Idol Showdown/Coco Kiryu: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Combos: add combo legend template)
 
(218 intermediate revisions by 16 users not shown)
Line 1: Line 1:
[[File:IS_Coco_Profile.jpg|thumb]]
{{Version-IS|4.0.2}}
[[File:IS_Coco_Logo.png|250px]]
[[File:IS_Coco_Logo.png|250px]]


'''4th Chairman of the Kiryu Clan''' - ''Dragon-Style Grappling''
'''4th Chairman of the Kiryu Clan''' - ''Dragon-Style Grappling'' <br>
'''Difficulty''' - ★★★☆☆☆
{{CharacterIntro-IS|char= Coco
|hp=1100
|backdash=26F (1~7F {{Property-IS|Full}} Invuln) (1~20F {{Property-IS|grab}} Invuln)
|walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Slow]]
|intro=
==Introduction==
{{Content Box|content=
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.
 
[https://wiki.gbl.gg/w/Idol_Showdown/Coco_Kiryu/Strategy#Burn_Damage_System_Explained]
==Introduction==
{{CharacterPickReasons
{{StrengthsAndWeaknesses
|intro=[[File:IS_Coco_Icon.png|100px]]
|intro=
'''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.  
'''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.  
|pros= *'''Good damage''' - Coco being a grappler has insane damage once she gets in
|pros= *'''Essence of Grappler''' - Also known affectionately as the 'Coco Buster', {{input|236G}} has a swift 4f startup, does great damage, and gives her a hard knockdown. When she has 2 bars of meter, {{input|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.
*'''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
*'''Spitting Fire''' - Coco builds up temporary burn damage on the opponent, and can easily loop {{input|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 {{input|236G}}.
*'''Threatening Mixups''' - {{input|5L}}, {{input|2L}} and {{input|5M}} all give you terrifying tick throws into either a frametrap, or a delayed {{input|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 {{input|j.S}}.
*'''Deadly Anti-Airs''' - {{input|2H}}, {{input|3H}} and {{input|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 {{input|22L}} {{input|22M}} loops.
*'''Great Counter-Pokes''' - {{input|3H}}, {{input|214L}}, {{input|j.M}}  and {{input|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!
|cons= *'''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 {{input|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.
|width=100
}}


|cons= *'''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.
|tablewidth=60
}}


Please note that this page is full of memes. Don't protest, this is what Kaichou herself would have wanted.


Please note that as the game is still in its early lifespan, certain information may become outdated.
===Burn Effect===
Also note that this page is full of memes. Don't protest, this is what Kaichou herself would have wanted.
Burn is potential true damage that will be applied on a successful Essence of Dragon Drop, {{Input|236G}}.
Coco applies a burn on {{Input|5L}}, {{Input|j.M}}, {{Input|214L}}, {{Input|214M}}, and {{Input|214H}}.
Burn can be stacked. It lasts for 3 seconds then begins to heal at 60 per second.


===Recommended Collabs===
===Recommended Collabs===
* [[File:IS_Watson_Icon.png|40px]] '''[[Idol Showdown/Collabs#Amelia_Watson|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.
* [[File:IS_Watson_Icon.png|40px]] '''[[Idol Showdown/Collabs#Amelia_Watson|Amelia]]''' - Amelia's {{Input|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 {{Input|22L}}/{{Input|22M}} loops without spending any SC, potentially leading to massive damage on hit.  
*  [[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_Moona_Icon.png|40px]] '''[[Idol Showdown/Collabs#Moona_Hoshinova|Moona]]''' - Moona's {{Input|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.
*  [[File:IS_Kanata_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kanata_Amane|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.  
*  [[File:IS_Roboco_Icon.png|40px]] '''[[Idol Showdown/Collabs#Roboco|Roboco]]''' - Roboco's {{Input|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 {{Input|j.S}} mixups as well.  
*  [[File:IS_Mio_Icon.png|40px]] '''[[Idol Showdown/Collabs#Ookami_Mio|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.
*  [[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_Roboco_Icon.png|40px]] '''[[Idol Showdown/Collabs#Roboco|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.
*  [[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. Her {{Input|214S}} can also help fix Coco's lacking combo game.


