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Line 45: |
Line 45: |
| |advHit=-8 | | |advHit=-8 |
| |advBlock=-15 | | |advBlock=-15 |
| | |invulType=Projectile Armor |
| | |invulFrames=9-18 |
| |description= *Advancing normal. Sends Coco forward by round start's distance. | | |description= *Advancing normal. Sends Coco forward by round start's distance. |
| * Armors through projectiles. Coco will still take full damage from said projectile | | * Armors through projectiles. Coco will still take full damage from said projectile |
Revision as of 17:46, 11 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Please note that as the game is still in its early lifespan, certain information may become outdated.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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
30
|
Mid
|
6
|
3
|
16
|
-4
|
-1
|
None
|
- Fingersnap. Can be used for tick throws.
- Decent range.
|
|
5M
5M Doko Mitendayo?! Doko Mitendayo?!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
75
|
Mid
|
9
|
5
|
27
|
-15
|
-8
|
None
|
- Advancing normal. Sends Coco forward by round start's distance.
- Armors through projectiles. Coco will still take full damage from said projectile
- On block, leaves Coco close enough for a mixup between command grab and frametrap.
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5H
5H Rolling eyes fall... Rolling eyes fall...
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
80 (close) 100 (far)
|
Mid
|
12
|
3
|
28
|
-5
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-3
|
None
|
- -2 on block / ±0 on hit when 22S cancelled.
- Deals more damage when hitting from a distance.
- Its her kick from her art. A reference to Yakuza's PS2 box art.
|
|
Crouching Normals
2L
2L Check your toes! Check your toes!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
25
|
Low
|
6
|
2
|
11
|
-3
|
+3
|
None
|
Low kick. Good range for a low jab.
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2M
2M The ground-based footsies Idol Showdown is known for! The ground-based footsies Idol Showdown is known for!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
60
|
Low
|
10
|
2
|
19
|
-8
|
-4
|
None
|
- Hits at round start, but can only combo into 214L at that range.
- Good low poke.
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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".
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
|
Invulnerability
|
90
|
Mid
|
11
|
3
|
30
|
-16
|
-14 (Launch)
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None
|
- Rising headbutt. Very poor horizontal range, but hits directly above Coco.
- Slightly delaying a cancel into 214M after launch will tech trap your opponent for an unblockable SC 22M.
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3H
3H This is your new best friend. Treat it well. This is your new best friend. Treat it well.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
120
|
Low
|
11
|
3
|
22
|
-14
|
+39 (HKD)
|
None
|
- Universal sweep.
- Very good range and hits at round start. Another way to start Oki pressure.
- Note that 2M>3H will not hit at roundstart.
- EXTREMELY unsafe on block. Cancelling into 22S will make it safer, but moves you forward for an easier punish
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|
Jumping Normals
j.L
j.L Goooood Morning, Motherf*ckers! Goooood Morning, Motherf*ckers!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
30
|
High
|
7
|
6
|
-
|
-
|
-
|
None
|
Awful horizontal range, but the hitbox is rather low. You need to be up in your opponent's face to hit with it.
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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...
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
75
|
High
|
11
|
5
|
-
|
-
|
-
|
None
|
- Aerial sword normal. Has good horizontal range in front of Coco.
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|
j.H
j.H There's nothing like a Ground Pound! There's nothing like a Ground Pound!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
100
|
High
|
15
|
16
|
-
|
-
|
-
|
None
|
- Halts your horizontal momentum and sends you straight down in a groundpound.
- Punishable on block if it hits high up on a standing opponent.
- Combos into normals on counterhit, or if it hits very low to the ground such as on the opponents wakeup.
- Combos into command grabs from higher hits. 236LM works consistently on standing Ayame, but not so consistently on other characters.
- Has some use for baiting anti-airs.
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|
Universal Mechanics
Throw
Throw L+M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
170
|
Mid
|
7
|
2
|
21
|
0
|
KD
|
None
|
- Universal throw. Leaves the opponent at 3/4ths fullscreen away.
- You can choose which side to throw opponents to.
|
|
Overhead
Overhead M+H One of the overheads of all time. One of the overheads of all time.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
60
|
High
|
25
|
3
|
21
|
1
|
2
|
None
|
- Uses j.L's animation. Extremely stubby range.
- A move that actually gives Coco the advantage on block.
- Can combo into 236S on hit, or on counterhit into 5L if close enough.
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|
Special Attacks
214L/M/H
Verbal Roasting 214L/M/H She's certainly spitting fire. She's certainly spitting fire.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L / 4S
|
60
|
Mid
|
13
|
14
|
39
|
-10
|
KD
|
None
|
- Shoots a burst of fire ahead.
- Launches high enough to continue combos if cancelled with SC 22S or Burst.
- Whiffs on crouching opponents with two exceptions. It hits Botan if she is blocking, and Coco if she is not blocking.
- Whiffing against Coco's crouch-block means 5H 214L initially whiffs but then connects when the blockstun from 5H ends, making it +2 unless blocked standing.
- +16 on block when 22S cancelled.
|
M
|
45*3 (127)
|
Mid
|
17
|
27
|
31
|
-17
|
KD
|
None
|
- Hits 3 times.
- Lower launch than 214L
- Whiffs on crouching opponents in the same way as 214L, with the same exceptions.
