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Please note that as the game is still in its early lifespan, certain information may become outdated. 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
IS Coco 5L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

5 - - -4 -1

None

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

Mid

8 - - -12 -5

None

  • Advancing normal. Sends Coco forward by round start's distance.
  • Good for keeping close to the opponent.
  • Armors through projectiles. Coco will still take full damage from said projectile
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

11 - - -5 -3

None

  • Cancel this into 22S to make this -2 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
Check your toes!
Check your toes!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Low

5 - - -4 +4

None

Low kick. Good range for a low jab.

2M
2M
IS Coco 2M.png
The ground-based footsies Idol Showdown is known for!
The ground-based footsies Idol Showdown is known for!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Low

9 - 12 -8 -4

None

  • Hits round start, but can only combo into 214L at that range.
  • Good low poke.
2H
2H
IS Coco 2H.png
Bringing a whole new meaning to "ahead of her time".
Bringing a whole new meaning to "ahead of her time".
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

10 10 - -8 -7

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 SC 22M.
3H
3H
IS Coco 3H.png
This is your new best friend. Treat it well.
This is your new best friend. Treat it well.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
120

Low

10 - - -18 +44

None

  • Universal sweep.
  • Very good range and hits at round start. Another way to start Oki pressure.
  • Note that 2M>3H will not hit at roundstart.
  • EXTREMELY unsafe on block. Cancelling into 22S will make it safer, but moves you forward for an easier punish

Jumping Normals

j.L
j.L
IS Coco jL.png
Goooood Morning, Motherf*ckers!
Goooood Morning, Motherf*ckers!
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
If only she used this for more than just an aerial...
If only she used this for more than just an aerial...
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
There's nothing like a Ground Pound!
There's nothing like a Ground Pound!
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 - - - - - -

None

  • Coco's big damage grab. Is extremely minus on whiff, so try not to miss.
  • Leaves opponent at halfscreen distance away.
  • Recovery after hit can be SC cancelled into j.S
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.
  • 2L will not reach post re-stand, but all other normals will.
  • 236L+M, 214L+M, and 214H will not reach but 236S will.
  • Slightly minus on hit
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
  • Can link into 5L on hit for a combo
H 280 - - - - - -

None

  • Does NOT switch sides on hit
  • Uses 236L+M after the cartwheel
  • Projectile Invulnerable
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.
  • Launches high enough to continue combos if cancelled with SC 22S or Burst
  • 4S performs this version of this move.
  • Whiffs on crouching opponents
M 127

High

- - - - -

None

  • Shoots a burst of fire ahead.
  • Does 3 hits.
  • Lower launch than 214L
  • Whiffs on crouching opponents
H 157 - - - - - -

None

  • Is a grab. Switches sides on hit.
  • Launches for a full combo.
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.
  • Good for combos and sets up Oki.
M 180 - - - - - -

None

  • 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.
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
Assume THE STANCE
Assume THE STANCE
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 (but not plus)
  • 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
Feel the Heat!
Feel the Heat!
IS Coco 236SCG.png
godiwishthatwereme
godiwishthatwereme
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

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.

Very basic 1 meter, no SC pickup from 3H using Ame.

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
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 Amane Kanata (Hololive)
Cosplay 2 Akai Haato (Hololive)
Cosplay 3 Kazuma Kiryu (Yakuza)
Cosplay 4 Coco Kaine
Cosplay 5 Melody (VShojo)
Cosplay 6 Potemkin (Guilty Gear)

Navigation

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News & Updates
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Resources
Game Data
Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
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Kanata Amane
Amelia Watson
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Mio Ookami
Roboco
Miko Sakura
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AZKi
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