Melty Blood/MBAACC/Kohaku/KohaPonX: Difference between revisions

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| width="" | ''' <font size = "3"> Amber Colosseum ・ Upper 「アンバーコロシアム・アッパー」 - 63214C </font>'''
* Command throw. 1 frame longer startup than regular throw, but has the usual command throw advantages. This move has a followup attack where she uses her broom as a baseball bat to hit the opponent. This followup can be whiffed by holding down any button, allowing for a 22A setup launch, okizeme, or an OTG Arc Drive. Instead of whiffing you can time C a second time to hit with the broom. A regular hit will do a little extra damage and leads to neutral. If you hit the opponent right before they touch the ground, you'll hit a home run and launch the opponent to the corner, dealing heavy damage and allowing for an OTG relaunch combo. This command throw is a staple in Kohaku's offense, and should be used against opponents who like to block.
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Revision as of 14:14, 7 June 2020

1632143C
Magical Attack ・ KohaPonX
1632143C (16213C)
MB F Kohaku 1632143C.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
24+100(+1) - - - - -

Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration. After the long super flash, there is a long startup (100f), and it can only be safely used if the opponent is under cactus lockdown. The Blood Heat lasts 300f (5 seconds), shorter than Full Moon's maximum Blood Heat duration (750f, or 12.5 seconds). The super armor will end early if she gets thrown.

24f of startup, then long super flash, then 100f before it becomes active.

While cool-looking, this move has no real practical uses.