Melty Blood/MBAACC/Kohaku/Full Moon: Difference between revisions
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{{TOC limit|3}} | {{TOC limit|3}} | ||
== Overview == | == Overview == | ||
{ | {{StrengthsAndWeaknesses | ||
|intro=[[File:MBAACC_Kohaku_Head.png|link=]] '''F-Kohaku''' excels at zoning and neutral thanks to her great normals, rewarding projectiles, and counters. | |||
|pros= | |||
*'''Rewarding Projectiles''': 236A grants a hard knockdown on hit, 236B leads to strong combos on counterhit, and 22C can give a 3C launcher. | |||
*'''Excellent Neutral''': F-Kohaku has a suit of strong normals, as well as a complementary set of counters and movement options. Combined with her projectiles, these make her strong in neutral. 3C can reflect projectiles too if you like. | |||
|cons= | |||
*'''Honest Pressure''': Apart from command grab, Kohaku's pressure plays fair to a considerable degree. | |||
*'''Damage or Setplay''': F-Kohaku often has to made a choice between going for damage, or getting a knockdown that lets her apply meaningful okizeme. | |||
|tablewidth=100 | |||
| | |||
= | |||
= | |||
}} | }} | ||
Line 250: | Line 30: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=5 | |recovery=5 | ||
Line 273: | Line 53: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=12 | |recovery=12 | ||
Line 284: | Line 64: | ||
===== <span class="invisible-header">5C</span> ===== | ===== <span class="invisible-header">5C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_F_Kohaku_5C.png | ||
|image2=MB_F_Kohaku_5C_HalfCharged.png | |image2=MB_F_Kohaku_5C_HalfCharged.png | ||
|image3=MB_F_Kohaku_5C_FullCharged.png | |image3=MB_F_Kohaku_5C_FullCharged.png | ||
Line 300: | Line 80: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=14 | |recovery=14 | ||
Line 316: | Line 96: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup=18 ~ | |startup=18 ~ 19 | ||
|active=5 | |active=5 | ||
|recovery=14 | |recovery=14 | ||
Line 332: | Line 112: | ||
|cancel=-SP-, -EX- | |cancel=-SP-, -EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=30 | ||
|active=X | |active=X | ||
|recovery=30 | |recovery=30 | ||
Line 356: | Line 136: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=4 | ||
|active=4 | |active=4 | ||
|recovery=6 | |recovery=6 | ||
Line 379: | Line 159: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=14 | |recovery=14 | ||
Line 405: | Line 185: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=24 | |recovery=24 | ||
Line 421: | Line 201: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=22 | ||
|active=5 | |active=5 | ||
|recovery=24 | |recovery=24 | ||
Line 434: | Line 214: | ||
{{MoveData | {{MoveData | ||
|image=MB_F_Kohaku_jA.png | |image=MB_F_Kohaku_jA.png | ||
|caption= | |caption=she's telling you to look at the frame data | ||
|name=j.A | |name=j.A | ||
|linkname=j.A | |linkname=j.A | ||
Line 445: | Line 225: | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
Line 468: | Line 248: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=- | |recovery=- | ||
Line 494: | Line 274: | ||
|cancel=SP, EX, J | |cancel=SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=- | |recovery=- | ||
Line 510: | Line 290: | ||
|cancel=SP, EX, J | |cancel=SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=19 | ||
|active=4 | |active=4 | ||
|recovery=- | |recovery=- | ||
Line 534: | Line 314: | ||
|cancel={{Tooltip | text=N*, SP, EX, (J)| hovertext=Normal-cancelable on 2nd hit only.}} | |cancel={{Tooltip | text=N*, SP, EX, (J)| hovertext=Normal-cancelable on 2nd hit only.}} | ||
|guard=L | |guard=L | ||
|startup= | |startup=9 | ||
|active=5 (5) 5 | |active=5 (5) 5 | ||
|recovery=14 | |recovery=14 | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description=Kohaku attempts to trip the opponent, followed by a second hit. | |description=Kohaku attempts to trip the opponent, followed by a second hit. Pushes you out very far on block. | ||
}} | }} | ||
}} | }} | ||
Line 557: | Line 337: | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=5 | |active=5 | ||
|recovery=24 | |recovery=24 | ||
Line 563: | Line 343: | ||
|invuln=Reflect 11-17 | |invuln=Reflect 11-17 | ||
|description=Kohaku uses her broom as a baseball bat to launch the opponent. Used after 2C in close range as a launcher for aircombo. It's EX-cancellable on whiff for some tricks. Can be useful against some vertical fall-ins. This move also reflects most projectiles back to the opponent. | |description=Kohaku uses her broom as a baseball bat to launch the opponent. Used after 2C in close range as a launcher for aircombo. It's EX-cancellable on whiff for some tricks. Can be useful against some vertical fall-ins. This move also reflects most projectiles back to the opponent. | ||
{{{!}} class="mw-collapsible mw-collapsed wikitable" | |||
{{!}}- | |||
{{!}}+'''Reflectable Projectiles Table''' | |||
{{!}}- | |||
