Melty Blood/MBAACC/Kohaku/Crescent Moon: Difference between revisions

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|frameAdv=
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|invuln=  
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|description=This version puts out a grounded multihit spinning tree.
|description=This version puts out a grounded multihit spinning tree that will stay even if Kohaku is hit by anything. This is your main oki ender, if the opponent doesn't jump it will lock them in a high low mixup, and if they do jump you recover before them so you can meaty them with a 2A or 4B. also worthnoting that the plant if fully blocked gives you 20% meter for free, so a combo that ends in 22B you can assume you will have +20% more meter
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{{AttackData-MB  
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|frameAdv=
|frameAdv=
|invuln=Full 1-5
|invuln=Full 1-5
|description=Pulls out a cactus that performs a series of punches. On hit, this will finish with a superflash into a wallslam hit.
|description=Pulls out a cactus that performs a series of punches. On hit, this will finish with a superflash into a wallslam hit. This version is really useful after 236C because you can make 22C meaty with walk 5A whiffcancel 22C, and cover the gap between the first and second hitbox with 4B, the blockstun of the cactus is so high you can pretty much do 2 mixups and stay relatively safe after it ends. Be careful though, as the cactus will
dissapear if Kohaku is hit by anything (not if she blocks) so a good bunker will stop the mixup vortex if Kohaku is in range.  
}}
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Revision as of 23:17, 7 June 2022

Character Page Progress

Additional Resources

C-Kohaku Match Video Database
C Kohaku guide by Isaac, DannySsB and Onemi which is used in this article (Spanish)

Players to watch/ask

JP:

NA:

SA:

Overview

Playstyle
MBAACC Kohaku Head.png C-Kohaku requires really good hands to conquer the match.
Pros Cons
  • Normals: Extremely strong normals, has a normal for almost every situation (abare, anti-air, long range).
  • Corner Carry: Each hit leads into corner carry and oki, even from fullscreen combos.
  • Great Meter Increase: Combos are meter positive even after using metered knockdown ender.
  • Infamous Damage: Some of the highest meterless damage in the game, can reliably 3 touch characters and in some cases 2 touch them.
  • Great Pressure: Some of the most flexible pressure in the game with amazing rebeat pressure, a command grab that gives her oki in the corner, gapless plus frames and a standing overhead that can be feint canceled for a low.
  • Mixups: Pretty strong left right mixup that is really hard to defend against.
  • General Match-Up: Really stable MU spread, has a decent time against every character of the game and in some cases she destroys them.
  • Dashes: She has notable startup in her universal movement options (airdash, dash).
  • Weak Defense: Doesn't have a meterless reversal and the metered ones are very slow to have a practical use, making her dependent on solely Crescent Moon mechanics for defense.
  • Very High Execution: She's one of the few characters that requires more training and practice to play her. Although there are easy combos that can make 4k and give access to good oki, so can be learned from the most basic with great reward. Combo drops are common and yet, can do really easy tech chases.

General Gameplan

One of the strongest and infamous characters in the game, C Kohaku is a midrange setplay character with high damage, absurd normals yet fast, high meter gain (wich grants her the ability to abuse better the Crescent Moon mechanics) and good hitconfirm ability with the capacity to convert almost all her hits into her best oki in the corner. Despite all the pros, it comes with the cost of being very execution heavy, an ideal C Kohaku round needs to land combos that requires optimization on the way because of how Melty gravity scaling works and being on point with the feint cancel combos. The general gameplan of C Kohaku is to play neutral with some of her best buttons (j.B, 2C, etc) to force the opponent to respect her range and threat, once the opponent is conditioned, start pressure with her frametraps, plus on block resets, anti-jump strings and her very strong command grab. Once the first hit lands, it might be the last time you have to play neutral in the round.

Neutral

5C is active frame 8, faster than many at the same range and the broom handle has no green on it to hamper the red. Can be low profiled however. 2C is a "sweep" taken to the logical extreme. Very long range, but very slow. Useful against zoners, and in neutral exchanges when the opponent is getting used to walking in front of you. 5B is deceptively small, but still excellent for anti-airs compared to other moves in this game. Don't expect the entire swinging animation to defend you, but on frame 9 a big chunk of red will be just above Kohaku's head. Long recovery, so don't miss. 5[B] is the "stay the hell away from me" button. At the ranges you'll use it at, the opponent will likely be too far to whiff punish you. Obscenely long and disjointed AF. It will thwart all grounded & low-to-the-ground approaches. The trick is to know when to abort a charge attempt and go for 5B instead of allowing yourself to get CH by a preemptive approach. 5[B] has no air hitbox, again contradicting the swing-down animation. 4B is a great middle-ground between 5C and 5A/2A in neutral. Fast and disjointed. Be sure to release the button without delay to have the hitbox come out when you need it. J.B is a strong move; infamous in fact. Utilize it to the fullest with IAD backwards & forwards. J.B is disjointed at the tip of the broom so for A2A exchanges aim to hit the opponent at that range. Kohaku is entirely green and stretched out during the 2 frames preceding its active frames, so be wary of opponents using J.A's to interrupt. J.C is very strong itself. J.B is angled upwards, so you'll find opponents maneuvering themselves in ways that avoid that angle but make them susceptible to this downward angle. Use during air-to-ground and air-to-air exchanges where you need something to hit them from above. Disjointed at the broom bristles. In neutral, consider doing A2G J.C and airdash cancelling; if the J.C CH's you can do another J.C to confirm, and if not you're still relatively safe.

