Melty Blood/MBAA/Kohaku

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Name:   Kohaku (琥珀)  —  Nicknames:    Magical Amber, Apronned Devil, Mister Chin, Thieving Cat

Voiced by:   Takano Naoko (高野 直子)  —  Type:   Human Maid, Synchronizer   —  Gender:   Female

Birthday:   March 12  —  Sizes:   78 / 58 / 80  —  Height:   156cm  —  Weight:   43kg

Eye Color:   Amber  —  Hair Color:   Pink

Introduction

Kohaku is a maid of the Tohno Mansion and twin sister of Hisui. When a rumor that one of the Tohno family servants was planning to take over the mansion manifested on The Night of Wallachia; Kohaku was selected as a target for the Tatari curse. As a result, she gained her clever mastermind, devious schemes, and scientific knowledge which allowed for the creation of Mech-Hisui. Thusforth, Kohaku spends most of her off time scouting for new people to aid her in her takeover of the Tohno Mansion, and looking for any helpful traps or devices along the way.

When you talk about one of the most improved characters in MBAA from MBAC, you have to mention Kohaku. In a nutshell, this character in MBAC had some good tools and was definitely playable, but her absurdly low damage and defense prevented her from being anything other than a character with good mixups and nothing else. Both of these problems have been fixed in MBAA across all moon styles (her defense is now slightly above average), and in addition she has a brand new array of tools that can be devastating in the right hands.


Stage: Magical Kohaku Prison

Magical Kohaku Prison.PNG

Magical Kohaku Prison 2.PNG

BGM: PE-RI-CA

Crescent Moon

Similar to MBAC but has ten times more options in terms of damaging combos. This is in large part due to her 2 new command normals: 4B and 6C, as well as a number of changes to her other moves including a chargeable 5B (which half moon has as well), new battou followups, better molotov specials, the second hit of 2B and 5C being command normal followups, and a chargeable 22A plant. Her instant j.C overhead from MBAC was removed, but she still has plenty of options regarding fuzzy guard breaking and mixups for plant lockdown. Her combos will take some execution, and she isn't the most damaging style available, but considering the setup and meter she gets off of a standard 4.5k combo her damage is rather high.

Normal Moves

5A [Mid]

Standing Jab used for whiff canceling. At 3 frames its one of the faster jabs in MBAA but since every attack beats out jabs in a trade situation now be wary of using it for antiair.


5B [Mid]

Over her head broom swipe used for diagonal antiair. Fast enough with a good enough hitbox to trade or beat lesser jumpins provided you space it correctly.


5[B][Mid]

It looks the same, but this move actually has a completely different purpose than 5B. At 17 frames startup, it's very fast for a charge move, and the damage box covers the space very far in front of Kohaku with very little of the diagonal range that 5B has. In terms of poking, this makes it more useful as an antijumpout mechanism, and at the proper ranges it is almost impossible to beat with most moves because the broom itself has no hittable box. As far as combos go, this is a large component of many of her high damaging corner loops, covered in the combo section.


5C [Mid]

5C is a fast forward broom poke used for combos and covering the space in front of her. Much like most of her moves the hitbox is really good, far better than it was in MBAC, and much like 2B this move has been reduced to one hit and a command followup that is staggerable. This makes it even more useful as a poke since the recovery isn't near as bad as whiffing an entire 5C was in MBAC.


5CC [Mid]

The C followup that can be executed on whiff, hit, or block is a 4 hit broom twirl with the last hit launching. Since the followup also completely cancels out the pushback that would have occurred after 5c and moves her forward quite a bit, it's a good idea to use the followup during ground combos for extra damage IF you don't put too many hits beforehand so as to increase the gravity too much (the first 3 hits have no proration) or during blockstrings to get her closer provided you cancel the move before the last hit connects.