!Character | |||
!Move | |||
{{!}}- | |||
{{!}}Aoko | |||
{{!}}'''Half Moon:''' 214X | |||
'''Full Moon:''' 236X | |||
{{!}}- | |||
{{!}}Archetype:Earth | |||
{{!}}'''All Moons:''' 22X | |||
{{!}}- | |||
{{!}}Ciel | |||
{{!}}'''All Moons:''' (j.)214X | |||
'''Crescent Moon:''' 236A/B-214X, 236A-214X-214X, Backdash>63214X | |||
'''Half Moon:''' 236A/[A] | |||
{{!}}- | |||
{{!}}Hisui | |||
{{!}}'''All Moons:''' 214X | |||
{{!}}- | |||
{{!}}Kohaku | |||
{{!}}'''Crescent and Full Moon:''' 2222C/22222C | |||
'''Full Moon:''' 5[C] | |||
{{!}}- | |||
{{!}}KohaMech | |||
{{!}}'''Full Moon:''' 214C, 22C | |||
{{!}}- | |||
{{!}}Len | |||
{{!}}'''Full Moon:''' 236X | |||
{{!}}- | |||
{{!}}Mech | |||
{{!}}'''Crescent and Full Moon:''' 214X | |||
'''Half Moon:''' 236X, 236236C | |||
'''Full Moon:''' 236C | |||
{{!}}- | |||
{{!}}Nero | |||
{{!}}'''All Moons:''' 236A/B | |||
'''Crescent Moon:''' 623X | |||
{{!}}- | |||
{{!}}Ryougi | |||
{{!}}'''All Moons:''' (j.)22X | |||
{{!}}- | |||
{{!}}Satsuki | |||
{{!}}'''Full Moon:''' 22X | |||
{{!}}- | |||
{{!}}Warachia | |||
{{!}}'''Crescent and Half Moon:''' (j.)63214C | |||
'''Crescent Moon:''' 2[C] | |||
'''Full Moon:''' 236X | |||
{{!}}- | |||
{{!}}Warc | |||
{{!}}'''All Moons:''' (j.)214X | |||
'''Crescent Moon:''' 63214C | |||
'''Half Moon:''' 236A/B | |||
{{!}}- | |||
{{!}}White Len | |||
{{!}}'''Full Moon:''' (j.)236X | |||
{{!}}- | |||
{{!}}} | |||
</div> | |||
</div> | |||
}} | }} | ||
}} | }} | ||
Line 582: | Line 441: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 606: | Line 465: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 632: | Line 491: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 648: | Line 507: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 673: | Line 532: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 689: | Line 548: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 713: | Line 572: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=16 | ||
|active=7 | |active=7 | ||
|recovery=25 | |recovery=25 | ||
Line 739: | Line 598: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 755: | Line 614: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 785: | Line 644: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=11 | ||
|active=8 | |active=8 | ||
|recovery=26 | |recovery=26 | ||
Line 801: | Line 660: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=22 | ||
|active=12 | |active=12 | ||
|recovery=22 | |recovery=22 | ||
Line 819: | Line 678: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=13 | ||
|active=6 | |active=6 | ||
|recovery=33 | |recovery=33 | ||
Line 835: | Line 694: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=25 | ||
|active=9 | |active=9 | ||
|recovery=29 | |recovery=29 | ||
Line 851: | Line 710: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=6+ | |startup=6+5 | ||
|active=16 | |active=16 | ||
|recovery=18 | |recovery=18 | ||
Line 881: | Line 740: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=3 | ||
|active={{Tooltip | text=12| hovertext= | |active={{Tooltip | text=12| hovertext=Trigger box active frames.}} | ||
|recovery=16 | |recovery=16 | ||
|frameAdv= | |frameAdv= | ||
Line 897: | Line 756: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=14 | ||
|active=3 | |active=3 | ||
|recovery=27 | |recovery=27 | ||
Line 913: | Line 772: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=3 | |active=3 | ||
|recovery=27 | |recovery=27 | ||
|frameAdv=3 | |frameAdv=3 | ||
|invuln=Full 1-14 | |invuln=Full 1-14 | ||
|description=* Kohaku unsheathes her sword for an instant, anticipating an attack. Should anything hit | |description=* Kohaku unsheathes her sword for an instant, anticipating an attack. Should anything hit the sword's trigger box during this time, she will parry the attack and perform a counterhit. Leaves Kohaku vulnerable if the parry doesn't trigger. These counters act similar to a shield, so unshieldable moves cannot be parried, but unlike shields the opponent's attack is treated as if it whiffed. These counters are generally risky to use, but good against predictable opponents and projectiles. | ||
'''A:''' Counters | '''A:''' Counters high and mid atttacks that hit around head height. Has decent startup and the followup isn't guaranteed to hit, but is plus if blocked. Some grounded overheads such as C-Sion 6B will still beat this parry due to hitbox position. | ||
'''B:''' Counters | '''B:''' Counters low and mid attacks that hit below her shoulders. Generally the more useful meterless version since it covers the majority of ground attacks and has a faster followup. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 933: | Line 792: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=5 | ||
|active={{Tooltip | text=16| hovertext= | |active={{Tooltip | text=16| hovertext=Trigger box active frames.}} | ||
|recovery=12 | |recovery=12 | ||
|frameAdv= | |frameAdv= | ||