Pressure

C Kohaku options for pressure are very flexible. with a bunch of plus frames enders in blockstrings and mixups very hard to defend. your main objective with most of them however is to keep the distance short with your opponent, because if the opponent is too far from Kohaku at the end of the pressure sequence the opponent can escape more easily and the options of Kohaku for catching jumps and mashing for afar are less rewarding than up close mixups.

Plus frames strings

Note:a general rule for string enders is that if it ends with a 236B-C (feint cancel) it will have 2-3 frames more recovery than the full animation of 5A, that means if a 5A whiff is +2 the feint cancel should be -1 or 0, depending of how fast the special is inputed. for labbing the feint cancel frame data there is the MBAACC_Training app for visualizing the in real time frame data on block of strings.

  • 2AA > 5CC 5A(w) [+2]

This string is amazing because it lets you react to if the 2As hit or not and after the 5A(w) you have the perfect distance to do a whiff cancel 4B or 2C to catch mashing and hitconfirm into the BnBs (keep in mind that, because of the pushback, you can't reach 4B if the opponents only blocks, for a more consistent on block pressure use 2C into feint, if it's blocked it's 0 on block).

  • 2AA > 2B > 4B > 5C > delay 2C > 5A (w) [+2]

This string is mostly to catch buttons and jumpouts, it ends with a clear distance from the opponent so if they are not aware of the situación you can catch them with another 2C and cancel it to get an OTG conversion.

  • 2AA > 2B > 4[B] [+1]

This is a really strong setup because it forces a strike throw mixup, 4[B] brings the opponent close, because C Kohaku is tied with the fastest 2A in the game it will win against every mashing interaction and if they try to shield or respect it, they are close enough for an immediate 63214C. Note that the opponent might backdash, in that scenario you can cover it with 2A whiffcancel 2C. This string has some clear weaknesses though, 2B into 4[B] has a clear masheable gap so you have to make the opponent respect your blockstrings to make it work, also the opponent can still reversal you if they have the tool so be careful with that if you try the mixup.

  • 2AA > 2B > 5CC (1-3) > 6C > 236B-C [+3]

This is the best plus frames scenario you can get from the character: gapless, +3 on block, practical and most importantly doesn't use rebeat so rebeat scaling is not applied to you, after it you can use 5C to frametrap opponents or do another 5CC(1-3) > 236B-C to apply more pressure in their guard bar, also worth noting that if you shorten the string and go for the 6C feint you can frame trap with 4B and create a +0 situation or restart the string, when they get conditioned you can "fake" the string with 236[A] and gain the knockdown for an OTG combo or a metered mixup.


Command grab setup

  • 2AA > 2B > 5CC (1-3) > 5A(w) [-4] > 63214C (works different with tall characters

that 5A hits crouching, like Hime, Nanaya, Nero, Tohno, Warachia)

Despite being unsafe against some characters, 5A has a total duration of 15 frames, assuming you're going right into the command grab (that is frame 3) it creates a borderline unreactable command grab setup that starts in the same normal as the 6C string, so they can't stand block the 5CC(1-3) because 6C will catch them.

Frametrap setups

  • B/C normals > 5[B]

Any B and C normal of C Kohaku can create an autotimed frametrap into 5[B] (the only exceptions being 6C not being rebeat cancelable and the multihits of 5CC, only the final hit of 5CC has the necessary blockstun), if it counterhits you have a lot of hitstun to work with, and if it's blocked you can 5A (w) and being relatively safe because of the pushback.

  • 2B > slight delay 2BB

A pretty niche frametrap that, despite being not as strong as other options it can still catch people fuzzy mashing changing your timing.

  • 4B > 4B

Stagger pressure that, despite having a clear masheable gap, it catches people trying to mash on reaction or trying to contest the max range of 4B (that is disjointed). It can also bait heat properly spaced.

  • 2A > delay 5A > 63214C (works different with tall characters that 5A hits crouching,

like Hime, Nanaya, Nero, Tohno, Warachia)

This string, despite simple, is one of the strongest options selects you have against mashing/shield/blocking opponents, if the opponent mashes between 2A and 5A the 5A hits them because of the extended hurtbox and because 63214C is also a hitgrab you can combo into it without reacting to the hit, if they still crouch block the 5A will whiff and then they will be grabbed, and if they shield the 5A the command grab will still interrupt any counter except EX Shield. A really scary situation that requires riskier options to beat it.

Overhead string

  • 2AA > 2B > 5CC (1-3) > 6C > 236[A] > 22C

The strong thing about this string is that, even though the overhead it's frame 28, if you condition the opponent to expect the 6C feint, by the moment they found out it's 236[A] it's already too late, but if they block it you can save yourself in most MUs with 22C, the cactus will cover attempts of redashes and it might be hard for the opponent to punish you with an IAD (also if they react too late you can even punish their attempt to escape the corner), another good thing is that if the overhead hits you can go into an OTG combo when the cactus first hit lands or go for a mixup.

Note: This string is NOT recommended against characters that can still punish you even if you do 22C (Hime). It doesn't mean you can't use the standing overhead ever, it just means that you have better options with much lower risk that can still mix those characters and you should prioritize them.