- +4 on block when 22S cancelled.
|
|
214L+M
Sh*tpost Review 214L+M / H Whiff and you get this Whiff and you get this Next meme! Next meme!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L+M
|
160
|
Unblockable
|
5
|
2
|
62
|
-
|
KD
|
None
|
- Switches sides on hit.
- Leaves the opponent relatively close for some oki.
- Alternatively follow up with 22G or 22H for an OTG combo. 22H 5L leads into a full combo in the corner.
|
H
|
157
|
Unblockable
|
5
|
2
|
62
|
-
|
KD
|
None
|
- Launches for a full combo, starting from any L/M normal.
|
|
236L/M
Acrobatic Assault 236L/M L/H versions L/H versions Arc-haic Assault Arc-haic Assault
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L / 5S
|
160
|
Unblockable
|
25
|
2
|
55
|
-
|
KD
|
None
|
- Performs a cartwheel into 214L+M.
- Switches sides on hit.
|
M / 6S
|
160
|
Unblockable
|
31
|
32
|
35
|
-
|
KD
|
None
|
- Has superarmor from frame 23 until the end of active frames. Can be broken by hit-grabs.
- Immediately skips to the recovery animation if the opponent crosses behind it.
- Switches sides on hit.
- Can link into 5L on hit for a combo.
|
|
236L+M
Essence of Dragon Drop 236L+M / H You don't want this. You don't want this. THIS is what you want! THIS is what you want!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L+M
|
280
|
Unblockable
|
4
|
2
|
61
|
-
|
-
|
None
|
- Coco's big damage grab. Is extremely punishable on whiff, so try not to miss.
- Leaves the opponent at halfscreen distance.
- Recovery after hit can be SC cancelled into j.S.
|
H
|
280
|
Unblockable
|
25
|
2
|
58
|
-
|
KD
|
None
|
- Performs a cartwheel into 236L+M.
- Freezes the screen at the start of the animation, making it easy to react to and avoid outside of combos and punishes.
|
|
22L+M
Plug-In Type AsaCoco 22L+M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
150
|
-
|
11
|
2
|
26
|
-
|
-3
|
None
|
- OTG grab. Sacrifices Oki potential for extra damage at the end of a combo, as it leaves opponents standing.
- 2L will not reach post re-stand, but all other normals will.
- 236S is the only grab that can reach. It is also possible to combo into 236S with a frame perfect delayed cancel.
- Never use 22G if 2 other OTG hits have already been used in the combo, as reaching the OTG limit makes it punishable on hit.
|
|
22L/M/H
Tail-Grab 22L/M/H High High Long Long Essence of Insertion: Tail-Slam Essence of Insertion: Tail-Slam
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L / 2S
|
171
|
Unblockable
|
5
|
9
|
3
|
-
|
KD
|
None
|
- Anti-air grab that goes high but not that far.
- Good for combos and sets up Oki.
|
M
|
180
|
Unblockable
|
7
|
9
|
35
|
-
|
-
|
None
|
- Anti-air grab that reaches further but has less vertical range than the light variant.
- More damage, also good for ending combos and sets up Oki.
|
H
|
162
|
Unblockable
|
9
|
4
|
43
|
-
|
-
|
None
|
- Grab that hits opponents in the air or knocked down in front of Coco.
- Sends your opponents fullscreen unless SC cancelled.
- When used as an OTG right in the corner, it can be followed up with 5L into a combo.
|
|
22S
Wide Coco 22S Assume THE STANCE Assume THE STANCE
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
13 + 14
|
-
|
-
|
None
|
- A surprisingly useful move. Causes Coco to begin her crab walk.
- Projectile invulnerable after the startup until the button is released. Helps against zoning.
- Makes 5H better on block. Also improves 5M and 2H though they are still very unsafe. Using it after other normals makes them worse so should be avoided.
- 214L SC 22H is very advantageous on block, assuming the opponent doesn't duck under the fire.
- With how often you'll be using this after your heavy moves, it'll help you generate a decent amount of meter.
|
|
j.S
Dragon Glide j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
37 + 1L
|
-
|
-
|
None
|
- Coco's airdash. Sends you straight forward, but halts your horizontal momentum after its done, causing you to fall straight down.
- When performed immediately after a jump, the momentum of the jump is stored, and getting launched into the air without jumping reactivates it. This causes Coco to move forwards or backwards after 236L+M, and causes air teching to travel much further.
- A very risky move, given its lackluster startup and how you can't cancel into any aerials until its done. Use with caution, or risk getting sniped by a Botan player. Literally.
|
|
Super Star Attack
Essence of True Form: Just Like a Dragon 236S Feel the Heat! Feel the Heat! godiwishthatwereme godiwishthatwereme
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
337
|
Unblockable
|
3
|
2
|
62
|
-
|
KD
|
None
|
- Uses 2 Star Meter. A powerful command grab in which Coco blasts the opponent in her true dragon form. Use it to open up defensive opponents who are preoccupied with blocking.
- Has armor for the entire duration of the move including the recovery. Must be punished with a throw, a hit-grab, or a frame perfect hit at the very end of its recovery.
- Using j.S to store a forward jump adds forward momentum after 236S hits, which lets it combo into j.M.
|
|
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
- Pray to Yagoo that your opponent is more of a clown than you
- 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
Navigation
The Game
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The Battle System
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Idols
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Collabs
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