Line 948: | Line 807: | ||
|circuit=11.6% | |circuit=11.6% | ||
|cancel= | |cancel= | ||
|guard=U, LHA | |guard={{Tooltip | text=U, LHA| hovertext=First hitbox is unblockable and triggers on successful parry.}} | ||
|startup=0 | |startup=0 | ||
|active=1+2 (10) 4 | |active=1+2 (10) 4 | ||
Line 954: | Line 813: | ||
|frameAdv=? | |frameAdv=? | ||
|invuln=Full 1-21 | |invuln=Full 1-21 | ||
|description=Counters | |description=Counters any attack that connects with Kohaku. Deals a lot of damage and is much faster, but the trigger box isn't active until the fifth frame so it cannot be used as a true reversal. Useful against non-meaty okizeme and predictable pressure. If used at a certain distance to the corner, you can combo off the wallslam with 5C -> aerial for heavy damage. | ||
}} | }} | ||
}} | }} | ||
Line 964: | Line 823: | ||
|image3=MB_F_Kohaku_22C.png | |image3=MB_F_Kohaku_22C.png | ||
|caption= | |caption= | ||
|name=Difficult | |name=Difficult Childhood♪Look at What I Grew♪ | ||
|input=22A/B/C<br>(22A~[X]) | |input=22A/B/C<br>(22A~[X]) | ||
|linkname=22X | |linkname=22X | ||
Line 976: | Line 835: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=57<br>{{Tooltip | text=(~ | |startup=57<br>{{Tooltip | text=(~58)| hovertext=Maximum hold duration.}} | ||
|active=X | |active=X | ||
|recovery={{Tooltip | text=49| hovertext=Kohaku animation duration.}} | |recovery={{Tooltip | text=49| hovertext=Kohaku animation duration.}} | ||
Line 989: | Line 848: | ||
|reddamage=(802) | |reddamage=(802) | ||
|proration={{Tooltip | text=-4%*8| hovertext=Substracts from previous scaling.}} | |proration={{Tooltip | text=-4%*8| hovertext=Substracts from previous scaling.}} | ||
|circuit=2.7%*8 ( | |circuit=2.7%*8 (21.6%) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=81 | ||
|active={{Tooltip | text=32| hovertext=8 hits.}} | |active={{Tooltip | text=32| hovertext=8 hits.}} | ||
|recovery={{Tooltip | text=53| hovertext=Kohaku animation duration.}} | |recovery={{Tooltip | text=53| hovertext=Kohaku animation duration.}} | ||
Line 1,008: | Line 867: | ||
|cancel= | |cancel= | ||
|guard=LH (1), LHA | |guard=LH (1), LHA | ||
|startup=4+ | |startup=4+24 | ||
|active=15 (12), 1 (7) 1 (9) x5,<br> 1 (5) 2 | |active=15 (12), 1 (7) 1 (9) x5,<br> 1 (5) 2 | ||
|recovery={{Tooltip | text=4+34| hovertext=Kohaku animation duration.}} | |recovery={{Tooltip | text=4+34| hovertext=Kohaku animation duration.}} | ||
Line 1,032: | Line 891: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=3+ | |startup=3+114 | ||
|active=X | |active=X | ||
|recovery={{Tooltip | text=3+46| hovertext=Kohaku animation duration.}} | |recovery={{Tooltip | text=3+46| hovertext=Kohaku animation duration.}} | ||
Line 1,056: | Line 915: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=3+ | |startup=3+109 | ||
|active=72 | |active=72 | ||
|recovery={{Tooltip | text=3+36| hovertext=Kohaku animation duration.}} | |recovery={{Tooltip | text=3+36| hovertext=Kohaku animation duration.}} | ||
Line 1,082: | Line 941: | ||
|cancel=(CH) | |cancel=(CH) | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup= | |startup=4 | ||
|active=1 | |active=1 | ||
|recovery=22 | |recovery=22 | ||
Line 1,110: | Line 969: | ||
|proration=80% (O) | |proration=80% (O) | ||
|circuit=9.0% | |circuit=9.0% | ||
|startup= | |startup=2 | ||
|active=2 | |active=2 | ||
|recovery=28 | |recovery=28 | ||
Line 1,124: | Line 983: | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=9.0% | |circuit=9.0% | ||
|startup= | |startup=4 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Command throw. 1 frame longer startup than regular throw, but has the usual command throw advantages. This move has a followup attack where she uses her broom as a baseball bat to hit the opponent. This followup can be whiffed by holding down any button, allowing for a 22A setup launch, okizeme, or an OTG Arc Drive. Instead of whiffing you can time C a second time to hit with the broom. A regular hit will do a little extra damage and leads to neutral. If you hit the opponent right before they touch the ground, you'll hit a home run and launch the opponent to the corner, dealing heavy damage and allowing for | |description=Command throw. 1 frame longer startup than regular throw, but has the usual command throw advantages. This move has a followup attack where she uses her broom as a baseball bat to hit the opponent. This followup can be whiffed by holding down any button, allowing for a 22A setup launch, okizeme, or an OTG Arc Drive or 236C. Instead of whiffing you can time C a second time to hit with the broom. A regular hit will do a little extra damage and leads to neutral. If you hit the opponent right before they touch the ground, you'll hit a home run and launch the opponent to the corner, dealing heavy damage and allowing for a combo. This command throw is a staple in Kohaku's offense, and should be used against opponents who like to block. | ||
