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| ==Combos== | | ==Combos== |
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| ===Beginner Combos=== | | ===Beginner Combos=== |
| {{ComboTable-IS | | {{ComboTable-IS |
Revision as of 18:52, 16 May 2023
4th Chairman of the Kiryu Clan - Dragon-Style Grappling
Introduction
Playstyle
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 |
- Good damage - Coco being a grappler has insane damage once she gets in
- Threatening Strike/Throw Mixups - 5L, 2L, and 5M give you great tick throws into either delayed 236G or a more reactable auto-timed 236X/214G
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- High Hurtbox - She's really, really big. You're gonna get mixed.
- Horrible at getting in - without assists, Coco really struggles to get in, 22S is projectile invluln, but you can still get smacked right out of it.
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Please note that as the game is still in its early lifespan, certain information may become outdated.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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
30
|
Mid
|
6
|
3
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16
|
-3
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-1
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None
|
- Fingersnap. Can be used for tick throws.
- Decent range.
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5M
5M Doko Mitendayo?! Doko Mitendayo?!
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
75
|
Mid
|
9
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5
|
27
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-15
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-8
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Projectile Armor(9-18f)
|
- Advancing normal. Sends Coco forward by round start's distance.
- 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.
- -11 on block / -4 on hit when 22S cancelled.
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|
5H
5H Rolling eyes fall... Rolling eyes fall...
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
80 (close) 100 (far)
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Mid
|
12
|
3
|
28
|
-5
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-3
|
None
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- -2 on block / ±0 on hit when 22S cancelled.
- Deals more damage when hitting from a distance.
- Its her kick from her art. A reference to Yakuza's PS2 box art.
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Crouching Normals
2L
2L Check your toes! Check your toes!
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
25
|
Low
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6
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2
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11
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-3
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+3
|
None
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- Low kick. Good range for a low jab.
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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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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv. on Block
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Adv. on Hit
|
Invulnerability
|
60
|
Low
|
10
|
2
|
19
|
-8
|
-4
|
None
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- Hits at round start, but can only combo into 214L at that range.
- Good low poke.
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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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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
90
|
Mid
|
11
|
3
|
30
|
-16
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-14 (Launch)
|
None
|
- 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 SCC 22M.
- -11 on block when 22S cancelled.
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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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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
|
Invulnerability
|
120
|
Low
|
11
|
3
|
22
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-14
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+39 (HKD)
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None
|
- Universal sweep.
- Very good range and hits at round start. Another way to start Oki pressure.
- Note that 2M > 3H or 5H > 3H will not hit at round start.
- EXTREMELY unsafe on block. Punishable even at maximum range by some characters. Cancelling into 22S just makes it worse at -17 on block.
- If the opponent attempts to punish with a standing attack, it's possible to intercept them by cancelling into 214L or 214M. This is still unsafe if the opponent waits.
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Jumping Normals
j.L
j.L Goooood Morning, Motherf*ckers! Goooood Morning, Motherf*ckers!
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Damage
|
Guard
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Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
30
|
High
|
7
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6
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-
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-
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-
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None
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- Awful horizontal range, but the hitbox is rather low. You need to be up in your opponent's face to hit with it.
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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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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
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Invulnerability
|
75
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High
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11
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5
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-
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-
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-
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None
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- Aerial sword normal. Has good horizontal range in front of Coco.
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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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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
100
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High
|
15
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16
|
-
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-
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-
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None
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- Halts your horizontal momentum and sends you straight down in a groundpound.
- Punishable on block if it hits high up on a standing opponent.
- Combos into normals on counterhit, or if it hits very low to the ground such as on the opponents wakeup.
- Combos into command grabs from higher hits. 236L+M works consistently on standing Ayame, but not so consistently on other characters.
- Has some use for baiting anti-airs.
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Universal Mechanics
Throw
Throw L+M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
170
|
Mid
|
7
|
2
|
21
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0
|
KD
|
None
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- Universal throw. Leaves the opponent at 3/4ths fullscreen away.
- You can choose which side to throw opponents to.
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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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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
60
|
High
|
25
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3
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21
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1
|
2
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None
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- Uses the animation of j.L. Extremely stubby range.
- A move that actually gives Coco the advantage on block.
- Can combo into 236S on hit, or on counterhit into 5L if close enough.
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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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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
214L / 4S
|
60
|
Mid
|
13
|
14
|
39
|
-10
|
KD
|
None
|
- Shoots a burst of fire ahead.
- Launches high enough to continue combos if cancelled with SCC 22S or Burst.
- Whiffs on crouching opponents with two exceptions. It hits Botan if she is blocking, and Coco if she is not blocking.
- Whiffing against Coco's crouch-block means 5H 214L initially whiffs but then connects when the blockstun from 5H ends, making it +2 unless blocked standing.
- +16 on block after SCC 22S.
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214M
|
45*3 (127)
|
Mid
|
17
|
27
|
31
|
-17
|
KD
|
None
|
- Hits 3 times.
- Lower launch than 214L
- Whiffs on crouching opponents in the same way as 214L, with the same exceptions.