Okizeme

  • 2C > 22B / 22A
Basic plant okizeme. Plants will not hit meaty and will not catch jumpouts (9 direction), but you can dash in and throw a poke. Even if you get countered, the plant persists and they will get hit, allowiwng you to combo again. Because of this most of the time people will respect plants and block, allowing you to go for mixups. You can also go for dash in throw before the plant hits. Using 22A opens up fuzzy opportunities. (Video example)
  • OTG 4[B] > 6C > 22B
This plant setup makes the plant hit jumpouts, but can't be used with long combos (e.g. double feint/battou loops) because the opponent will be able to tech the 6C.
  • OTG 4[B]...
- 22A / 22B
- 6C > 236A > 236C
A great okizeme option, as it opens up a lot of possibilities. You can go for plants, crossup mixups (with dodge, or jump into 3-way), and even OTG into 236C knockdown.
  • 2C > 236B~C, OTG 4[B]
Cancelling the 2C into feint brings back all the normals, allowing greater freedom in enders.
- 2{C} > 236B~C > IAD j.A(w)
Partially charging the 2C opens an invisible gap between the opponent and the corner, allowing you to IAD and ambiguously crossup.
- 2C~5C > 6C > 236A > 236C
OTG string into hard knockdown.
- 2C > 5C~C(4) > 236[B] > 2222C
The Johnny setup. After the opponent hits the ground they can tech in any direction, but this is easily punished by 5C on reaction. If they do not tech, they are forced to block the fireballs coming from offscreen, and you can use their pushback (pushing the opponent out of the corner) for ambiguous crossup mixups. If you punish with 5C you can go for 236C - while they're in the hit animation the fireballs will still hit for some nice damage.
  • 236C...
- (delay) 22C (meaty)
- 22B
- 22222C
After 236C you can go for the cactus, punching plant or poison plant. Note that the cactus needs to be delayed to hit meaty. When they start blocking the cactus, you have plenty of time to go for high-low mixups. (236[A] / 236{A} 4B, last moment airbackdash j.B, j.[C] fakeouts, etc.) Double IAD j.[C] (whiff) 236[A] hits them in such a way that you will be able to continue with a combo after the cactus wallslams them. Setting up the poison plant opens up fuzzy opportunities. (IAD j.C -> 2A / j.[C])

Defense

Defense is the most weak aspect of C Kohaku, because the only reversals she have are 214C and Arc Drive that are really slow and can be punished on reaction, despite that you have strong options thanks to the C moon universal mechanics having good sinergy with the character.

  • 2C

The first thing to note is that C Kohaku is capable to punish any blockstring that ends in -9/-10 onwards in 2C range, so characters that usually have a safe ender because of the pushback have to space carefully against that tool, also 2C is excellent at punishing redash pressure because of how fast it is for a long range attack, if you land it you can then start either an OTG combo at max range or a full combo when the 2C hits closer.

  • EX Shield

If the opponent resets their pressure with airdash jump normal land you can time an EX Shield 5A that will counterhit their attempt, shifting the momentum in Kohaku's favor with a full corner to corner conversion into oki after the 5A CH. You can also use the low shield against A normals meaty or crouching normals and have the same reward with low shield 2A, because low shield buffer window is bigger it can be easier to do on wakeup than regular shield.

  • Normal Shield

Kohaku's normal shield has the benefit of having a special cancel in 236A (that is frame 7), so if something is punishable on shield but it's too far from 5A/2A range or you didn't land EX Shield this is your second best option against grounded opponents, after 236A you can do the A followup and link it with 5A/2A for a full combo conversion.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.
  • Note: ~ is used in this section to indicate a slight delay.

C-Kohaku's combos have changed dramatically since her PS2 incarnation. 6C > battou feint no longer links to 4B, so she is forced to use 236A 236B~C combos as a replacement. Luckily, the versatility of her new 236B > j.[C] combo gives her easy hitconfirms that carry to the corner where she can do massive damage into easy setups. Note that due to the way gravity works, a corner juggle that starts with a full ground string may not work off of an airthrow or a j.B counterhit without minor adjustment in timing or normals.

C-Kohaku is very flexible combo-wise. Combos vary from fairly basic variants to long-winded loops with severe execution requirements. Generally her combos consist of a launcher into j.[C] and then a ground string, but she can opt to use j.[C] as a knockdown tool in the corner. There are three main ways to add damage to her combos: corner battou loops (236B~A), feint loops (236A 236B~C), and 5[B] segments.

See here (Youtube) for combo video examples.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 4B > (2C~) 5CC(1-3) > 236B > j.[C]...
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The standard launcher. Adding 2C reduces damage but makes them bounce higher, giving you more time to dash in and continue.
Normal starter, grounded opponent
  • 2A > 2B > 4B > 5CC(1-3) > 236B > j.[C] > j.66 j.C~B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Alternative launcher. Gives good carry, but also increases gravity scaling, so some of the longer combos cam fizzle. Continue directly with 2C.
Normal starter, grounded opponent
  • 2A > 2B > 4B > 5CC(1-3) > 236A > 236B > j.[C] (> j.66 j.C~B)...
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Adding 236A to the launcher increases gravity scaling a lot, severely limiting the followup options. However, if used with a short followup (fullscreen 236[B]B 2C, single battou loop), this launcher adds 400-500 damage. Adjust followup timings accordingly.
Normal starter, grounded opponent
  • 2A > 2B > 4B > 2C~5C~C(1-3) > 236A > 236B~C, 2A > 2C > 5C~C(1-3) > 236B > j.[C]...
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Feint loop starter. Results in high gravity scaling so combo options afterwards are limited.
Normal starter, grounded opponent
Corner
  • 2A > 2B(B) > 2C > 5C > 5[B] > 4B > 236B > j.[C]...
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Maximum damage starter for corner combos that include a launcher at the start. Omitting the 2B followup might be necessary depending on spacing.