{{TOClimit|2}}
}}
}}


==Normal Moves==
== Moves ==
=== Standing Normals ===
=== Standing Normals ===
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_5L.png
|image=IS_Coco_5L.png
|hitbox=IS_Coco_5L_Hitbox.png
|caption=  
|caption=  
|name=5L
|name=5L
Line 42: Line 62:
  |damage=30
  |damage=30
  |guard=Mid
  |guard=Mid
  |startup=6
  |startup=5
  |active=3
  |active=3
  |recovery=16
  |recovery=12
  |advHit=-1
  |advHit=0
  |advBlock=-3
  |advBlock=-3
  |description= *Fingersnap. Can be used for tick throws.
  |description=
*Decent range.
* Self-Gatling Count: 3
* 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 {{Input|2L}} and {{Input|2H}}).
* Deals 10 burn damage.
  }}
  }}
}}
}}
Line 55: Line 78:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_5M.png
|image=IS_Coco_5M.png
|hitbox=IS_Coco_5M_Hitbox.png
|caption=Doko Mitendayo?!
|caption=Doko Mitendayo?!
|name=5M
|name=5M
Line 62: Line 86:
  |guard=Mid
  |guard=Mid
  |startup=9
  |startup=9
  |active=5
  |active=7
  |recovery=27
  |recovery=24
  |advHit=-8
  |advHit=-4
  |advBlock=-15
  |advBlock=-9
  |invul={{Property-IS|Projectile Armor}}(9-18f)
  |invul=(9~18) {{Property-IS|Projectile Armor}}
  |description= *Advancing normal. Sends Coco forward by round start's distance.
  |description=* Advancing normal. Sends Coco forward by round start's distance.
* Armors through projectiles. Coco will still take full damage from said projectile
* Armors through projectiles. Coco will still take full damage from said projectile.
* Forces stand on hit, which means combos into {{Input|214X}} will not whiff.
* 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 '''''22S''''' cancelled.
* -5 on block / 0 on hit when {{Input|22S}} cancelled.
}}
}}
}}
}}
Line 77: Line 102:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_5H.png
|image=IS_Coco_5H.png
|hitbox=IS_Coco_5H_Hitbox.png
|caption=Rolling eyes fall...
|caption=Rolling eyes fall...
|name=5H
|name=5H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=80 (close)<br>100 (far)
  |damage=100
  |guard=Mid
  |guard=Mid
  |startup=12
  |startup=12
  |active=3
  |active=5
  |recovery=28
  |recovery=24
  |advHit=-3
  |advHit=-2
  |advBlock=-5
  |advBlock=-7
  |description=* -2 on block / ±0 on hit when '''''22S''''' cancelled.
  |description=
*Deals more damage when hitting from a distance.
* Pops the opponent slightly into the air during hitstun, which allows it to combo directly into {{Input|22M}} when close enough.
*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.
* -5 on block / 0 on hit when {{Input|22S}} cancelled.
  }}
  }}
}}
}}
Line 98: Line 125:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_2L.png
|image=IS_Coco_2L.png
|hitbox=IS_Coco_2L_Hitbox.png
|caption=Check your toes!
|caption=Check your toes!
|name=2L
|name=2L
Line 103: Line 131:
  {{AttackData-IS
  {{AttackData-IS
  |damage=25
  |damage=25
  |guard=Low
  |guard=Low, Air Unblockable
  |startup=6
  |startup=6
  |active=2
  |active=2
  |recovery=11
  |recovery=14
  |advHit=+3
  |advHit=-1
  |advBlock=-3
  |advBlock=-4
  |description=* Low kick. Good range for a low jab.
  |description=
* Self-Gatling Count: 2
* Coco's shortest range normal move, but still above average for a light normal.
  }}
  }}
}}
}}
Line 116: Line 146:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_2M.png
|image=IS_Coco_2M.png
|hitbox=IS_Coco_2M_Hitbox.png
|caption=The ground-based footsies Idol Showdown is known for!
|caption=The ground-based footsies Idol Showdown is known for!
|name=2M
|name=2M
Line 121: Line 152:
  {{AttackData-IS
  {{AttackData-IS
  |damage=60
  |damage=60
  |guard=Low
  |guard=Low, Air Unblockable
  |startup=10
  |startup=10
  |active=2
  |active=3
  |recovery=19
  |recovery=16
  |advHit=-4
  |advHit=-1
  |advBlock=-8
  |advBlock=-4
  |description= *Hits at round start, but can only combo into '''''214L''''' at that range.
  |description=* Good low poke.
* Good low poke.
* Hits at round start, but can only combo into {{Input|214L}} at that range.
  }}
  }}
}}
}}
Line 135: Line 166:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_2H.png
|image=IS_Coco_2H.png
|hitbox=IS_Coco_2H_Hitbox.png
|caption=Bringing a whole new meaning to "ahead of her time".
|caption=Bringing a whole new meaning to "ahead of her time".
|name=2H
|name=2H
Line 140: Line 172:
  {{AttackData-IS
  {{AttackData-IS
  |damage=90
  |damage=90
  |guard=Mid
  |guard=Mid, Air Unblockable
  |startup=11
  |startup=11
  |active=3
  |active=3
  |recovery=30
  |recovery=28
  |advHit=-14 (Launch)
  |advHit=Launch
  |advBlock=-16
  |advBlock=-17
  |description= *Rising headbutt. Very poor horizontal range, but hits directly above Coco.
|invul= (4~13) {{Property-IS|Head}}
*Slightly delaying a cancel into '''''214M''''' after launch will tech trap your opponent for an unblockable '''''SCC 22M'''''.
  |description=* Rising headbutt. Poor horizontal range, but hits directly above Coco.
* -11 on block when '''''22S''''' cancelled.
* 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.
  }}
  }}
}}
}}
Line 155: Line 188:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_3H.png
|image=IS_Coco_3H.png
|hitbox=IS_Coco_3H_Hitbox.png
|caption=This is your new best friend. Treat it well.
|caption=This is your new best friend. Treat it well.
|name=3H
|name=3H
Line 160: Line 194:
  {{AttackData-IS
  {{AttackData-IS
  |damage=120
  |damage=120
  |guard=Low
  |guard=Low, Air Unblockable
  |startup=11
  |startup=11
  |active=3
  |active=3
  |recovery=22
  |recovery=20
  |advHit=+39 (HKD)
  |advHit=+54 (HKD)
  |advBlock=-14
  |advBlock=-11
  |description= *Universal sweep.  
  |description=* Universal sweep. Very good range and hits at round start.
*Very good range and hits at round start. Another way to start Oki pressure.
* Note that {{Input|2M > 3H}} or {{Input|5H > 3H}} will '''not''' combo from round start range.
*Note that '''''2M > 3H''''' or '''''5H > 3H''''' will '''not''' hit at round start.
* 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.
* 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 '''''214L''''' or '''''214M'''''. This is still unsafe if the opponent waits.
* 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 {{Input|236G}} for a tick throw.
  }}
  }}
}}
}}
Line 178: Line 213:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_jL.png
|image=IS_Coco_jL.png
|hitbox=IS_Coco_jL_Hitbox.png
|caption= Goooood Morning, Motherf*ckers!
|caption= Goooood Morning, Motherf*ckers!
|name=j.L
|name=j.L
Line 186: Line 222:
  |startup=7
  |startup=7
  |active=6
  |active=6
  |recovery=
  |recovery=Until Landing + 2
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=* Awful horizontal range, but the hitbox is rather low. You need to be up in your opponent's face to hit with it.
  |description=* 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.
  }}
  }}
}}
}}
Line 196: Line 233:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_jM.png
|image=IS_Coco_jM.png
|hitbox=IS_Coco_jM_Hitbox.png
|caption=If only she used this for more than just an aerial...
|caption=If only she used this for more than just an aerial...
|name=j.M
|name=j.M
Line 204: Line 242:
  |startup=11
  |startup=11
  |active=5
  |active=5
  |recovery=
  |recovery=Until Landing + 3
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= *Aerial sword normal. Has good horizontal range in front of Coco.
  |description=* 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
  }}
  }}
}}
}}
Line 214: Line 254:
{{MoveData-IS
{{MoveData-IS
|image=IS_Coco_jH.png
|image=IS_Coco_jH.png
|hitbox=IS_Coco_jH_Hitbox.png
|caption= Baraka would be proud.
|name=j.H
|data=
{{AttackData-IS
|damage=90
|guard=High
|startup=10
|active=4
|recovery=Until Landing + 2
|advHit=
|advBlock=
|description= *Hits at a very nice angle.
}}
}}
===Command Normals===
====== <font style="visibility:hidden" size="0">j.2H</font> ======
{{MoveData
|image=IS_Coco_j2H.png
|hitbox=IS_Coco_j2H_Hitbox.png
|caption=There's nothing like a Ground Pound!
|caption=There's nothing like a Ground Pound!
|name=j.H
|name=Hip-Drop
|input='''Air Only''' {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
Line 222: Line 285:
  |startup=15
  |startup=15
  |active=16
  |active=16
  |recovery=
  |recovery=Until Landing + 9
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= * Halts your horizontal momentum and sends you straight down in a groundpound.
  |description=* 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.
* 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. '''''236L+M''''' works consistently on standing Ayame, but not so consistently on other characters.
* Drastically extends Coco's hurtbox downwards on startup before rising back into the air.
* Has some use for baiting anti-airs.
* Can be situationally used to bait certain anti-airs.
  }}
  }}
}}
}}


