Melty Blood/MBAACC/Kohaku/Half Moon: Difference between revisions
EikaMikiku (talk | contribs) (Fixed melty.games links) |
(An update to all the move descriptions.) |
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|frameAdv=0 | |frameAdv=0 | ||
|invuln= | |invuln= | ||
|description=Extremely quick jab at 3 frames and has a tall enough hitbox to use for anti-airs. Unlike Crescent 5A, the close hitbox will hit all characters crouching, while the far hitbox will only hit characters with taller crouches like Tohno and Archetype. It should be noted that the close hitbox can still be low profiled | |description=Extremely quick jab at 3 frames and has a tall enough hitbox to use for anti-airs. Unlike Crescent 5A, the close hitbox will hit all characters crouching, while the far hitbox will only hit characters with taller crouches like Tohno and Archetype. It should be noted that the close hitbox can still be low profiled relatively easily, so try to default to 2A for those purposes. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-5 | |frameAdv=-5 | ||
|invuln= | |invuln= | ||
|description=Universal Half-Moon follow up to 5A. Used as combo/blockstring filler, or as a way to combo off of 2C/2[C] at specific spacings, allowing for midscreen to corner combos. | |description=Universal Half-Moon follow up to 5A. Used as combo/blockstring filler, or as a way to combo off of 2C/2[C] at specific spacings, allowing for midscreen to corner combos. Can also be used to space yourself for a command grab through the 5A~6A 624c setup. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-3 | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description=Third hit of the H-Moon 5A string. Launches on hit for easy air combos or into normals like 2[C]. Also combos into 236[B], allowing for midscreen to corner combos for stronger okizeme. Pushes decently far back on block. | |description=Third hit of the H-Moon 5A string. Launches on hit for easy air combos or into normals like 2[C]. Also combos into 236[B], allowing for midscreen to corner combos for stronger okizeme. Pushes decently far back on block. | ||
}} | }} | ||
}} | }} | ||
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|image=Hkohamech_5B.png | |image=Hkohamech_5B.png | ||
|image2=Hkohamech_BE5B.png | |image2=Hkohamech_BE5B.png | ||
|caption= | |caption= Fly swatter - the move | ||
|caption2= Continue blocking, or else | |||
|name=5B | |name=5B | ||
|linkname=5B | |linkname=5B | ||
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|frameAdv=-5 | |frameAdv=-5 | ||
|invuln= | |invuln= | ||
|description=This looks the same as 5B but has a very different purpose. This is a very fast charge move that has a disjointed horizontal hitbox that's perfect for stuffing pokeout attempts in your blockstrings. | |description=This looks the same as 5B but has a very different purpose. This is a very fast charge move that has a disjointed horizontal hitbox that's perfect for stuffing pokeout attempts in your blockstrings, and can even be spaced to safely meaty versus certain dps. Despite not being a hard knockdown, this move is very good at swatting your opponent trying to jump out of the corner, as even if they tech it Kohaku can punish very easily on reaction. Also used to knock people back to the ground for combo extensions after 5A6A and 624C. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=MBHKohaku5C.png | |image=MBHKohaku5C.png | ||
|caption= | |caption= It'd be a great poking tool, if , you know, it didn't do THAT. | ||
|name=5C | |name=5C | ||
|linkname=5C | |linkname=5C | ||
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|frameAdv=-26 ~ -8 | |frameAdv=-26 ~ -8 | ||
|invuln= | |invuln= | ||
|description=Oh God please don't whiff this. A fast long range poke | |description=Oh God please don't whiff this. A fast long range poke that's even faster than Crescent's, but does Crescent's 5C follow up automatically on hit, block, and most infuriatingly, whiff. Due to this the first hit of the move needs to almost always be cancelled into something else, as the automatic follow up makes a nice habit of whiffing some of its hits on far away grounded opponents even if 5C's initial hit connected, leaving you unsafe on hit if you don't cancel it. Like Crescent, the first hit is very useful as a poke, combo filler (100% override proration makes this one of your best starters and combo filler moves), and to catch jump outs. If the full move plays out, it launches on hit for an easy air combo or 236[B] for corner carry and is unsafe on block unless feint canceled or reverse beat into 2A in which it then becomes +1. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=Hkohamech_2A.png | |image=Hkohamech_2A.png | ||
