Idol Showdown/Coco Kiryu: Difference between revisions
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===Recommended Collabs=== | ===Recommended Collabs=== | ||
* [[File:IS_Watson_Icon.png|40px]] '''[[Idol Showdown/Collabs#Amelia_Watson|Amelia]]''' - Amelia's | * [[File:IS_Watson_Icon.png|40px]] '''[[Idol Showdown/Collabs#Amelia_Watson|Amelia]]''' - Amelia's {{Input|214S}} ground pound grants Coco amazing damage, and allows her to convert off of more moves than she normally would be able to. | ||
* [[File:IS_Kiara_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kiara_Takanashi|Kiara]]''' - So about those zoners... Kiara's reflector can help a ''lot'' with fighting them. Take it and don't look back. | * [[File:IS_Kiara_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kiara_Takanashi|Kiara]]''' - So about those zoners... Kiara's reflector can help a ''lot'' with fighting them. Take it and don't look back. | ||
* [[File:IS_Kanata_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kanata_Amane|Kanata]]''' - Kanata's | * [[File:IS_Kanata_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kanata_Amane|Kanata]]''' - Kanata's {{Input|214S}} grab can be converted into a combo from almost anywhere, and a side switching grab makes Soran Bushi pull the opponent towards Coco instead of pushing them away. | ||
* [[File:IS_Mio_Icon.png|40px]] '''[[Idol Showdown/Collabs#Ookami_Mio|Mio]]''' - An alternative to Amelia. Her | * [[File:IS_Mio_Icon.png|40px]] '''[[Idol Showdown/Collabs#Ookami_Mio|Mio]]''' - An alternative to Amelia. Her {{Input|214S}} punch can be used for combos, but the debuffs aren't too recommended. Save your meter for those juicy, succulent cancels. | ||
* [[File:IS_Roboco_Icon.png|40px]] '''[[Idol Showdown/Collabs#Roboco|Roboco]]''' - Roboco's | * [[File:IS_Roboco_Icon.png|40px]] '''[[Idol Showdown/Collabs#Roboco|Roboco]]''' - Roboco's {{Input|214S}} beam can help you get in, it destroys other projectiles and goes full screen. Just be sure to capitalize on the opportunity it gives you. | ||
}} | }} | ||
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|advBlock=-3 | |advBlock=-3 | ||
|description=* Fingersnap. Has low pushback, making it useful for tick throws. | |description=* Fingersnap. Has low pushback, making it useful for tick throws. | ||
* Decent range and hits crouchers, but can be low profiled by some moves (e.g. Coco's own | * Decent range and hits crouchers, but can be low profiled by some moves (e.g. Coco's own {{Input|2L}} and {{Input|2H}}). | ||
}} | }} | ||
}} | }} | ||
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* Armors through projectiles. Coco will still take full damage from said projectile. | * 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. | * On block, leaves Coco close enough for a mixup between command grab and frametrap. | ||
* -11 on block / -4 on hit when | * -11 on block / -4 on hit when {{Input|22S}} cancelled. | ||
}} | }} | ||
}} | }} | ||
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|advHit=-3 | |advHit=-3 | ||
|advBlock=-5 | |advBlock=-5 | ||
|description=* -2 on block / ±0 on hit when | |description=* -2 on block / ±0 on hit when {{Input|22S}} cancelled. | ||
* Pops the opponent slightly into the air during hitstun, which allows it to combo directly into | * Pops the opponent slightly into the air during hitstun, which allows it to combo directly into {{Input|22M}} when close enough. | ||
* Deals more damage when hitting from a distance (i.e. Its close range hitbox does not make contact with the opponent). | * Deals more damage when hitting from a distance (i.e. Its close range hitbox does not make contact with the opponent). | ||
* Its her kick from her art. A reference to Yakuza's PS2 box art. | * Its her kick from her art. A reference to Yakuza's PS2 box art. | ||
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|advBlock=-3 | |advBlock=-3 | ||
|description=* Coco's shortest range normal move, but still above average for a light normal. | |description=* Coco's shortest range normal move, but still above average for a light normal. | ||
* Deals significantly less blockstun than | * Deals significantly less blockstun than {{Input|5L}}, making it ideal for mixing up the timing of tick throws. | ||
* Lowers Coco's hurtbox during startup, and significantly lowers it during hit and recovery, causing some moves to whiff over it (e.g. Universal Overheads, Fubuki and Korone | * Lowers Coco's hurtbox during startup, and significantly lowers it during hit and recovery, causing some moves to whiff over it (e.g. Universal Overheads, Fubuki and Korone {{Input|22H}}). | ||
* The hurtbox stays low for all but the last 2 frames of recovery, making it possible to whiff it under an overhead or jump attack and punish the opponent's landing with | * The hurtbox stays low for all but the last 2 frames of recovery, making it possible to whiff it under an overhead or jump attack and punish the opponent's landing with {{Input|236G}}. | ||
}} | }} | ||
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|advBlock=-8 | |advBlock=-8 | ||
|description=* Good low poke. | |description=* Good low poke. | ||
