Idol Showdown/Coco Kiryu: Difference between revisions
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=== Standing Normals === | === Standing Normals === | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_5L.png | |image=IS_Coco_5L.png | ||
|caption= | |caption= | ||
Line 21: | Line 21: | ||
|damage=30 | |damage=30 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=6 | ||
|active= | |active=3 | ||
|recovery= | |recovery=16 | ||
|advHit=-1 | |advHit=-1 | ||
|advBlock=-4 | |advBlock=-4 | ||
|description= *Fingersnap. Can be used for tick throws. | |description= *Fingersnap. Can be used for tick throws. | ||
*Decent range. | *Decent range. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5M</font> ====== | ====== <font style="visibility:hidden" size="0">5M</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_5M.png | |image=IS_Coco_5M.png | ||
|caption=Doko Mitendayo?! | |caption=Doko Mitendayo?! | ||
Line 41: | Line 40: | ||
|damage=75 | |damage=75 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery=27 | ||
|advHit=- | |advHit=-8 | ||
|advBlock=- | |advBlock=-15 | ||
|description= *Advancing normal. Sends Coco forward by round start's distance. | |description= *Advancing normal. Sends Coco forward by round start's distance. | ||
* Armors through projectiles. Coco will still take full damage from said projectile | * Armors through projectiles. Coco will still take full damage from said projectile | ||
* On block, leaves Coco close enough for a mixup between command grab and frametrap. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5H</font> ====== | ====== <font style="visibility:hidden" size="0">5H</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_5H.png | |image=IS_Coco_5H.png | ||
|caption=Rolling eyes fall... | |caption=Rolling eyes fall... | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage=80 | |damage=80 (close)<br>100 (far) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=12 | ||
|active= | |active=3 | ||
|recovery= | |recovery=28 | ||
|advHit=-3 | |advHit=-3 | ||
|advBlock=-5 | |advBlock=-5 | ||
|description= *Cancel this into 22S to | |description= *Cancel this into 22S to be -2 on block, good for pressure. | ||
*Deals more damage when hitting from a distance. | |||
*Its her kick from her art. A reference to Yakuza's PS2 box art. | *Its her kick from her art. A reference to Yakuza's PS2 box art. | ||
}} | }} | ||
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=== Crouching Normals === | === Crouching Normals === | ||
====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_2L.png | |image=IS_Coco_2L.png | ||
|caption=Check your toes! | |caption=Check your toes! | ||
Line 81: | Line 81: | ||
|damage=25 | |damage=25 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active=2 | ||
|recovery= | |recovery=11 | ||
|advHit=+ | |advHit=+3 | ||
|advBlock=- | |advBlock=-3 | ||
|description= Low kick. Good range for a low jab. | |description= Low kick. Good range for a low jab. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2M</font> ====== | ====== <font style="visibility:hidden" size="0">2M</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_2M.png | |image=IS_Coco_2M.png | ||
|caption=The ground-based footsies Idol Showdown is known for! | |caption=The ground-based footsies Idol Showdown is known for! | ||
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|damage=60 | |damage=60 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=10 | ||
|active= | |active=2 | ||
|recovery= | |recovery=19 | ||
|advHit=-4 | |advHit=-4 | ||
|advBlock=-8 | |advBlock=-8 | ||
|description= *Hits round start, but can only combo into 214L at that range. | |description= *Hits at round start, but can only combo into 214L at that range. | ||
* Good low poke. | * Good low poke. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2H</font> ====== | ====== <font style="visibility:hidden" size="0">2H</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_2H.png | |image=IS_Coco_2H.png | ||
|caption=Bringing a whole new meaning to "ahead of her time". | |caption=Bringing a whole new meaning to "ahead of her time". | ||
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|damage=90 | |damage=90 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=11 | ||
|active= | |active=3 | ||
|recovery= | |recovery=30 | ||
|advHit=- | |advHit=-14 (Launch) | ||
|advBlock=- | |advBlock=-16 | ||
|description= *Rising headbutt. Very poor horizontal range, but hits directly above Coco. | |description= *Rising headbutt. Very poor horizontal range, but hits directly above Coco. | ||
*Slightly delaying a cancel into 214M after launch will tech trap your opponent for an unblockable SC 22M. | *Slightly delaying a cancel into 214M after launch will tech trap your opponent for an unblockable SC 22M. | ||
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====== <font style="visibility:hidden" size="0">3H</font> ====== | ====== <font style="visibility:hidden" size="0">3H</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_3H.png | |image=IS_Coco_3H.png | ||
|caption=This is your new best friend. Treat it well. | |caption=This is your new best friend. Treat it well. | ||
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|damage=120 | |damage=120 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=11 | ||
|active= | |active=3 | ||
|recovery= | |recovery=22 | ||
|advHit=+ | |advHit=+39 (HKD) | ||
|advBlock=- | |advBlock=-14 | ||
|description= *Universal sweep. | |description= *Universal sweep. | ||