|caption= | |caption= Ol' Reliable | ||
|name=2A | |name=2A | ||
|linkname=2A | |linkname=2A | ||
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{{MoveData | {{MoveData | ||
|image=Hkohamech_2B.png | |image=Hkohamech_2B.png | ||
|caption= | |caption=Nice heat you got there... It'd be a shame if I clashed it | ||
|name=2B | |name=2B | ||
|linkname=2B | |linkname=2B | ||
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|frameAdv=-19, -11 | |frameAdv=-19, -11 | ||
|invuln=Clash 8-12 | |invuln=Clash 8-12 | ||
|description=Crescent's 2B and 2B~B in one move. Serves as decent combo/blockstring filler, and like most Kohaku normals can catch jump outs pretty well. Less useful as an anti air and poke due to the automatic follow up, so whiffing is dangerous. The first hit is a mid with less range than you'd expect, while the second hit is a low. | |description=Crescent's 2B and 2B~B in one move. Serves as decent combo/blockstring filler, and like most Kohaku normals can catch jump outs pretty well. Less useful as an anti air and poke due to the automatic follow up, so whiffing is dangerous. The first hit is a mid with less range than you'd expect, while the second hit is a low. The first hit has a clash box, allowing you to option select heats with 2A 2B with relative ease, along with some shield counters as well. | ||
}} | }} | ||
}} | }} | ||
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|image=MB_F_Kohaku_2C.png | |image=MB_F_Kohaku_2C.png | ||
|image2=MB_F_Kohaku_2C_Charged.png | |image2=MB_F_Kohaku_2C_Charged.png | ||
|caption= | |caption= "Nero-Be-Gone" | ||
|name=2C | |name=2C | ||
|input=2[C] | |input=2[C] | ||
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|frameAdv=-10 | |frameAdv=-10 | ||
|invuln= | |invuln= | ||
|description=A long range literal sweep attack that hits low. Like Kohaku's other pokes, quite fast. This move can used as a low poke or to go under certain attacks and counter, as well as seeing quite a bit of use in juggle combos. On a stray hit you can cancel this into 236A~B for an OTG combo using 623A. | |description=A long range literal sweep attack that hits low. Like Kohaku's other pokes, quite fast. This move can used as a low poke or to go under certain attacks and counter, as well as seeing quite a bit of use in juggle combos. On a stray hit you can cancel this into 236A~B for an OTG combo using 623A. One of your primary neutral tools, and understanding how it interacts with your oppoenents grounded moves is key to start abusing Kohaku's amaz | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-11 | |frameAdv=-11 | ||
|invuln= | |invuln= | ||
|description=Charged version has a smaller hurtbox, and deals noticeably more damage | |description=Charged version has a smaller hurtbox, and deals noticeably more damage in combos when not used after 5A6AA due to its 90% forced proration. Best starter for pure damage, and used primarily in pressure and block strings. Can also be used rarely in neutral to take better advantage of the low profile, but it has the same recovery as normal 2C with double the startup, making it even easier to whiff punish in neutral. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=Hkohamech_jB.png | |image=Hkohamech_jB.png | ||
|caption= | |caption= Ol' Faithful | ||
|name=j.B | |name=j.B | ||
|linkname=j.B | |linkname=j.B | ||
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|image=Hkohamech_jC.png | |image=Hkohamech_jC.png | ||
|image2=Hkohamech_BEjC.png | |image2=Hkohamech_BEjC.png | ||
|caption= | |caption= Your best landing button | ||
|caption2= Swangin' on 'em | |||
|name=j.C | |name=j.C | ||