2A [Low]

Standard crouching jab. The hitbox is decent, it comes out in 3 frames, and is neutral on block. Use it in ground strings, but be advised that too many hits in your ground combos will make your 6c loop much harder or impossible.


2B [Mid]

This has the same animation as the first hit of her old 2B, but it's usefulness as a poke has increased from MBAC due to a damage box buff and the fact it's only one hit with decent recovery. The hitbox goes high enough for it to be useful as a ghetto antiair and this move also retains the clash frames that it had in MBAC. The only downside is that it no longer hits low.


2BB [Low]

The second hit of her old 2B is now a command followup that you can delay for a few frames as well. This is mostly used during stagger blockstrings as the pushback can make it not worth using in combos over her other normals unless you are really close. Since it can be done on whiff, it can be used to counter an attempt to punish a whiffed 2B.


2C [Low]

Her long range low broom sweep attack from MBAC, almost the same as it was in that game with a hitbox improvement. The range is truly staggering, and it comes out really fast for how long it is. The recovery is still bad, so only use it when you are sure it will hit and whiff 5a/fake battou cancel it if it's blocked.


2[C] [Low]

The damage box of 2C dramatically improves when you charge it, which makes it really hard to beat at long range. Like 2C it also curves upwards, so it can be used as an anti late jumpout.


j.A [Mid]

Standard air jab, a short broom handle poke in the air. It's useful to note that this move will actually crossup on standing opponents


j.B [Overhead]

Long range air broom swipe. 180 Degrees of air control, with no hittable box at the tip of the broom. Massively useful as an air to air poke.


j.C [Overhead]

Air to ground broom hit. This one is probably her biggest nerf from MBAC. The massive hitbox of MBAC's j.C has been reduced quite a bit, and as a result an instant j.C no longer hits any crouching character. The hitbox is still great for jumping in, and her j.C fuzzy guard setups still work at most ranges. Also used in her air combos as a tech punish setup.


4B [Low]

Low forward kick. Besides being the cutest normal ever, this is probably the best ground normal she has. At 6 frames, it comes out faster than any of her non-A normals, it has a deceptively long range, hits low, moves her forward, and is +1 on block. Use it for everything: pokes, strings, mixups.


4[B] [Low]

Charged moe kick. It vaccums them in and is +3 on block, and it trips on hit. Unfortunately since it's so slow and doesn't have invincibility there isn't really much stopping them from hitting you during the charge, so be sure to mix it up with a slightly charged 4B to get enough respect.


6C [Low]

A diagonal sword slash. This is the main component of her loops, special cancelable on hit or block. It's short horizontal range and long recovery on whiff limits it's uses as a poke or during pressure strings, so stick to using it in combos unless you are very close.

Special Moves

Draw out・Hidden Sword 「抜刀・秘密の業物」

236 + Button - A set of quick draws that have different uses and properties. All of these have

  • (A version) - Battou sword slash, cancelable into ex on whiff, hit, or block and cancelable into 236B on hit. The startup of this move can be canceled at any time into fake battou by pressing C. Chargeable for a high hit that trips for an untechable knockdown.
  • (AA version) - The A followup is a broom hit that vacuums them forward when they are hit on the ground (can be comboed off of) and throws them back if hit in the air. This move can be ex canceled on hit, block, or whiff.
  • (AB version) - The B followup is a quick roll forward similar to her dodge, except this dodge merely shrinks her hitbox and has no actual invincibility.
  • (B version) - Antiair battou with similar properties to 236A. Good for quick antiair. Charge for an air unblockable hit that wallslams.
  • (BA version) - Broom hit similar to the 236A variant but instead launches them straight up and isn't cancelable.
  • (BB version) - Same as the AB version. She mostly uses this during her 236[B] loops to recover fast enough to followup with a move other than her A attacks.
  • (C version) - EX sword slash that knocksdown, same as MBAC except now it's fast enough to hit after an OTG string. The uses for this move are strictly combo ending, it has fast startup but hardly any invul so it's uses as a reversal are limited.
  • (BC or AC version) - At any point during the startup of her A and B battou moves she can press C to fakeout, the sword will not come out and Kohaku recovers very fast after making the required moe~ noise. Simply put, this technique has infinite possibilities. It is a main component of her loops, she can use it as a substitute for whiff canceling 5a during pressure strings, and she can use it to cancel a 236[a] overhead into a low move such as 4b for unfair mixups during plant pressure. The input is rather strange so it will take time to get used to it, but it's required learning for cKohaku and hKohaku.


