Idol Showdown/Coco Kiryu

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Last Updated to Version 1.0.0

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.

Unique Passive: Coco can use her fire attacks to build up burn damage, which is converted into true damage when she lands her "Dragon Drop" command grab. [1]

Playstyle
IS Coco Icon.png

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.

Pick if you like Avoid if you dislike
  • Essence of Grappler - Also known affectionately as the 'Coco Buster', 236G has a swift 4f startup, does great damage, and gives her a hard knockdown. When she has 2 bars of meter, 236S commands absolute respect from her opponent thanks to it's lack of superflash and ability to eat through attacks with it's super armor.
  • Spitting Fire - Coco builds up temporary burn damage on the opponent, and can easily loop 214L in combos to stack up a ton of it, allowing her to obliterate an opponent's life by cashing it all out with a single 236G.
  • Threatening Mixups - 5L, 2L and 5M all give you terrifying tick throws into either a frametrap, or a delayed 236G. After securing a hard knockdown, she also has enough time to go for a high-low mixup on the opponent's wakeup with her j.S.
  • Deadly Anti-Airs - 2H, 3H and 2S are all very effective at snatching the opponent out of the air while evading jump-in attempts, often leading to explosive damage if she has Superchats for 22L 22M loops.
  • Great Counter-Pokes - 3H, 214L, j.M and 5H can all be very effective at catching extended hurtboxes and punishing attempts to throw projectiles at a distance when used wisely.
  • Tankiness - Has the highest health in the game at 1100, letting her survive more interactions on average than the rest of the cast.
  • AsaCoco - Guaranteed 100% refund if you don't feel it's effects!
  • Getting Anti-Aired - Coco's strongest oki setup requires her to be in the air, which leaves her susceptible to moves with frame 1 head invulnerability.
  • Dependence on Resources - Coco's big damage routes and combo extensions require use of Superchat cancels and/or assists, and fighting against projectiles can become a real struggle when she does not have access to her 236H.
  • Committal Neutral - Coco's best neutral tools have extended hurtboxes during their startup, noticeable blindspots, or slow recovery, making them very risky if used carelessly.
  • Large Hurtbox - She's really, really big.


Please note that this page is full of memes. Don't protest, this is what Kaichou herself would have wanted.

Burn Effect

Burn is potential true damage that will be applied on a successful Essence of Dragon Drop, 236G. Coco applies a burn on 5L, j.M, 214L, 214M, and 214H. Burn can be stacked. It lasts for 3 seconds then begins to heal at 60 per second.

Recommended Collabs

  • IS Watson Icon.png Amelia - Amelia's 214S ground pound grants Coco amazing damage during her combos, and allows her to convert off of more moves than she normally would be able to. Her timeslow also not only cripples the opponent but allows Coco to perform 22L/22M loops without spending any SC, potentially leading to massive damage on hit.
  • IS Moona Icon.png Moona - Moona's 214S is an amazing counter-zoning neutral assist that can convert into a full combo. It is better to save your Superchats for cancels since Moona's off-collab isn't as useful as the damage and combo extensions that the Superchat meter provides.
  • IS Roboco Icon.png Roboco - Roboco's 214S beam can help you get in, as it destroys other projectiles and goes full screen. Just be sure to capitalize on the opportunity it gives you. Her missiles can potentially enable extended j.S mixups as well.
  • IS Kanata Icon.png 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.
  • IS Kiara Icon.png Kiara - So about those zoners... Kiara's reflector can help a lot with fighting them. Take it and don't look back. Her 214S can also help fix Coco's lacking combo game.

Moves

Standing Normals

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

Mid

6 3 15 -3 -1

None

  • Fingersnap. Has low pushback, making it useful for tick throws.
  • Decent range and hits crouchers, but can be low profiled by some moves (e.g. Coco's own 2L and 2H).
  • Deals 10 burn damage.
Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Coco 5M.png
IS Coco 5M Hitbox.png
Doko Mitendayo?!
Doko Mitendayo?!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

Mid

9 4 27 -11 -4

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.
  • Forces stand on hit, which means combos into 214X will not whiff.
  • On block, leaves Coco close enough for a mixup between command grab and frametrap.
  • -7 on block / -1 on hit when 22S cancelled.
Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Coco 5H.png
IS Coco 5H Hitbox.png
Rolling eyes fall...
Rolling eyes fall...
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
80 (close)
100 (far)