|linkname=j.C | |linkname=j.C | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Syringe hit. Untechable knockdown. | |description=Syringe hit. Untechable knockdown. Leads to a three way on hit or 22A oki if the opponent is in the corner. Rarely used over 63214C, but it being 1 frame faster and needing no motion input makes it the go to at times. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Ground bounces the opponnent using a 16-ton weight. Unfortunately leaves Kohaku very far away from the opponent when she lands. | |description=Ground bounces the opponnent using a 16-ton weight. Unfortunately leaves Kohaku very far away from the opponent when she lands, but she is still plus enough to dash up and still meaty a button. On gold airthrow, it must be whiff canceled with j.A in order to combo off of it so as to not suffer landing lag. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=Same animation as 5C. | |description=Same animation as 5C. Sets up for a battou loop in a corner. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=Same animation as 2C. | |description=Same animation as 2C. Can be special cancelled into 623A to be comboed off of, making it one of the better low shield counters. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-5 | |frameAdv=-5 | ||
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | |invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | ||
|description=Flaming battou swipe. | |description=Flaming battou swipe. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-7 | |frameAdv=-7 | ||
|invuln= | |invuln= | ||
|description=H-Moon specific reversal bunker. | |description=H-Moon specific reversal bunker. Outstanding range, making it one of the best ways to dump meter. | ||
}} | }} | ||
}} | }} | ||
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|image9=MBCKohaMech236C.png | |image9=MBCKohaMech236C.png | ||
|image10=MBCKohaMech236C2.png | |image10=MBCKohaMech236C2.png | ||
|caption=A | |caption=A : Great combo tool/Ender | ||
|caption2=[A] | |caption2=[A] : Overhead | ||
|caption3=B | |caption3=B : Your purpose is to lead into 236B~A | ||
|caption4=[B] | |caption4=[B] : Hard Callout Anti-Air | ||
|caption5=A/[A]~A | |caption5=A/[A]~A : Damage in a can | ||
|caption6=B/[B]~A | |caption6=B/[B]~A : What goes up, must come down | ||
|caption7=~B | |caption7=~B : Do a Barrel roll! | ||
|caption8=~C | |caption8=~C : Sometimes, doing nothing really is plus | ||
|caption10=EX | |caption10=EX : Meter dump with a side of oki | ||
|name=Battou - Hidden Sharp Sword | |name=Battou - Hidden Sharp Sword | ||
|linkname=236X | |linkname=236X | ||
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|frameAdv=-28 | |frameAdv=-28 | ||
|invuln= | |invuln= | ||
|description= Low slash. Charged version knocks down | |description= Low slash that is hard knockdown on aerial oppoenents. Charged version knocks down standing oppoenents as well but is also an overhead, and can be comboed into 236C or 41236C for extra damage and a usable knockdown. Uncharged version can cancel into 236B on hit. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-24 | |frameAdv=-24 | ||
|invuln= | |invuln= | ||
|description= High slash. Charged version wallslams and is air-unblockable. Unlike Crescent, can't jump-cancel on hit. | |description= High slash. Uncharged is primarily used as a launcher that leads into 236B~A. Charged version wallslams, leads into a combo, and is air-unblockable. With these properties and it's amazing range, it's perfect for opponents who are attempting to jump out of the corner expecting 236[A]. Unlike Crescent, can't jump-cancel on hit. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-18 ~ -17 | |frameAdv=-18 ~ -17 | ||
|invuln= | |invuln= | ||
|description= | |description= Leads to a devastating combo on grounded foes, assuming you can perform the ~2f 2A link afterwards. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-38 | |frameAdv=-38 | ||
|invuln= | |invuln= | ||
|description= | |description= Your primary launcher, and the main source of damage for Half-Moon Kohaku. Combos into 5A > 5C >236B~A , allowing you to loop this move in the corner, hence her infamous "battou loops". | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |description= Main way to follow up after 236A on aerial opponents (Doesnt increase proration, unlike using 236B~C). Can also be used on 236[A] or 236[B} whiff, allowing you to low profile attempts to punish. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |description= One of H-Kohaku's best moves, this feint is one of the major aspects of your pressure and combo routing. Can be used to make the framedata of certain moves much better on block (listed below), and can also be done after 236A from 236B in order to link into 2A/5A, allowing for more damage from your basic midscreen starters, or even better corner carry. Important Feint frame data is listed below. | ||
