Melty Blood/MBTL/Kohaku: Difference between revisions
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The explosives dropped have two hits, one when she tosses and the explosion itself. At +4, this is used as a way to maintain pressure on opponents you've conditioned with throws, and beat reversals and anti-air option selects with its invincibility. | The explosives dropped have two hits, one when she tosses and the explosion itself. At +4, this is used as a way to maintain pressure on opponents you've conditioned with throws, and beat reversals and anti-air option selects with its invincibility. | ||
{{AttackDataCargo-MBTL/Query|ko_214x4a}} | {{AttackDataCargo-MBTL/Query|ko_214x4a}} | ||
* Kohaku pivots backwards without dropping any explosives. Can be jump cancelled before landing | * Kohaku pivots backwards without dropping any explosives. Can be jump cancelled before landing. | ||
{{AttackDataCargo-MBTL/Query|ko_214x4b}} | {{AttackDataCargo-MBTL/Query|ko_214x4b}} | ||
* Kohaku pivots backwards, dropping two explosives that vacuum on hit or block. | * Kohaku pivots backwards, dropping two explosives that vacuum on hit or block. |
Revision as of 15:33, 22 October 2022
Story
She and her twin sister Hisui have worked for the Tohno family since they were young. Her trademark outfit is an apron over a classic kimono. Apart from assisting Akiha, she does household chores and tends the garden. Her pharmaceutical knowledge means she is also responsible for Shiki when he falls ill. She is endlessly cheerful, always willing to help, and wears a constant smile. In battle, Kohaku can be seen wielding the sword she keeps hidden in her broom, calling on strange plants, and even dropping fire bombs from above as if by magic. How she is capable of such things is still a mystery to those around her.
Gameplay
Kohaku uses her huge normals and unconventional specials to control the midrange before confirming hits into devastating setplay.
Strengths | Weaknesses |
---|---|
|
|
Backdash: Full invuln 1-13, projectile/air invuln 14-18, throw invuln 1-25, 35 total duration, travels 47184 units
Movement Speed: -Character Summary
- Moon Skill
- 6B+C - Drawn Sword - Hidden Blade
- 4B+C - Magical Amber Missile (Air OK)
- 2B+C - Look What I Grew ♪
- Special Attacks
- 236A/B/C (EX OK) - Drawn Sword - Hidden Blade
- > A/B/C - Drawn Sword - Clean Sweep
- 214A/B/C (EX OK) - Magical Amber Missile
- > A/B/C - Additional input 1
- > 4A - Additional input 2
- > 4B/4C - Additional input 3
- 22A/B/C (EX OK) - Look What I Grew ♪
- j.214A/B/C (EX OK) - Magical Amber Missile
- Arc Drive
- 236B+C - Chinese Kohaku Cuffing
- Last Arc
- A+B+C+D / D in Blood Heat - Drawn Sword Technique - Comet Sweep
- Unique Attacks
- 6C, 3C, 2C>2C
- Blowback Edge Moves
- j.[C], 236[A], 236[B], 22[B], 236[B+C]
Dash startup: 4
Dash actionable: 5
Jump startup: 5
Jump airtime: 38
Practice confirming anything into these. Turn a late normal into Rapid beat > At if you don't have meter.
* - 8jc if close, 9jc if far.
~3.7k Metered BnB. // j.C 2B(2) 2C 236B~B jc* dlj.[C] dlj.B land 5B (5C(1)) 6C 236A 236C
~3.7K Metered Sideswap // j.C 2B(2) 2C 236B~B IAD j.Cw land 5B 6C 22A 6C 236A 236C
~4.2K Air FC Route, Meter Positive // FC j.B 2C 236B~B dl.236A~A jc* j.[C] dlj.B 5C(1) 6C 22A 6C 236A~A 236C
~4K Ground CH Route, Meter Positive // CH j.C 2B 5C(1) 2C 236B~B dl.236A~A jc* j.[C] dlj.B 5B 6C 22A 6C 236A~A 236C
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | -SE-, -N-, -RB-, -SP-, -MS-, -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Standard 5A Jab.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, RB, SP, MS, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | 16 | 29 | -6/-3 | - |
- Kohaku swipes the air above her with her broom.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 200*4 (1126) | LH | N, RB, SP, MS, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (6) 8 | 23 | 48 | -8/-12 | - |
- Kohaku stabs the handle of her broom forward before twirling it for four hits.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | -SE-, -N-, -RB-, -SP-, -MS-, -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Primary mash button.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*2 (448) | LH, L | N, RB, SP, MS, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 7 | 10 | 32 | -2 | - |
- Two hit swipe with her broom.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | N, RB, SP, MS, CH, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 26 | 38 | -13 | - |
- A literal sweep attack. Your go-to poke when you know the opponent will stay grounded
- Ground untechable but air techable, so it must be delayed to hit low to the ground as a combo ender.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | LH | N, SP, MS, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 23 | 38 | -9 | - |
- Kohaku creates a massive shockwave by strumming her broom.
