Idol Showdown/Coco Kiryu: Difference between revisions
(→Combos: add combo legend template) |
(Standardise notation and use G instead of L+M.) |
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|caption= | |caption= | ||
|name=Throw | |name=Throw | ||
|input=L+M | |input=G / L+M | ||
|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">214G</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Sh*tpost Review | |name=Sh*tpost Review | ||
|input= | |input=214G/H | ||
|image=IS_Coco_214LM(whiff).png | |image=IS_Coco_214LM(whiff).png | ||
|caption=Whiff and you get this | |caption=Whiff and you get this | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=214L+M | |version=214G / 214L+M | ||
|damage=160 | |damage=160 | ||
|guard=Unblockable | |guard=Unblockable | ||
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|description= * Switches sides on hit. | |description= * Switches sides on hit. | ||
* Leaves the opponent relatively close for some oki. | * Leaves the opponent relatively close for some oki. | ||
* Alternatively follow up with ''''' | * Alternatively follow up with '''''22G''''' or '''''22H''''' for an OTG combo. | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|advBlock= | |advBlock= | ||
|invul={{Property-IS|Grab}}(1-6f) | |invul={{Property-IS|Grab}}(1-6f) | ||
|description=* Launches for a full combo | |description=* Launches for a full combo. Pick the opponent up with any L/M normal. | ||
}} | }} | ||
}} | }} | ||
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|advBlock= | |advBlock= | ||
|invul={{Property-IS|Grab}}(23-26f) | |invul={{Property-IS|Grab}}(23-26f) | ||
|description=* Performs a cartwheel into ''''' | |description=* Performs a cartwheel into '''''214G'''''. | ||
* Switches sides on hit. | * Switches sides on hit. | ||
}} | }} | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">236G</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Essence of Dragon Drop | |name=Essence of Dragon Drop | ||
|input= | |input=236G/H | ||
|image=IS_Coco_236LM.png | |image=IS_Coco_236LM.png | ||
|caption=You don't want this. | |caption=You don't want this. | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=236L+M | |version=236G / 236L+M | ||
|damage=280 | |damage=280 | ||
|guard=Unblockable | |guard=Unblockable | ||
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|advBlock= | |advBlock= | ||
|invul={{Property-IS|Projectile}}(1-30f) {{Property-IS|Grab}}(23-26f) | |invul={{Property-IS|Projectile}}(1-30f) {{Property-IS|Grab}}(23-26f) | ||
|description= * Performs a cartwheel into ''''' | |description= * Performs a cartwheel into '''''236G'''''. | ||
* Freezes the screen at the start of the animation, making it easy to react to and avoid outside of combos and punishes. | * Freezes the screen at the start of the animation, making it easy to react to and avoid outside of combos and punishes. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">22G</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Plug-In Type AsaCoco | |name=Plug-In Type AsaCoco | ||
|input=22L+M | |input=22G / 22L+M | ||
|image=IS_Coco_22LM.png | |image=IS_Coco_22LM.png | ||
|caption= | |caption= | ||
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* Projectile invulnerable after the startup until the button is released. Helps against zoning. | * Projectile invulnerable after the startup until the button is released. Helps against zoning. | ||
* 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. | * 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. | ||
* '''''214L | * '''''214L scc 22S''''' is very advantageous on block, assuming the opponent doesn't duck under the fire. | ||
* With how often you'll be using this after your heavy moves, it'll help you generate a decent amount of meter. | * With how often you'll be using this after your heavy moves, it'll help you generate a decent amount of meter. | ||
}} | }} | ||
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|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 your horizontal momentum after its done, causing you 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 ''''' | * 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 '''''236G''''' or '''''236S''''', and causes air teching to travel much further. | ||
* 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. | * 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. | ||
}} | }} | ||
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|data= | |data= | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = | | combo = 236G | ||
| difficulty = Beginner | | difficulty = Beginner | ||
| damage = 280 | | damage = 280 | ||
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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> | 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. | 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 | * '''''5M > dl 236G''''' | ||
** Devastating if it combos, and even more devastating when it doesn't and the opponent hit anyway. | ** Devastating if it combos, and even more devastating when it doesn't and the opponent hit anyway. | ||
* '''''5M > dl 214H''''' | * '''''5M > dl 214H''''' | ||
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* '''''5H > dl 236H''''' | * '''''5H > dl 236H''''' | ||
** High damage, but high risk. The super freeze make it very easy punish on reaction when the combo doesn't connect. | ** High damage, but high risk. The super freeze make it very easy punish on reaction when the combo doesn't connect. | ||
* ''''' | * '''''22G > dl 236S''''' | ||