Enders

Basic Enders

Condition Notation Damage
vs V.Sion
Notes
Fullscreen
  • ...66 2C > 5C~C(4) > 236[B]B, 2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easy fullscreen combo, works from about 90% of the screen.
Close to corner
  • ...66 2C > 5C~C(4) > 236[B]B, 5A > 5C > 5[B] > 2A > 2C (> 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic way to extend damage with a 5[B] segment. Must get close to corner for the combo to work. Optional 236C ender.
Corner
  • ...2C > 5C~C(4) > 236[B], (2A >) 2C (> 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easy corner combo. Delaying the 5C followup allows them to get higher so you have time to catch them while they're falling.
Corner
  • ...2C > 5C~C(4) > 236[B], 2A > 5C > 5[B] > 2B > 2C (> 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic way to extend damage in the corner with a 5[B] segment.
Corner?
  • ...2C > 5C~C(4) > 236[B]B, (4B >) 2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This combo gets them out of the corner. Can follow up with 22B and use its pushback for mixups.
Anywhere
  • ...5C > 5[B] > 2B > 2C > 4[B]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easy combo into 4[B] knockdown.
Anywhere
100% meter
  • ...2C > 5C > 5[B] > 4B > 236A > 236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easy combo into 236C knockdown.

Feint Loops

Condition Notation Damage
vs V.Sion
Notes
Midscreen
  • ...2C~5C~C(1-3) > 236A > 236B~C, 2A > 2C (> OTG / 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic variation of the feint loop. Use appropriate delays and number of 5CC hits to get the 236A to connect, while leaving them high enough so you can catch them with 2A after the feint. Works from about midscreen.
Fullscreen
  • ...2C~5C~C(1-3) > 236A > 236B~C, 2A > 2C > 5C~C > 236[B]B, (4B >) 2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Fullscreen feint loop combo.
Corner
  • ...2C~5C~C(1-3) > 236A > 236B~C, 2A > 5C > 5[B] > 2B > 2C (> OTG / 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner version of the feint loop. Extends ender with a 5[B] segment.

Corner Battou Loops

Condition Notation Damage
vs V.Sion
Notes
Corner
  • ...2C > 5C > 236B~A, (5A > 5C > 236B~A) 5A > 5C~C(4) > 236[B], 2A > 2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic variant of the battou loop. This combo is very sensitive to height, so use appropriate delays to get them to the right spot (which is character specific). Second loop requires a bit faster timing. Ender sacrifices okizeme options.
Corner
  • ...2C > 5C > 236B~A, (5A > 5C > 236B~A) 5A > 5C~C(4) > 236[B]B, (4B >) 2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This ender gets them out of the corner. Can follow up with 22B and use its pushback for mixups.
Corner
  • ...2C > 5C > 236B~A, (5A > 5C > 236B~A) 5A > 5C > 5[B] > 2B > 2C (> OTG / 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Battou loop with 5[B] ender. (Ender gives a lot of options for okizeme, as seen in the Okizeme section.)
Corner
  • ...2C > 5C > 5[B] > 2B > 4B > 236B~A, 5A > 5C > 5[B] > 2B > 2C (> OTG / 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Extending the battou loop damage by inserting another 5[B] segment. More hits increase the gravity scaling so stick with one loop.

Advanced Enders

Condition Notation Damage
vs V.Sion
Notes
Ends in the corner
  • ...2C > 5C > 5[B] > (2B >) 4B > 236A > 236B~C, 2A > 5C > 5[B] > 2B > 2C (> OTG / 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Extending the feint loop damage by inserting two 5[B] segments. The 2B in the combo should be omitted against Warachia, Seifuku, Ries and Len. The combo does not work on the Necos. Must end up in the corner for 5[B] stuff to work.
Ends in the corner
  • ...2C > 5C > 236B~A, 5A > 5C > 5[B] > (2B >) 4B > 236A > 236B~C, 2A > 2C (> OTG / 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Combo including battou, feint and 5[B] segments. Must get to the corner for the ender to work.
?
  • ...2C > 5C > 5[B] > (2B >) 4B > 236A > 236B~C, 2A > 5C > 5[B] > (4B >) 2B > 236A > 236B~C, 2A > 2C (> 5C~C(4) > 236[B], (2A >) 2C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Double 5[B] into feint combo, doing the extended ender removes the OTG okizeme options.


Misc. Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 4B > 2C > 5CC(1-3) > 236B~A...
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
An alternative way to start the battou loop. Yields suboptimal damage. Can continue the combo in any of the ways listed above.
Normal starter, grounded opponent
  • 2A > 2B > 2C > 5C > 5[B] > 4B > 236B~A, 5A > 5C > 5[B] > 2B > 4B > 236B~A, 5A > 5C > 5[B] > 2B > 4B > 236B > j.[C] (> OTG / dj.[C] (4{B} > 6C > 236A > 236C))
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Because this corner combo omits the relaunch part, the gravity is not as scaled and you can go for multiple battou loops and 5[B] segments. For ender you can either opt for a single j.[C] into the usual options, or go for dj.[C] into plant or 236C knockdown.
Normal starter, grounded opponent
  • 2A > 2B > 2C > 5C > 5[B] > 4B > 236B~A, 5A > 5C > 5[B] > 2B > 4B > 236B~A, 5A > 5C > 5[B] > 2B > 4B > 236A > 236B~C, 2A > 2C (OTG / 4{B} > 6C > 236A > 236C)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner specific battou loop. Similar to the above combo, but includes a feint ender.