}} | }} | ||
}} | }} | ||
Line 1,187: | Line 1,046: | ||
|cancel=(J) | |cancel=(J) | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+4 | ||
|active={{Tooltip | text=12| hovertext=6 hits. 2 x6}} | |active={{Tooltip | text=12| hovertext=6 hits. 2 x6}} | ||
|recovery={{Tooltip | text=11| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=11| hovertext=Landing recovery.}} | ||
Line 1,248: | Line 1,107: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=17+(35 ~ | |startup=17+(35 ~ 18) | ||
|active={{Tooltip | text=X| hovertext=Projectile active frames: 2 (2) 2 (2) 8}} | |active={{Tooltip | text=X| hovertext=Projectile active frames: 2 (2) 2 (2) 8}} | ||
|recovery= | |recovery= | ||
Line 1,272: | Line 1,131: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup=2+ | |startup=2+15 | ||
|active={{Tooltip | text=X| hovertext=Active until Kohaku reaches either the opponent or the end of the screen.}} | |active={{Tooltip | text=X| hovertext=Active until Kohaku reaches either the opponent or the end of the screen.}} | ||
|recovery={{Tooltip | text=Knockdown*| hovertext=If Kohaku hits a wall, she ends up in a knockdown state where she can be hit OTG.}} | |recovery={{Tooltip | text=Knockdown*| hovertext=If Kohaku hits a wall, she ends up in a knockdown state where she can be hit OTG.}} | ||
Line 1,297: | Line 1,156: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup=2+ | |startup=2+18 | ||
|active={{Tooltip | text=X| hovertext=Active until Kohaku reaches either the opponent or the end of the screen.}} | |active={{Tooltip | text=X| hovertext=Active until Kohaku reaches either the opponent or the end of the screen.}} | ||
|recovery={{Tooltip | text=Knockdown*| hovertext=If Kohaku hits a wall, she ends up in a knockdown state where she can be hit OTG.}} | |recovery={{Tooltip | text=Knockdown*| hovertext=If Kohaku hits a wall, she ends up in a knockdown state where she can be hit OTG.}} | ||
Line 1,331: | Line 1,190: | ||
}} | }} | ||
== General Gameplan == | |||
F-Kohaku is primarily a zoning character. Her strong normals allow her to win most neutral situations. Her 236 series can be used to keep the enemy scared to jump- 236A is suitable to catch jump startup and 236B is air-unblockable. While mistiming a 236X is certain to get you hurt, a 236B counterhit can lead into massive (5k meterless) damage, so it's worth learning how to use it in neutral. | |||
Once she gets a hit in, if you're close enough it's usually best to go for launch into aircombo. If you dash after this you can do a meaty 2A / 5B / far 2C, or mix it up with command grab. | |||
If you're too far away to combo into 3C, go for okizeme: either a plant setup or IAD crossup. | |||
Try saving your meter for the metered corner combo, IH combo, or EX cancels to make whiffed specials safe(r). Throwing a cactus after a knockdown near the corner can be good too. | |||
=== Neutral === | |||
From full screen you can shoot a projectile with 5[C]. It's kinda slow, but can surprise your opponent. 236[A] has decent range, but be careful not to charge it if the opponent is too close. It's usually better to get to j.B range however, since that's where F-Kohaku excels. | |||
At j.B range, use j.B in the air, or play footsies with 5B, 2B, 5C, etc when on the ground. If you're further away you can anti air with 236B. If you're airborne and the opponent is closer than j.B, j.A is a better choice since j.B will often lose to faster normals. on the ground at half screen range you can space 236A, or 5{C} when you're closer. 2C is great for whiff punishing slow moves, but can be punished hard in turn. | |||
=== Pressure === | |||
Your basic pressure string is 2A(A) 5B (2B) 4B. | |||
Frame traps (and even resets) are possible in between all these moves. If this is entirely blocked, you'll be quite far from the opponent- however you'll be able to keep them from going anywhere with 2C, 236A/{A}/[A], and 236B. If they hesitate in the face of these threats you're all good to do a Ground or Air dash reset. After their initial hesitation, some opponents may react to Kohaku's somewhat telegraphed dashes and be ready with 2A/5A when you enter that range. This can be countered with a preemptive 5C as you move forward on the ground (for example). In addition, Dash > (I)AD back > j.B can really throw off their abare timing, and possibly get you a knockdown via j.B 5C 236A. Simply letting them cook and reacting to their escape option (via neutral jump drift j.B, etc) | |||
is a valid choice after getting pushed out as well. | |||