Magical Amber Missile 「マジカルアンバーミサイル」

214 + Button - Kohaku briefly changes into magical amber to rain molotov on her opponents.

  • (A version) - Kohaku's broom beerfire special, she can move freely in the air after this special ends. It's uses are the same as MBAC, use as meaty and mixup go into high low airdash mixup after it lands. All of her magical amber specials have invincible active frames, but they are vulnerable to airthrows.
  • (B version) - Another beerfire special. Same as MBAC and thus not very good as she has to land before she can move again. Strictly used for the quick movement that the broom provides.
  • (C version) - Kohaku goes into magical amber mode and slowly drops 4 molotovs after which she gets massive +frames to do whatever she wants, this is the superior alternative to j.214[B] but requires meter to use. Like j.214[B], it's main uses are offensive but unlike her other molotov specials this one has completely invulnerable startup, so it can be used as a ghetto reversal in some situations.
  • (j.A version) - Similar to 214A but in the air. She's now able to jump cancel this moves recovery and regain her air mobility
  • (j.B version) - Very different from 214B. Kohaku goes into magical amber mode, moves very slowly forward and drops up to 3 molotovs depending on how long you hold the B button. The massive +frames on block make this move godly for pressure anytime you can get it off during plant lockdown or for oki, but unlike her other beerfire specials she is completely vulnerable during it's active frames which limits it's use to strictly offensive. Much like j.214A, she may jump cancel this moves recovery.
  • (j.C version) - 4 molotovs in quick succession. The recovery is slow but she keeps her air options after.


I tried my best to raise this ♪ 「こんなん育ててみました♪」

22 + Button - A varity of plants used to assist Kohaku's rushdown and mix ups

  • (A version) - Spinny tree that launches at a diagonal. Similar to MBAC with one major difference: it can now be charged to delay the tree's launch. This one change makes it significantly more useful for setups, and it allows her to combo off of her command throw for decent damage.
  • (B version) - Spinny plant that hits 8 times. Same uses as MBAC: throw it out and start your mixups if you don't have meter for cactus.
  • (C version) - Her famous punching Cactus is still good in this game, hits on the way out and keeps punching them 11 times. If the first hit lands in it's latter active frames, then the subsequent hits are airtight, if it lands too early there is a considerable gap which can be reversal'd or sometimes even jumped out of. Besides the standard cactus corner lockdown, this move comes out really fast with minimal recovery, so don't be afraid to throw it out when at the proper range if you need to cancel one of her whiffed battous.


Johnny 「ジョニー」'

2222 + C - HEY JOHNNY COME ON. Has certain point during startup where the plant tracks where your opponent is and then shoots 6 fireballs in that direction, all of which juggle on hit. Same use as MBAC, her "get the fuck off the ground" super.


This is a Victim of Modern Medicine 「現代医学の犠牲者です」

22222+ C - ...that is seriously the input. This is her poison plant that drains health on hit. It's probably too slow to be useful in most situations, but she can actually combo into it with her corner 236[b] loop in some situations. See the combo section for more information.


Magical Attack・ KohaponX 「マジカルアタック・コハポンX」

1632143 + C - Her drugon install still has loooooooong startup but the bloodheat lasts a bit longer and the superarmor seems more useful than MBAC (as far as I can tell it nullifies hitstop too). She can get it out while they are under cactus lockdown, but as of now it's a wait and see if it's worth doing.