== Universal Mechanics ==
=== Universal Mechanics ===
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
{{MoveData
|image=IS_Coco_LM.png
|image=IS_Coco_LM.png
|hitbox=IS_Coco_LM_Hitbox.png
|caption=
|caption=
|name=Throw
|name=Throw
|input=L+M
|input={{NotationIcon-IS|l}} '''+'''{{NotationIcon-IS|m}} '''or''' {{NotationIcon-IS|g}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=170
  |damage=170
  |guard=Mid
  |guard=
  |startup=7
  |startup=7
  |active=2
  |active=2
  |recovery=21
  |recovery=31
  |advHit=KD
  |advHit=KD
  |advBlock=0
  |advBlock=
  |description= * Universal throw. Leaves the opponent at 3/4ths fullscreen away.
  |description=
* You can choose which side to throw opponents to.
*Total Frames: 39
Universal throw. Can be followed up with dashing 22G anywhere on the screen for a restand and 65 more damage.
  }}
  }}
}}
}}
Line 257: Line 323:
{{MoveData
{{MoveData
|image=IS_Coco_jL.png
|image=IS_Coco_jL.png
|hitbox=IS_Coco_jL_Hitbox.png
|caption=One of the overheads of all time.
|caption=One of the overheads of all time.
|name=Overhead
|name=Overhead
|input=M+H
|input={{NotationIcon-IS|m}} '''+'''{{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=60
  |damage=60
  |guard=High
  |guard=High
  |startup=25
  |startup=23
  |active=3
  |active=3
  |recovery=21
  |recovery=19
  |advHit=2
  |advHit=+2
  |advBlock=1
  |advBlock=-3
  |description= * Uses the animation of '''''j.L'''''. Extremely stubby range.
|invul= (6~36) {{Property-IS|grab}}
* A move that actually gives Coco the advantage on block.
  |description=* Uses the animation of {{Input|j.L}}. Extremely stubby range.
* Can combo into '''''236S''''' on hit, or on counterhit into '''''5L''''' if close enough.
* {{Input|CH M+H}} can combo into {{input|5L}} if done close enough.
* {{Input|5M > M+H}} is a combo.
}}
}}
 
====== <font style="visibility:hidden" size="0">Superchat Reversal</font> ======
{{MoveData
|image=IS_Coco_5M.png
|hitbox=IS_Coco_SCR_hitbox.png
|caption=
|name=Superchat Reversal
|input=(blocking) {{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}}
|data=
{{AttackData-IS
|damage=0
|guard=Mid
|startup=16
|active=2
|recovery=23
|advHit=0
|advBlock=-10
|invul= (1~17) {{Property-IS|full}}
|description=
*Superchat Reversal
  }}
  }}
}}
}}


==Special Attacks==
=== Special Attacks ===
====== <font style="visibility:hidden" size="0">214L/M/H</font> ======
====== <font style="visibility:hidden" size="0">214L/M/H</font> ======
{{MoveData
{{MoveData
|name=Verbal Roasting
|name=Verbal Roasting
|input=214L/M/H
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=IS_Coco_214L.png
|image=IS_Coco_214L.png
|caption=She's certainly spitting fire.
|hitbox=IS_Coco_214L_Hitbox.png
|caption=(L) She's certainly spitting fire.
|image2=IS_Coco_214M.png
|hitbox2=IS_Coco_214M_Hitbox.png
|caption2=(M) Spitting fire, now in blue.
|image3=IS_Coco_214H.png
|hitbox3=IS_Coco_214H_Hitbox.png
|caption3=
|image4=
|hitbox4=IS_Coco_214H_Fire_Hitbox.png
|caption4=(H) Flint Shooter.
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=214L / 4S
  |version=214L / 4S
  |damage=60
  |damage=30
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=13
  |active=14
  |active=5
  |recovery=39
  |recovery=21
  |advHit=KD
  |advHit=KD
  |advBlock=-10
  |advBlock=-8
  |description= * Shoots a burst of fire ahead.
  |description=
* Launches high enough to continue combos if cancelled with '''''SCC 22S''''' or '''''Burst'''''.
* Grants 3 superchats on use
* Whiffs on crouching opponents with two exceptions. It hits Botan if she is blocking, and Coco if she is not blocking.
* Shoots a burst of fire ahead.
* 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.
* Launches high enough to follow up with {{Input|5L}} on standing or other normals if the opponent had already been juggled.
* +16 on block after '''''SCC 22S'''''.
* Deals 70 burn damage.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=214M
  |version=214M
  |damage=45*3 (127)
  |damage=60
|guard=Mid
|startup=25
|active=11
|recovery=17
|advHit=KD
|advBlock=-4
|description=
* 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.
}}
  {{AttackData-IS
|header=no
|version=214H
|damage=60,60
  |guard=Mid
  |guard=Mid
  |startup=17
  |startup=16
  |active=27
  |active=Until Offscreen
  |recovery=31
  |recovery=27
  |advHit=KD
  |advHit=KD
  |advBlock=-17
  |advBlock=+8~
  |description= * Hits 3 times.
  |description=
* Lower launch than 214L
* Fires a quick projectile that crosses along the ground, going under most other projectiles
* Whiffs on crouching opponents in the same way as 214L, with the same exceptions.
* Costs 1 Star Meter and grants 5 superchats on use
* Deceptively active.
* Deals 20 burn damage per hit for a total of 40.
* +4 on block after '''''SCC 22S'''''.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214L+M</font> ======
====== <font style="visibility:hidden" size="0">214G</font> ======
{{MoveData
{{MoveData
|name=Sh*tpost Review
|name=Sh*tpost Review
|input=214L+M / H
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|g}}
|image=IS_Coco_214LM(whiff).png
|image=IS_Coco214LM.png
|caption=Whiff and you get this
|hitbox=IS_Coco_214LM_Hitbox.png
|image2=IS_Coco214LM.png
|caption=Next meme!
|caption2=Next meme!
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
|version=214L+M
  |damage=160
  |damage=160
  |guard=Unblockable
  |guard=Unblockable
  |startup=5
  |startup=5
  |active=2
  |active=2
  |recovery=62
  |recovery=60
  |advHit=KD
  |advHit=KD
  |advBlock=
  |advBlock=
  |invul={{Property-IS|Grab}}(1-6f)
  |invul=(1~6) {{Property-IS|Grab}}
  |description= * Switches sides on hit.
  |description=
* Grants 5 superchats on use
* Cannot be cancelled into.
* Switches sides on hit.
* Leaves the opponent relatively close for some oki.
* Leaves the opponent relatively close for some oki.
* Alternatively follow up with '''''22L+M''''' or '''''22H''''' for an OTG combo.
* Alternatively follow up with {{Input|22G}} or {{Input|22H}} for an OTG combo.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">236G</font> ======
{{MoveData
|name=Essence of Dragon Drop
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|g}}
|image=IS_Coco_236LM(Dragon).png
|hitbox=IS_Coco_236LM_Hitbox.png
|caption=Coco Buster
|data=
  {{AttackData-IS
  {{AttackData-IS
|header=no
  |damage=280
|version=214H
  |damage=157
  |guard=Unblockable
  |guard=Unblockable
  |startup=5
  |startup=4
  |active=2
  |active=2
  |recovery=62
  |recovery=60
  |advHit=KD
  |advHit=
  |advBlock=
  |advBlock=
  |invul={{Property-IS|Grab}}(1-6f)
  |invul=(1~5) {{Property-IS|Grab}}
  |description=* Launches for a full combo, starting from any L/M normal.
  |description=
* 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 {{Input|scc j.S}}. Out of the corner, 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, but in the corner it can potentially lead to a high/low or left/right mixup using a meaty {{Input|j.M}}, {{Input|2L}} or {{Input|j.H}}.  
  }}
  }}
}}
}}
Line 357: Line 486:
{{MoveData
{{MoveData
|name=Acrobatic Assault
|name=Acrobatic Assault
|input=236L/M
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=IS_Coco_236L.png
|image=IS_Coco_236L.png
|hitbox=IS_Coco_236L_Hitbox.png
|caption=L/H versions
|caption=L/H versions
|image2=IS_Coco_236M.png
|image2=IS_Coco_236M.png
|hitbox2=IS_Coco_236M_Hitbox.png
|caption2=Arc-haic Assault
|caption2=Arc-haic Assault
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=236L / 5S
  |version=236L / 5S
|damage=
|guard=
|startup=33
|active=
|recovery=
|advHit=
|advBlock=
|invul=
|description=
* Grants 5 superchats on use
* Performs a cartwheel
}}
{{AttackData-IS
|version=236[L] / 5[S]
  |damage=160
  |damage=160
  |guard=Unblockable
  |guard=Unblockable
  |startup=25
  |startup=31
  |active=2
  |active=2
  |recovery=55
  |recovery=60
  |advHit=KD
  |advHit=KD
  |advBlock=
  |advBlock=
  |invul={{Property-IS|Grab}}(23-26f)
  |invul=(23~26) {{Property-IS|Grab}}
  |description=* Performs a cartwheel into '''''214L+M'''''.
  |description=
* Grants 5 superchats on use
* Performs a cartwheel into {{Input|214G}}
* Switches sides on hit.
* Switches sides on hit.
  }}
  }}
Line 382: Line 529:
  |guard=Unblockable
  |guard=Unblockable
  |startup=31
  |startup=31
  |active=32
  |active=31
  |recovery=35
  |recovery=34
  |advHit=KD
  |advHit=KD
  |advBlock=
  |advBlock=
  |invul={{Property-IS|Grab}}(1-30f) {{Property-IS|Super Armor}}(23-62f)
  |invul=(1~30) {{Property-IS|Grab}} (18~30) {{Property-IS|Super Armor}}
  |description=* Immediately skips to the recovery animation if the opponent crosses behind it.
  |description=
* Grants 5 superchats on use
* Immediately skips to the recovery animation if the opponent crosses behind it.
* Switches sides on hit.
* Switches sides on hit.
* Can link into '''''5L''''' on hit for a combo.
* Can link into {{Input|5L}} on hit for a combo.
}}
}}
 