After establishing respect for your blockstring, it's time for grabs. Assuming Kohaku starts at point blank, 2AA gap 63214C and 2A gap 2A gap 63214C will net you a command grab. Depending on the character other point blank strings that setup into command grab threat without any walking forward, such as 2A gap 5B gap command grab, are possible. At 5B and 2B range, 6563214C (IE, finishing the command grab input less than 12~ frames after a dash input) will give you the fastest possible command grab. Command grabs are untechable, and F Kohaku's can net around 3.9k damage assuming you get the just frame. | |||
Her ground normals have good priority, so for example doing a 5B after a blocked 5B can work out well, since it creates a frametrap. If you end your blockstring in 2C, then either do 236A, a partially charged 236A (frametrap / anti jumpout), or an IAD reset. | |||
TL;DR Strike throw and being able to take advantage of your great neutral after being pushed out. | |||
=== Okizeme === | |||
At Midscreen, a Three-way mixup is possible after 236D/Air CH 2C 236A, with different side-switch possibilities from forward jump and IAD depending on how far the opponent is from you when hit. | |||
In general, if the opponent is hit by 2C 236A at around 5B range, you'll switch sides after a forward jump, and if hit at around 5c range you'll land sameside. During said forward jump an airdash backwards j.C would catch their attempts to block or shield low, but would lose to fuzzy 5a mash. At 6A+D/6E grab range and 5A range, replace forward jump with neutral jump forward drift for a similar effect. | |||
In addition to the above, at ~5c range you could also do backwards jump > IAD forward to add ambiguity to your landing at slightly further ranges, though naturally you can't IAD back. Meaty 2A is possible from all of these jump variants. For characters with < [[Melty_Blood/Advanced_Mechanics#Wakeup_Timings|50 frame front wakeups (link)]] you'll want to ensure that 2C 236A hits them high enough to give you time to recover from 236A. | |||
=== Defense === | |||
When blocking pressure strings, use EX guard to push them out. When gaps present themselves cycle through your defensive options as normal, noting that jump outs are particularly safe. | |||
Remember counters. They are an important tool to keep the opponent from being absentminded when resetting their pressure. However they can be baited easily if you're too predictable. | |||
Also keep in mind that 5B (active frame 7) and 5C (active frame 8) are disjointed at the tip, making them particularly viable to punish an egregious reset assuming the opponent's character is slow to block after their dash | |||
=== Cactus setup === | |||
A simplest way to setup cactus is using her simple BnB:<br> | |||
2AA 5B 2B 4B 2C 236A into 22C | |||
However, there is also a 5C route, and it has different timing for the first hit of the cactus:<br> | |||
2AA 5B 2B 4B <delay> 5C 236A into 22C | |||
The delay makes the 5C route a bit harder. However, going for it causes first hit of the cactus to meaty enemy in a way that prevents them jumping out.<br> | |||
Some characters can still get meatied that way using the 2C route, but some can jump out even if you go for the 5C route.<br> | |||
However, in either case, you are plus enough to do a meaty yourself with 5B/5C after letting cactus go.<br> | |||
Below is a table with guide per character. | |||
{| class="wikitable" | |||
|+ Character - Route mapping table | |||
|- | |||
! Character !! Combo route for cactus meaty | |||
|- | |||
| Aoko || <u>'''2C route'''</u> | |||
|- | |||
| Tohno || 5C route | |||
|- | |||
| Hime || Go for the 2C route and have to meaty with 5C | |||
|- | |||
| Nanaya || 5C route | |||
|- | |||
| Kouma || 5C route | |||
|- | |||
| Miyako || 5C route | |||
|- | |||
| Ciel || 5C route | |||
|- | |||
| Sion || 5C route | |||
|- | |||
| Riesbyfe || Go for the 2C route and have to meaty with 5C | |||
|- | |||
| VSion || 5C route | |||
|- | |||
| Warachia || 5C route | |||
|- | |||
| Roa || 5C route | |||
|- | |||
| Akiha || <u>'''2C route'''</u> | |||
|- | |||
| Arc || 5C route | |||
|- | |||
| P.Ciel || 5C route | |||
|- | |||
| Warc || 5C route | |||
|- | |||
| VAkiha || 5C route | |||
|- | |||
| Mech || 5C route | |||
|- | |||
| Seifuku || 5C route | |||
|- | |||
| Satsuki || 5C route | |||
|- | |||
| Len || 5C route | |||
|- | |||
| Ryougi || Go for the 2C route and have to meaty with 5C | |||
|- | |||
| WLen || Go for the 2C route and have to meaty with 5C | |||
|- | |||
| Nero || <u>'''2C route'''</u> | |||
|- | |||
| Nac || 5C route | |||
|- | |||
| Hisui || 5C route | |||
|- | |||
| Neco || 5C route | |||
|- | |||
| Kohaku || <u>'''2C route'''</u> | |||
|} | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
=== Normal Combos === | |||
==== Midscreen BnBs ==== | |||
You can start this combo with the following jump-ins: | |||
::- Crossup j.C | |||
::- Close j.B | |||
Followed by (moves between brackets are optional and/or depend on spacing): | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= 4391 | |||
|metergen= 71.1% | |||
|metero= 24.8% | |||
|link= | |||