* Hits at round start, but can only combo into | * Hits at round start, but can only combo into {{Input|214L}} at that range, and only against a standing opponent (or Coco). | ||
}} | }} | ||
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* Anchors the opponent to a specific position on hit. This makes the following combo consistent, and allows it to break super armor. | * Anchors the opponent to a specific position on hit. This makes the following combo consistent, and allows it to break super armor. | ||
* Lowers Coco's hurtbox during startup, so some attacks still whiff against it even before the head-invulnerability kicks in. | * Lowers Coco's hurtbox during startup, so some attacks still whiff against it even before the head-invulnerability kicks in. | ||
* -11 on block when | * -11 on block when {{Input|22S}} cancelled. | ||
}} | }} | ||
}} | }} | ||
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|advBlock=-14 | |advBlock=-14 | ||
|description=* Universal sweep. Very good range and hits at round start. | |description=* Universal sweep. Very good range and hits at round start. | ||
* Note that | * Note that {{Input|2M > 3H}} or {{Input|5H > 3H}} will '''not''' combo from round start range. | ||
* The hard knockdown leads straight to an OTG combo or a dash up strike-throw mixup. | * The hard knockdown leads straight to an OTG combo or a dash up strike-throw mixup. | ||
* EXTREMELY unsafe on block. Punishable even at maximum range by some characters. Cancelling into | * EXTREMELY unsafe on block. Punishable even at maximum range by some characters. Cancelling into {{Input|22S}} just makes it worse at -17 on block. | ||
* If the opponent attempts to punish with a standing attack, it's possible to intercept them by cancelling into | * If the opponent attempts to punish with a standing attack, it's possible to intercept them by cancelling into {{Input|214L}} or {{Input|214M}}. This is still unsafe if the opponent waits. | ||
* Deals a surprisingly low amount of blockstun, which can be abused up close with a late-cancel into | * Deals a surprisingly low amount of blockstun, which can be abused up close with a late-cancel into {{Input|236G}} for a tick throw. | ||
}} | }} | ||
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* Punishable on block if it hits high up on a standing opponent. | * 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 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. | * Combos into command grabs from higher hits. {{Input|236G}} works consistently on standing Ayame, but not so consistently on other characters. | ||
* Drastically extends Coco's hurtbox downwards on startup. | * Drastically extends Coco's hurtbox downwards on startup. | ||
* Can be situationally used to bait certain anti-airs. | * Can be situationally used to bait certain anti-airs. | ||
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|advHit=2 | |advHit=2 | ||
|advBlock=1 | |advBlock=1 | ||
|description=* Uses the animation of | |description=* Uses the animation of {{Input|j.L}}. Extremely stubby range. | ||
* A move that actually gives Coco the advantage on block. | * A move that actually gives Coco the advantage on block. | ||
* Can go into a non-jumpable | * Can go into a non-jumpable {{Input|236S}} on hit, or on into {{Input|5L}} from a close enough counterhit. | ||
}} | }} | ||
}} | }} | ||
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|advBlock=-10 | |advBlock=-10 | ||
|description=* Shoots a burst of fire ahead. | |description=* Shoots a burst of fire ahead. | ||
* Launches high enough to follow up with a combo if cancelled with | * Launches high enough to follow up with a combo if cancelled with {{Input|scc 22S}} or {{Input|Burst}}. | ||
* Whiffs on crouching opponents with two exceptions. It hits Botan if she is blocking, and Coco if she is not blocking. | * 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. | * 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 after | * +16 on block after {{Input|scc 22S}}. | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|advBlock=-17 | |advBlock=-17 | ||
|description=* Hits 3 times. | |description=* Hits 3 times. | ||
* Lower launch than | * Lower launch than {{Input|214L}} | ||
* Whiffs on crouching opponents in the same way as | * Whiffs on crouching opponents in the same way as {{Input|214L}}, with the same exceptions. | ||
* Deceptively active. | * Deceptively active. | ||
* +4 on block after | * +4 on block after {{Input|scc 22S}}. | ||
}} | }} | ||
}} | }} | ||
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* Switches sides on hit. | * Switches sides on hit. | ||
* Leaves the opponent relatively close for some oki. | * Leaves the opponent relatively close for some oki. | ||
* Alternatively follow up with | * Alternatively follow up with {{Input|22G}} or {{Input|22H}} for an OTG combo. | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|description=* Coco's big damage grab. Is extremely punishable on whiff, so try not to miss. | |description=* Coco's big damage grab. Is extremely punishable on whiff, so try not to miss. | ||
* Leaves the opponent at halfscreen distance. | * Leaves the opponent at halfscreen distance. | ||