====== <font style="visibility:hidden" size="0">236L+M</font> ======
{{MoveData
|name=Essence of Dragon Drop
|input=236L+M / H
|image=IS_Coco_236LM.png
|caption=You don't want this.
|image2=IS_Coco_236LM(Dragon).png
|caption2=THIS is what you want!
|data=
{{AttackData-IS
|version=236L+M
|damage=280
|guard=Unblockable
|startup=4
|active=2
|recovery=61
|advHit=
|advBlock=
|invul={{Property-IS|Grab}}(1-5f)
|description= * 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'''''.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
Line 423: Line 547:
  |startup=25
  |startup=25
  |active=2
  |active=2
  |recovery=58
  |recovery=54
  |advHit=KD
  |advHit=KD
  |advBlock=
  |advBlock=
  |invul={{Property-IS|Projectile}}(1-30f) {{Property-IS|Grab}}(23-26f)
  |invul=(1~30) {{Property-IS|Projectile}} (23~26) {{Property-IS|Grab}}
  |description= * Performs a cartwheel into '''''236L+M'''''.
  |description=
* Freezes the screen at the start of the animation, making it easy to react to and avoid outside of combos and punishes.
* Costs 1 Star Meter and grants 5 superchats on use
* Performs a projectile-invulnerable cartwheel into {{Input|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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">22L+M</font> ======
====== <font style="visibility:hidden" size="0">22G</font> ======
{{MoveData
{{MoveData
|name=Plug-In Type AsaCoco
|name=Plug-In Type AsaCoco
|input=22L+M
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+'''{{NotationIcon-IS|g}}
|image=IS_Coco_22LM.png
|image=IS_Coco_22LM.png
|caption=
|hitbox=IS_Coco_22LM_Hitbox.png
|caption= Comes with 500mg of concentrated AsaCoco.
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=150
  |damage=130(50, 80)
  |guard=
  |guard=
  |startup=11
  |startup=11
  |active=2
  |active=2
  |recovery=26
  |recovery=26
  |advHit=-3
  |advHit=+2
  |advBlock=
  |advBlock=
  |description= * OTG grab. Sacrifices Oki potential for extra damage at the end of a combo, as it leaves opponents standing.
  |description=
* Never use this if 2 other OTG hits have already been used in the combo, as the 3 OTG limit makes it punishable on hit.
* Grants 5 superchats on use
* '''''2L''''' will not reach post re-stand, but all other normals will.
* OTG grab. Deals extra damage at the end of the combo and leads to an IPS restand with slight frame advantage.
* '''''236S''''' is the only grab that can reach after the re-stand. It is also possible to combo into it with a frame perfect delayed cancel.
* Puts the opponent at the perfect range to reach the opponent with either max range lights or the max range of 236G.
* Re-stands the opponent into an IPS state when used as the third OTG in a combo. This makes it +18 on hit.
  }}
  }}
}}
}}
Line 458: Line 584:
{{MoveData
{{MoveData
|name=Tail-Grab
|name=Tail-Grab
|input=22L/M/H
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=IS_Coco_22L.png
|image=IS_Coco_22L.png
|hitbox=IS_Coco_22L_Hitbox.png
|caption=High
|caption=High
|image2=IS_Coco_22M.png
|image2=IS_Coco_22M.png
|hitbox2=IS_Coco_22M_Hitbox.png
|caption2=Long
|caption2=Long
|image3=IS_Coco_22H.png
|image3=IS_Coco_22H.png
|caption3=Essence of Insertion: Tail-Slam
|hitbox3=IS_Coco_22H_f9-f12_Hitbox.png
|hitbox4=IS_Coco_22H_f14_Hitbox.png
|caption4=Essence of Insertion: Tail-Slam
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=22L / 2S
  |version=22L / 2S
  |damage=171
  |damage=170(0, 170)
  |guard=Unblockable
  |guard=Air Unblockable
  |startup=5
  |startup=5
  |active=9
  |active=9
  |recovery=35
  |recovery=34
  |advHit=KD
  |advHit=KD
  |advBlock=
  |advBlock=
  |invul={{Property-IS|Head}}(3-16f)
  |invul=(3~16) {{Property-IS|Head}}
  |description=* Anti-air grab that goes high but not that far.
  |description=
* Good for combos and sets up Oki.
* 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.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=22M
  |version=22M
  |damage=180
  |damage=170(0, 170)
  |guard=Unblockable
  |guard=Air Unblockable
  |startup=7
  |startup=7
  |active=9
  |active=9
  |recovery=35
  |recovery=34
  |advHit=KD
  |advHit=KD
  |advBlock=
  |advBlock=
  |invul={{Property-IS|Head}}(3-18f)
  |invul=(3~18) {{Property-IS|Head}}
  |description= * Anti-air grab that reaches further but has less vertical range than the light variant.
  |description=
* More damage, also good for ending combos and sets up Oki.
* Grants 5 superchats on use
* Anti-air grab that reaches further but has less vertical range than the light variant.
* 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
  |header=no
  |header=no
  |version=22H
  |version=22H
  |damage=162
  |damage=180(0, 120, 60)
  |guard=Unblockable
  |guard=Air Unblockable
  |startup=9
  |startup=8
  |active=4(1)4
  |active=4(1)4
  |recovery=38
  |recovery=36
  |advHit=KD
  |advHit=+2
  |advBlock=
  |advBlock=
  |description=* Frame 9 is a huge anti-air-only hit that reaches high in front of and also slightly behind Coco.
  |description=
* Frame 14 is an OTG-only hit with a long horizontal range. Long enough to connect after a max range '''''3H'''''.
* Costs 1 Star Meter and grants 5 superchats on use
* The followup hit also counts as an OTG. 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.
* Frame 9 is a huge anti-air-only hit that reaches high above and in front of Coco.
* '''''SCC 22L/M''''' and '''''SCC 214L''''' can combo afterwards, but miss at certain ranges due to the opponent teleporting behind Coco.
* Frame 14 is an OTG-only hit with a long horizontal range. Long enough to connect after a max range {{Input|3H}}.
* Re-stands the opponent when the last hit is the third OTG in a combo. Doing this makes it +44 on hit.
* 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 {{Input|scc 22G}}. In the corner it links into {{Input|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
* Deals 135 burn damage.
  }}
  }}
}}
}}
Line 514: Line 652:
{{MoveData
{{MoveData
|name=Wide Coco
|name=Wide Coco
|input=22S
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+'''{{NotationIcon-IS|s}}
|image=IS_Coco_22S.png
|image=IS_Coco_22S.png
|hitbox=IS_Coco_22S_Hitbox.png
|caption=Assume THE STANCE
|caption=Assume THE STANCE
|data=
|data=
Line 522: Line 661:
  |guard=
  |guard=
  |startup=
  |startup=
  |active=
  |active=0
  |recovery=13 + 14
  |recovery=26+
  |advHit=-
  |advHit=-
  |advBlock=-
  |advBlock=-
  |invul={{Property-IS|Projectile}}(14f-)
  |invul=(14~End) {{Property-IS|Projectile}}
  |description= * A surprisingly useful move. Causes Coco to begin her crab walk.
  |description=
* Projectile invulnerable after the startup until the button is released. Helps against zoning.
* Grants 5 superchats on use
* Makes '''''5H''''' better on block. Also improves '''''5M''''' and '''''2H''''' though they are still very unsafe. Using it after other normals makes them worse so should be avoided.
* A surprisingly useful move. Causes Coco to begin her crab walk as long as the S button is held.
* '''''214L SCC 22S''''' is very advantageous on block, assuming the opponent doesn't duck under the fire.
* Projectile invulnerable on the 14th frame until the button is released. Helps against zoning.
* With how often you'll be using this after your heavy moves, it'll help you generate a decent amount of meter.
* 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. After {{Input|3H}}, Coco can use this move twice and still have enough time to meaty the opponent.
  }}
  }}
}}
}}
Line 538: Line 679:
{{MoveData
{{MoveData
|name=Dragon Glide
|name=Dragon Glide
|input=j.S
|input='''Air Only''' {{NotationIcon-IS|s}}
|image=IS_Coco_jS.png
|image=IS_Coco_jS.png
|hitbox=IS_Coco_jS_Hitbox.png
|caption=
|caption=
|data=
|data=
Line 545: Line 687:
  |damage=
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=  
  |active=
  |active=  
  |recovery=37 + 1L
  |recovery= 37
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= * Coco's airdash. Sends her straight forward, but halts your horizontal momentum after its done, causing you to fall straight down.
  |description=* 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.
* 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 '''''236L+M''''' or '''''236S''''', and causes air teching to travel much further.
* Can only be performed once per jump.
* 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.
* Cancellable into air normals after 20 frames. For example, {{Input|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. {{Input|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 {{Input|2L}}. However, the high option is vulnerable to moves with 1f head invulnerability (Korone's {{Input|22L}}, Fubuki's {{Input|22L}} and Aki's {{Input|5M}}) and both lose to metered reversals. With a knockdown that gives her enough frame advantage (such as from {{Input|214L}} > {{Input|scc 22S}} > {{Input|3H}}), it can allow her to go for left/right mixups by using {{Input|j.2H}}, as well.
* Has a minimum height requirement which is reached 7 frames after inputting a jump. Starting from the ground, {{Input|j.S > j.L}} hits on frame 34 (7 + 20 + 7).
* Does not have a minimum height requirement when cancelled into from another move.
  }}
  }}
}}
}}