- Can be used to frametrap the opponent trying to jump or mash out after 2C. Wallslams on hit.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | N, RB, SP, MS, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | - | - | - | - |
- Kohaku's fastest air attack.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | N, RB, SP, MS, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | - | - | - | - |
- A fast upwards broom swipe with amazing range.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | N, RB, SP, MS, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 ~ 17 | 4 | - | - | - | - |
- A downwards broom swipe.
- Disjoint in front of and below her makes this a fantastic air-to-ground attack. (Hits mid while rising)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | N, RB, SP, MS, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 4 | - | - | - | Clash 16-19 |
- Ground bounces on hit.
- Bigger hitbox and and has clash frames. Used often in combos. Can be used to fake a regular j.C if done low to the ground, as the animation will be cancelled by Kohaku's landing.
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | (SP, MS, EX)On Block | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
- Standard 3C launcher.
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, MS, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 22 | 34 | -8 | - |
- A downwards smack with a giant paper fan.
- Ground bounces on air hit.
- Can't be cancelled into any normals.
Universal Mechanics
Rapid Beat 2
- Second hit in the grounded rapid beat chain. Kohaku turns her back and does a quick kick behind her.
Rapid Beat 3
- Third hit in the grounded rapid beat chain. Identical to 3C.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500/1875 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +62 | - |
- Kohaku injects her opponent with something and knocks them away.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200/1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | +31~ | - |
- Kohaku pulls a 16 ton weight, a wrecking ball, or a globe and drops it and the opponent into an untechable knockdown.
- Universal air combo ender.
Special Moves
Drawn Sword - Hidden Blade
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | L | -CH-, -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 ~ 14 | 1 | 26/31 | 36 ~ 40/41 ~ 45 | -4 | - |
- Kohaku performs a quick low slash with the sword hidden in her broom.
Useful as a safe blockstring ender due to its low frame disadvantage and good range.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 21 | - | - |
- Kohaku battou feint.
- On the quickest special cancels into feint, C normals are -5, B normals are -7, A normals are -10 and Rapid Beat 2 is -6.
Kohaku poses in preparation to slash with her sword before returning to a neutral stance. Can be used to reset pressure once the opponent is conditioned to expect 236A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | -CH-, -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 ~ 17 | 1 | 33/34 | 43 ~ 50/44 ~ 51 | -11 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 1 | 31 | 52 | -9 | - |
- Kohaku slashes the air in front of and above her with her sword.
- Charged version wallslams on hit but cannot be canceled into the follow-up.
- 236B > 236C pulls the opponent out of the corner, enabling grimy crossups.
This move has great range and is air unblockable making it a great grounded anti-air when the opponent gets too predictable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LH | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 29 | 43 | -13 | - |
- Kohaku swings her broom sheath up following her sword slash.
Launches the opponent into the air and is jump cancellable allowing for air combo followups.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100, 1280 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 6 | 28 | 41 | -7/-5 | - |
- Kohaku's best metered combo ender.
Magical Amber Missile
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 18 | 19A + 8L (27 Total) | 59 | - | 9 - 32 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 21 | 19A + 8L (27 Total) | 62 | - | 9 - 35 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460, 1000 (1240) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7/23 | 16/8 | 33A + 8L | 48 | +8 ~ +4/+5/-12 | 1 - 21 Strike |
- Kohaku jumps in the air and flies a short distance on her broom. While airborne, she can drop an explosive starting from frame 16 by inputting any button. She is invincible and lacks a collision box while airborne, but can be air thrown.
- A version flies a short distance and recovers quickly.
- B version flies faster and further.
The explosives dropped have two hits, one when she tosses and the explosion itself. At +4, this is used as a way to maintain pressure on opponents you've conditioned with throws, and beat reversals and anti-air option selects with its invincibility.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35/46 | - | 1-20 Strike |
- Kohaku pivots backwards without dropping any explosives. Can be jump cancelled before landing.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*2, 630*2 (1632) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14/36/47 | 53 | 45/3 | 69 | +22 ~ +18 ~ +5 | - |
- Kohaku pivots backwards, dropping two explosives that vacuum on hit or block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[170, 310*3] * 4 (2593) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7/17/28 | 93 | 15A + 12L | 129 | +6 ~ -12 | 1 - 6 All, 7 - 84 Strike |
- Kohaku soars into the air and automatically drops 4 explosives.
- Explosives lead into a hard knockdown if the hitstun decay isn't too high.
Look What I Grew ♪
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330*6 (1640) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 22~ | 22 | 37 | +6 ~ -2 | - |
- All versions disappear if Kohaku is hit, but not if she blocks.
- Kohaku pulls out a spinning pine tree that takes off diagonally upwards.
- Has enough untech time to run up and convert with a normal like 6C.
The low startup and recovery make this move effective as an anti-air and a tool to extend combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*10 (1313) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 ~ 24 / 61 ~ 70 | 40 | - | 34 ~ 43 | +81 ~ +79 | - |
- Kohaku puts out a grounded multi-hit spinning tree.
- On block, the opponent is locked down for up to 81 frames.
- The tree hits up to 10 times.