|input=* 2A > 5B > 2B > 4B > 2C > 3C > j.BC > sdj.ABC > AT | |||
|simput= | |||
|note= [[File:Fkoha bnb.mp4|480px|thumb]] | |||
This is the complete BnB, very easy to learn and it's the best for the character to do. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= 4423 | |||
|metergen= 74.2% | |||
|metero= 25.8% | |||
|link= | |||
|input=* 2A > 5B > 2B > 4B > 2C > 3C > IAD j.B, land j.AC > sdj.ABC > AT | |||
|simput= | |||
|note= [[File:Fkoha bnbIAD.mp4|480px|thumb]] | |||
Harder version (you gain some extra meter) | |||
}} | |||
}} | |||
From a low to the ground j.B hit you can do: | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= 1610 | |||
|metergen= 30.6% | |||
|metero= 10.2% | |||
|link= | |||
|input=* 2C > 236A | |||
|simput= | |||
|note= Combo into okizeme or some OTG damage. | |||
}} | |||
}} | |||
==== Misc. Starters ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=63214C starter | |||
|character= | |||
|damage=3970 | |||
|metergen= 75.1% | |||
|metero= 27.2% | |||
|link= | |||
|input=* 63214C > (sweet spot follow-up) > 2[C] > 3C > j.BC > dj.(A)BC > AT | |||
|simput= | |||
|note= [[File:Fkoha cmdgrabcombo.mp4|480px|thumb]] | |||
Outside the corner you will have to dash forward and do a regular 2C > 3C to do the relaunch.<br> | |||
Doing 2C would yield a bit more damage, but give a bit less meter. This is because 2[C] would scale the combo, while 2C would not. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow starter | |||
|character= | |||
|damage=3187 | |||
|metergen= 45.4% | |||
|metero= 17.3% | |||
|link= | |||
|input=* Raw AT > j.A(w), land 66 2C > 3C > j.BC > sdj.ABC > AT | |||
|simput= | |||
|note= [[File:Fkoha rawAT.mp4|480px|thumb]] | |||
Variations are possible. You can end at 2C to go for okizeme, or follow up with one of the AD / IH combos. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Shield Counter starter | |||
|character= | |||
|damage= 2741 | |||
|metergen= 50.1% | |||
|metero= 17.3% | |||
|link= | |||
|input=* D~236D, 5C > j.BC > dj.ABC > AT | |||
|simput= | |||
|note= [[File:Fkoha shieldcounter.mp4|480px|thumb]] | |||
Again, variations are possible, this is just the most stable confirm. | |||
}} | |||
}} | |||
=== Metered Combos === | |||
==== Midscreen/Anywhere ==== | |||
::You can use j.236C after (d)j.BC in any of her combos. This will add some extra damage for 100 meter. | |||
::You can airthrow or jump after it, allowing you to do it up to two times in a combo with the right spacing and height. | |||
==== Corner BnB ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent<br>100% meter | |||
|character= | |||
|damage= 5116 | |||
|metergen= 66.6% | |||
|metero= 29.9% | |||
|link= | |||
|input=* 2AA > 5B > 2B > 2C > 3C > IAD back j.B > land > j.BC > sdj.BC > j.236C > AT | |||
|simput= | |||
|note= | |||
Metered corner BnB. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent<br>200% meter | |||
|character= | |||
|damage= 5412 | |||
|metergen= 40.4% | |||
|metero= 29.5% | |||
|link= | |||
|input=* 2AA > 5B > 5C > 236C > 5C > j.BC > dj.BC > j.236C > AT | |||
|simput= | |||
|note= | |||
Metered corner route to dump all meter. Best to use in MAX. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent<br>100% meter | |||
|character= | |||
|damage= 5225 | |||
|metergen= 45.1% | |||
|metero= 26.5% | |||
|link= | |||
|input=* 2AA > 5B > 5C > delay > 236C > 1f link 2C > delay > 3C > IAD j.B > land > j.AC > sdj.ABC > AT | |||
|simput= | |||
|note= | |||
Very hard route, not recommended to do, but does a lot of damage.<br> | |||
Delay after 5C isn't strictly needed. This is just to get 1-2 frames of 236C projectile travel time to be able to link into 2C. Doing this slightly away from corner shouldn't need delays, but 3C might whiff then.<br> | |||
You can also pad delays between 2A's and after 5B. Once again, just need to make sure 3C wouldn't whiff. | |||
<br> | |||
Perhaps some chars are more for this combo? | |||
}} | |||
}} | |||
==== Arc Drive Combos ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent<br>MAX/Heat mode | |||
|character= | |||
|damage= 3591 | |||
|metergen= 0% | |||
|metero= Meter Break | |||
|link= | |||
|input=* (anything into 2C/5C) > 236A > AD | |||
|simput= | |||
|note= [[File:Fkoha AD.mp4|480px|thumb]] | |||
Standard AD ender. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=63214C starter<br>MAX/Heat mode | |||
|character= | |||
|damage= 4100 | |||
|metergen= 0% | |||
|metero= Meter Break | |||
|link= | |||
|input=* 63214C > (sweet spot follow-up) > 2C > 236A > AD | |||
|simput= | |||
|note= | |||
Command Grab combo with AD ender. Make sure they land in time for AD to hit. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=63214C starter<br>MAX/Heat mode | |||
|character= | |||
|damage= 4204 | |||
|metergen= 0% | |||
|metero= Meter Break | |||
|link= | |||
|input=* 63214C > (sweet spot follow-up) > 5{C} > 236A > AD | |||