==Super Star Attack==
=== Super Star Attack ===
{{MoveData
{{MoveData
|name=Essence of True Form: Just Like a Dragon
|name=Essence of True Form: Just Like a Dragon
|input=236S
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Coco_236S.png
|image=IS_Coco_236SCG.png
|caption="You only get one shot in our line of work. You gotta go ''balls out.''"
|hitbox=IS_Coco_236S_Hitbox.png
|image2=IS_Coco_236SCG.png
|caption=''FEEL THE HEAT!''
|caption2=''FEEL THE HEAT!''
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=337
  |damage=289(0,18x16,1)
  |guard=Unblockable
  |guard=Unblockable
  |startup=3
  |startup=3
  |active=2
  |active=2
  |recovery=62
  |recovery=58
  |advHit=KD
  |advHit=KD
  |advBlock=
  |advBlock=
  |invul={{Property-IS|Grab}}(1-4f) {{Property-IS|Super Armor}}(1-66f)
  |invul=(1~4) {{Property-IS|Grab}} (1~4) {{Property-IS|Super Armor}}
  |description=* Uses 2 Star Meter. A powerful command grab in which Coco blasts the opponent in her true dragon form. Use it to open up defensive opponents who are preoccupied with blocking.
  |description=* Costs 2 Star Meter and grants 5 superchats on use
* 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.
* A powerful command grab in which Coco blasts the opponent in her true dragon form.
* Using '''''j.S''''' to store a forward jump adds forward momentum after '''''236S''''' hits, which lets it combo into '''''j.M'''''.
* 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.
  }}
  }}
}}
}}
==Combos==
{{ComboLegend-IS}}
===Beginner Combos===
{{ComboTable-IS
|data=
    {{ComboData-IS
        | combo = 236L+M
        | difficulty = Beginner
        | damage = 280
            | bonusdamage =
        | cost = 0 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Coco's most important combo.
        | video =
    }}
    {{ComboData-IS
        | combo = 5M > 2H > 22M, (22H)
        | difficulty = Beginner
        | damage = 258 / 327
            | bonusdamage =
        | cost = 0-1 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * If '''''2H''''' is blocked, input '''''5H''''' instead of '''''22M''''' to make yourself safe.
        | video =
    }}
    {{ComboData-IS
        | combo = 5M > 2M > 5H > 3H > (22H)
        | difficulty = Beginner
        | damage = 244 / 297
            | bonusdamage =
        | cost = 0-1 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * if '''''5H''''' is blocked, input '''''22S''''' instead of '''''3H''''' to make it safer and build meter.
        | video =
    }}
}}
===Combo Theory===
'''''2H''''' anchors the opponent to a specific spot on hit. This means combos after '''''2H''''' are consistent, and starters that lead into '''''2H''''' can be freely mixed and matched with combos that lead out of '''''2H'''''.
Coco can combo into a command grab if it connects on the first frame after hitstun. Unfortunately this usually requires a delayed cancel with a strict 2 frame window.<br>
Fortunately, even if done too late it turns into a command grab mixup. Just don't cancel too early or the grab will whiff right in their face.
* '''''5M > dl 236L+M'''''
** Devastating if it combos, and even more devastating when it doesn't and the opponent hit anyway.
* '''''5M > dl 214H'''''
** 1 bar conversion into good damage.
* '''''5H > dl 236H'''''
** High damage, but high risk. The super freeze make it very easy punish on reaction when the combo doesn't connect.
* '''''22L+M > dl 236S'''''
** OTG into death. Particularly difficult as the delay must be frame perfect in this case.
* '''''5M dl 5H(CH) > 22S, dl 236L+M'''''
** Counterhit '''''5H > 22S''''' is +5 on hit. Not enough for a regular combo, but it's possible to combo into a grab if close enough.
* '''''Corner 5M dl 5H(CH) > 22S, 214L/H'''''
** When in the corner, it's possible for '''''214L/M''''' to reach, and unlike '''''236L+M''''' this grab does not require a delay, making it easier to execute.
===Combo Starters===
This section lists blockstrings, grabs, and anything else Coco has that leads directly into a combo.
{{ComboTable-IS
|data=
    {{ComboData-IS
        | combo = 2L/5L > 2M > 5M > 2H > 5H > (22S / 3H)
        | difficulty = Easy
        | damage =
            | bonusdamage =
        | cost = 0 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Typical blockstring. Everything can be delayed for a frametrap.
* Combos on hit (most of the time) and can be cancelled into a command grab at any point.
* Beware of opponents mashing out invincible moves. '''''2M, 5M, 2H and 3H''''' are all punishable on block, which makes mashing DP a low risk option for the opponent unless you can push yourself out of range.
* '''''5M''''' is needed to stay close to the opponent. '''''5H''''' is needed to be safe on block. Anything else can be skipped to mix things up.
* '''''2M > 5M''''' whiffs at long range, so it's better to start from 5M at a distance.
* '''''2H > 5H''''' whiffs against Ayame, and other characters in the corner. In these cases, skip either '''''2H''''' or '''''5H''''' unless you know it will be blocked.
* '''''2H > 5H > dl 3H''''' is a combo against Coco.
* '''''5H > 22S''''' is -2 on block so it's a good way to end when you don't want to risk a grab, and -2 isn't so bad that you can't disrespect the disadvantage with 236L+M or 236S.
* '''''3H''''' may be unsafe depending on the opponent and the distance. '''''3H > 22S''''' is even less safe so avoid doing it. On hit, '''''3H''''' combos into OTG '''''22H'''''.
        | video =
    }}
    {{ComboData-IS
        | combo = 2L/5L > 2M > 5M > 5H > (22S / 3H / 2H)
        | difficulty = Medium
        | damage =
            | bonusdamage =
        | cost = 0 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * A swapped move order to avoid the '''''2H > 5H''''' whiff issue.
* '''''5M > 5H > 2H''''' does not connect at max range. Delaying '''''5H''''' helps the '''''2H''''' to connect from longer ranges, but at a certain point '''''5H''''' must be skipped or confirmed into '''''3H''''' instead.