** OTG into death. Particularly difficult as the delay must be frame perfect in this case. | ** OTG into death. Particularly difficult as the delay must be frame perfect in this case. | ||
* '''''5M dl 5H(CH) > 22S, dl | * '''''5M dl 5H(CH) > 22S, dl 236G''''' | ||
** 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. | ** 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''''' | * '''''Corner 5M dl 5H(CH) > 22S, 214L/H''''' | ||
** When in the corner, it's possible for '''''214L/M''''' to reach, and unlike ''''' | ** When in the corner, it's possible for '''''214L/M''''' to reach, and unlike '''''236G''''' this grab does not require a delay, making it easier to execute. | ||
===Combo Starters=== | ===Combo Starters=== | ||
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* '''''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''''' 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. | * '''''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 | * '''''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 236G 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'''''. | * '''''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 = | | video = | ||
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|data= | |data= | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = (2L/5L > 2M) > 5M > (2H / 3H) > 22M | | combo = (2L/5L > 2M) > 5M > (2H / 3H) > 22M (scc 22L) (scc 22M) (scc 22L) | ||
| difficulty = Easy | | difficulty = Easy | ||
| damage = 258 / 329 / 383 / 421 | | damage = 258 / 329 / 383 / 421 | ||
Line 764: | Line 764: | ||
}} | }} | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = (2L/5L > 2M) > 5M > 2H > (5H) > 214L | | combo = (2L/5L > 2M) > 5M > 2H > (5H) > 214L scc 22S, 66 > (5L > 2M) > 5M > 2H > (Loop or 22M) | ||
| difficulty = Medium | | difficulty = Medium | ||
| damage = 322 | | damage = 322 | ||
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| location = {{Property-IS|Anywhere}} | | 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. | | 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 ''''' | * If lacking SC meter for '''''SCC 22S''''', 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. | * '''''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. | * '''''5L > 2M''''' makes the combo more difficult. It sacrifices a tiny amount of damage to build 18% more meter. | ||
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}} | }} | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = (2L/5L > 2M) > 5M > 2H > (5H) > 214M | | combo = (2L/5L > 2M) > 5M > 2H > (5H) > 214M scc 214L, 66 > 3H | ||
| difficulty = Hard | | difficulty = Hard | ||
| damage = 324 | | damage = 324 | ||
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}} | }} | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = (2L/5L > 2M) > 5M > 2H > 214L | | combo = (2L/5L > 2M) > 5M > 2H > 214L scc 22S, 214L, 5L > (2M) > 5M > 2H 214L | ||
| difficulty = Medium | | difficulty = Medium | ||
| damage = 282 | | damage = 282 | ||
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===OTG Combo Enders=== | ===OTG Combo Enders=== | ||
This section lists alternate ways to end a combo after almost any knockdown. | This section lists alternate ways to end a combo after almost any knockdown. | ||
* '''''22L/M or | * '''''22L/M or 214G or 236L''''' all leave the opponent in range for '''''22G''''' or '''''22H'''''. | ||
* '''''3H''''' leaves the opponent in range for '''''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. | * '''''214L''''' leaves the opponent in range for '''''22H''''' as long as it doesn't hit from too far away. It works with most combos. | ||
* ''''' | * '''''G / 4G''''', 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''''' | * '''''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> | 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 ''''' | 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 '''''22G'''''. 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 | {{ComboTable-IS | ||
|data= | |data= | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = OTG 22H | | combo = OTG 22H scc 22G | ||
| difficulty = Easy | | difficulty = Easy | ||
| damage = | | damage = | ||
Line 834: | Line 834: | ||
}} | }} | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = OTG 22H, | | combo = OTG 22H, 22G | ||
| difficulty = Medium | | difficulty = Medium | ||
| damage = | | damage = | ||
Line 860: | Line 860: | ||
}} | }} | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = OTG | | combo = OTG 22G > dl 236S | ||
| difficulty = Lunatic | | difficulty = Lunatic | ||
| damage = | | damage = | ||
Line 878: | Line 878: | ||
|data= | |data= | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = Amelia: | | combo = Amelia: 236G > dl 214S, 66 > 5M > 2H > 22M, (22H) | ||
| difficulty = Hard | | difficulty = Hard | ||
| damage = 475 / 504 | | damage = 475 / 504 | ||
Line 933: | Line 933: | ||
}} | }} | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = Kanata: ( | | combo = Kanata: (214G / 214H / 236L / 236M) > L+H | ||
| difficulty = Easy | | difficulty = Easy | ||
| damage = | | damage = |
Revision as of 00:32, 17 May 2023
4th Chairman of the Kiryu Clan - Dragon-Style Grappling
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. | |
Pros | Cons |
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Please note that as the game is still in its early lifespan, certain information may become outdated.