|simput= | |||
|note= | |||
A bit more optimal route. | |||
}} | |||
}} | |||
==== Initiative Heat Combos ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent<br>MAX mode | |||
|character= | |||
|damage= 4418 | |||
|metergen= 0% | |||
|metero= Meter Break | |||
|link= | |||
|input=* (anything into 2C/5C) > 236A > IH 2C > 236A > AD | |||
|simput= | |||
|note= [[File:Fkoha IH.mp4|480px|thumb]] | |||
MAX AD ender. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent<br>MAX mode | |||
|character= | |||
|damage= 5206 | |||
|metergen= 0% | |||
|metero= 32.1% | |||
|link= | |||
|input=* (anything into 2C/5C) > 236A > IH 5C > j.BC > j.236C > sdj.BC > j.236C > AT | |||
|simput= | |||
|note= [[File:Fkoha IH2.mp4|480px|thumb]] | |||
Double Magical Amber. (requires a high max meter) | |||
}} | |||
}} | |||
== Additional Resources == | |||
[http://mbaacc.melty.games/?p1moon=f&p1char=kohaku F-Kohaku Match Video Database]<br> | |||
[https://drunkardshade.com/2015/09/25/melty-bits-f-kohaku/ Melty Bits: F-Kohaku]<br> | |||
[https://www.evernote.com/shard/s360/client/snv?noteGuid=25544145-ad54-403c-a9f8-635cffbd3590¬eKey=dbd7bb917d455793e8c21127cbb926d1&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs360%2Fsh%2F25544145-ad54-403c-a9f8-635cffbd3590%2Fdbd7bb917d455793e8c21127cbb926d1&title=Kohaku%2BDoc Winty & Osu's Kohaku document] | |||
== Notable Players == | |||
{| class="wikitable" | |||
!width="170"|Name!! width="70"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
|[http://mbaacc.melty.games/?p1moon=f&p1char=kohaku&p1name=onion%20(%E3%82%AA%E3%83%8B%E3%82%AA%E3%83%B3) onion (オニオン)]|| style="text-align:center;"| | |||
[[File:Kohaku Color17.png]] | |||
| Japan || Play Spot BIG ONE 2nd || Inactive || | |||
|- | |||
|} | |||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Latest revision as of 11:04, 9 June 2024
Overview
![]() |
|
Pros | Cons |
|
|
Move Descriptions
Frame Data Help | |
---|---|
Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Normal Moves
Standing Normals
5A
5B
5C
5C
5{C}/[C] |
---|
Crouching Normals
2A
2B
2C
2C
2[C] |
---|
Aerial Normals
j.A
she's telling you to look at the frame data she's telling you to look at the frame data
|
---|
j.B
j.C
j.C
j.[C] |
---|
Command Normals
4B
3C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
---|
Air Throw
Air Throw
j.6/4A+D |
---|
Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Blood Heat
Blood Heat
A+B+C during MAX |
---|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Special Moves
Grounded Specials
236X
Battou - Air Strike
(EX: Battou - Rumble Strike) 236A/[A]/B/[B]/C |
---|
214X
Prepare Battou - Rude Dismissal 214A/B/C A/B Counter A/B Counter EX Counter EX Counter
|
---|
22X
2222C
Johnny
2222C |
---|
22222C
63214C
1632143C
Magical Attack ・ Kohapon X 1632143C (16213C) Don't do drugs, kids, as they are a waste of meter. Don't do drugs, kids, as they are a waste of meter.
|
---|
Aerial Specials
j.236X
Moving Star
(EX: Shooting Star) j.236A/B/C |
---|
j.214X
Magical Amber Missile (Air)
(B: Magical Missile Squall) j.214A/B/[B]/C |
---|
Arc Drive
Low Blow Amber Kick
41236C during Max/Heat |
---|
Another Arc Drive
Low Blow Amber Overthrow
41236C during Blood Heat |
---|
Last Arc
Ultimate Battou - Happy New Year's Comet
Grounded EX Shield during Blood Heat |
---|
General Gameplan
F-Kohaku is primarily a zoning character. Her strong normals allow her to win most neutral situations. Her 236 series can be used to keep the enemy scared to jump- 236A is suitable to catch jump startup and 236B is air-unblockable. While mistiming a 236X is certain to get you hurt, a 236B counterhit can lead into massive (5k meterless) damage, so it's worth learning how to use it in neutral.
Once she gets a hit in, if you're close enough it's usually best to go for launch into aircombo. If you dash after this you can do a meaty 2A / 5B / far 2C, or mix it up with command grab. If you're too far away to combo into 3C, go for okizeme: either a plant setup or IAD crossup. Try saving your meter for the metered corner combo, IH combo, or EX cancels to make whiffed specials safe(r). Throwing a cactus after a knockdown near the corner can be good too.
Neutral
From full screen you can shoot a projectile with 5[C]. It's kinda slow, but can surprise your opponent. 236[A] has decent range, but be careful not to charge it if the opponent is too close. It's usually better to get to j.B range however, since that's where F-Kohaku excels.
At j.B range, use j.B in the air, or play footsies with 5B, 2B, 5C, etc when on the ground. If you're further away you can anti air with 236B. If you're airborne and the opponent is closer than j.B, j.A is a better choice since j.B will often lose to faster normals. on the ground at half screen range you can space 236A, or 5{C} when you're closer. 2C is great for whiff punishing slow moves, but can be punished hard in turn.