Mid

12 3 26 -5 -3

None

  • -2 on block / ±0 on hit when 22S cancelled.
  • Pops the opponent slightly into the air during hitstun, which allows it to combo directly into 22M when close enough.
  • Deals more damage when hitting from a distance (i.e. Its close range hitbox does not make contact with the opponent).
  • Its her kick from her art. A reference to Yakuza's PS2 box art.
Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Coco 2L.png
IS Coco 2L Hitbox.png
Check your toes!
Check your toes!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Low

6 2 10 -3 +3

None

  • Coco's shortest range normal move, but still above average for a light normal.
  • Deals significantly less blockstun than 5L, making it ideal for mixing up the timing of tick throws.
  • Lowers Coco's hurtbox during startup, and significantly lowers it during hit and recovery, causing some moves to whiff over it (e.g. Universal Overheads, Fubuki and Korone 22H).
  • The hurtbox stays low for all but the last 2 frames of recovery, making it possible to whiff it under an overhead or jump attack and punish the opponent's landing with 236G.
Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Coco 2M.png
IS Coco 2M Hitbox.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

10 2 18 -8 -4

None

  • Good low poke.
  • Hits at round start, but can only combo into 214L at that range.
Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Coco 2H.png
IS Coco 2H Hitbox.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

11 3 28 -15 -13 (Launch)

(4~13) Head

  • Rising headbutt. Poor horizontal range, but hits directly above Coco.
  • Anchors the opponent to a specific position on hit. This makes the following combo consistent, and allows it to break super armor.
  • Lowers Coco's hurtbox during startup, so some attacks still whiff against it even before the head-invulnerability kicks in.
  • -11 on block when 22S cancelled.
Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Coco 3H.png
IS Coco 3H Hitbox.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

11 3 20 -13 +54 (HKD)

None

  • Universal sweep. Very good range and hits at round start.
  • Note that 2M > 3H or 5H > 3H will not combo from round start range.
  • The hard knockdown leads straight to an OTG combo or a dash up strike-throw mixup.
  • 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.
  • Deals a surprisingly low amount of blockstun, which can be abused up close with a late-cancel into 236G for a tick throw.
Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
IS Coco jL.png
IS Coco jL Hitbox.png
Goooood Morning, Motherf*ckers!
Goooood Morning, Motherf*ckers!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

7 6 Until Landing + 2 - -

None

  • Awful horizontal range, but the hitbox is rather low. You need to be up in your opponent's face to hit with it.
Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Coco jM.png
IS Coco jM Hitbox.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

11 5 Until Landing + 3 - -

None

  • Aerial sword normal. Has good horizontal range in front of Coco.
  • Cannot hit crouching opponents (except Coco) unless almost directly on top of them.
  • Does 20 burn damage
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Coco jH.png
IS Coco jH Hitbox.png
Baraka would be proud.
Baraka would be proud.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

High

10 4 Until Landing + 2 - -

None

  • Hits at a very nice angle.
Toggle Hitboxes
Toggle Hitboxes

Command Normals

j.2H
Hip-Drop
Air Only IS 2.png + IS H.png
IS Coco j2H.png
IS Coco j2H Hitbox.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

15 16 Until Landing + 9 - -

None

  • Halts Coco's horizontal momentum and sends her straight down.
  • Not special cancellable. Cannot be cancelled into Dragon Glide like other air normals.
  • 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.
  • Drastically extends Coco's hurtbox downwards on startup before rising back into the air.
  • Can be situationally used to bait certain anti-airs.
Toggle Hitboxes
Toggle Hitboxes

Throw

Throw
Throw
IS L.png +IS M.png or IS G.png
IS Coco LM.png
IS Coco LM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
170 - 7 2 21 - KD

None

  • Total Frames: 29

Universal throw. Tosses the opponent around 3/4th of the screen away.