*Very good range and hits at round start. Another way to start Oki pressure. | *Very good range and hits at round start. Another way to start Oki pressure. | ||
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=== Jumping Normals === | === Jumping Normals === | ||
====== <font style="visibility:hidden" size="0">j.L</font> ====== | ====== <font style="visibility:hidden" size="0">j.L</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_jL.png | |image=IS_Coco_jL.png | ||
|caption= Goooood Morning, Motherf*ckers! | |caption= Goooood Morning, Motherf*ckers! | ||
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|damage=30 | |damage=30 | ||
|guard=High | |guard=High | ||
|startup= | |startup=7 | ||
|active= | |active=6 | ||
|recovery= | |recovery= | ||
|advHit= | |advHit= | ||
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====== <font style="visibility:hidden" size="0">j.M</font> ====== | ====== <font style="visibility:hidden" size="0">j.M</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_jM.png | |image=IS_Coco_jM.png | ||
|caption=If only she used this for more than just an aerial... | |caption=If only she used this for more than just an aerial... | ||
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|damage=75 | |damage=75 | ||
|guard=High | |guard=High | ||
|startup= | |startup=11 | ||
|active= | |active=5 | ||
|recovery= | |recovery= | ||
|advHit= | |advHit= | ||
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====== <font style="visibility:hidden" size="0">j.H</font> ====== | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | {{MoveData-IS | ||
|image=IS_Coco_jH.png | |image=IS_Coco_jH.png | ||
|caption=There's nothing like a Ground Pound! | |caption=There's nothing like a Ground Pound! | ||
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|damage=100 | |damage=100 | ||
|guard=High | |guard=High | ||
|startup= | |startup=15 | ||
|active= | |active=16 | ||
|recovery= | |recovery= | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= * Halts your horizontal momentum and sends you straight down in a groundpound. | |description= * Halts your horizontal momentum and sends you straight down in a groundpound. | ||
* | * Punishable on block if it hits high up on a standing opponent. | ||
* Only leads to a combo if it hits very low to the ground, such as on the opponents wakeup. | |||
* Has some use for baiting anti-airs. | * Has some use for baiting anti-airs. | ||
* Combos into 236LM on normal hit. | * Combos into 236LM on normal hit. |
Revision as of 10:41, 11 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.
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.
Normal Moves
Standing Normals
5L
5L
|
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5M
5M
|
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5H
5H
|
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Crouching Normals
2L
2L
|
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2M
2M
|
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2H
2H
|
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3H
3H
|
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Jumping Normals
j.L
j.L
|
---|
j.M
j.M
|
---|
j.H
j.H
|
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Universal Mechanics
Throw
Throw
L+M |
---|
Overhead
Overhead
M+H |
---|
Special Attacks
236L+M
Essence of Dragon Drop
236L+M |
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214L+M
Sh*tpost Review
214L+M |
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22L+M
Plug-In Type AsaCoco
22L+M |
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236L/M/H
Acrobatic Assault
236L/M/H |
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214L/M/H
Verbal Roasting
214L/M/H |
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22L/M/H
Tail-Grab
22L/M/H |
---|
22S
Wide Coco
22S |
---|
j.S
Dragon Glide
j.S |
---|
Super Star Attack
Essence of True Form: Just Like a Dragon
236S |
---|
Combos
General
Coco can combo into her command grabs so long as they connect on the last frame of hitstun. You can pickup after 236M with 5LM2H. 214H launches for a full combo.
Coco's combo potential is fairly dependent on SC and meter, but her damage output after forcing an air reset into 22M is nothing to sneeze at.
Ame seems to be the most useful assist for enabling Coco's combo game. Aside from having 3 bars for SC cancels:
3H>214S is an easily hit-confirmable 1 bar combo starter.
3H>OTG 22H~214S forces an IPS air reset into an unblockable 22M setup for 800+ damage with enough SC meter.
Ame super should be activated right around the second hit of 22H. This works on everyone in the corner and midscreen on air tech forward. Smaller characters may be difficult or impossible to catch midscreen even with perfect timing.
Mid-screen
Coco's typical midscreen no-assist filler generally looks something like:
Launch > (214L > SC 22S > 5M2H) loop as desired > Ender
5LM2H5H > 214M > SC 214L ~ 663H > 22S ~ 22H can be used as a basic BNB and builds enough meter for and Ame air reset.
Note: SC 22S can be replaced with Burst in most routes
Corner
OTG 22H extends in the corner. If the 22H hits airborn you will be pushed back too far for the extension. xx > 2H5H > 214M > SC 214L > 5M >etc. can be used as relatively meter efficient mid-combo filler in the corner.
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
- Matchup advice goes here.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Matchup advice goes here.
- 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)