Amber Colosseum ・ Upper 「アンバーコロシアム・アッパー」

63214 + C - Command Throw, Kohaku Uppercuts them in the air and decides to play baseball with her broom for some reason. A grazing hit can be airteched and does very little damage. A Clean hit will net you about 2.5k damage and send them flying into the corner for an untechable knockdown. An interesting option is an early completely whiffed followup, which will give you an untechable knockdown and gives you a free otg string, so it is possible to combo into her arc drive after a whiffed followup. Obviously you should avoid a grazing hit and either go for clean hit or whiffed followup into OTG.


Arc Drive

41236 + C [In HEAT or MAX]

Unsealed Amber Kick 「開打靠靭琥珀脚」 - This AD that was garbage in MBAC is now really, really good. It hits OTG, so it can easily be comboed from any untechable OTG knockdown she has (2C 5[B] 6C etc). The damage is decent, but the main draw of this move is the circuit break, which lasts a significant amount of time and that alone can win you some rounds. Well worth the meter in the proper situation.


Another Arc Drive

41236 + C [In BLOOD HEAT]

Flying Unsealed Amber Kick 「開打散靭琥珀失脚」 - ...but they forgot to buff this move. Same as it was in MBAC, unblockable 5k damage that is slow to startup and can't combo from anything. It doesn't even circuit break. Given how good her AD is there is absolutely no reason to use this move.


Last Arc

Standing or crouching shield [In BLOOD HEAT]

Secret Draw out ・ New Year Comet 「抜刀奥義・賀正箒星」 - A standard, standing shield, unblockable Last arc

Combos and Strategies

Combos:

In stark contrast to MBAC C-Kohaku is a very combo centric character, so be ready to grind that training mode. Her combos are lenient enough that once you learn a few different loop reps you can shuffle them up according, this section's purpose is to give the most efficient ender depending on what you started with.

General Combos:

2A 2B 5CC(3 hits) 4B 2C 6C 236BC 4B 6C 236BC 5A 6C 236AA/236A 236C

The very basic form of her battou loop that works anywhere on the screen.

2A 2B 5CC(3 hits) 4B 2C 6C 236BC 4B 5C 5[B]...

One rep of her battou loop that works anywhere on the screen. You can either leave it here and use the untechable knockdown you get from 5[B] or use one of 2 followups
...Arc Drive
Simply put, 5k damage and a circuit break that lasts a long time. Use it when you need to piss off your opponent for a while.
...236A 236C
Use it when you are too far away from the corner for her corner combo to work.


Midscreen Only:

2AA 2B 4B 5C 2C 6C 236BC 4B 2C 6C 236BC (2A 2C 6C 236BC)xN (Depending on the character) 2A 2C 4B 236AA / 236A 236B 236C

This is her very difficult midscreen/outside of corner combo that requires precise spacing and timing to pull off, as it's based around the odd hitbox of Kohaku's 2c. You need to keep them in a position where they are hit by the end of her 2C broom, too close and it will whiff entirely. It's also very character specific in terms of difficulty and the number of reps you can do on each character. The minimum number that works on every character is 4 6C's (or N=1 in the above combo) but some let you do more.


Corner Only:

Starters:

2A 2B 2C 5C 5[B] 4B 236BA 5A 5C 5[B] 2B 4B 236BA 5A 5C 5[B] 4B 6C...

This is a BIG damage combo (6k damage on Vsion with the most damaging ender) that works if Kohaku is close enough to the corner. The gravity restrictions are more lenient than the next starter but it's relatively strict spacing wise as they need to be in range of 5A when you are juggling them with 236BA. The BA juggle is pretty strict, you have to make them fall into the latter active frames of her A followup, if you are doing it right Kohaku should have recovered long before they reach her in their fall (well enough and she should even have enough time to walk forward a bit before the 5A). If you do the BA part too well another danger is landing the 5A too early so watch out for that.