Misc. Hitconfirms

Condition Notation Damage
vs V.Sion
Notes
Long-range 2C starter
  • 2C > (6C >) (236A >) 236B > j.[C]...
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Long-range hitconfirm for when j.[C] can connect. Most of Kohaku's pokes can easily confirm into very damaging combos, making the opponents fear her pressure.
Long-range 2C starter
  • 2C > 236A > 236B > IAD j.B > dj.BC
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Long-range hitconfirm for when j.[C] can't connect. The knockdown is techable, so be prepared to punish any techs as appropriate.
Aerial normal starter
  • ... j.AAAB > dj.AAACB > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Random aerial hitconfirm when you don't want to risk techable knockdown. Number of j.A can be adjusted.
22C starter (Cactus Hits)...

- 5C (x2-3) > j.[C] > dj.[C]
- 5C (x2-3), 5C > 5[B] > 2B > 2C > 4[B] OTG
- 5C (x2-3), 5C > 5[B] > 4B > 236B > j.[C], land 2C
- 5C (x2-3), 2[C] > 4[B]

???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Use any of these if the opponent is stupid enough not to block the cactus.
Raw Airthrow starter
  • Raw AT, land 66 2C > 5CC(1-3) > 236B > j.[C]...
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Note that airthrow gives slightly different gravity scaling and combos will need to be adjusted.
236[A] starter, metered 236[A]...

- AD
- 236C
- 22C, 5[B] > 4B > 236B~A... (Corner)

???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Use any of these if the opponent gets hit by the overhead. Note that while Arc Drive hits OTG, Another Arc Drive does not.


Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MB C Kohaku 5A.png
"If you look where I'm pointing, you can see the frame data!"
"If you look where I'm pointing, you can see the frame data!"
Damage Red Damage Proration Cancel Guard
350 166 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
3 4 8 0 3.5% -

Standard 5A for whiff canceling and antiair. The vertical hitbox has been nerfed a bit from PSA, but because of the removal of anti-air armor in CC 1.07, it's far more viable to use to trade with air attacks.
This attack will hit Wara, Nanaya, Tohno, Archetype, Wlen, and Nero while they are crouching, but it barely whiffs on everybody else. This means if they use any move that extends their hitbox during the startup, the 5A will most likely counterhit them.

5B
5B
5[B]
Hkohamech 5B.png
Hkohamech BE5B.png
5B Damage Red Damage Proration Cancel Guard
600 392 70% (O) N, SP, EX, (J) H (Whiffs vs Crouch.),
LH
First Active Active Recovery Frame Adv Circuit Invuln
8 5 14 -4 (vs Stand.)
-2 (vs Crouch.)
6.0% -

Kohaku swipes with the broom over her head. This antiair attack will trade or beat most jump in attacks provided you space it correctly, but the broom extends Kohaku's hitbox making her particularly vulnerable to disjointed air to air attacks. It can also be used to halt jump out attempts when your opponent is in the corner.

5[B] Damage Red Damage Proration Cancel Guard
1000 686 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
17 8 12 -5 10.0% -

This looks the same as 5B but has a very different purpose. This is a very fast charge move that has a disjointed horizontal hitbox that's perfect for stuffing pokeout attempts in your blockstrings. It used to be untechable knockdown in PS2, but now if you hit your opponent in the air with it they can tech as soon as they reach the ground. Even with this change, it's very good at swatting your opponent trying to jump out of the corner as even if they tech it Kohaku can punish very easily on reaction. This normal is also a mainstay for her very damaging corner loops, although obviously you can't use it as a hard knockdown ender anymore.

5C
5C
5C~C
MBFKohaMech5C.png
MBCKohaku5CC.png
5C Damage Red Damage Proration Cancel Guard
900 686 90% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 6 18 -9 6.0% -

Kohaku stabs you with the broom handle. Like most of her other normals, this is a very strong poke that can be used in a variety of situations such as meaty, combo filler, and antijumpout. Almost the entire broom handle is unhittable, so at the right ranges this can beat much quicker attacks and it is almost always confirmable into its command followup, 5CC. Abuse the hell out of this move.

5C~C Damage Red Damage Proration Cancel Guard
150*3, 800 (1160) (451) 100%*3, 60% (M) N, SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
2 10 29 -15 1.0%*4 (4.0%) -

After 5C, Kohaku does a twirl with her broom handle for 4 hits, with the last hit launching them. In PS2, the first part of this followup had a significant amount of forward movement that made it amazing in blockstrings. This forward movement has been removed, but the move still cancels your pushback from 5C which makes it an invaluable asset in her strings and combos. If they block it, cancel the first hits into 2A or 4B to keep pressuring or into 5A whiff and command throw them, if it hits you can just go into a normal combo. Avoid the last hit though, its use is limited to specific blockstrings and her 5CC > 236[B] loop.

Crouching Normals

2A
Hkohamech 2A.png
Damage Red Damage Proration Cancel Guard
300 98 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
3 4 8 0 3.0% -

C-Kohaku has a very strong 2A. It has 3 frames of startup, hits low, and has decent range. Mash away, but make sure you are in range for the rest of your combo.