Also note that this page is full of memes. Don't protest, this is what Kaichou herself would have wanted.
Recommended Collabs
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.
Kiara - So about those zoners... Kiara's reflector can help a lot with fighting them. Take it and don't look back.
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.
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.
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.
Normal Moves
Standing Normals
5L
5L
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5M
5M Doko Mitendayo?! Doko Mitendayo?!
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5H
5H Rolling eyes fall... Rolling eyes fall...
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Crouching Normals
2L
2L Check your toes! Check your toes!
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2M
2M The ground-based footsies Idol Showdown is known for! The ground-based footsies Idol Showdown is known for!
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2H
2H Bringing a whole new meaning to "ahead of her time". Bringing a whole new meaning to "ahead of her time".
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3H
3H This is your new best friend. Treat it well. This is your new best friend. Treat it well.
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Jumping Normals
j.L
j.L Goooood Morning, Motherf*ckers! Goooood Morning, Motherf*ckers!
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j.M
j.M If only she used this for more than just an aerial... If only she used this for more than just an aerial...
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j.H
j.H There's nothing like a Ground Pound! There's nothing like a Ground Pound!
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Universal Mechanics
Throw
Throw
G / L+M |
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Overhead
Overhead M+H One of the overheads of all time. One of the overheads of all time.
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Special Attacks
214L/M/H
Verbal Roasting 214L/M/H She's certainly spitting fire. She's certainly spitting fire.
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214G
Sh*tpost Review 214G/H Whiff and you get this Whiff and you get this Next meme! Next meme!
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236L/M
Acrobatic Assault 236L/M L/H versions L/H versions Arc-haic Assault Arc-haic Assault
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236G
Essence of Dragon Drop 236G/H You don't want this. You don't want this. THIS is what you want! THIS is what you want!
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22G
Plug-In Type AsaCoco
22G / 22L+M |
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22L/M/H
Tail-Grab 22L/M/H High High Long Long Essence of Insertion: Tail-Slam Essence of Insertion: Tail-Slam
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22S
Wide Coco 22S Assume THE STANCE Assume THE STANCE
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j.S
Dragon Glide
j.S |
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Super Star Attack
Essence of True Form: Just Like a Dragon 236S "You only get one shot in our line of work. You gotta go balls out." "You only get one shot in our line of work. You gotta go balls out." FEEL THE HEAT! FEEL THE HEAT!
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Combos
Combo Notation Help | |
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Disclaimer: Combos are written by different authors, so the notation used can vary from the standard one. For additional information on terminology for Idol Showdown or fighting games in general, please consult the Idol Showdown Glossary or the Fighting Game Glossary. | |
#X | Input writted with numpad notation for the direction/motion input followed by the action. |
X > Y | X input is cancelled into Y. |
X, Y | X input is linked to Y, meaning Y is done after X's recovery frames. |
X~Y | This notation has two meanings: 1. Use attack X with followup Y. 2. Input X, and then within a few frames, input Y. Sometimes referred to as "kara cancelling". |
[X] | Input X is held down. |
{X} | Input is partially charged (as in, not tapped but not held to full charge either). |
(X) | Input X is optional. Typically, the combo will be easier without this input. |
X/Y | Choose between input X or input Y. |
#jc | Jump cancel. The number (7, 8, or 9) indicates which direction the jump cancel should be input if it is important to the combo. |
j.X | Jumping input X. X should be input while airborne. |
dl.X | Delayed input X. There will be some delay before inputting X. |
CH X | Counterhit with input X. This is used for combo starters that require counterhit confirm. |
OTG X | Input X while the opponent is knocked down but still able to be hit. |
X(n) | Number of hits of a multihit attack. If an attack is multihit and this is not specified, it is assumed to let the maximum number of hits complete before proceeding. |
scc | Superchat Cancel. Idol Showdown unique mechanic that allows you to cancel the recovery of one special into another special. |
Beginner Combos
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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236G | Beginner | 280 | 0 bar | Anywhere | |
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5M > 2H > 22M, (22H) | Beginner | 258 / 327 | 0-1 bar | Anywhere | |
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5M > 2M > 5H > 3H > (22H) | Beginner | 244 / 297 | 0-1 bar | Anywhere | |
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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.