- Deceptively active.
- +4 on block after SCC 22S.
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|
214L+M
Sh*tpost Review 214L+M / H Whiff and you get this Whiff and you get this Next meme! Next meme!
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
214L+M
|
160
|
Unblockable
|
5
|
2
|
62
|
-
|
KD
|
Grab(1-6f)
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- Switches sides on hit.
- Leaves the opponent relatively close for some oki.
- Alternatively follow up with 22L+M or 22H for an OTG combo.
|
214H
|
157
|
Unblockable
|
5
|
2
|
62
|
-
|
KD
|
Grab(1-6f)
|
- Launches for a full combo, starting from any L/M normal.
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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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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
236L / 5S
|
160
|
Unblockable
|
25
|
2
|
55
|
-
|
KD
|
Grab(23-26f)
|
- Performs a cartwheel into 214L+M.
- Switches sides on hit.
|
236M / 6S
|
160
|
Unblockable
|
31
|
32
|
35
|
-
|
KD
|
Grab(1-30f) Super Armor(23-62f)
|
- Immediately skips to the recovery animation if the opponent crosses behind it.
- Switches sides on hit.
- Can link into 5L on hit for a combo.
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|
236L+M
Essence of Dragon Drop 236L+M / H You don't want this. You don't want this. THIS is what you want! THIS is what you want!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
236L+M
|
280
|
Unblockable
|
4
|
2
|
61
|
-
|
-
|
Grab(1-5f)
|
- Coco's big damage grab. Is extremely punishable on whiff, so try not to miss.
- Leaves the opponent at halfscreen distance.
- After it hits, the recovery can be cancelled with SCC j.S.
|
236H
|
280
|
Unblockable
|
25
|
2
|
58
|
-
|
KD
|
Projectile(1-30f) Grab(23-26f)
|
- Performs a cartwheel into 236L+M.
- Freezes the screen at the start of the animation, making it easy to react to and avoid outside of combos and punishes.
|
|
22L+M
Plug-In Type AsaCoco 22L+M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
150
|
-
|
11
|
2
|
26
|
-
|
-3
|
None
|
- OTG grab. Sacrifices Oki potential for extra damage at the end of a combo, as it leaves opponents standing.
- Never use this if 2 other OTG hits have already been used in the combo, as the 3 OTG limit makes it punishable on hit.
- 2L will not reach post re-stand, but all other normals will.
- 236S is the only grab that can reach after the re-stand. It is also possible to combo into it with a frame perfect delayed cancel.
- Re-stands the opponent into an IPS state when used as the third OTG in a combo. This makes it +18 on hit.
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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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
22L / 2S
|
171
|
Unblockable
|
5
|
9
|
35
|
-
|
KD
|
Head(3-16f)
|
- Anti-air grab that goes high but not that far.
- Good for combos and sets up Oki.
|
22M
|
180
|
Unblockable
|
7
|
9
|
35
|
-
|
KD
|
Head(3-18f)
|
- Anti-air grab that reaches further but has less vertical range than the light variant.
- More damage, also good for ending combos and sets up Oki.
|
22H
|
162
|
Unblockable
|
9
|
4(1)4
|
38
|
-
|
KD
|
None
|
- Frame 9 is a huge anti-air-only hit that reaches high in front of and also slightly behind Coco.
- Frame 14 is an OTG-only hit with a long horizontal range. Long enough to connect after a max range 3H.
- The followup hit also counts as an OTG. This means 22H counts as 1 OTG against an airborne opponent, and 2 OTGs against a knocked down opponent. Be careful about hitting the OTG limit.
- SCC 22L/M and SCC 214L can combo afterwards, but miss at certain ranges due to the opponent teleporting behind Coco.
- Re-stands the opponent when the last hit is the third OTG in a combo. Doing this makes it +44 on hit.
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|
22S
Wide Coco 22S Assume THE STANCE Assume THE STANCE
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
13 + 14
|
-
|
-
|
Projectile(14f-)
|
- A surprisingly useful move. Causes Coco to begin her crab walk.
- 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.
- 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.
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|
j.S
Dragon Glide j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
37 + 1L
|
-
|
-
|
None
|
- 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 236L+M 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.
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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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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
337
|
Unblockable
|
3
|
2
|
62
|
-
|
KD
|
Grab(1-4f) Super Armor(1-66f)
|
- Uses 2 Star Meter. A powerful command grab in which Coco blasts the opponent in her true dragon form. Use it to open up defensive opponents who are preoccupied with blocking.
- Has armor for the entire duration of the move including the recovery. Must be punished with a throw, a hit-grab, or a frame perfect hit at the very end of its recovery.
- Using j.S to store a forward jump adds forward momentum after 236S hits, which lets it combo into j.M.
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Combos
Combo Notation Help
|
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.
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{X} |
Input is partially charged (as in, not tapped but not held to full charge either).
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(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
|
- Coco's most important combo.
|
- If 2H is blocked, input 5H instead of 22M to make yourself safe.
|
- if 5H is blocked, input 22S instead of 3H to make it safer and build meter.
|
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 236L+M
- 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.