Toggle Hitboxes
Toggle Hitboxes

Overhead

Overhead
Overhead
IS M.png +IS H.png
IS Coco jL.png
IS Coco jL Hitbox.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

25 3 20 +1 +2

(6~35) Grab

  • Uses the animation of j.L. Extremely stubby range.
  • A move that actually gives Coco the advantage on block.
  • CH M+H can combo into 5L if done close enough.
  • 5M > M+H is a combo.
Toggle Hitboxes
Toggle Hitboxes

Special Attacks

214L/M/H
Verbal Roasting
IS 214.png + IS L.png /IS M.png /IS H.png
IS Coco 214L.png
IS Coco 214L Hitbox.png
(L) She's certainly spitting fire.
(L) She's certainly spitting fire.
IS Coco 214M.png
IS Coco 214M Hitbox.png
(M) Spitting fire, now in blue.
(M) Spitting fire, now in blue.
IS Coco 214H.png
IS Coco 214H Hitbox.png
IS Coco 214H Fire Hitbox.png
(H) Flint Shooter.
(H) Flint Shooter.
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214L / 4S 30

Mid

13 5 34 -10 KD

None

  • Grants 3 superchats on use
  • Shoots a burst of fire ahead.
  • Launches high enough to follow up with 5L on standing or other normals if the opponent had already been juggled.
  • +3 on block after scc 22S.
  • Deals 70 burn damage.
214M 60

Mid

25 11 36 -18 KD

None

  • Grants 3 superchats on use
  • +3 on block after scc 22S.
  • Deals 120 burn damage.
214H 60,60

Mid

14 - 29 -6~ -5~

None

  • Fires a projectile that crosses along the ground but isn't a low.
  • Costs 1 Star Meter and grants 5 superchats on use
  • Deals 20 burn damage per hit for a total of 40.
Toggle Hitboxes
Toggle Hitboxes
214G
Sh*tpost Review
IS 214.png + IS G.png
IS Coco214LM.png
IS Coco 214LM Hitbox.png
Next meme!
Next meme!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
160

Unblockable

5 2 60 - KD

Grab(1-6f)

  • Grants 5 superchats on use
  • Cannot be cancelled into.
  • Switches sides on hit.
  • Leaves the opponent relatively close for some oki.
  • Alternatively follow up with 22G or 22H for an OTG combo.
Toggle Hitboxes
Toggle Hitboxes
236G
Essence of Dragon Drop
IS 236.png + IS G.png
IS Coco 236LM(Dragon).png
IS Coco 236LM Hitbox.png
Coco Buster
Coco Buster
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
280

Unblockable

4 2 60 - -

Grab (1~5)

  • Grants 5 superchats on use
  • Coco's big damage grab. Is extremely punishable on whiff, so try not to miss.
  • Leaves the opponent at halfscreen distance.
  • Any and all burn damage accumulated on an opponent is "cashed out" when this attack lands, increasing its damage tremendously.
  • After it hits, the recovery can be cancelled with scc j.S. Out of the corner, this is mostly useless as the only air normal with enough range to reach the opponent is j.M, which can be crouched under, but in the corner it can potentially lead to a high/low or left/right mixup using a meaty j.M, 2L or j.H.
Toggle Hitboxes
Toggle Hitboxes
236L/M
Acrobatic Assault
IS 236.png + IS L.png /IS M.png /IS H.png
IS Coco 236L.png
IS Coco 236L Hitbox.png
L/H versions
L/H versions
IS Coco 236M.png
IS Coco 236M Hitbox.png
Arc-haic Assault
Arc-haic Assault
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
236L / 5S - - 33 - - - -

None

  • Grants 5 superchats on use
  • Performs a cartwheel
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
236[L] / 5[S] 160

Unblockable

31 2 60 - KD

Grab(23-26f)

  • Grants 5 superchats on use
  • Performs a cartwheel into 214G
  • Switches sides on hit.
236M / 6S 160

Unblockable

31 31 34 - KD

Grab(1-30f) Super Armor(23-62f)

  • Grants 5 superchats on use
  • 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.
236H 280

Unblockable

25 2 54 - KD

Projectile(1-30f) Grab(23-26f)

  • Costs 1 Star Meter and grants 5 superchats on use
  • Performs a projectile-invulnerable cartwheel into 214G.
  • Travels a considerable distance and lacks a superfreeze. With a good read, it can be Coco's best answer to projectile zoning, but its lengthy recovery makes it quite risky.
Toggle Hitboxes
Toggle Hitboxes
22G
Plug-In Type AsaCoco
IS 2.png IS 2.png +IS G.png
IS Coco 22LM.png
IS Coco 22LM Hitbox.png
Comes with 500mg of concentrated AsaCoco.
Comes with 500mg of concentrated AsaCoco.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
150(70, 80) - 11 2 26 - -2

