly fast Liu Kang Kick. If it connects, he delivers a few more stiff kicks to the enemy. Think its around 60% damage? Looks good for tag out combos. Edit2: Don't think you can do it from a +back charge.
Edit:
j.D> C> f+A> , +P> DCU+K
j.D> C> f+A> , +P> Dream Cancel LDM
Edit2:
j.D> stand A X2> LDM
Overall, he's very likely the slowest character in the game. Overall his moves have huge hitframes but are really laggy. Its a challenge to distance each of his moves right so that he can't get punished after them.
Normals:
- Crouch A. Slow, cannot chain into itself. Couldn't get it to buffer into anything. Huge hitbox tho.
- Stand A. Huge hitbox anti-hop. Edit2: Is bufferable and chains into itself. Hits some crouchers (i'll need to test more).
- Crouch C. Crouching uppercut. Early anti-air. Can be buffered.
- Stand D. High roundhouse kick. Reminds me of Marco's from MOTW's. Fast, high priority anti-air. Laggy recovery.
- Jump D. Takuma/Marco like jump D. Can cross up. Good for hop offence.
- Jump CD. Flying Knee. Very good priority.
- stand CD. Rears a bit then does a bent arm back hand. Looks like he's going into a horse stance. Bad range, slow. Sucks.
Command Moves:
- f+b, f+b. Moves diagionally upward with a kick. Fairly fast. Use for combos.
- f+A. Forward palm thrust with a huge hitbox. Far poke. Does good damage on counter. Also for combos.
Special Moves:
- DCU+K. Leaps vertically then comes down with a stomp. Despite its appearance, its NOT an uppercut, and so can't be used as a wake up attack. Upward leap has no hitframes at all. Functionally, it can be used as an anti-air, like Jenet's + K, except he comes down *fast*.
- BCF+K. Liu Kang kick. The main difference is that when its blocked, Silber continues to fly to the end of the screen. Very punishable if the opponent is anywhere near you when the kick ends, so do it when your opponent is mid screen. Good damage on counter.
- + P. Counter. I used mainly A version and it counters high and mid attacks. So i suppose C is for low. Low damage, but knocksdown.
Supers:
- QCFX 2+ K. Super version of his DCU+K. Ghetto anti-air. Guard crushes if the opponent blocks, which i suppsed can be followed up with a quick shift, LDM or Liu Kang kick, but i haven't tried.
- , F+ P. Didn't try. I suppose its his super counter.
- , + P. Didn't try.
- LDM: BCF,B,F + E. Does a blindingly fast Liu Kang Kick. If it connects, he delivers a few more stiff kicks to the enemy. Think its around 60% damage? Looks good for tag out combos. Edit2: Don't think you can do it from a +back charge.
Edit:
j.D> C> f+A> , +P> DCU+K
j.D> C> f+A> , +P> Dream Cancel LDM
Edit2:
j.D> stand A X2> LDM
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I got raped by a very good Silber player.
I once thought that Silber is a very slow but powerful character, but after seeing that guy play and getting raped by his Silber, this guy has lots of explosiveness (in terms of speed). His hitboxes for strong attacks are rather large and I don't think I could beat him in the air for some reason (air to air attacks).
LDM reminds me of the 2k3 SHEN WOO HEADBUTT where you can BS the move to counter everybody even they're pressing A from afar. It's freaky.
I once thought that Silber is a very slow but powerful character, but after seeing that guy play and getting raped by his Silber, this guy has lots of explosiveness (in terms of speed). His hitboxes for strong attacks are rather large and I don't think I could beat him in the air for some reason (air to air attacks).
LDM reminds me of the 2k3 SHEN WOO HEADBUTT where you can BS the move to counter everybody even they're pressing A from afar. It's freaky.
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Yep. His Jump D is really good, either trades or beats a lot of stuff.
Basically, Silber seems to have only 2 normal moves really worth using, but those are REALLY good. Jump/Hop D and stand A.
Spamming stand A's is a good way to hold ground while charging back.
LDM is FAST. But it has no invulnerability, and isn't safe if blocked. So there are two ways to 'beat' it. 1) Always have an attack stick out. E.g., Do your hop attacks really early. If he tries to counter your hop with an LDM, an early hop attack will beat it. 2) Bait it with moves that seem laggy but aren't.
On further play, Silber is pretty boring =\. Hop D pressure to land 60% 1 stock no skill combo, stand A to space and bait openings for Liu Kang Kick/LDM. Counters/Counter supers for defence. He is strong tho.
Basically, Silber seems to have only 2 normal moves really worth using, but those are REALLY good. Jump/Hop D and stand A.
Spamming stand A's is a good way to hold ground while charging back.
LDM is FAST. But it has no invulnerability, and isn't safe if blocked. So there are two ways to 'beat' it. 1) Always have an attack stick out. E.g., Do your hop attacks really early. If he tries to counter your hop with an LDM, an early hop attack will beat it. 2) Bait it with moves that seem laggy but aren't.
On further play, Silber is pretty boring =\. Hop D pressure to land 60% 1 stock no skill combo, stand A to space and bait openings for Liu Kang Kick/LDM. Counters/Counter supers for defence. He is strong tho.
- Slapper Joe
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More random stuff.
-s.A and c.A both combo into f+A. That was a suprise. s.A, f+A seems to combo as anti-hop as well, I'm pressuming this can lead to an LDM.
-f+A knocks far away on any hit (don't think this is a good thing)
-The ?,f+A, ,hcb+p combo has strict timing. Cancel too late and it can be blocked (the super has shockingly bad startup)
-I find him so slow that I actually seem to struggle hopping with him!
-j.C is a knockdown. Strange that.