- 22L+M > dl 236S
- OTG into death. Particularly difficult as the delay must be frame perfect in this case.
- 5M dl 5H(CH) > 22S, dl 236L+M
- 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 236L+M 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
|
- Typical blockstring. Everything can be delayed for a frametrap.
- Combos on hit (most of the time) and can be cancelled into a command grab at any point.
- Beware of opponents mashing out invincible moves. 2M, 5M, 2H and 3H are all punishable on block, which makes mashing DP a low risk option for the opponent unless you can push yourself out of range.
- 5M is needed to stay close to the opponent. 5H is needed to be safe on block. Anything else can be skipped to mix things up.
- 2M > 5M whiffs at long range, so it's better to start from 5M at a distance.
- 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.
- 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 236L+M 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.
|
- A swapped move order to avoid the 2H > 5H whiff issue.
- 5M > 5H > 2H does not connect at max range. Delaying 5H helps the 2H to connect from longer ranges, but at a certain point 5H must be skipped or confirmed into 3H instead.
|
- Nets a combo off max range 2M, but whiffs against crouching opponents and is really bad on block.
- It's generally better to aim 2M in front of the opponent to only get the 214L cancel if they walk into it.
- More useful in Coco mirrors because Coco can't crouch it.
|
- An unfortunately slow grab. Don't expect to land it often, but if you do then make the most of it.
|
- Starting with 2M builds more meter, but for longer combos can result in less damage due to the extra scaling.
|
- Overhead of death. Hit confirmable.
|
- Uses Dragon Glide on the ground to store the momentum from a forward jump. The momentum activates during the recovery of 236S, moving forward far enough to combo without needing an OTG.
- Does not work on Main Stage / Japan due to a height glitch.
|
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
|
- Basic, consistent meterless combo and optional SCC loop.
- Can be used as a blockstring and confirmed from any hit. 2H > 5H > 22S makes it safe on block.
- Damage values are for the 2H version. 3H deals more damage but cannot be made safe, meaning it must be hit-confirmed earlier.
|
- 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 214L > SCC, 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.
- 5L > 2M makes the combo more difficult. It sacrifices a tiny amount of damage to build 18% more meter.
|
- SCC into untechable knockdown. The micro-dash into 3H is quite strict but still practical.
- 2H > 5H whiffs in the corner, and does not work on Ayame anywhere. Skip 5H in those situations.
|
- A not-so-damaging corner combo that generates meter and sets up strong mixups. Builds almost as much SC as it uses.
- Connecting with 5L > 2M is a little awkward. It's safe to skip it and go straight for 5L > 5M.
- Though not strictly necessary, adding a delay between 5M > 2H gets closer to the corner for the post-combo mixup.
- The 3rd 214L triggers a non-techable infinite prevention state, re-standing the opponent for very strong mixup options.
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OTG Combo Enders
This section lists alternate ways to end a combo after almost any knockdown.
- 22L/M or 214L+M or 236L all leave the opponent in range for 22L+M 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.
- L+M / 4L+M, 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 22L+M. 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
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Difficulty
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Damage
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Cost
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Meter Gain
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Location
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- Probably the simplest OTG into IPS state. Results in a significant frame advantage.
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- Same as above, but in the corner it doesn't require the SCC.
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- Burns a bunch of meter midscreen to trigger an IPS re-stand without using SC meter.
- It's important that the first 22H hits the opponent out of the air, otherwise it counts as an extra OTG hits and breaks the combo.
- This combo can be set up by simply using 22H as a replacement for 22L/M or 214L at the end of any other combo.
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- The delayed 236S has a timing window of exactly 1 frame. Expect to miss it a lot.
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Collab Combos
This section lists combos only possible when using a collab.
Combo
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Difficulty
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Damage
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Cost
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Meter Gain
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Location
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- Ame OTGs the opponent after a normally non-comboable grab for a ton of damage.
- 214S should be timed at the peak of the post-grab bounce.
- Spending an extra bar on OTG 22H after an Amelia combo reaches the OTG limit and re-stands the opponent for very strong mixup potential.
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- It's possible to input 214S on reaction to 3H hitting. Harder than 3H > 22H but deals A LOT more damage.
- Ame will miss if the opponent is already touching the ground during the summon freeze. If this happens then be ready to go for a mixup.
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- 5L hitting the opponent immediately after Ame re-stands them, allowing for a command grab reset at any point afterwards.
- 236H deals a ton of damage but is a big commitment with a 2 frame timing window that's punishable when missed. It deals more damage without 2M > 5M.
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- Picks up the opponent for a combo after Kanata's grab without using any extra resources.
- 214L should be timed just before the second hit of the grab so it hits late in the animation.
- Linking into 5L is easier, but reduces the combo damage.
- It's also possible to combo after Kanata's grab with anything in the OTG Combos section.
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- Using Soran Bushi at any point during the animation of one of these sideswitch grabs causes it to pull the opponent towards Coco instead of pushing them away.
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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
Navigation
The Game
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The Battle System
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Idols
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Collabs
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