2B
2B
2B~2B
MB C Kohaku 2B.png
Do NOT ever whiff this
Do NOT ever whiff this
MBCKohaku2BB.png
2B Damage Red Damage Proration Cancel Guard
500 294 85% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 22 -11 5.0% Clash 8-11

Mostly used for blockstring and combo filler, this move also doubles as a decent antiair from certain angles and it hits high enough to tag players who are jumping out of the corner. The horizontal range isn't as good as it looks, so be careful when you are adding it to combos and use 4b if you are too far away. This is a mid attack.

2B~2B Damage Red Damage Proration Cancel Guard
500 313 85% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 17 -6 5.0% -

Low hit command followup to 2B, you can delay the hit to make it useful in blockstrings but in combos it's usually better to do 2B > 4B if you have that option available.

2C
2C
2[C]
MB F Kohaku 2C.png
MB F Kohaku 2C Charged.png
2C Damage Red Damage Proration Cancel Guard
1100 686 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 4 24 -10 7.0% -

A long range literal sweep attack that hits low. This move has changed quite a bit since PS2, it now features a invisible vertical hitbox in the center of Kohaku's character model which makes it a piece of cake to use in her point blank corner juggle combos. As a tradeoff, the move no longer has as low a profile as it used to, so she can't use it to avoid as many attacks. Still, if you're sure it will land this is a very good long range poke that's fairly fast for how far it hits, just don't get caught whiffing it ever.

2[C] Damage Red Damage Proration Cancel Guard
1400 980 90% (M) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
21 5 24 -11 12.0% -

Charged version has a smaller hurtbox.

Aerial Normals

j.A
Hkohamech jA.png
Damage Red Damage Proration Cancel Guard
300 98 73% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 - 3.0% -

A broom handle poke in the air. This j.A is angled in such a way it's good for jumping in as well as air to air, although the crossup potential has been nerfed since PS2.

j.B
Hkohamech jB.png
Damage Red Damage Proration Cancel Guard
680 392 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 5.0% -

A blazingly fast upward broom swipe that has a truly staggering range. This is your mainstay air to air attack and one of the best at what it does. The broom tip does not have a hittable box, so use this move to swat your opponent out of the sky when they are at that upward angle, but it's speed also allows it to be used as a instant air backdash overhead or just a move you can throw out on the way down when you don't have time to use j.C. Most of Kohaku's neutral game comes from calculated abuse of this move.

j.C
j.C
j.[C]
MBCKohaMechjC.png
MBCKohaMechjXC.png
j.C Damage Red Damage Proration Cancel Guard
1000 637 70% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 3 - - 10.0% -

A downward broom swipe. Kohaku's jumpin attack has been slightly buffed since PS2 and now has more potential to stuff antiairs. On air hit, it slams them to the ground for a techable knockdown which Kohaku can punish at most ranges in the corner. Random air hits should be avoided and the main useage of this move should be to attack someone who is on the ground.

j.[C] Damage Red Damage Proration Cancel Guard
1050 686 80% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
27 3 - - 5.0% -

Charged version ground bounces on air hit.

Command Normals

4B
4B
4[B]
MB C Kohaku 4B.png
MB C Kohaku 4B Charged.png
4B Damage Red Damage Proration Cancel Guard
800 490 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 5 10 0 8.0% -

A super moe side kick. This modest looking normal is one of the best in the game for a crescent moon character, it's like they accidentally gave her a full moon normal. It's a standing low that has blazing fast startup, an almost unbeatable hitbox, almost no recovery, and it moves Kohaku forward during the startup. It's neutral on block, and if you counterhit them with it the new 1.07 counterhitstun allows you to link another 4B into a full combo. Abuse this move whenever you are in range, and even when you aren't you can throw it out there to stuff a normal that extends your opponents hitbox.

4[B] Damage Red Damage Proration Cancel Guard
1000 784 55% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
26 5 10 1 10.0% -

A charged kick that hits mid and vacuums the opponent in on block or trips on hit. This is a very slow charge move that has more range than her normal 4B and a vertical hitbox that was buffed in 1.07, but extends her hittable box far more. It's +1 on block, but due to it's slow speed it is very hard to successfully get the move out against a mashy opponent so you have to mix in half charge 4B's into your strings to make them scared. New to 1.07, this move now OTG relaunches which makes it an ideal ender to her combos and allows her to setup whatever plant mixup she wants.

6C
MB C Kohaku 6C.png
Damage Red Damage Proration Cancel Guard
1000 490 45% (O) SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
10 3 31 -6 4.0% -

Downward sword slash that hits low and is special cancelable only. The main purpose of this move is for blockstrings and should always be canceled on hit or block into fake battou or 236[A] overhead. On block, if you cancel it into 236BC Kohaku gets plenty of + frames to work with, although the amount has been nerfed since PS2 you can still stuff whatever nonreversal they want to do by throwing out a 4B after it. On hit, Kohaku gets a hard knockdown that she can followup with an OTG string, or 4[B] relaunch if you are fast enough at confirming. On counterhit she can followup with a full juggle without the need for otg relaunch.

Ignores clashboxes.

Universal Mechanics

Ground Throw
MBCKohaMechThrow.png
Damage Red Damage Proration Cancel Guard
1000 490 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

Syringe hit. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCKohaMechThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1300 588 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 0.0% -

Ground bounces the opponnent using a 16-ton weight.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCKohaMech214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-50.0% Strike 1-7

Flaming battou swipe.

