Idol Showdown/Coco Kiryu: Difference between revisions
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==Combos== | ==Combos== | ||
===General=== | ===General=== | ||
Coco can combo into her command grabs so long as they connect on the last frame of hitstun. | |||
You can pickup after 236M with 5LM2H. | |||
214H launches for a full combo. | |||
Coco's combo potential is fairly dependent on SC and meter, but her damage output after forcing an air reset into 22M is nothing to sneeze at. | |||
Ame seems to be the most useful assist for enabling Coco's combo game. Aside from having 3 bars for SC cancels: | |||
3H>214S is an easily hit-confirmable 1 bar combo starter. | |||
[[File:Ame 3H Pickup 1 Meter.mp4|thumb|Very basic 1 meter, no SC pickup from 3H using Ame.]] | |||
3H>OTG 22H~214S forces an IPS air reset into an unblockable 22M setup for 800+ damage with enough SC meter. | |||
Ame super should be activated right around the second hit of 22H. This works on everyone in the corner and midscreen on air tech forward. Smaller characters may be difficult or impossible to catch midscreen even with perfect timing. | |||
[[File:Ame IPS Reset.mp4|thumb|Ame IPS Reset Demo]] | |||
====Mid-screen==== | ====Mid-screen==== | ||
Coco's typical midscreen no-assist filler generally looks something like: | |||
Launch > (214L > SC 22S > 5M2H) loop as desired > Ender | |||
5LM2H5H > 214M > SC 214L ~ 663H > 22S ~ 22H can be used as a basic BNB and builds enough meter for and Ame air reset. | |||
Note: SC 22S can be replaced with Burst in most routes | |||
====Corner==== | ====Corner==== | ||
OTG 22H extends in the corner. If the 22H hits airborn you will be pushed back too far for the extension. | |||
xx > 2H5H > 214M > SC 214L > 5M >etc. can be used as relatively meter efficient mid-combo filler in the corner. | |||
==Matchups== | ==Matchups== |
Revision as of 22:17, 9 May 2023
4th Chairman of the Kiryu Clan - Dragon-Style Grappling
Introduction
Coco is a hard-hitting yakuza dragon who demolishes her opponents with powerful command grabs. Once Coco manages to close the distance, she shows opponents what it truly means to be the Legendary Dragon of Hololive.
Please note that as the game is still in its early lifespan, certain information may become outdated. Also note that this page is full of memes. Don't protest, this is what Kaichou herself would have wanted.
Normal Moves
Standing Normals
5L
5L
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5M
5M Doko Mitendayo?! Doko Mitendayo?!
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5H
5H Rolling eyes fall... Rolling eyes fall...
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Crouching Normals
2L
2L Check your toes! Check your toes!
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2M
2M The ground-based footsies Idol Showdown is known for! The ground-based footsies Idol Showdown is known for!
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2H
2H Bringing a whole new meaning to "ahead of her time". Bringing a whole new meaning to "ahead of her time".
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3H
3H This is your new best friend. Treat it well. This is your new best friend. Treat it well.
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Jumping Normals
j.L
j.L Goooood Morning, Motherf*ckers! Goooood Morning, Motherf*ckers!
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j.M
j.M If only she used this for more than just an aerial... If only she used this for more than just an aerial...
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j.H
j.H There's nothing like a Ground Pound! There's nothing like a Ground Pound!
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Universal Mechanics
Throw
Throw
L+M |
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Overhead
Overhead M+H One of the overheads of all time. One of the overheads of all time.
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Special Attacks
236L+M
Essence of Dragon Drop 236L+M You don't want this. You don't want this. THIS is what you want! THIS is what you want!
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214L+M
Sh*tpost Review 214L+M Whiff and you get this Whiff and you get this Next meme! Next meme!
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22L+M
Plug-In Type AsaCoco
22L+M |
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236L/M/H
Acrobatic Assault 236L/M/H L/H versions L/H versions Arc-haic Assault Arc-haic Assault Essence of Advancing Assault: Dragon Drop Essence of Advancing Assault: Dragon Drop
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214L/M/H
Verbal Roasting 214L/M/H She's certainly spitting fire. She's certainly spitting fire. Essence of Verbal Roasting: Meme Review Essence of Verbal Roasting: Meme Review
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22L/M/H
Tail-Grab 22L/M/H High High Long Long Essence of Insertion: Tail-Slam Essence of Insertion: Tail-Slam
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22S
Wide Coco 22S Assume THE STANCE Assume THE STANCE
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j.S
Dragon Glide
j.S |
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Super Star Attack
Essence of True Form: Just Like a Dragon 236S Feel the Heat! Feel the Heat! godiwishthatwereme godiwishthatwereme
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Combos
General
Coco can combo into her command grabs so long as they connect on the last frame of hitstun. You can pickup after 236M with 5LM2H. 214H launches for a full combo.
Coco's combo potential is fairly dependent on SC and meter, but her damage output after forcing an air reset into 22M is nothing to sneeze at.
Ame seems to be the most useful assist for enabling Coco's combo game. Aside from having 3 bars for SC cancels:
3H>214S is an easily hit-confirmable 1 bar combo starter.
3H>OTG 22H~214S forces an IPS air reset into an unblockable 22M setup for 800+ damage with enough SC meter.
Ame super should be activated right around the second hit of 22H. This works on everyone in the corner and midscreen on air tech forward. Smaller characters may be difficult or impossible to catch midscreen even with perfect timing.
Mid-screen
Coco's typical midscreen no-assist filler generally looks something like:
Launch > (214L > SC 22S > 5M2H) loop as desired > Ender
5LM2H5H > 214M > SC 214L ~ 663H > 22S ~ 22H can be used as a basic BNB and builds enough meter for and Ame air reset.
Note: SC 22S can be replaced with Burst in most routes
Corner
OTG 22H extends in the corner. If the 22H hits airborn you will be pushed back too far for the extension. xx > 2H5H > 214M > SC 214L > 5M >etc. can be used as relatively meter efficient mid-combo filler in the corner.
Matchups
- Vs. Aki
- Pray to Yagoo
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- Pray to Yagoo and assume the stance.
- Vs. Coco
- Matchup advice goes here.
- Vs. Fubuki
- Matchup advice goes here.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Matchup advice goes here.
- Vs. Suisei
- Matchup advice goes here.
External Resources
Colors
Coco Kaine
Melody (VShojo)
Potemkin (Guilty Gear)