* After it hits, the recovery can be cancelled with | * After it hits, the recovery can be cancelled with {{Input|scc j.S}}. Unfortunately this is mostly useless as the only air normal with enough range to reach the opponent is {{Input|j.M}}, which can be crouched under. | ||
}} | }} | ||
}} | }} | ||
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|advBlock= | |advBlock= | ||
|invul={{Property-IS|Grab}}(23-26f) | |invul={{Property-IS|Grab}}(23-26f) | ||
|description=* Performs a cartwheel into | |description=* Performs a cartwheel into {{Input|214G}}. | ||
* Switches sides on hit. | * Switches sides on hit. | ||
}} | }} | ||
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|description=* Immediately skips to the recovery animation if the opponent crosses behind it. | |description=* Immediately skips to the recovery animation if the opponent crosses behind it. | ||
* Switches sides on hit. | * Switches sides on hit. | ||
* Can link into | * Can link into {{Input|5L}} on hit for a combo. | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|advBlock= | |advBlock= | ||
|invul={{Property-IS|Projectile}}(1-30f) {{Property-IS|Grab}}(23-26f) | |invul={{Property-IS|Projectile}}(1-30f) {{Property-IS|Grab}}(23-26f) | ||
|description=* Performs a cartwheel into | |description=* Performs a cartwheel into {{Input|236G}}. | ||
* Freezes the screen at the start of the animation, making it easy to react to and avoid outside of punish situations. | * Freezes the screen at the start of the animation, making it easy to react to and avoid outside of punish situations. | ||
}} | }} | ||
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|description=* OTG grab. Deals extra damage at the end of the combo at the cost of handing frame advantage to the opponent. | |description=* OTG grab. Deals extra damage at the end of the combo at the cost of handing frame advantage to the opponent. | ||
* Turns the opponent around, resulting in reversal attacks going in the wrong direction. The extra frame needed to turn around effectively makes it -2, with the opponent having to time their attack correctly. | * Turns the opponent around, resulting in reversal attacks going in the wrong direction. The extra frame needed to turn around effectively makes it -2, with the opponent having to time their attack correctly. | ||
* Puts the opponent out of range of light attacks, and the only grab that can reach is | * Puts the opponent out of range of light attacks, and the only grab that can reach is {{Input|236S}}. If the opponent doesn't want to contest it they can jump away almost for free. | ||
* Re-stands the opponent into an unhittable state when used as the third OTG in a combo. This makes it +18 on hit. | * Re-stands the opponent into an unhittable state when used as the third OTG in a combo. This makes it +18 on hit. | ||
}} | }} | ||
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|invul={{Property-IS|Head}}(3-18f) | |invul={{Property-IS|Head}}(3-18f) | ||
|description=* Anti-air grab that reaches further but has less vertical range than the light variant. | |description=* Anti-air grab that reaches further but has less vertical range than the light variant. | ||
* Deals slightly more damage than | * Deals slightly more damage than {{Input|22L}}, making it the preferred choice for combos. | ||
* Can loop | * Can loop {{Input|22M scc 22L scc 22M}} for an easy SC combo, but this doesn't build as much meter as {{Input|214L}} loops. | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|advBlock= | |advBlock= | ||
|description=* Frame 9 is a huge anti-air-only hit that reaches high above and in front of Coco. | |description=* Frame 9 is a huge anti-air-only hit that reaches high above and in front of Coco. | ||
* Frame 14 is an OTG-only hit with a long horizontal range. Long enough to connect after a max range | * Frame 14 is an OTG-only hit with a long horizontal range. Long enough to connect after a max range {{Input|3H}}. | ||
* The followup counts as a separate OTG regardless of how the first hit connects. This means | * The followup counts as a separate OTG regardless of how the first hit connects. This means {{Input|22H}} counts as 1 OTG against an airborne opponent, and 2 OTGs against a knocked down opponent. Be careful about hitting the OTG limit. | ||
* Can combo into | * Can combo into {{Input|scc 22G}}. In the corner it links into {{Input|22G}} without needing SC. | ||
* Re-stands the opponent into an unhittable state when the last hit is the third OTG in a combo. Doing this makes it +44 on hit. | * Re-stands the opponent into an unhittable state when the last hit is the third OTG in a combo. Doing this makes it +44 on hit. | ||
}} | }} | ||
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|description=* A surprisingly useful move. Causes Coco to begin her crab walk. | |description=* A surprisingly useful move. Causes Coco to begin her crab walk. | ||
* Projectile invulnerable after the startup until the button is released. Helps against zoning. | * Projectile invulnerable after the startup until the button is released. Helps against zoning. | ||