Heat
Heat
A+B+C
MBCKohaMechHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
15 7 25 - -100.0% (min) Full 1-22

Decently quick and large hitbox.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCKohaMechCSpark.png
MBCKohaMechCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

Special Movement

3
MBCKohaku3.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Slow approach that shrinks Kohaku's hurtbox.

Grounded Specials

236X
Battou - Hidden Sharp Sword
236A/[A]/B/[B]/C
(236A/[A]/B/[B]~A/B/C)
MBCKohaMech236A.png
A
A
MBCKohaMech236XA.png
[A]
[A]
MBCKohaku236B.png
B
B
MBCKohaku236XB.png
[B]
[B]
MBCKohaku236AA.png
A/[A]~A
A/[A]~A
MBCKohaku236BA.png
B/[B]~A
B/[B]~A
MBCKohaku236ABB.png
~B
~B
MBCKohaku236ABC.png
~C
~C
MBCKohaMech236C.png
MBCKohaMech236C2.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1000 656 96% (M) (SP)*, -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 2 29 -13 10.0% Clash 4-5
[A] Damage Red Damage Proration Cancel Guard
1500 950 60% (O) -CH-, -EX- HA
First Active Active Recovery Frame Adv Circuit Invuln
28 2 44 -28 10.0% -

Low slash. Charged version knocks down and is an overhead. Uncharged version can cancel into 236B on hit.

B Damage Red Damage Proration Cancel Guard
1000 656 70% (O) -CH-, -EX-, (J) LHA*
First Active Active Recovery Frame Adv Circuit Invuln
8 4 44 -24 3.0% Clash 4-5
[B] Damage Red Damage Proration Cancel Guard
1200 980 70% (O) -CH-, -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
25 4 44 -24 10.0% -

High slash. Charged version wallslams and is air-unblockable. Unique to Crescent, uncharged version can jump-cancel the recovery on hit.

A/[A]~A Damage Red Damage Proration Cancel Guard
800 294 70% (O) - LH*
First Active Active Recovery Frame Adv Circuit Invuln
12 4 28 -18 ~ -17 8.0% -
B/[B]~A Damage Red Damage Proration Cancel Guard
800 294 85% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 10 40 -38 3.0% -
~B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 35 - - -
~C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 18 - - -

For non-EX versions, any of these can be used on hit, whiff, or block:

- Pressing A will do a follow-up attack, launching the opponent. Will launch behind Kohaku if done from A slash, and upwards if done from B slash.
- Pressing B will do a follow-up roll.
- Pressing C during startup will cancel the attack.

EX Damage Red Damage Proration Cancel Guard
2000 1568 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
4+5 1 55 -38 -100.0% Full 1-7

Low slash. Untechable launch.

214X
MBCKohaku214AB.png
A/B
A/B
MBCKohaku214ABX.png
~X
~X
MBCKohaku214C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
- - - -CH- -
First Active Active Recovery Frame Adv Circuit Invuln
21 18 18 - - Strike 18-46
B Damage Red Damage Proration Cancel Guard
- - - -CH- -
First Active Active Recovery Frame Adv Circuit Invuln
20 18 36 - - Strike 17-45
~X Damage Red Damage Proration Cancel Guard
600*3 (1743) (853) 100%*2, 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
32 ~ 37 2 (2) 2 (2) 8 - - 6.0%*3 (18.0%) -
  • Kohaku jumps off the ground and flies on her broom. While airborne, she can drop one explosive projectile on the ground by inputting any button. She lacks hurtboxes and a collision box while flying, but can still be air thrown.

A version fully recovers in the air, so it can be followed by a jump/airdash or a j.A.
B version goes farther but has to go through landing recovery.

EX Damage Red Damage Proration Cancel Guard
(500*3) x4 (313*3) x4 (100%*2, 75% (M)) x4 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17+(37 ~ 45) X 71 - -100.0% Strike 1-115

Same as above, but kohaku will automatically drop 4 projectiles in succession.

22X
MB F Kohaku 22A.png
Go my children! Hold down the oki
Go my children! Hold down the oki
MB F Kohaku 22B.png
MB F Kohaku 22C.png
A
(~[X])
Damage Red Damage Proration Cancel Guard
333*N 98*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
57
(~171)
X 49 - 3.0%*N -

Kohaku puts out a spinning pine tree that goes diagonally upwards. The take-off can be delayed by holding any button beforehand, giving you a negative-edge type attack.

B Damage Red Damage Proration Cancel Guard
280*8 (1724) (782) -4%*8 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
80 32 53 - 3.0%*8 (24.0%) -

This version puts out a grounded multihit spinning tree that will stay even if Kohaku is hit by anything. This is your main oki ender, if the opponent doesn't jump it will lock them in a high low mixup, and if they do jump you recover before them so you can meaty them with a 2A or 4B. also worthnoting that the plant if fully blocked gives you 20% meter for free, so a combo that ends in 22B you can assume you will have +20% more meter

EX Damage Red Damage Proration Cancel Guard
500, 250*12 (1986) (1521) -4%*8 - LH (1), LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+23 15 (12), 1 (7) 1 (9) x5,
1 (5) 2
4+34 - -100.0% Full 1-5

Pulls out a cactus that performs a series of punches. On hit, this will finish with a superflash into a wallslam hit. This version is really useful after 236C because you can make 22C meaty with walk 5A whiffcancel 22C, and cover the gap between the first and second hitbox with 4B, the blockstun of the cactus is so high you can pretty much do 2 mixups and stay relatively safe after it ends. Be careful though, as the cactus will dissapear if Kohaku is hit by anything (not if she blocks) so a good bunker will stop the mixup vortex if Kohaku is in range.

