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.
Pick if you like
Avoid if you dislike
Good damage - Coco being a grappler has insane damage once she gets in
Threatening Strike/Throw Mixups - 5L, 2L, and 5M give you great tick throws into either delayed 236G or a more reactable auto-timed 236X/214G
High Hurtbox - She's really, really big. You're gonna get mixed.
Horrible at getting in - without assists, Coco really struggles to get in, 22S is projectile invluln, but you can still get smacked right out of it.
Please note that as the game is still in its early lifespan, certain information may become outdated.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.
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 2L and 2H).
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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
Projectile Armor(9-18f)
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.
-11 on block / -4 on hit when 22S cancelled.
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5H
5H
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.
Pops the opponent slightly into the air during hitstun, which allows it to combo directly into 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).
Its her kick from her art. A reference to Yakuza's PS2 box art.
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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
Coco's shortest range normal move, but still above average for a light normal.
Deals significantly less blockstun than 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 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 236G.
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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
Good low poke.
Hits at round start, but can only combo into 214L at that range, and only against a standing opponent (or Coco).
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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
Adv. on Hit
Invulnerability
90
Mid
11
3
30
-16
-14 (Launch)
Head(4-13f)
Rising headbutt. Poor horizontal range, but hits directly above Coco.
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.
-11 on block when 22S cancelled.
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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.
Note that 2M > 3H or 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.
EXTREMELY unsafe on block. Punishable even at maximum range by some characters. Cancelling into 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 214L or 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 236G for a tick throw.
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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
2L
-
-
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
3L
-
-
None
Aerial sword normal. Has good horizontal range in front of Coco.
Cannot hit crouching opponents (except Coco) unless almost directly on top of them.
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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
9L
-
-
None
Halts Coco's horizontal momentum and sends her straight down.
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. 236G works consistently on standing Ayame, but not so consistently on other characters.
Drastically extends Coco's hurtbox downwards on startup.
Can be situationally used to bait certain anti-airs.
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Toggle Hitboxes
Throw
Throw
Throw G / 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.
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Overhead
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 the animation of j.L. Extremely stubby range.
A move that actually gives Coco the advantage on block.
Can go into a non-jumpable 236S on hit, or on into 5L from a close enough counterhit.
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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
214L / 4S
60
Mid
13
14
39
-10
KD
None
Shoots a burst of fire ahead.
Launches high enough to follow up with a combo if cancelled with scc 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 after scc 22S.
214M
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.
Deceptively active.
+4 on block after scc 22S.
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Toggle Hitboxes
214G
Sh*tpost Review 214G/H
Next meme!
Next meme!
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
214G / 214L+M
160
Unblockable
5
2
62
-
KD
Grab(1-6f)
Cannot be cancelled into.
Switches sides on hit.
Leaves the opponent relatively close for some oki.
Alternatively follow up with 22G or 22H for an OTG combo.
214H
157
Unblockable
5
2
62
-
KD
Grab(1-6f)
Launches for a full combo. Pick the opponent up with any L/M normal.
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236G
Essence of Dragon Drop 236G / 236L+M
Coco Buster
Coco Buster
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
280
Unblockable
4
2
61
-
-
Grab(1-5f)
Coco's big damage grab. Is extremely punishable on whiff, so try not to miss.
Leaves the opponent at halfscreen distance.
After it hits, the recovery can be cancelled with scc j.S. Unfortunately this is mostly useless as the only air normal with enough range to reach the opponent is j.M, which can be crouched under.
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236L/M
Acrobatic Assault 236L/M/H
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
236L / 5S
160
Unblockable
25
2
55
-
KD
Grab(23-26f)
Performs a cartwheel into 214G.
Switches sides on hit.
236M / 6S
160
Unblockable
31
32
35
-
KD
Grab(1-30f) Super Armor(23-62f)
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.
236H
280
Unblockable
25
2
58
-
KD
Projectile(1-30f) Grab(23-26f)
Performs a cartwheel into 236G.
Freezes the screen at the start of the animation, making it easy to react to and avoid outside of combos and punishes.
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22G
Plug-In Type AsaCoco 22G / 22L+M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
150
-
11
2
26
-
-3
None
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.
Puts the opponent out of range of light attacks, and the only grab that can reach is 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.
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Toggle Hitboxes
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
22L / 2S
171
Unblockable
5
9
35
-
KD
Head(3-16f)
Anti-air grab that goes high but not that far.
Knocks the opponent down at close range for an OTG combo or a strike-throw mixup.
22M
180
Unblockable
7
9
35
-
KD
Head(3-18f)
Anti-air grab that reaches further but has less vertical range than the light variant.
Deals slightly more damage than 22L, making it the preferred choice for combos.
Can loop 22M scc 22L scc 22M for an easy SC combo, but this doesn't build as much meter as 214L loops.
22H
162
Unblockable
9
4(1)4
38
-
KD
None
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 3H.
The followup counts as a separate OTG regardless of how the first hit connects. This means 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 scc 22G. In the corner it links into 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.
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22S
Wide Coco 22S
Assume THE STANCE
Assume THE STANCE
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
14
-
14
-
-
Projectile(14f-)
A surprisingly useful move. Causes Coco to begin her crab walk.
Projectile invulnerable after the startup until the button is released. Helps against zoning.
Improves the frame advantage of 5H on block or hit. Also improves 5M and 2H though they are still very unsafe. Using it after other normals makes them worse so should be avoided.
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.
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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 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 236G or 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.
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Toggle Hitboxes
Super Star Attack
Essence of True Form: Just Like a Dragon 236S
FEEL THE HEAT!
FEEL THE HEAT!
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
337
Unblockable
3
2
62
-
KD
Grab(1-4f) Super Armor(1-66f)
Uses 2 STAR Meter. A powerful command grab in which Coco blasts the opponent in her true dragon form.
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.
Using j.S to store a forward jump adds forward momentum after 236S hits, which lets it combo into j.M.