Important Frame Data Notes regarding Feint. | |||
- 5B is -1 after a feint.<br> | |||
- 5C(1) is +1 after a feint.<br> | |||
- 5C(2-6) is +1 after a feint.<br> | |||
- 2B(1) is -2 after a feint.<br> | |||
- 2C/2[C] is + 1 after a feint.<br> | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-38 | |frameAdv=-38 | ||
|invuln=Full 1-7 | |invuln=Full 1-7 | ||
|description= Low slash. Untechable launch. | |description= Low slash. Untechable launch. Meter dump combo ender, that gives either a safejump, Sandoori mixup, or a free 22B and meaty afterwards. Can also be used versus certain pressure sequences due to the invul, but it should be noted that said invul wears out about 2 frames before the active frames. | ||
}} | }} | ||
}} | }} | ||
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|image2=MBHKohaku623B.png | |image2=MBHKohaku623B.png | ||
|image3=MBHKohaku623C.png | |image3=MBHKohaku623C.png | ||
|caption= | |caption= Primary launcher | ||
|caption2 = Hard knockdown ender. | |||
|caption3 = Fore! | |||
|name=It's a cleanup!<br>(EX: Won't you come back?) | |name=It's a cleanup!<br>(EX: Won't you come back?) | ||
|input=623A/[A]/B/C | |input=623A/[A]/B/C | ||
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|description=* Similar in animation to the the followup broomswing of the other two moons' 63214C. Reflects projectiles and air unblockable. | |description=* Similar in animation to the the followup broomswing of the other two moons' 63214C. Reflects projectiles and air unblockable. | ||
Kohaku swings her broom like a bat, launches opponent. Chargeable for more damage. Used in combos. | Kohaku swings her broom like a bat, launches opponent. Chargeable for more damage. Used as her primary launcher in combos. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-19 | |frameAdv=-19 | ||
|invuln=High 1-17, Reflect 15-22 | |invuln=High 1-17, Reflect 15-22 | ||
|description=Same as A but with upper body invincibility, slower startup (four frames) and recovery, more damage (1500 instead of 1000 or 1200), not chargeable, not cancellable. Can be used as anti air | |description=Same as A but with upper body invincibility, slower startup (four frames) and recovery, more damage (1500 instead of 1000 or 1200), not chargeable, not cancellable. Serves as a combo ender that gives hard knockdown, allowing for safejumps midscreen or 22A okizeme in the corner. Can also be used as a hard callout anti-air, but not reccomended unless you also plan on reflecting a projectile whilst doing so. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-21 | |frameAdv=-21 | ||
|invuln=Full 1-10, Reflect 5-12 | |invuln=Full 1-10, Reflect 5-12 | ||
|description=Great reversal, very fast start up, invincible startup, air unblockable with fast recovery on hit. Launches opponent to opposite top corner, like the Crescent/Full's Amber Upper home run, but can't combo off it. Doesn't hit quite as high as it looks, so be careful trying to swat away opponents in the air. | |description=Great reversal, very fast start up, invincible startup, air unblockable with fast recovery on hit. Launches opponent to opposite top corner, like the Crescent/Full's Amber Upper home run, but can't combo off it. Doesn't hit quite as high as it looks, so be careful trying to swat away opponents in the air. Can also be shielded on reaction the ssuper flash, so be careful against players who appear to be doing nothing/delayed meaties on your wakeup. If landed midscreen, the decreased recover on hit allows you to cover any early techs with a run up 2C. | ||
}} | }} | ||
}} | }} | ||
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|image2=MBCKohaku214ABX.png | |image2=MBCKohaku214ABX.png | ||
|image3=MBCKohaku214C.png | |image3=MBCKohaku214C.png | ||
|caption= | |caption=Take flight! | ||
|caption2=~X | |caption2=~X (Molotov Oki) | ||
|caption3=EX | |caption3=EX (You misinputted 63214C with meter, didn't you?) | ||
|name=Magical Amber Missile | |name=Magical Amber Missile | ||
|input=214A/B/C<br>(~X) | |input=214A/B/C<br>(~X) | ||