None

  • Grants 5 superchats on use
  • OTG grab. Deals extra damage at the end of the combo at the cost of handing frame advantage to the opponent.
  • Puts the opponent out of range of light attacks, and the only grab that can reach is 236S. If the opponent doesn't want to contest it they can jump away almost for free.
Toggle Hitboxes
Toggle Hitboxes
22L/M/H
Tail-Grab
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
IS Coco 22L.png
IS Coco 22L Hitbox.png
High
High
IS Coco 22M.png
IS Coco 22M Hitbox.png
Long
Long
IS Coco 22H.png
IS Coco 22H f9-f12 Hitbox.png
IS Coco 22H f14 Hitbox.png
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 170(0, 200)

Unblockable

5 9 34 - KD

Head(3-16f)

  • Grants 5 superchats on use
  • Anti-air grab that goes high but not that far.
  • Knocks the opponent down at close range for an OTG combo or a strike-throw mixup.
22M 170(0, 200)

Unblockable

7 9 34 - KD

Head(3-18f)

  • Grants 5 superchats on use
  • Anti-air grab that reaches further but has less vertical range than the light variant.
  • Deals slightly more damage than 22L, making it the preferred choice for combos.
  • Can loop 22M scc 22L scc 22M for an easy SC combo, but this doesn't build as much meter as 214L loops.
22H 180(0, 120, 60)

Unblockable

8 4(1)4 36 - KD

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Frame 9 is a huge anti-air-only hit that reaches high above and in front of Coco.
  • Frame 14 is an OTG-only hit with a long horizontal range. Long enough to connect after a max range 3H.
  • The followup counts as a separate OTG regardless of how the first hit connects. 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.
  • Can combo into scc 22G. In the corner it links into 22G without needing SC.
  • Re-stands the opponent into an unhittable state when the last hit is the third OTG in a combo. Doing this makes it +44 on hit.
Toggle Hitboxes
Toggle Hitboxes
22S
Wide Coco
IS 2.png IS 2.png +IS S.png
IS Coco 22S.png
IS Coco 22S Hitbox.png
Assume THE STANCE
Assume THE STANCE
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - 14 0 13+ - -

Projectile(14f-)

  • Grants 5 superchats on use
  • A surprisingly useful move. Causes Coco to begin her crab walk.
  • Projectile invulnerable after the startup until the button is released. Helps against zoning.
  • Improves the frame advantage of 5H on block or hit. 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.
  • Can be used in neutral and during blockstrings to somewhat safely generate meter. After 3H, Coco can use this move twice and still have enough time to meaty the opponent.
Toggle Hitboxes
Toggle Hitboxes
j.S
Dragon Glide
Air Only IS S.png
IS Coco jS.png
IS Coco jS Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - 37 - -

None

  • Coco's airdash. Sends her straight forward, but halts her horizontal momentum when it's done or when cancelled, causing her to fall straight down.
  • Can only be performed once per jump.
  • Cancellable into air normals after 20 frames. For example, j.S > j.L can hit as early as frame 27 (20 + 7).
  • Allows her to go for high/low mixups after a hard knockdown. j.S > j.M can be input either late to hit the opponent high on their wakeup, or early to intentionally whiff a fake overhead into a meaty low 2L. However, the high option is vulnerable to moves with 1f head invulnerability (Korone's 22L, Fubuki's 22L and Aki's 5M) and both lose to metered reversals. With a knockdown that gives her enough frame advantage (such as from 214L > scc 22S > 3H), it can allow her to go for left/right mixups by using j.2H, as well.
  • Has a minimum height requirement which is reached 7 frames after inputting a jump. Starting from the ground, j.S > j.L hits on frame 34 (7 + 20 + 7).
  • Does not have a minimum height requirement when cancelled into from another move.
Toggle Hitboxes
Toggle Hitboxes

Super Star Attack

Essence of True Form: Just Like a Dragon
IS 236.png + IS S.png
IS Coco 236SCG.png
IS Coco 236S Hitbox.png
FEEL THE HEAT!
FEEL THE HEAT!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
289(0,18x16,1)

Unblockable

3 2 58 - KD

Grab(1-4f) Super Armor(1-4f)

  • Costs 2 Star Meter and grants 5 superchats on use
  • A powerful command grab in which Coco blasts the opponent in her true dragon form.
  • Has significantly more range than Coco's other stationary grabs. Coco with 2 bars is very scary up close.
  • Cancelling into this from a dash causes the forward momentum to be preserved in the air for a followup combo.
Toggle Hitboxes
Toggle Hitboxes

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)

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