2A 2B 5CC (3 hits) 4B 2C 6C 236BC 4B 5C 5[B] 2B (2C) 6C...

This combo does less damage than the previous one but can be done further outside of the corner. A couple things to note: the ground string is the MAX amount of hits you can do and still have the loop work, if you do even one more 2A you run the risk of too much gravity and the first 4B in the juggle will otg. You can compensate for more 2A's by removing other moves in the ground string such as 5CC or 4B. Add the last 2C in the combo if you are sufficiently far enough away from the corner, otherwise go straight into 6C. This combo starter does not work on Kouma, see below for alternative combo

2A 2B 5CC (3 hits) 4B 2C 6C 236BC 4B 5CC 2A(whiff) 5[B] 2B 6C ...

This is an alternate corner combo starter that works on Kouma. It does significantly less damage and the timing on the final 2B catch is rather difficult if you put too many hits in the ground string (using 5a instead makes it easier for even less damage), but leads into the same shit as the other 2 starters. Will have to work to find a better one.

Enders:

...236A 236B 236C

Use this for the most damage and longest knockdown. You will most likely have gained enough meter for the 236c from the previous combo but if you want to save it use another ender.

... 236BC [5A 5CC 236[B]] x 3 2222C

Her old 236[b] loop still works and she has several new ways to end it now. This is a classic ender in which you do all 3 reps of the loop and cancel the last one into johnny immediately. If you do it right you will have enough time to tech punish with some ground string into 236C, and they will get hit by all of the fireballs (due to them being vulnerable during 236c animation) and get knocked down again. If they choose not to tech there should be a few fireballs left for them to block on wakeup.

...236BC 5A 5CC 236[B]B 2C

This is a meterless knockdown option that puts you inside the corner and lets you setup either a plant or cactus and cross them up and put them back in the corner assuming don't get out of it somehow. This combo is significantly easier to pull off if you delay the C followup after 5C a tiny bit.

... 236BC 5A 5CC 236[B] 5A 5CC 2A(whiff) 5[B]

Meterless knockdown that keeps them in the corner, less knockdown time than if you used 236C.. After the 5[b] lands you can do whatever the hell you want, all plants, 214a/ j.214b molotovs, IAD high/low, ect...you can even combo into Arc Drive.

...236BC 5A 5CC 236[B]B 2C 5CC 5[B]

Here is a knockdown that puts them midscreen. Kohaku can IAD and do a ghetto 4 way mixup where she can cut her dash short/ airdodge and high/low on either side of them. Like all 4 ways it requires precision timing to pull off to properly confuse your opponent, so in a way this is a PROS ONLY option.

...236BC 5A 5CC 236[B] 22222C(buffer during charge battou) 2A 5C 6C j7.C (poison hits) 2C

The most important part of this combo is doing the poison plant early enough for her to catch them with a 2a. Again delaying the C followup on 5CC helps tremendously.

...236BC 5A 6C 236BC 5A 5B j.AAAB j8/9.BC

J.C corner tech punish setup, Kohaku can catch forward/back and neutral techs with 2C or 5C. 5C is preferred for forward techs as it leads to more damaging midscreen combos, and 2C is preferred for Neutral/Back techs as it goes into her very damaging 236BA loop in the corner.


Command Throw Combos:

Despite the fact Kohaku forces you into a followup batter stance after a command throw, there are ways around this that lead to very high damage combos. These are outlined below.

63214c *whiff followup* Arc drive

Only 3k damage but this requires no setup and the circuit spark can be worth it in some situations.