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|description=* Kohaku jumps off the ground and flies on her broom. While airborne, she can drop one explosive projectile on the ground by inputting any button. She lacks hurtboxes and a collision box while flying, but can still be air thrown. | |description=* Kohaku jumps off the ground and flies on her broom. While airborne, she can drop one explosive projectile on the ground by inputting any button. She lacks hurtboxes and a collision box while flying, but can still be air thrown. | ||
A version fully recovers in the air, so it can be followed by a jump/airdash or a j.A.<br> | A version fully recovers in the air, so it can be followed by a jump/airdash or a j.A. best used after 236A hard knock down midscreen, as it will side switch and provide molotov okizeme.<br> | ||
B version goes farther but has to go through landing recovery. | B version goes farther but has to go through landing recovery. | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|invuln=Strike 1-115 | |invuln=Strike 1-115 | ||
|description=Same as above, but | |description=Same as above, but Kohaku will automatically drop 4 projectiles in succession, and is completely invulnerable for almost the entire duration. The only problem is that it is easily thrown on reaction to the superflash, making this move only really usable after a 2C or 236C hard knockdown, and only really for stalling for time and chip damage due to the fact it doesnt really lead to any mixup afterwards. Can be used as a gimmick reversal, but due to the reasons already listed, it isn't advised to do so. | ||
}} | }} | ||
}} | }} | ||
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|image2=MBHKohaku22B.png | |image2=MBHKohaku22B.png | ||
|image3=MBHKohaku22C.png | |image3=MBHKohaku22C.png | ||
|caption= | |caption=Your main oki tool in the corner | ||
|caption2="Go out my child, and hold down the corner" | |||
|caption3=Your win condition, or a funny meme. Your execution decides which. | |||
|name=Fullness to the battle. | |name=Fullness to the battle. | ||
|input=22A/B/C | |input=22A/B/C | ||
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|description=* Kohaku drops the bomb. | |description=* Kohaku drops the bomb. | ||
Kohaku screams kyaah and drops | Kohaku screams kyaah and drops an unshieldable bomb that goes off as soon as it hits the ground. Once the bomb is dropped it will always go off which can sometimes interrupt combos if you get hit while dropping it. The explosion always pushes the opponent away, regardless of if it hits in front or behind the opponent. Because of this, dropping the bomb behind the opponent in the corner pushes them out, allowing for a left/right mixup in the corner. You can also time it on 2C hard knock down so that it doesn't meaty, allowing you to psyche out opponents for a command grab or an actual meaty into a 624C. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Kohaku drops a bomb that doesn't go off unless it's hit into the air and then comes into contact with the ground. If it hasn't exploded within 10-11 seconds, it disappears. The bomb can only be hit by the player's attacks, and can be hit multiple times while it's in the air. If the bomb in motion hits the opponent, it does 600 base damage (70% proration) and launches. Hitting the opponent does not change its trajectory. The initial position of the bomb is random, with its horizontal position varying slightly. | |description=Kohaku drops a bomb that doesn't go off unless it's hit into the air and then comes into contact with the ground. If it hasn't exploded within 10-11 seconds, it disappears. The bomb can only be hit by the player's attacks, and can be hit multiple times while it's in the air. If the bomb in motion hits the opponent, it does 600 base damage (70% proration) and launches. Hitting the opponent does not change its trajectory. The bomb in motion can be shielded, but the explosion can't be shielded. The initial position of the bomb is random, with its horizontal position varying slightly. Best used against opponents attempting to zone, or those not willing to engage with neutral. Also serves as an amazing corner lockdown tool, as it covers jump outs and DPs extraordinarily well. Can also be used to bring opponents out of the corner or to vacuume them towards you using certain setups. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=HEY HEY HEY HEY, Kohaku drops a huge bomb with a 3-count timer (about two seconds per count, or six seconds total). Once the timer reaches 0 the bomb goes off with an unblockable blast that can hit Kohaku as well. Very tricky move to use, but there are some legitimate setups into this. Examples shown [http://www.youtube.com/watch?v=-_Zw3Lyj93E here] and [http://www.youtube.com/watch?v=tK03PFQxx28 here]. Notably unlike the B version: | |description=HEY HEY HEY HEY, Kohaku drops a huge bomb with a 3-count timer (about two seconds per count, or six seconds total). Once the timer reaches 0 the bomb goes off with an unblockable/unshieldable blast that can hit Kohaku as well. Very tricky move to use, but there are some legitimate setups into this, and a great way to manage meter, especially since combos that lead to it tend to be meter neutral or positive. Examples shown [http://www.youtube.com/watch?v=-_Zw3Lyj93E here] and [http://www.youtube.com/watch?v=tK03PFQxx28 here]. Notably unlike the B version: | ||
- Both players can hit it.<br> | - Both players can hit it.<br> | ||
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{{MoveData | {{MoveData | ||
|image=MBCKohaMech63214C.png | |image=MBCKohaMech63214C.png | ||
|caption= | |caption= Your opponent's worst nightmare | ||
|name=Amber Magnum Uppercut | |name=Amber Magnum Uppercut | ||
|input=63214C | |input=63214C | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Command throw. Unlike the Crescent/Full command throws, Half has no automatic followup. Instead, the opponent is launched by the punch, allowing for a full combo | |description= A Command throw, and almost definitely one of the best in the game. Unlike the Crescent/Full command throws, Half has no automatic followup. Instead, the opponent is launched by the punch, allowing for a full combo into setplay afterwards. The reward off of landing a command grab is so great that this move should be the cornerstone of your pressure, and its existance is what should be used to get opponents to fall for more conventional staggers. It grabs hurtboxes, not collision boxes, allowing you to scoop opponents who throw out a move too late at extraordinary distances. | ||
}} | }} | ||
}} | }} | ||
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|image=MBHKohakuj236AB.png | |image=MBHKohakuj236AB.png | ||
|image2=MBHKohakuj236C.png | |image2=MBHKohakuj236C.png | ||
|caption= | |caption= "Zoom" | ||
|caption2= "Vroom" | |||
|name=Moving Star<br>(EX: Shooting Star) | |name=Moving Star<br>(EX: Shooting Star) | ||
|input=j.236A/B/C | |input=j.236A/B/C | ||
Line 1,170: | Line 1,182: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Strike 8-13 | |invuln=Strike 8-13 | ||
|description=A command airdash. Has frames where | |description=A command airdash. Has frames where Kohaku is hit invincible but can be airthrown. Can cancel into a button or an air movement option as soon as it is over, allowing it to work as a niche/last ditch tool for mixing up your landings. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,186: | Line 1,198: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Strike 11-28 | |invuln=Strike 11-28 | ||
|description=B version goes about double the distance. | |description=B version goes about double the distance, with about double the strike invulnerability, but later in the animation. Sometimes used as a gimmick way to get away from corner pressure or stall for time while still keeping an airdash and or double jump. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,202: | Line 1,214: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Strike 1-4 | |invuln=Strike 1-4 | ||
|description=A damaging A version. Jump-cancelable on hit and cancels into air throw. | |description=A damaging A version. Jump-cancelable on hit and cancels into air throw (The cancel is on the fifth hit, NOT the sixth hit. If all 6 hits connect you cant combo off of it). Used as a meter burn or corner carry option, mainly in Heat or to prevent entering Heat. | ||
}} | }} | ||
}} | }} | ||
Line 1,211: | Line 1,223: | ||
|image2=MBCKohakuj214B.png | |image2=MBCKohakuj214B.png | ||
|image3=MBCKohakuj214C.png | |image3=MBCKohakuj214C.png | ||
|caption= | |caption=Stall 'n Fall | ||
|caption2="Time to guess!" | |||
|caption3=Gimmicky Reversal | |||
|name=Magical Amber Missile (Air)<br>(B: Magical Missile Squall) | |name=Magical Amber Missile (Air)<br>(B: Magical Missile Squall) | ||