        | video =
    }}
    {{ComboData-IS
        | combo = 2M > 214L
        | difficulty = Medium
        | damage = 114
            | bonusdamage =
        | cost = 0 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Nets a combo off max range '''''2M''''', but whiffs against crouching opponents and is really bad on block.
* It's generally better to aim '''''2M''''' in front of the opponent to only get the '''''214L''''' cancel if they walk into it.
* More useful in Coco mirrors because Coco can't crouch it.
        | video =
    }}
    {{ComboData-IS
        | combo = 236M, 5L > 5M > 2H > (22M)
        | difficulty = Medium
        | damage = 256
            | bonusdamage =
        | cost = 0 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * An unfortunately slow grab. Don't expect to land it often, but if you do then make the most of it.
        | video =
    }}
    {{ComboData-IS
        | combo = 214H, (2M) > 5M > 2H > (22M)
        | difficulty = Medium
        | damage = 274
            | bonusdamage =
        | cost = 1 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Starting with 2M builds more meter, but for longer combos can result in less damage due to the extra scaling.
        | video =
    }}
    {{ComboData-IS
        | combo = M+H, 236S
        | difficulty = Medium
        | damage = 285
            | bonusdamage =
        | cost = 2 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Overhead of death. Hit confirmable.
        | video =
    }}
    {{ComboData-IS
        | combo = 9~S, 236S, j.M, 66 > (5H / 3H) > 214L
        | difficulty = Lunatic
        | damage = 507
            | bonusdamage =
        | cost = 2 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Uses Dragon Glide on the ground to store the momentum from a forward jump. The momentum activates during the recovery of 236S, moving forward far enough to combo without needing an OTG.
* Does not work on ''Main Stage / Japan'' due to a height glitch.
        | video =
    }}
}}
===Combo BnB===
This section lists combos using the basic starter of '''''(2L/5L) > 2M > 5M > 2H'''''.<br>
Anything listed in the combo starter section that includes '''''2H''''' will also work with these combos. Simply replace everything up to '''''2H''''' with the different starter.
{{ComboTable-IS
|data=
    {{ComboData-IS
        | combo = (2L/5L > 2M) > 5M > (2H / 3H) > 22M > (SCC 22L) > (SCC 22M) > (SCC 22L)
        | difficulty = Easy
        | damage = 258 / 329 / 383 / 421
            | bonusdamage =
        | cost = 0-3 SC
        | metergain = 33% + 1/6 SC
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Basic, consistent meterless combo and optional SCC loop.
* Can be used as a blockstring and confirmed from any hit. '''''2H > 5H > 22S''''' makes it safe on block.
* Damage values are for the '''''2H''''' version. '''''3H''''' deals more damage but cannot be made safe, meaning it must be hit-confirmed earlier.
        | video =
    }}
    {{ComboData-IS
        | combo = (2L/5L > 2M) > 5M > 2H > (5H) > 214L > SCC 22S, 66 > (5L > 2M) > 5M > 2H > (Loop or 22M)
        | difficulty = Medium
        | damage = 322
            | bonusdamage =
        | cost = 1 SC
        | metergain = 84% + 3/6 SC
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Meter generating SCC loop. Can do it twice or switch to a different combo after 2H. Avoid using 2H again, as its 3rd use allows the opponent to tech.
* If lacking SC meter for '''''214L > SCC''''', it's possible to recover some mixup potential by burning regular meter on '''''214L, 22H''''' instead.
* '''''2H > 5H''''' whiffs in the corner, and does not work on Ayame anywhere. Skip '''''5H''''' in those situations.
* '''''5L > 2M''''' makes the combo more difficult. It sacrifices a tiny amount of damage to build 18% more meter.
        | video =
    }}
    {{ComboData-IS
        | combo = (2L/5L > 2M) > 5M > 2H > (5H) > 214M > SCC 214L, 66 > 3H
        | difficulty = Hard
        | damage = 324
            | bonusdamage =
        | cost = 1 SC
        | metergain = 67% + 2/6 SC
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * SCC into untechable knockdown. The micro-dash into '''''3H''''' is quite strict but still practical.
* '''''2H > 5H''''' whiffs in the corner, and does not work on Ayame anywhere. Skip '''''5H''''' in those situations.
        | video =
    }}
    {{ComboData-IS
        | combo = (2L/5L > 2M) > 5M > 2H > 214L > SCC 22S, 214L, 5L > (2M) > 5M > 2H 214L
        | difficulty = Medium
        | damage = 282
            | bonusdamage =
        | cost = 1 SC
        | metergain = 95% + 4/6 SC
            | oppmetergain =
        | location = {{Property-IS|Corner}}
        | notes = * A not-so-damaging corner combo that generates meter and sets up strong mixups. Builds almost as much SC as it uses.
* Connecting with '''''5L > 2M''''' is a little awkward. It's safe to skip it and go straight for '''''5L > 5M'''''.
* Though not strictly necessary, adding a delay between '''''5M > 2H''''' gets closer to the corner for the post-combo mixup.
* The 3rd '''''214L''''' triggers a non-techable infinite prevention state, re-standing the opponent for very strong mixup options.
        | video =
    }}
}}
===OTG Combo Enders===
This section lists alternate ways to end a combo after almost any knockdown.
* '''''22L/M or 214L+M or 236L''''' all leave the opponent in range for '''''22L+M''''' or '''''22H'''''.
* '''''3H''''' leaves the opponent in range for '''''22H'''''.
* '''''214L''''' leaves the opponent in range for '''''22H''''' as long as it doesn't hit from too far away. It works with most combos.
* '''''L+M / 4L+M''''', throwing the opponent into the corner also leaves them in range for '''''22H''''', but the timing and positioning can be a bit finicky.
* '''''236S''''' leaves the opponent in range for '''''22H'''''. On the '''Main Stage/Japan''' stage it's also possible but difficult to connect with '''''66 > 22L+M'''''