Pressure
Your basic pressure string is 2A(A) 5B (2B) 4B. Frame traps (and even resets) are possible in between all these moves. If this is entirely blocked, you'll be quite far from the opponent- however you'll be able to keep them from going anywhere with 2C, 236A/{A}/[A], and 236B. If they hesitate in the face of these threats you're all good to do a Ground or Air dash reset. After their initial hesitation, some opponents may react to Kohaku's somewhat telegraphed dashes and be ready with 2A/5A when you enter that range. This can be countered with a preemptive 5C as you move forward on the ground (for example). In addition, Dash > (I)AD back > j.B can really throw off their abare timing, and possibly get you a knockdown via j.B 5C 236A. Simply letting them cook and reacting to their escape option (via neutral jump drift j.B, etc) is a valid choice after getting pushed out as well.
After establishing respect for your blockstring, it's time for grabs. Assuming Kohaku starts at point blank, 2AA gap 63214C and 2A gap 2A gap 63214C will net you a command grab. Depending on the character other point blank strings that setup into command grab threat without any walking forward, such as 2A gap 5B gap command grab, are possible. At 5B and 2B range, 6563214C (IE, finishing the command grab input less than 12~ frames after a dash input) will give you the fastest possible command grab. Command grabs are untechable, and F Kohaku's can net around 3.9k damage assuming you get the just frame.
Her ground normals have good priority, so for example doing a 5B after a blocked 5B can work out well, since it creates a frametrap. If you end your blockstring in 2C, then either do 236A, a partially charged 236A (frametrap / anti jumpout), or an IAD reset.
TL;DR Strike throw and being able to take advantage of your great neutral after being pushed out.
Okizeme
At Midscreen, a Three-way mixup is possible after 236D/Air CH 2C 236A, with different side-switch possibilities from forward jump and IAD depending on how far the opponent is from you when hit.
In general, if the opponent is hit by 2C 236A at around 5B range, you'll switch sides after a forward jump, and if hit at around 5c range you'll land sameside. During said forward jump an airdash backwards j.C would catch their attempts to block or shield low, but would lose to fuzzy 5a mash. At 6A+D/6E grab range and 5A range, replace forward jump with neutral jump forward drift for a similar effect.
In addition to the above, at ~5c range you could also do backwards jump > IAD forward to add ambiguity to your landing at slightly further ranges, though naturally you can't IAD back. Meaty 2A is possible from all of these jump variants. For characters with < 50 frame front wakeups (link) you'll want to ensure that 2C 236A hits them high enough to give you time to recover from 236A.
Defense
When blocking pressure strings, use EX guard to push them out. When gaps present themselves cycle through your defensive options as normal, noting that jump outs are particularly safe.
Remember counters. They are an important tool to keep the opponent from being absentminded when resetting their pressure. However they can be baited easily if you're too predictable.
Also keep in mind that 5B (active frame 7) and 5C (active frame 8) are disjointed at the tip, making them particularly viable to punish an egregious reset assuming the opponent's character is slow to block after their dash
Cactus setup
A simplest way to setup cactus is using her simple BnB:
2AA 5B 2B 4B 2C 236A into 22C
However, there is also a 5C route, and it has different timing for the first hit of the cactus:
2AA 5B 2B 4B <delay> 5C 236A into 22C
The delay makes the 5C route a bit harder. However, going for it causes first hit of the cactus to meaty enemy in a way that prevents them jumping out.
Some characters can still get meatied that way using the 2C route, but some can jump out even if you go for the 5C route.
However, in either case, you are plus enough to do a meaty yourself with 5B/5C after letting cactus go.
Below is a table with guide per character.
Character | Combo route for cactus meaty |
---|---|
Aoko | 2C route |
Tohno | 5C route |
Hime | Go for the 2C route and have to meaty with 5C |
Nanaya | 5C route |
Kouma | 5C route |
Miyako | 5C route |
Ciel | 5C route |
Sion | 5C route |
Riesbyfe | Go for the 2C route and have to meaty with 5C |
VSion | 5C route |
Warachia | 5C route |
Roa | 5C route |
Akiha | 2C route |
Arc | 5C route |
P.Ciel | 5C route |
Warc | 5C route |
VAkiha | 5C route |
Mech | 5C route |
Seifuku | 5C route |
Satsuki | 5C route |
Len | 5C route |
Ryougi | Go for the 2C route and have to meaty with 5C |
WLen | Go for the 2C route and have to meaty with 5C |
Nero | 2C route |
Nac | 5C route |
Hisui | 5C route |
Neco | 5C route |
Kohaku | 2C route |
Combos
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
|
X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Normal Combos
Midscreen BnBs
You can start this combo with the following jump-ins:
- - Crossup j.C
- - Close j.B
Followed by (moves between brackets are optional and/or depend on spacing):
From a low to the ground j.B hit you can do:
Misc. Starters
Metered Combos
Midscreen/Anywhere
- You can use j.236C after (d)j.BC in any of her combos. This will add some extra damage for 100 meter.
- You can airthrow or jump after it, allowing you to do it up to two times in a combo with the right spacing and height.
Corner BnB
Arc Drive Combos
Initiative Heat Combos
Additional Resources
F-Kohaku Match Video Database
Melty Bits: F-Kohaku
Winty & Osu's Kohaku document
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
onion (オニオン) | Japan | Play Spot BIG ONE 2nd | Inactive |