|input=j.214A/B/[B]/C | |input=j.214A/B/[B]/C | ||
Line 1,245: | Line 1,259: | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Kohaku hovers around and drops up to 3 explosives depending on how long this move is held. No strike invincibility. | |description=Kohaku hovers around and drops up to 3 explosives depending on how long this move is held. No strike invincibility, but much better for left/right mixups in return. Good to use after a bunker or 2C hard knockdown, and leads into a left right or tick throw setup. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,261: | Line 1,275: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Strike 1-59 | |invuln=Strike 1-59 | ||
|description=Aerial EX version drops 4 explosives in a much faster succession than its grounded counterpart. | |description=Aerial EX version drops 4 explosives in a much faster succession than its grounded counterpart, and can be used as a last ditch get out of jail attempt, or a way to enforce even stronger corner lockdown. Not all too great at the former despite its generous invincibility frames, and meter is often better saved for other defensive or offensive options. | ||
}} | }} | ||
}} | }} | ||
Line 1,268: | Line 1,282: | ||
{{MoveData | {{MoveData | ||
|image=MB_F_Kohaku_AD.png | |image=MB_F_Kohaku_AD.png | ||
|caption= | |caption=Flashy combo finisher | ||
|name=Low Blow Amber Kick | |name=Low Blow Amber Kick | ||
|linkname=Arc Drive | |linkname=Arc Drive | ||
Line 1,285: | Line 1,299: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full | |invuln=Full | ||
|description=Kohaku dashes forward at high speed and goes into a 3-hit sequence that circuit breaks and knocks the opponent down. This is an unblockable that can only be evaded jumping. If this misses, Kohaku will hit the wall and be in an untechable knockdown state that allows for the opponent to OTG you. The attack will combo off of bomb explosions and OTG hits (usually 2C or air hit 236A). | |description=Kohaku dashes forward at high speed and goes into a 3-hit sequence that circuit breaks and knocks the opponent down. This is an unblockable that can only be evaded jumping. If this misses, Kohaku will hit the wall and be in an untechable knockdown state that allows for the opponent to OTG you. The attack will combo off of bomb explosions and OTG hits (usually 2C, 236[A], or air hit 236A). | ||
}} | }} | ||
}} | }} | ||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Revision as of 09:17, 29 November 2021
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
H-Kohaku Match Video Database
H-Kohaku Melty Bread Forum Thread
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- LordKnight
- Text goes here after asterisk
Overview
Strengths |
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Weaknesses |
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General Gameplan
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Neutral
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Pressure
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Okizeme
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Defense
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Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
This page is a translation from the French wiki BasGrosPoing. Original can be seen here.
Normal Combos
Corner Combos
Battou Loop Enders
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5B
5[B] |
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5C
Crouching Normals
2A
2B
2C
2C
2[C] |
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Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
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Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
623X
It's a cleanup!
(EX: Won't you come back?) 623A/[A]/B/C |
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214X
22X
Fullness to the battle.
22A/B/C |
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63214C
Amber Magnum Uppercut
63214C |
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Aerial Specials
j.236X
Moving Star
(EX: Shooting Star) j.236A/B/C |
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j.214X
Magical Amber Missile (Air)
(B: Magical Missile Squall) j.214A/B/[B]/C |
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Arc Drive
Low Blow Amber Kick
41236C during Heat |
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