There is a limit of 3 OTG hits per combo. '''''22H''''' counts as 2 OTG hits against an opponent on the ground and 1 OTG hit against an opponent in the air.<br>
The third OTG hit in a combo triggers the Infinite Prevention System (IPS), which re-stands the opponent and freezes them for a moment in an unhittable state. This prevents the opponent from taking advantage of wake-up throw invulnerability, and leads to significantly more frame advantage after '''''22L+M'''''. This is so much better than a regular OTG that it's worth holding off on using OTG moves until you have enough resources.
{{ComboTable-IS
|data=
    {{ComboData-IS
        | combo = OTG 22H > SCC 22L+M
        | difficulty = Easy
        | damage =
            | bonusdamage =
        | cost = 1 bar + 1 SC
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Midscreen}}
        | notes = * Probably the simplest OTG into IPS state. Results in a significant frame advantage.
        | video =
    }}
    {{ComboData-IS
        | combo = OTG 22H, 22L+M
        | difficulty = Medium
        | damage =
            | bonusdamage =
        | cost = 1 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Corner}}
        | notes = * Same as above, but in the corner it doesn't require the SCC.
        | video =
    }}
    {{ComboData-IS
        | combo = Anti-Air 22H, 22H
        | difficulty = Easy
        | damage =
            | bonusdamage =
        | cost = 2 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Burns a bunch of meter midscreen to trigger an IPS re-stand without using SC meter.
* It's important that the first '''''22H''''' hits the opponent out of the air, otherwise it counts as an extra OTG hits and breaks the combo.
* This combo can be set up by simply using '''''22H''''' as a replacement for '''''22L/M''''' or '''''214L''''' at the end of any other combo.
        | video =
    }}
    {{ComboData-IS
        | combo = OTG 22L+M > dl 236S
        | difficulty = Lunatic
        | damage =
            | bonusdamage =
        | cost = 2 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * The delayed 236S has a timing window of exactly 1 frame. Expect to miss it a lot.
        | video =
    }}
}}
===Collab Combos===
This section lists combos only possible when using a collab.
{{ComboTable-IS
|data=
    {{ComboData-IS
        | combo = Amelia: 236L+M, dl 214S, 66 > 5M > 2H > 22M, (22H)
        | difficulty = Hard
        | damage = 475 / 504
            | bonusdamage =
        | cost = 2-3 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Ame OTGs the opponent after a normally non-comboable grab for a ton of damage.
* '''''214S''''' should be timed at the peak of the post-grab bounce.
* Spending an extra bar on OTG '''''22H''''' after an Amelia combo reaches the OTG limit and re-stands the opponent for very strong mixup potential.
        | video =
    }}
    {{ComboData-IS
        | combo = Amelia: 3H > 214S, 66 > 5M > 2H > 22M, (22H)
        | difficulty = Hard
        | damage = 469 / 522
            | bonusdamage =
        | cost = 2-3 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * It's possible to input '''''214S''''' on reaction to '''''3H''''' hitting. Harder than '''''3H > 22H''''' but deals ''A LOT'' more damage.
* Ame will miss if the opponent is already touching the ground during the summon freeze. If this happens then be ready to go for a mixup.
        | video = Ame 3H Pickup 1 Meter.mp4
    }}
    {{ComboData-IS
        | combo = Amelia: 3H > 214S, 66 > 5L > (dl 2M > 5M) > 5H > dl (236L / 236H)
        | difficulty = Hard
        | damage = 437 / 541
            | bonusdamage =
        | cost = 2-3 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * '''''5L''''' hitting the opponent immediately after Ame re-stands them, allowing for a command grab reset at any point afterwards.
* '''''236H''''' deals a ton of damage but is a big commitment with a 2 frame timing window that's punishable when missed. It deals more damage without '''''2M > 5M'''''.
        | video =
    }}
    {{ComboData-IS
        | combo = Kanata: 214S, 66 > 214L, (5L) > 5M > 2H > (22M)
        | difficulty = Hard
        | damage = 422
            | bonusdamage =
        | cost = 2 bar
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Picks up the opponent for a combo after Kanata's grab without using any extra resources.
* '''''214L''''' should be timed just before the second hit of the grab so it hits late in the animation.
* Linking into '''''5L''''' is easier, but reduces the combo damage.
* It's also possible to combo after Kanata's grab with anything in the OTG Combos section.
        | video =
    }}
    {{ComboData-IS
        | combo = Kanata: (214L+M / 214H / 236L / 236M) > L+H
        | difficulty = Easy
        | damage =
            | bonusdamage =
        | cost = 2 SC
        | metergain =
            | oppmetergain =
        | location = {{Property-IS|Anywhere}}
        | notes = * Using Soran Bushi at any point during the animation of one of these sideswitch grabs causes it to pull the opponent towards Coco instead of pushing them away.
        | video =
    }}
}}
==Matchups==
;Vs. Aki
:Pray to Yagoo
;Vs. Ayame
:Matchup advice goes here.
;Vs. Botan
:Pray to Yagoo and assume the stance.
;Vs. Coco
:Pray to Yagoo that your opponent is more of a clown than you
;Vs. Fubuki
:Fubuki's 22X reversal is completely destroyed by meaty 2L as it will 22L/M and it low profiles under 22H
;Vs. Korone
:Matchup advice goes here.
;Vs. Sora
:Most Sodas will try to keep you out with 5M 6M 214X/236L/M which leaves you without much option to punish if blocked; so get ready to trade most of her pressure with either 3H or 214L/M while they input 214X/236L/M. Once you get the hit, dash in as fast as you can. If you have meter, simply 236H in to go through said projectiles.
;Vs. Suisei
:Matchup advice goes here.
==External Resources==
* [https://twitter.com/search?q=%23ISD_COC Twitter Tech: #ISD_COC]