22222c 63214c *whiff followup* *poison hits* 5C 5[B] 4B 236BA 5A 5C 5[B] 2B 4B 236BA 5A 5C 5[B] 2B 6C 236BC 5A 5CC 236[B] 5A 5CC 2A(whiff) 5[B]

Poison plant command grab combo. This can be setup off of a relatively close 2C or 5[B] (which means you can go do the setup again AFTER you finish this combo). Canceling into poison plant from the knockdown gives you ample time to do a 50/50 meaty/throw mixup before the poison hits, should you successfully land a meaty simply combo into the poison and continue with the above combo once the poison hits. After a command throw you should whiff the followup as early as possible (hold any button for the best result), let the poison land, and then walk into position for the battou loop.


Blockstrings:

Kohaku's blockstrings are very versatile with her fast long range and several ways to punish poking, catch jumpouts, or bait reversal attempts. She has 3 very important tools to use that will keep her blockstrings safe and effective: 5A(whiff), Fake Battou, and 4B (hit or whiff). All of these moves have very fast recovery times, fast enough to keep her advantage at a positive or low negative. After any of these she can either ground dash/ IAD in and reset her pressure, use one of her long range pokes like 5[B]or 236[B] to catch jumpouts, or just hang back and bait out any reversal attempts the opponent might pull off. Understanding which normals to use in combinations with these safe moves is the key to mastering Kohaku's pressure.

Here are some specific blockstrings, don't feel limited to what is listed here though, cKohaku's normals are so good there are almost endless amounts of strings you can use to punish everything your opponent can do:

(meaty 22C) 4B 5C 6C 236BC 4B 6C 214C 22C 4B 5C 6C 236BC 5B 4B 5C 6C 236BC 2A 5B 4B 5CC (2hits) 6C

This is an instant guard crush string (against half moon characters) that can be done in the corner off of a meaty 22C. There are no gaps in this string, it is impossible to get out without a shield bunker. Of course, crescent and full moon can avoid the guard crush by ex guarding sufficiently, but if they do not the string will crush them much faster than a half moon character.

2AA 2B 5[B] 4B 6C 236BC 2C 5A(whiff)

Point blank corner blockstring that can be used to punish jumpouts and pokes. This has 2 natural (as in, built into the string without late canceling anything) gaps in it, one between 2B and 5[B] and another between 236BC and 2C. Both of these gaps cannot be poked out of by any normal means, and jumping out of either of them gives her a free knockdown or combo.

Half Moon

Considered to be the best style in Japan, H-Kohaku forgoes plant setups and high low mixups for quite a bit more damage than C-Kohaku. Instead of plants she has bombs, which do a good job of setting up her main mixup: poke and throw- specifically, her command throw. When she successfully lands her command throw or a standard poke in the corner, she gets massive amounts of damage- this alone makes her a force to be reckoned with.

As far as normals go, her 5C and 2B are back to being single-inputs(like how it was in MBAC). Her new j.C can now crossup and is way better for air-to-air than its Crescent counterpart. Her 5A6AA is just as good as any other half moon character. Also specific to HKohaku is her ex dp move 623C, which is hands down one of the best reversals in the game. It's ridiculously fast startup with minimal recovery make it relatively safe to throw out and very hard to punish in most situations.

Normal Moves

5A [Mid]

Looks like Crescent's, but it can actually hit people crouch blocking.


5A6AA [Mid]

Kohaku's half moon 5A command followup. This move can make up for the absence of Crescent moon's 6C and open up plenty of combo opportunities (see combo section). It can also be safe on block if you battou cancel the final hit.


5B [Mid]

Same as Crescent moon style with pretty much the same anti-air usages.


5[B][Mid]

Same As Crescent. An important tool in HKohaku's pressure and combos.


5C [Mid] Same animation, but very nerfed compared to C. H-Kohaku's 5c has reverted back to her old MBAC in terms of hitbox and properties, as such the damage hitbox as a whole is drastically reduced and the broom twirl followup is automatic. If this move whiffs they have all day to punish you, so be sure to throw it out only when you are sure it will hit and whiff/battou cancel the out of the first 3 hits if it's blocked.


2A [Low]

Same as Crescent.