2222C
Johnny
2222C
MB F Kohaku 2222C.png
Damage Red Damage Proration Cancel Guard
800*4 588*4 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+113 X 3+46 - -150.0% -

Special plant that spits 4 fireballs. Will correct which way it faces if it appears behind the opponent. Costs 150% meter.

22222C
MB F Kohaku 22222C.png
Damage Red Damage Proration Cancel Guard
100 49 50% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+108 72 3+36 - -150.0% -

Special plant that spits a slow poison projectile. On hit, it will inflict a damage over time effect on the opponent for approx. 15 seconds, though that effect only deals recoverable damage. The DoT effect automatically ends if Kohaku is hit. Will correct which way it faces if it appears behind the opponent. Costs 150% meter.

63214C
MBCKohaMech63214C.png
MBCKohaku63214CX.png
Grab Damage Red Damage Proration Cancel Guard
500 (440) (431) 80% (O) (CH) U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
3 1 22 - 8.0% -
~X (Lv 3) Damage Red Damage Proration Cancel Guard
3500 (2826) (2435) 80% (O) - -
First Active Active Recovery Frame Adv Circuit Invuln
0 1 30 - 20.0% -
~X (Lv 2) Damage Red Damage Proration Cancel Guard
1500 (1462) (1232) 80% (O) - -
First Active Active Recovery Frame Adv Circuit Invuln
1 2 28 - 10.0% -
~X (Lv 1) Damage Red Damage Proration Cancel Guard
1000 (1121) (898) 70% (O) - -
First Active Active Recovery Frame Adv Circuit Invuln
3 3 23 - 10.0% -

A command grab. If it lands, Kohaku will try to bat the opponent using her broom. The followup is done using any button, and Kohaku will still perform and whiff it if nothing is pressed.

The followup has 3 levels of strength depending on how low to the ground you hit the opponent (see second image). Level 3 will send the opponent flying as far as possible and result in an untechable knockdown.

1632143C
MB F Kohaku 1632143C.png
Don't do drugs, kids, as they are a waste of meter.
Don't do drugs, kids, as they are a waste of meter.
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 24+100 - -100.0% -

Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration. After the long super flash, there is a long startup (100f), and it can only be safely used if the opponent is under cactus lockdown. The Blood Heat lasts 300f (5 seconds), shorter than Full Moon's maximum Blood Heat duration (750f, or 12.5 seconds). The super armor completely ignores normal throws, even if you tech throw it she's still invulnerable to that, however command throws can beat it. The only way to cancel it with a throw is by attacking Kohaku during the animation before the super armor comes, with that it becomes a total waste of meter.

24f of startup, then long super flash, then 100f before it becomes active.

While cool-looking, this move has no real practical uses, unless you want to use it for memes.

Aerial Specials

j.214X
MBCKohaku214ABX.png
MBCKohakuj214B.png
MBCKohakuj214C.png
A Damage Red Damage Proration Cancel Guard
600*3 (1743) (853) 100%*2, 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19* X - - 6.0%*3 (18.0%) Strike 8-40

Aerial version of 214X that automatically drops an explosive.

B Damage Red Damage Proration Cancel Guard
300*3, 200*3 (1170) (680) -5%*3 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20* X - - 1.0%*3, 0.5%*3 (4.5%) -

Kohaku hovers around and drops up to 3 explosives depending on how long this move is held. No strike invincibility.

EX Damage Red Damage Proration Cancel Guard
(500*3) x4 (313*3) x4 (100%*2, 75% (M)) x4 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17+(35 ~ 41) X - - -100.0% Strike 1-59

Aerial EX version drops 4 explosives in a much faster succession than its grounded counterpart.

Arc Drive

Low Blow Amber Kick
41236C during Max/Heat
MB F Kohaku AD.png
Damage Red Damage Proration Cancel Guard
4700 (2176) (859) 50% (O) - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
2+14 X Knockdown* - removes all Full

Kohaku dashes forward at high speed and goes into a 3-hit sequence that circuit breaks and knocks the opponent down, the knockdown is plus enough to do a dash 2A/63214C mixup. This is an unblockable that can only be evaded jumping. If this misses, Kohaku will hit the wall and be in an untechable knockdown state that allows for the opponent to OTG you.

Another Arc Drive

Low Blow Amber Overthrow
41236C during Blood Heat
MB F Kohaku AAD.png
Damage Red Damage Proration Cancel Guard
13800 (5238) (3826) 50% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
2+17 X Knockdown* - removes all Full

Essentially the same as Arc Drive version in the beginning, but it has much more hits and wallslams the opponent into a ground tech situation. More damage, but does not circuit break.


Last Arc

Ultimate Battou - Happy New Year's Comet
Grounded EX Shield during Blood Heat
MB F Kohaku LA.png
Damage Red Damage Proration Cancel Guard
7000 (3500 ~ 7000) 2930 ~ 5374 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
4+0 1+1 16+56 - removes all Full

The final battou. Goes into a cutscene on hit. Untechable knockdown.

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