==Colors==
==Colors==
Line 976: Line 734:
  {{ColorGallery/Color|6|  text= Cosplay 5<hr>{{Small|Melody (VShojo)}}}}
  {{ColorGallery/Color|6|  text= Cosplay 5<hr>{{Small|Melody (VShojo)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Potemkin (Guilty Gear)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Potemkin (Guilty Gear)}}}}
{{ColorGallery/Color|8|  text= Cosplay 7<hr>{{Small|Tokoyami Towa (Hololive)}}}}
{{ColorGallery/Color|9|  text= Cosplay 8<hr>{{Small|Amano Pikamee (VOMS Project)}}}}
{{ColorGallery/Color|10|  text= Cosplay 9<hr>{{Small|Coco's PJ Costume (Hololive)}}}}
{{ColorGallery/Color|11|  text= Cosplay 10<hr>{{Small|USA (Country)}}}}
}}
}}


==Navigation==
==Navigation==
{{CharacterSubnav-IS}}
{{Navbox-IS}}
{{Navbox-IS}}
[[Category:Coco Kiryu]]
[[Category:Coco Kiryu]]
[[Category:Idol Showdown]]
[[Category:Idol Showdown]]

Latest revision as of 22:56, 10 June 2024

Last Updated to Version 4.0.2

IS Coco Logo.png

4th Chairman of the Kiryu Clan - Dragon-Style Grappling
Difficulty - ★★★☆☆☆

Introduction

Coco is a hard-hitting yakuza dragon who demolishes her opponents with powerful command grabs. Once Coco manages to close the distance, she shows opponents what it truly means to be the Legendary Dragon of hololive.

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. [1]

Playstyle
IS Coco Icon.png

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 22L 22M 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

  • IS Watson Icon.png 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.
  • IS Moona Icon.png 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.
  • IS Roboco Icon.png 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.
  • IS Kanata Icon.png 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.
  • IS Kiara Icon.png 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.

Moves

Standing Normals

5L
5L
IS Coco 5L.png
IS Coco 5L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

5 3 12 -3 0

None

  • Self-Gatling Count: 3
  • 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.
Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Coco 5M.png
IS Coco 5M Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Coco 5H.png
IS Coco 5H Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Coco 2L.png
IS Coco 2L Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Coco 2M.png
IS Coco 2M Hitbox.png
The ground-based footsies Idol Showdown is known for!
The ground-based footsies Idol Showdown is known for!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Low, Air Unblockable

10 3 16 -4 -1

None

  • Good low poke.
  • Hits at round start, but can only combo into 214L at that range.
Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Coco 2H.png
IS Coco 2H Hitbox.png
Bringing a whole new meaning to "ahead of her time".
Bringing a whole new meaning to "ahead of her time".
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid, 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.
Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Coco 3H.png
IS Coco 3H Hitbox.png
This is your new best friend. Treat it well.
This is your new best friend. Treat it well.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
120

Low, Air Unblockable

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.
Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
IS Coco jL.png
IS Coco jL Hitbox.png
Goooood Morning, Motherf*ckers!
Goooood Morning, Motherf*ckers!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

7 6 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.
Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Coco jM.png
IS Coco jM Hitbox.png
If only she used this for more than just an aerial...
If only she used this for more than just an aerial...
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

High

11 5 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
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Coco jH.png
IS Coco jH Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes

Command Normals

j.2H
Hip-Drop
Air Only IS 2.png + IS H.png
IS Coco j2H.png
IS Coco j2H Hitbox.png
There's nothing like a Ground Pound!
There's nothing like a Ground Pound!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

High

15 16 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.
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
IS L.png +IS M.png or IS G.png
IS Coco LM.png
IS Coco LM Hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead
IS M.png +IS H.png
IS Coco jL.png
IS Coco jL Hitbox.png
One of the overheads of all time.
One of the overheads of all time.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 19 -3 +2

(6~36) Grab

  • Uses the animation of j.L. Extremely stubby range.
  • CH M+H can combo into 5L if done close enough.
  • 5M > M+H is a combo.
Toggle Hitboxes
Toggle Hitboxes
Superchat Reversal
Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
IS Coco 5M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0

Mid

16 2 23 -10 0

(1~17) Full

  • Superchat Reversal
Toggle Hitboxes
Toggle Hitboxes

Special Attacks

214L/M/H
Verbal Roasting
IS 214.png + IS L.png /IS M.png /IS H.png
IS Coco 214L.png
IS Coco 214L Hitbox.png
(L) She's certainly spitting fire.
(L) She's certainly spitting fire.
IS Coco 214M.png
IS Coco 214M Hitbox.png
(M) Spitting fire, now in blue.
(M) Spitting fire, now in blue.
IS Coco 214H.png
IS Coco 214H Hitbox.png
IS Coco 214H Fire Hitbox.png
(H) Flint Shooter.
(H) Flint Shooter.
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214L / 4S 30

Mid

13 5 21 -8 KD

None

  • Grants 3 superchats on use
  • Shoots a burst of fire ahead.
  • 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.
Toggle Hitboxes
Toggle Hitboxes
214G
Sh*tpost Review
IS 214.png + IS G.png
IS Coco214LM.png
IS Coco 214LM Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes
236G
Essence of Dragon Drop
IS 236.png + IS G.png
IS Coco 236LM(Dragon).png
IS Coco 236LM Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes
236L/M
Acrobatic Assault
IS 236.png + IS L.png /IS M.png /IS H.png
IS Coco 236L.png
IS Coco 236L Hitbox.png
L/H versions
L/H versions
IS Coco 236M.png
IS Coco 236M Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes
22G
Plug-In Type AsaCoco
IS 2.png IS 2.png +IS G.png
IS Coco 22LM.png
IS Coco 22LM Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes
22L/M/H
Tail-Grab
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
IS Coco 22L.png
IS Coco 22L Hitbox.png
High
High
IS Coco 22M.png
IS Coco 22M Hitbox.png
Long
Long
IS Coco 22H.png
IS Coco 22H f9-f12 Hitbox.png
IS Coco 22H f14 Hitbox.png
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)

Air 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)

Air 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)

Air 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
  • Deals 135 burn damage.
Toggle Hitboxes
Toggle Hitboxes
22S
Wide Coco
IS 2.png IS 2.png +IS S.png
IS Coco 22S.png
IS Coco 22S Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes
j.S
Dragon Glide
Air Only IS S.png
IS Coco jS.png
IS Coco jS Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes

Super Star Attack

Essence of True Form: Just Like a Dragon
IS 236.png + IS S.png
IS Coco 236SCG.png
IS Coco 236S Hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes

Colors

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

Navigation

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