Idol Showdown/Coco Kiryu: Difference between revisions

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(→‎5M: projectile armor frames)
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  |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

IS Coco Profile.jpg

IS Coco Logo.png

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Please note that as the game is still in its early lifespan, certain information may become outdated.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
IS Coco 5L.png
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
IS Coco 5M.png
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.
5H
5H
IS Coco 5H.png
Rolling eyes fall...
Rolling eyes fall...
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
80 (close)
100 (far)

Mid

12 3 28 -5 -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
IS Coco 2L.png
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.

2M
2M
IS Coco 2M.png
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.
2H
2H
IS Coco 2H.png
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 Adv. on Hit Invulnerability
90

Mid

11 3 30 -16 -14 (Launch)

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.
3H
3H
IS Coco 3H.png
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

Jumping Normals

j.L
j.L
IS Coco jL.png
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.

j.M
j.M
IS Coco jM.png
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.
j.H
j.H
IS Coco jH.png
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.

Universal Mechanics

Throw
Throw
L+M
IS Coco LM.png
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
IS Coco jL.png
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.

Special Attacks

214L/M/H
Verbal Roasting
214L/M/H
IS Coco 214L.png
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
IS Coco 214LM(whiff).png
Whiff and you get this
Whiff and you get this
IS Coco214LM.png
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
IS Coco 236L.png
L/H versions
L/H versions
IS Coco 236M.png
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
IS Coco 236LM.png
You don't want this.
You don't want this.
IS Coco 236LM(Dragon).png
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
IS Coco 22LM.png
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
IS Coco 22L.png
High
High
IS Coco 22M.png
Long
Long
IS Coco 22H.png
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
IS Coco 22S.png
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
IS Coco jS.png
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
IS Coco 236S.png
Feel the Heat!
Feel the Heat!
IS Coco 236SCG.png
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.

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.

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

Original Outfit
Cosplay 1 Amane Kanata (Hololive)
Cosplay 2 Akai Haato (Hololive)
Cosplay 3 Kazuma Kiryu (Yakuza)
Cosplay 4 Coco Kaine
Cosplay 5 Melody (VShojo)
Cosplay 6 Potemkin (Guilty Gear)

Navigation

The Game
FAQ
Glossary
HUD & UI
Virtual Frontier
News & Updates
The Battle System
Controls
System
Resources
Game Data
Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
Pekora Usada
Sora Tokino
Suisei Hoshimachi
Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres