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.
Unique Passive: Coco can use her fire attacks to build up burn damage, which is converted into true damage when she lands her "Dragon Drop" command grab.
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Playstyle
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
Essence of Grappler - Also known affectionately as the 'Coco Buster', 236G has a swift 4f startup, does great damage, and gives her a hard knockdown. When she has 2 bars of meter, 236S commands absolute respect from her opponent thanks to it's lack of superflash and ability to eat through attacks with it's super armor.
Spitting Fire - Coco builds up temporary burn damage on the opponent, and can easily loop 214L in combos to stack up a ton of it, allowing her to obliterate an opponent's life by cashing it all out with a single 236G.
Threatening Mixups - 5L, 2L and 5M all give you terrifying tick throws into either a frametrap, or a delayed 236G. After securing a hard knockdown, she also has enough time to go for a high-low mixup on the opponent's wakeup with her j.S.
Deadly Anti-Airs - 2H, 3H and 2S are all very effective at snatching the opponent out of the air while evading jump-in attempts, often leading to explosive damage if she has Superchats for 22L22M loops.
Great Counter-Pokes - 3H, 214L, j.M and 5H can all be very effective at catching extended hurtboxes and punishing attempts to throw projectiles at a distance when used wisely.
Tankiness - Has the highest health in the game at 1100, letting her survive more interactions on average than the rest of the cast.
AsaCoco - Guaranteed 100% refund if you don't feel it's effects!
Getting Anti-Aired - Coco's strongest oki setup requires her to be in the air, which leaves her susceptible to moves with frame 1 head invulnerability.
Dependence on Resources - Coco's big damage routes and combo extensions require use of Superchat cancels and/or assists, and fighting against projectiles can become a real struggle when she does not have access to her 236H.
Committal Neutral - Coco's best neutral tools have extended hurtboxes during their startup, noticeable blindspots, or slow recovery, making them very risky if used carelessly.
Large Hurtbox - She's really, really big.
Please note that this page is full of memes. Don't protest, this is what Kaichou herself would have wanted.
Burn Effect
Burn is potential true damage that will be applied on a successful Essence of Dragon Drop, 236G.
Coco applies a burn on 5L, j.M, 214L, 214M, and 214H.
Burn can be stacked. It lasts for 3 seconds then begins to heal at 60 per second.
Recommended Collabs
Amelia - Amelia's 214S ground pound grants Coco amazing damage during her combos, and allows her to convert off of more moves than she normally would be able to. Her timeslow also not only cripples the opponent but allows Coco to perform 22L/22M loops without spending any SC, potentially leading to massive damage on hit.
Moona - Moona's 214S is an amazing counter-zoning neutral assist that can convert into a full combo. It is better to save your Superchats for cancels since Moona's off-collab isn't as useful as the damage and combo extensions that the Superchat meter provides.
Roboco - Roboco's 214S beam can help you get in, as it destroys other projectiles and goes full screen. Just be sure to capitalize on the opportunity it gives you. Her missiles can potentially enable extended j.S mixups as well.
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.
Kiara - So about those zoners... Kiara's reflector can help a lot with fighting them. Take it and don't look back. Her 214S can also help fix Coco's lacking combo game.
Stats
HP: 1100 Backdash: 26F (1~7F Full Invuln) (1~20F Grab Invuln) Movement Speed:Slow
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).
Deals 10 burn damage.
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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
7
24
-9
-4
(9~18) Projectile Armor
Advancing normal. Sends Coco forward by round start's distance.
Armors through projectiles. Coco will still take full damage from said projectile.
Forces stand on hit, which means combos into 214X will not whiff.
On block, leaves Coco close enough for a mixup between command grab and frametrap.
-5 on block / 0 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
100
Mid
12
5
24
-7
-2
None
Pops the opponent slightly into the air during hitstun, which allows it to combo directly into 22M when close enough.
Its her kick from her art. A reference to Yakuza's PS2 box art.
-5 on block / 0 on hit when 22S cancelled.
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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, Air Unblockable
6
2
14
-4
-1
None
Self-Gatling Count: 2
Coco's shortest range normal move, but still above average for a light normal.
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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, Air Unblockable
10
3
16
-4
-1
None
Good low poke.
Hits at round start, but can only combo into 214L at that range.
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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, Air Unblockable
11
3
28
-17
Launch
(4~13) Head
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.
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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
20
-11
+54 (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
Until Landing + 2
-
-
None
Awful horizontal range, but the hitbox is rather low. You need to be up in your opponent's face to hit with it.
Has a crossup hitbox.
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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
Until Landing + 3
-
-
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.
Does 20 burn damage
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j.H
j.H
Baraka would be proud.
Baraka would be proud.
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
High
10
4
Until Landing + 2
-
-
None
Hits at a very nice angle.
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Toggle Hitboxes
Command Normals
j.2H
Hip-Drop Air Only+
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
Until Landing + 9
-
-
None
Halts Coco's horizontal momentum and sends her straight down.
Not special cancellable. Cannot be cancelled into Dragon Glide like other air normals.
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.
Drastically extends Coco's hurtbox downwards on startup before rising back into the air.
Can be situationally used to bait certain anti-airs.
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Universal Mechanics
Throw
Throw +or
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
170
-
7
2
31
-
KD
None
Total Frames: 39
Universal throw. Can be followed up with dashing 22G anywhere on the screen for a restand and 65 more damage.