Kohaku's primary oki tool. Can be used after 236C, throw, or 214C to completely lock the opponent down on wakeup, giving you the time you need to do whatever mixup you can imagine. You can use the threat of 22B on wakeup to diversify your pressure, by intentionally delaying 22B to make it not meaty, allowing sneaky throws before the plant becomes active. The sky is the limit.
A note on conversions with 22B - 22B does not scale hitstun decay that much provided the opponent stays grounded. Do not use moves that launch the opponent airborne like 2C or 236B until 22B has finished hitting them to maximize combo stability & damage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170*10 (1466) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25/63 | 41 | - | 44 | +88 | - |
- Charging 22B causes the tree to fly upwards in an arc, increasing its damage and duration.
- On block, the opponent is locked down for up to 88 frames.
- The tree hits up to 11 times on blockers, but only up to 10 times in a combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590*4 (1781) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+89 | (UT (25))* 4 | - | 34 | +24*4 | - |
- Kohaku places a plant that spits 4 fullscreen fireballs.
- On hit, fireballs cause an completly untechable launch which leads into a hard knockdown if they touch the ground.
- On block, fireballs inflict 24 frames of blockstun each, with a variable gap between them midscreen (4F if they do nothing, 5F if they walk backwards.), and a 1F gap in the corner.
Magical Amber Missile (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460, 700 (1006) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 | UL + 8 | 29 + UL + 12L | 65 + UL | +9 ~ +5 ~ +1 | 10 - 36 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460, 700 (1006) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | UL + 8 | 32 + UL + 12L | 72 + UL | +6 ~ +2 ~ -2 | 10 - 42 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[100, 250*3] * 4 (~2011) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+5 | (UL + 9)*4 | 30 + UL + 12L | 104 + UL | +8 ~ +2 | 1 - 6 All, 7 - 77 Strike |
- Kohaku flies forward and automatically drops an explosive on the opponent
- B version flies faster and further than A version
- EX version automatically drops 4 explosives.
All versions of j.214X are plus on block (+9 if the molotov hits on the way down, +6 if not), allowing you to do risky pressure resets using TK.214X after a rebeat 5A. Visually identical to the ground version when TK'd, allowing frametraps on opponents who try to mash out.
The extra startup of TK.214X makes it easier to react with airthrow though, so use it sparingly.Moon Skills
Drawn Sword - Hidden Blade
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*3 (1355) | LH | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 6 | 23 | 38 | -2 | 1 - 8 MD Clash |
- Kohaku performs a flurry of sword slashes in front of her.
Magical Amber Missile
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[400, 640] * 2 (1557) | LHA | -EX-, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | UL + 8 | 26/(37 + 8L) | 56/75 | +6 | 1 - 11 MD Clash |
- Kohaku jumps into the air and drops two explosives.
Has plenty of clash frames and acts as a pseudo-reversal in Moon Drive. Very annoying for opponents to punish, but possible if they shield the Molotovs.
Can combo into 236C if done as a raw reversal.Look What I Grew ♪
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230, 230*7 (1414) | HA, LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
26 | 17 (10) [2 (11)]*6 (15) 4 | - | 53 | -11/+101/+28 | 1 - 10 MD Clash |
- Kohaku puts out a cactus that performs a flurry of punches.
- First hit is an overhead, which can catch people off-guard.
- Overhead hit heavily prorates damage.
- 11F Gap between the overhead and the flurry, 3F gap between the 6th and 7th punch.
- Final punch launches opponent away on hit and wallslams in the corner.
Magical Amber Missile (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[400, 640] * 2 (1557) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28/40/50 | UL + 8 | 25/35 + UL + 12L | 68/89 | +4 ~ +0 | - |
- Kohaku flies forward and quickly drops two explosives.
Super Moves
Chinese Kohaku Cuffing
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+9 | 12/UC | 66 | 10 + 12/UC + 66 | -12 | 1 - 12/UC All |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500/3850 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+33 | 12/UC | 66 | 34 + 12/UC + 66 | N/A | 1 - 12/UC All |
Kohaku dashes forward before performing a flurry of punches and kicks
- Charged version is unblockable, but is much easier to react to and jump over
- On hit gives a hard knockdown
- On whiff, Kohaku will hit the wall and fall into an untechable knockdown that allows the opponent to OTG you.
- Unlike most Arc Drives, continues most of its animation on block
Drawn Sword Technique - Comet Sweep
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH (U) | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | 1 - 25 All |
- ABCD activation is invulnerable but easily reactable, so use sparingly
- Blood heat shield activation is a fullscreen unblockable
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Kohaku Wiki Roadmap
59% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Most Specials, Normals, Moon Skills, Arc Drive, and Last Arc explained. All moves have normal and hitbox images. Frame Advantage and Startup added to move data. |
Add all character colors. |
24/25 | |
Strategy |
Most common setups are documented. |
Needs fact checking, more setups (including 22[B]), and general clean-up. |
15/25 |
Combos |
Links to existing combo docs/videos are included. Majority of common confirms and combos filled out with damage and meter. |
Needs more updates to theory. Missing most information about Moon Drive meter dump routes (though videos are linked). |
20/25 |
Matchups |
Unstarted. |
0/25 |