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 236G
- 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.
- 22G > dl 236S
- OTG into death. Particularly difficult as the delay must be frame perfect in this case.
- 5M dl 5H(CH) > 22S, dl 236G
- 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 236G 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.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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2L/5L > 2M > 5M > 2H > 5H > (22S / 3H) | Easy | 0 bar | Anywhere | ||
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2L/5L > 2M > 5M > 5H > (22S / 3H / 2H) | Medium | 0 bar | Anywhere | ||
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2M > 214L | Medium | 114 | 0 bar | Anywhere | |
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236M, 5L > 5M > 2H > (22M) | Medium | 256 | 0 bar | Anywhere | |
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214H, (2M) > 5M > 2H > (22M) | Medium | 274 | 1 bar | Anywhere | |
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M+H, 236S | Medium | 285 | 2 bar | Anywhere | |
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9~S, 236S, j.M, 66 > (5H / 3H) > 214L | Lunatic | 507 | 2 bar | Anywhere | |
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Combo BnB
This section lists combos using the basic starter of (2L/5L) > 2M > 5M > 2H.
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.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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(2L/5L > 2M) > 5M > (2H / 3H) > 22M (scc 22L) (scc 22M) (scc 22L) | Easy | 258 / 329 / 383 / 421 | 0-3 SC | 33% + 1/6 SC | Anywhere |
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(2L/5L > 2M) > 5M > 2H > (5H) > 214L scc 22S, 66 > (5L > 2M) > 5M > 2H > (Loop or 22M) | Medium | 322 | 1 SC | 84% + 3/6 SC | Anywhere |
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(2L/5L > 2M) > 5M > 2H > (5H) > 214M scc 214L, 66 > 3H | Hard | 324 | 1 SC | 67% + 2/6 SC | Anywhere |
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(2L/5L > 2M) > 5M > 2H > 214L scc 22S, 214L, 5L > (2M) > 5M > 2H 214L | Medium | 282 | 1 SC | 95% + 4/6 SC | Corner |
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OTG Combo Enders
This section lists alternate ways to end a combo after almost any knockdown.
- 22L/M or 214G or 236L all leave the opponent in range for 22G 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.
- G / 4G, 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.
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 22G. This is so much better than a regular OTG that it's worth holding off on using OTG moves until you have enough resources.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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OTG 22H scc 22G | Easy | 1 bar + 1 SC | Midscreen | ||
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OTG 22H, 22G | Medium | 1 bar | Corner | ||
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Anti-Air 22H, 22H | Easy | 2 bar | Anywhere | ||
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OTG 22G > dl 236S | Lunatic | 2 bar | Anywhere | ||
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Collab Combos
This section lists combos only possible when using a collab.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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Amelia: 236G > dl 214S, 66 > 5M > 2H > 22M, (22H) | Hard | 475 / 504 | 2-3 bar | Anywhere | |
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Amelia: 3H > 214S, 66 > 5M > 2H > 22M, (22H) | Hard | 469 / 522 | 2-3 bar | Anywhere | |
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Amelia: 3H > 214S, 66 > 5L > (dl 2M > 5M) > 5H > dl (236L / 236H) | Hard | 437 / 541 | 2-3 bar | Anywhere | |
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Kanata: 214S, 66 > 214L, (5L) > 5M > 2H > (22M) | Hard | 422 | 2 bar | Anywhere | |
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Kanata: (214G / 214H / 236L / 236M) > L+H | Easy | 2 SC | Anywhere | ||
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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
Colors
Amane Kanata (Hololive)
Akai Haato (Hololive)
Kazuma Kiryu (Yakuza)
Coco Kaine
Melody (VShojo)
Potemkin (Guilty Gear)