Idol Showdown/Coco Kiryu: Difference between revisions
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[[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 | {{CharacterIntro-IS|char= Coco | ||
|hp=1100 | |hp=1100 | ||
|backdash=26F (1~7F {{Property-IS|Full}} Invuln)(1~20F {{Property-IS|grab}} Invuln) | |backdash=26F (1~7F {{Property-IS|Full}} Invuln) (1~20F {{Property-IS|grab}} Invuln) | ||
|walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Slow]] | |walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Slow]] | ||
|intro= | |intro= | ||
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{{AttackData-IS | {{AttackData-IS | ||
|damage=25 | |damage=25 | ||
|guard=Low | |guard=Low, Air Unblockable | ||
|startup=6 | |startup=6 | ||
|active=2 | |active=2 | ||
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|advBlock=-4 | |advBlock=-4 | ||
|description= | |description= | ||
* Self-Gatling Count: | * Self-Gatling Count: 2 | ||
* Coco's shortest range normal move, but still above average for a light normal. | * Coco's shortest range normal move, but still above average for a light normal. | ||
}} | }} | ||
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{{AttackData-IS | {{AttackData-IS | ||
|damage=60 | |damage=60 | ||
|guard=Low | |guard=Low, Air Unblockable | ||
|startup=10 | |startup=10 | ||
|active=3 | |active=3 | ||
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{{AttackData-IS | {{AttackData-IS | ||
|damage=90 | |damage=90 | ||
|guard=Mid | |guard=Mid, Air Unblockable | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
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{{AttackData-IS | {{AttackData-IS | ||
|damage=120 | |damage=120 | ||
|guard=Low | |guard=Low, Air Unblockable | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
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|description= | |description= | ||
*Total Frames: 39 | *Total Frames: 39 | ||
Universal throw. | Universal throw. Can be followed up with dashing 22G anywhere on the screen for a restand and 65 more damage. | ||
}} | }} | ||
}} | }} | ||
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|advHit=KD | |advHit=KD | ||
|advBlock= | |advBlock= | ||
|invul=(1~30) {{Property-IS|Grab}} ( | |invul=(1~30) {{Property-IS|Grab}} (18~30) {{Property-IS|Super Armor}} | ||
|description= | |description= | ||
* Grants 5 superchats on use | * Grants 5 superchats on use | ||
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* Grants 5 superchats on use | * 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. | * 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 | * Puts the opponent at the perfect range to reach the opponent with either max range lights or the max range of 236G. | ||
}} | }} | ||
}} | }} | ||
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|version=22L / 2S | |version=22L / 2S | ||
|damage=170(0, 170) | |damage=170(0, 170) | ||
|guard=Unblockable | |guard=Air Unblockable | ||
|startup=5 | |startup=5 | ||
|active=9 | |active=9 | ||
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|version=22M | |version=22M | ||
|damage=170(0, 170) | |damage=170(0, 170) | ||
|guard=Unblockable | |guard=Air Unblockable | ||
|startup=7 | |startup=7 | ||
|active=9 | |active=9 | ||
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|version=22H | |version=22H | ||
|damage=180(0, 120, 60) | |damage=180(0, 120, 60) | ||
|guard=Unblockable | |guard=Air Unblockable | ||
|startup=8 | |startup=8 | ||
|active=4(1)4 | |active=4(1)4 | ||
|recovery=36 | |recovery=36 | ||
|advHit= | |advHit=+2 | ||
|advBlock= | |advBlock= | ||
|description= | |description= | ||
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* 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. | * 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. | * 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. | |||
}} | }} | ||
}} | }} | ||
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|advHit=- | |advHit=- | ||
|advBlock=- | |advBlock=- | ||
|invul=(14~End){{Property-IS|Projectile}} | |invul=(14~End) {{Property-IS|Projectile}} | ||
|description= | |description= | ||
* Grants 5 superchats on use | * Grants 5 superchats on use |
Latest revision as of 22:56, 10 June 2024
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]
Pick if you like | Avoid if you dislike |
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Please note that this page is full of memes. Don't protest, this is what Kaichou herself would have wanted.
Burn Effect
Burn is potential true damage that will be applied on a successful Essence of Dragon Drop, 236G. Coco applies a burn on 5L, j.M, 214L, 214M, and 214H. Burn can be stacked. It lasts for 3 seconds then begins to heal at 60 per second.
Recommended Collabs
- Amelia - Amelia's 214S ground pound grants Coco amazing damage during her combos, and allows her to convert off of more moves than she normally would be able to. Her timeslow also not only cripples the opponent but allows Coco to perform 22L/22M loops without spending any SC, potentially leading to massive damage on hit.
- Moona - Moona's 214S is an amazing counter-zoning neutral assist that can convert into a full combo. It is better to save your Superchats for cancels since Moona's off-collab isn't as useful as the damage and combo extensions that the Superchat meter provides.
- Roboco - Roboco's 214S beam can help you get in, as it destroys other projectiles and goes full screen. Just be sure to capitalize on the opportunity it gives you. Her missiles can potentially enable extended j.S mixups as well.
- Kanata - Kanata's 214S grab can be converted into a combo from almost anywhere, and a side switching grab makes Soran Bushi pull the opponent towards Coco instead of pushing them away.
- Kiara - So about those zoners... Kiara's reflector can help a lot with fighting them. Take it and don't look back. Her 214S can also help fix Coco's lacking combo game.
Moves
Standing Normals
5L
5L
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5M
5M
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5H
5H
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Crouching Normals
2L
2L
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2M
2M
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2H
2H
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3H
3H
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Jumping Normals
j.L
j.L
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j.M
j.M
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j.H
j.H
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Command Normals
j.2H
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Universal Mechanics
Throw
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Overhead
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Superchat Reversal
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Special Attacks
214L/M/H
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214G
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236G
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236L/M
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22G
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22L/M/H
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22S
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j.S
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Super Star Attack
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Colors
Amane Kanata (Hololive)
Akai Haato (Hololive)
Kazuma Kiryu (Yakuza)
Coco Kaine
Melody (VShojo)
Potemkin (Guilty Gear)
Tokoyami Towa (Hololive)
Amano Pikamee (VOMS Project)
Coco's PJ Costume (Hololive)
USA (Country)