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Overhead
Overhead +
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
23
3
19
-3
+2
(6~36) Grab
Uses the animation of j.L. Extremely stubby range.
Launches high enough to follow up with 5L on standing or other normals if the opponent had already been juggled.
Deals 70 burn damage.
214M
60
Mid
25
11
17
-4
KD
None
Grants 3 superchats on use
Counts as a projectile, so has no hitstop and will clash with other projectiles
Can be meatied to be upwards of +6 on block
Deals 120 burn damage.
214H
60,60
Mid
16
Until Offscreen
27
+8~
KD
None
Fires a quick projectile that crosses along the ground, going under most other projectiles
Costs 1 Star Meter and grants 5 superchats on use
Deals 20 burn damage per hit for a total of 40.
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Toggle Hitboxes
214G
Sh*tpost Review +
Next meme!
Next meme!
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
160
Unblockable
5
2
60
-
KD
(1~6) Grab
Grants 5 superchats on use
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.
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236G
Essence of Dragon Drop +
Coco Buster
Coco Buster
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
280
Unblockable
4
2
60
-
-
(1~5) Grab
Grants 5 superchats on use
Coco's big damage grab. Is extremely punishable on whiff, so try not to miss.
Leaves the opponent at halfscreen distance.
Any and all burn damage accumulated on an opponent is "cashed out" when this attack lands, increasing its damage tremendously.
After it hits, the recovery can be cancelled with scc j.S. Out of the corner, this is mostly useless as the only air normal with enough range to reach the opponent is j.M, which can be crouched under, but in the corner it can potentially lead to a high/low or left/right mixup using a meaty j.M, 2L or j.H.
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236L/M
Acrobatic Assault +//
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
-
-
33
-
-
-
-
None
Grants 5 superchats on use
Performs a cartwheel
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
236[L] / 5[S]
160
Unblockable
31
2
60
-
KD
(23~26) Grab
Grants 5 superchats on use
Performs a cartwheel into 214G
Switches sides on hit.
236M / 6S
160
Unblockable
31
31
34
-
KD
(1~30) Grab (18~30) Super Armor
Grants 5 superchats on use
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
54
-
KD
(1~30) Projectile (23~26) Grab
Costs 1 Star Meter and grants 5 superchats on use
Performs a projectile-invulnerable cartwheel into 214G.
Travels a considerable distance and lacks a superfreeze. With a good read, it can be Coco's best answer to projectile zoning, but its lengthy recovery makes it quite risky.
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22G
Plug-In Type AsaCoco +
Comes with 500mg of concentrated AsaCoco.
Comes with 500mg of concentrated AsaCoco.
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
130(50, 80)
-
11
2
26
-
+2
None
Grants 5 superchats on use
OTG grab. Deals extra damage at the end of the combo and leads to an IPS restand with slight frame advantage.
Puts the opponent at the perfect range to reach the opponent with either max range lights or the max range of 236G.
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Toggle Hitboxes
22L/M/H
Tail-Grab +//
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
170(0, 170)
Unblockable
5
9
34
-
KD
(3~16) Head
Grants 5 superchats on use
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
170(0, 170)
Unblockable
7
9
34
-
KD
(3~18) Head
Grants 5 superchats on use
Anti-air grab that reaches further but has less vertical range than the light variant.
Can loop 22M scc 22L scc 22M for an easy SC combo, but this doesn't build as much meter as 214L loops.
22H
180(0, 120, 60)
Unblockable
8
4(1)4
36
-
+2
None
Costs 1 Star Meter and grants 5 superchats on use
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.
If done on a juggle opponent, will restand them into a comboable state
If done on a grounded opponent as an OTG, will restand them into an IPS state
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22S
Wide Coco +
Assume THE STANCE
Assume THE STANCE
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
0
26+
-
-
(14~End) Projectile
Grants 5 superchats on use
A surprisingly useful move. Causes Coco to begin her crab walk as long as the S button is held.
Projectile invulnerable on the 14th frame 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. After 3H, Coco can use this move twice and still have enough time to meaty the opponent.
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Toggle Hitboxes
j.S
Dragon Glide Air Only
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
-
37
-
-
None
Coco's airdash. Sends her straight forward, but halts her horizontal momentum when it's done or when cancelled, causing her to fall straight down.
Can only be performed once per jump.
Cancellable into air normals after 20 frames. For example, j.S > j.L can hit as early as frame 27 (20 + 7).
Allows her to go for high/low mixups after a hard knockdown. j.S > j.M can be input either late to hit the opponent high on their wakeup, or early to intentionally whiff a fake overhead into a meaty low 2L. However, the high option is vulnerable to moves with 1f head invulnerability (Korone's 22L, Fubuki's 22L and Aki's 5M) and both lose to metered reversals. With a knockdown that gives her enough frame advantage (such as from 214L > scc 22S > 3H), it can allow her to go for left/right mixups by using j.2H, as well.
Has a minimum height requirement which is reached 7 frames after inputting a jump. Starting from the ground, j.S > j.L hits on frame 34 (7 + 20 + 7).
Does not have a minimum height requirement when cancelled into from another move.
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Super Star Attack
Essence of True Form: Just Like a Dragon +
FEEL THE HEAT!
FEEL THE HEAT!
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
289(0,18x16,1)
Unblockable
3
2
58
-
KD
(1~4) Grab (1~4) Super Armor
Costs 2 Star Meter and grants 5 superchats on use
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.
Cancelling into this from a dash causes the forward momentum to be preserved in the air for a followup combo.