* Improves the frame advantage of | * Improves the frame advantage of {{Input|5H}} on block or hit. Also improves {{Input|5M}} and {{Input|2H}} though they are still very unsafe. Using it after other normals makes them worse so should be avoided. | ||
* | * {{Input|214L scc 22S}} is very advantageous on block, assuming the opponent doesn't duck under the fire. | ||
* Can be used in neutral and during blockstrings to somewhat safely generate meter. | * Can be used in neutral and during blockstrings to somewhat safely generate meter. | ||
}} | }} | ||
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|advBlock= | |advBlock= | ||
|description=* Coco's airdash. Sends her straight forward, but halts her horizontal momentum when it's done, causing her to fall straight down. | |description=* Coco's airdash. Sends her straight forward, but halts her horizontal momentum when it's done, causing her 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 in the air after | * 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 in the air after {{Input|236G}} or {{Input|236S}}, and causes air teching to travel much further. | ||
* A ''very'' risky move, given its long duration and how it can't be cancelled until it's done. Use with caution, or risk getting sniped by a Botan player. Literally. | * A ''very'' risky move, given its long duration and how it can't be cancelled until it's done. Use with caution, or risk getting sniped by a Botan player. Literally. | ||
}} | }} | ||
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* Has significantly more range than Coco's other stationary grabs. Coco with 2 bars is very scary up close. | * Has significantly more range than Coco's other stationary grabs. Coco with 2 bars is very scary up close. | ||
* 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. | * 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 | * Using {{Input|j.S}} to store a forward jump adds forward momentum after {{Input|236S}} hits, which lets it combo into {{Input|j.M}}. | ||
}} | }} | ||
}} | }} |
Revision as of 03:35, 28 May 2023
4th Chairman of the Kiryu Clan - Dragon-Style Grappling
Introduction
Introduction goes here
Pick if you like | Avoid if you dislike |
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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.
Recommended Collabs
Amelia - Amelia's 214S ground pound grants Coco amazing damage, and allows her to convert off of more moves than she normally would be able to.
Kiara - So about those zoners... Kiara's reflector can help a lot with fighting them. Take it and don't look back.
Kanata - Kanata's 214S grab can be converted into a combo from almost anywhere, and a side switching grab makes Soran Bushi pull the opponent towards Coco instead of pushing them away.
Mio - An alternative to Amelia. Her 214S punch can be used for combos, but the debuffs aren't too recommended. Save your meter for those juicy, succulent cancels.
Roboco - Roboco's 214S beam can help you get in, it destroys other projectiles and goes full screen. Just be sure to capitalize on the opportunity it gives you.
Stats
HP:
Backdash:
Movement Speed:
Moves
Standing Normals
5L
5L
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Toggle Hitboxes Toggle Hitboxes
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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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Toggle Hitboxes Toggle Hitboxes
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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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Toggle Hitboxes Toggle Hitboxes
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Throw
Throw
Throw
G / L+M |
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Toggle Hitboxes Toggle Hitboxes
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Overhead
Overhead
Overhead M+H One of the overheads of all time. One of the overheads of all time.
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Special Attacks
214L/M/H
Verbal Roasting 214L/M/H She's certainly spitting fire. She's certainly spitting fire.
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Toggle Hitboxes Toggle Hitboxes
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214G
Sh*tpost Review 214G/H Next meme! Next meme!
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Toggle Hitboxes Toggle Hitboxes
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236G
Essence of Dragon Drop 236G / 236L+M Coco Buster Coco Buster
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236L/M
Acrobatic Assault 236L/M/H L/H versions L/H versions Arc-haic Assault Arc-haic Assault
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22G
Plug-In Type AsaCoco
22G / 22L+M |
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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!
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Colors
Original Outfit
Cosplay 1
Amane Kanata (Hololive)
Amane Kanata (Hololive)
Cosplay 2
Akai Haato (Hololive)
Akai Haato (Hololive)
Cosplay 3
Kazuma Kiryu (Yakuza)
Kazuma Kiryu (Yakuza)
Cosplay 4
Coco Kaine
Coco Kaine
Cosplay 5
Melody (VShojo)
Melody (VShojo)
Cosplay 6
Potemkin (Guilty Gear)
Potemkin (Guilty Gear)