-Priority of all the counters (super included) seems pretty poor.
-c.C as anti-air is stupidly slow, but has a big hit box.
-s.A and c.A both combo into f+A. That was a suprise. s.A, f+A seems to combo as anti-hop as well, I'm pressuming this can lead to an LDM.
-f+A knocks far away on any hit (don't think this is a good thing)
-The ?,f+A, ,hcb+p combo has strict timing. Cancel too late and it can be blocked (the super has shockingly bad startup)
-I find him so slow that I actually seem to struggle hopping with him!
-j.C is a knockdown. Strange that.
-Priority of all the counters (super included) seems pretty poor.
-c.C as anti-air is stupidly slow, but has a big hit box.
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His LDM benefits from the '97 Maiden Masher "I have a bigger horizontal profile than I look like I do" syndrome, so he can connect even though a lot of times it looks like he'll miss cause the opponent is too high or too low.
If you want to use it as anti-hop, its best to do it the *moment* the opponent leaves the ground. At that point, its basically a sure hit. Wait a bit longer and if the opponent sticks out a limb, you trade.
Can be used to smack Kula out of the starting frames of a Lay Spin.
LDM combo: j.D> s.A*2> f+A> LDM
Has to be down this way: j.D (charge back)> s.A*2> f+A> b> f> E
From Scruffy:
Crouch C (anti air, corner)> DcU+K
If you want to use it as anti-hop, its best to do it the *moment* the opponent leaves the ground. At that point, its basically a sure hit. Wait a bit longer and if the opponent sticks out a limb, you trade.
Can be used to smack Kula out of the starting frames of a Lay Spin.
LDM combo: j.D> s.A*2> f+A> LDM
Has to be down this way: j.D (charge back)> s.A*2> f+A> b> f> E
From Scruffy:
Crouch C (anti air, corner)> DcU+K
- Slapper Joe
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- Slapper Joe
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- Slapper Joe
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I've taken so long to reply because testing the ability to roll after fly kick has ended in some mixed results. I don't know, I think it might be impossible to roll if you get hit by the kick early. But for time being lets just stick to 'it combos when there is no recovery roll.'AcidicEnema wrote: Just to clarify, the qcfx2+K will only connect if the opponent *doesn't* recovery roll?
f+a, ,hcb+P, ... qcfx2+K (corner) is the same, except you can do it quick enough so the downwards foot will hit BEFORE the opponent hits the ground from the previous super. I'm not sure if recovery roll activates before hitting the ground, or if you can even roll after the autocombo super. This looks great though.
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- Slapper Joe
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Yeah, nearly everyone here has felt the wrath of that over the last couple of weeks. It is pretty easy to see when it'll hit if you watch so you don't have to guess the SC. When you include that with 80% life for attacking him he is a total monster. Easily the best boss in the game, mid B at absolute worst and with LDM he fits into A tier pretty easy.
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I happen to think that your judgement on Silber is clouded by your usage of him.Slapper Joe wrote:Easily the best boss in the game, mid B at absolute worst and with LDM he fits into A tier pretty easy.
IMO, a S ranker means that he/she has at least a 7 : 3 against 70% of the cast at the minimum.
A rankers would be around 5:5 to 6:4 against about 80% of the cast.
B rankers would then have odds like 5:5 or 6:4 against perhaps half or 60% of the cast?
In addition, what makes a character higher in the tier list in this game is whether they are good to QS from and to QS into.
While Sibler is definitely good to QS into, it is hard to QS from him.
His mobility is also a pretty big issue to me too.
- Slapper Joe
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Actually Malin is pretty poor against him, Kang Kick changes that matchup pretty bad. Predictable deep hops get you crossed up with the du+K into half life and that affects everyone. Far hops get far Ced into LDM, normal jumps get d.Ced into anything. And as mentioned before jD is great.
The DC is RIGHT after the third hit, pretty sure it is. Once Geese gets out of the damn casino and posts here he can confirm timing to the millisecond.
And I agree with those ratios, if anything they are a little leniant, and I believe he meets them. A good portion of the cast has to rely on generic stuff (throws, far pokes) to do much to him while he is charging with fingers over B+C, and thats a pretty flawed strategy. Without LDM he is around the Kim/K' level, with he is as good as Leader Beni. I really do think that is a pretty fair assessment.
QSs out are off of f+A, counter super or rush super, unless you have a good air QS you lose damage. But thats more than acceptable since you don't lose much on those supers since the bulk is done before or on first and last hits. It is better than a lot of the cast, even though it is a definate flaw.
RE: lack of movement, even if he was a lot faster I don't think play styles would change much to be honest. Crossup hop.C and maybe dash back A if he was faster, but apart from that I can't think of much.
It is also hard to be biased towards him when I rarely use the guy
The DC is RIGHT after the third hit, pretty sure it is. Once Geese gets out of the damn casino and posts here he can confirm timing to the millisecond.
And I agree with those ratios, if anything they are a little leniant, and I believe he meets them. A good portion of the cast has to rely on generic stuff (throws, far pokes) to do much to him while he is charging with fingers over B+C, and thats a pretty flawed strategy. Without LDM he is around the Kim/K' level, with he is as good as Leader Beni. I really do think that is a pretty fair assessment.
QSs out are off of f+A, counter super or rush super, unless you have a good air QS you lose damage. But thats more than acceptable since you don't lose much on those supers since the bulk is done before or on first and last hits. It is better than a lot of the cast, even though it is a definate flaw.
RE: lack of movement, even if he was a lot faster I don't think play styles would change much to be honest. Crossup hop.C and maybe dash back A if he was faster, but apart from that I can't think of much.
It is also hard to be biased towards him when I rarely use the guy