Idol Showdown/Coco Kiryu

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IS Coco Profile.jpg

IS Coco Logo.png

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Please note that as the game is still in its early lifespan, certain information may become outdated.

Normal Moves

Standing Normals

5L
5L
IS Coco 5L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

- - - - -

None

  • Fingersnap. Can be used for tick throws.
5M
5M
IS Coco 5M.png
Doko Mitendayo?!
Doko Mitendayo?!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

Mid

5 - - -4 -1

None

  • Advancing normal. Sends Coco forward by round start's distance.
  • Good for keeping close to the opponent.
5H
5H
IS Coco 5H.png
Rolling eyes fall...
Rolling eyes fall...
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
80

Mid

- - - - -

None

  • Cancel this into 22S to make this +1 on block, good for pressure
  • Its her kick from her art. A reference to Yakuza's PS2 box art.

Crouching Normals

2L
2L
IS Coco 2L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

- - - - -

None

Low kick. Good range for a low jab.

2M
2M
IS Coco 2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Low

- - - - -

None

  • Hits round start.
  • Good low poke.
2H
2H
IS Coco 2H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

- - - - -

None

Rising headbutt. Very poor horizontal range, but hits directly above Coco.

3H
3H
IS Coco 3H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Low

- - - - -

None

Universal sweep. Very good range and hits at round start. Another way to start Oki pressure.

Jumping Normals

j.L
j.L
IS Coco jL.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

- - - - -

None

Awful horizontal range, but the hitbox is rather low. You need to be up in your opponent's face to hit with it.

j.M
j.M
IS Coco jM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

High

- - - - -

None

  • Aerial sword normal. Has good horizontal range in front of Coco.
j.H
j.H
IS Coco jH.png
Similar to Potemkin's j.D
Similar to Potemkin's j.D
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

High

- - - - -

None

  • Halts your horizontal momentum and sends you straight down in a groundpound.
  • Despite the ambiguous mixup, avoid using this for Oki since you get nothing on hit. High risk, low reward.
  • Has some use for baiting anti-airs.

Universal Mechanics

Throw
Throw
L+M
IS Coco LM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
170

Mid

- - - - -

None

  • Universal throw. Leaves the opponent at 3/4ths fullscreen away.
  • You can choose which side to throw opponents to.
Overhead
Overhead
M+H
IS Coco jL.png
One of the overheads of all time.
One of the overheads of all time.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

- - - - -

None

  • Uses j.L's animation. Extremely stubby range.

Special Attacks

236L+M
Essence of Dragon Drop
236L+M
IS Coco 236LM.png
You don't want this.
You don't want this.
IS Coco 236LM(Dragon).png
THIS is what you want!
THIS is what you want!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
280

Mid

- - - - -

None

  • Coco's big damage grab. Is extremely minus on whiff, so try not to miss.
  • Leaves opponent at halfscreen distance away.
214L+M
Sh*tpost Review
214L+M
IS Coco 214LM(whiff).png
Whiff and you get this
Whiff and you get this
IS Coco214LM.png
Next meme!
Next meme!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
160 - - - - - -

None

  • Switches sides on hit.
  • Leaves opponent relatively close for some oki.
22L+M
Plug-In Type AsaCoco
22L+M
IS Coco 22LM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

  • OTG grab. Sacrifices Oki potential for extra damage at the end of a combo, as it leaves opponents standing.
236L/M/H
Acrobatic Assault
236L/M/H
IS Coco 236L.png
L/H versions
L/H versions
IS Coco 236M.png
Arc-haic Assault
Arc-haic Assault
IS Coco 236LM(Dragon).png
Essence of Advancing Assault: Dragon Drop
Essence of Advancing Assault: Dragon Drop
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 160 - - - - - -

None

  • 5S performs this version of this move.
  • Performs 214L+M after the cartwheel
  • Switches sides on hit
M 160 - - - - - -

None

  • 6S performs this version of this move.
  • Has some level of armor after startup
  • Once you come into contact with the opponent, performs 214L+M. Can still whiff
  • Switches sides on hit
H 280 - - - - - -

None

  • Does NOT switch sides on hit
  • Uses 236L+M after the cartwheel
214L/M/H
Verbal Roasting
214L/M/H
IS Coco 214L.png
She's certainly spitting fire.
She's certainly spitting fire.
IS Coco LM.png
Essence of Verbal Roasting: Meme Review
Essence of Verbal Roasting: Meme Review
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 60

High

- - - - -

None

  • Shoots a burst of fire ahead.
  • 4S performs this version of this move.
  • Whiffs on crouching opponents
M 127

High

- - - - -

None

  • Shoots a burst of fire ahead.
  • Does 3 hits.
  • Whiffs on crouching opponents
H 157 - - - - - -

None

  • Is a grab. Switches sides on hit.
22L/M/H
Tail-Grab
22L/M/H
IS Coco 22L.png
High
High
IS Coco 22M.png
Long
Long
IS Coco 22H.png
Essence of Insertion: Tail-Slam
Essence of Insertion: Tail-Slam
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 171 - - - - - -

None

  • 2S performs this version.
  • Anti-air grab that goes high but not that far.
M 180 - - - - - -

None

  • Anti-air grab that reaches further but has less vertical range than the light variant.
H 162 - - - - - -

None

  • Grab that hits airborne opponents in front of Coco. Can be used in combos as a finisher.
  • Sends your opponents far away fullscreen.
  • You're sacrificing your meter and oki to send your opponent fullscreen. Let that sink in.
22S
Wide Coco
22S
IS Coco 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

  • Causes Coco to begin her crab walk.
  • Can be used to keep your heavy moves safer on block (in the case of 5H, +1)
  • Projectile invulnerable after the startup. Helps against zoning.
j.S
Dragon Glide
j.S
IS Coco jS.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

  • Coco's airdash. Sends you straight forward, but halts your horizontal momentum after its done, causing you to fall straight down.

Super Star Attack

Essence of True Form: Just Like a Dragon
236S
IS Coco 236S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

  • 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.

Combos

General

Mid-screen

Corner

Matchups

Vs. Aki
Pray to Yagoo
Vs. Ayame
Matchup advice goes here.
Vs. Botan
Matchup advice goes here.
Vs. Coco
Matchup advice goes here.
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

Original Outfit
Cosplay 1
Cosplay 2
Cosplay 3
Cosplay 4
Cosplay 5
Cosplay 6

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