2B [Mid]

Just like 5C, HKohaku's 2B has reverted to the old MBAC double broom sweep and a hitbox similar to what it was in MBAC. Although the horizontal range has been decreased quite a bit the move actually works better than C's as a ghetto antiair, although just like 5c if it whiffs expect to be punished hard.


2C [Low]

Same as Crescent. Very long range sweep that is relatively fast but has terrible recovery.


2[C] [Low]

Same as Crescent.


j.A[Mid]

Same as Crescent.


j.B [Overhead]

Same as Crescent.


j.C [Overhead]

This new move is a huge asset to her arsenal. Great damage, reach, proration and best of all this move hits crossup. She may have lost her instant overhead but this normal more than makes up for it. It's even chargable for extra damage and fakeouts. Combined with j.B and the new super double jump, your air game is something to be feared, as you can pull off big damage from very far ranges now.


j.[C] [Overhead]

Charged j.C. Gives more damage when hit, and charging animation will cancel upon landing for mad fakeouts.

Special Moves

Besides the addition of her command air dash, 623/dp specials, and the change of her command grab and 22 series, all of her specials are the same as crescent.


Moving Star 「ムービング☆スター」

236 + Button (in air)


j.236A

Kohaku dons her Magical☆Amber cloak and flies through the night air. A very quick command air dash that goes almost half screen. The startup is very fast, and the recovery is fairly fast but still unsafe. Kohaku can move freely in air after the dash. She is invincible during the actual dash, but she can still be airthrown. This move cancels only into j.236C.


j.236B

Same as j.236A but goes almost full screen.


j.236C (Shooting Star 「シューチング☆スター」)

Travels as far as j.236A, but with FAIYA in front of Kohaku. j.236A/B can cancel into this. Tack this at the end of combos for more damage when you have meter to burn or an opponent that is about to die.


Cleaning! 「お掃除です!」

623 + Button


623A

Kohaku swings her broom like a bat, launches opponent. Chargeable for more damage. Reflect projectiles. Used in combos


623B

Same as 623a but with upper body invincibility. Can be used as anti air. Reflects projectiles.


623C

Great reversal, very fast start up full invincibility, air unblockable with fast recovery. Also reflects projectiles.


Great for Fights 「対戦に潤いを」

22 + Button


22A

Kohaku screams kyaah and drops a bomb that goes off as soon as it hits the ground. Once the bomb is dropped it will always go off which can sometimes interrupt combos if you hit while dropping it.


22b

Kohaku drops a bomb that doesn't go off unless its hit and then comes into contact with the ground, it can be hit up to 5 times while in the air before disappearing and not going off.


22C

HEY HEY HEY HEY, Kohaku drops a huge bomb with a 3 second timer that both players can hit back and forth, once the timer reaches 0 the bomb goes off with an unblockable blast that can hit Kohaku as well. Very tricky move to use, but there are some legitimate setups into this. Examples shown here and here.


Kohaku Magnum Upper 「琥珀マグナムアッパー」

63214 + C

Kohaku puts on her boxing glove and punches the opponent launching them in the sky, unlike the crescent version there is no auto follow you, when using this move in half moon you will always whiff cancel after the launch.

Combos and Strategies

Combos:


Bread and Butter

(2A x n) 2B(1 hit) 5C(1 hit) 5A6AA 2C 623A j.[C]B sdj.BC airthrow 4600 damage

If the opponent is against the corner after 623A, remember to use neutral jump- jumping forward when the opponent is against the corner makes j.B whiff after j.[C].


Advanced Bread and Butter

Much harder but worth the damage, rule of thumb to follow if the 5a whiffs go for the above combo instead Note: if you are having problems with the feint despite how its written you must piano the b and c not press them at the same time.

(2A x n) 2B(1 hit) 5C(1 hit) 5A6AA 2C 236A 236BC 2A 2C 623A j.[C]B sdj.BC airthrow

(2A x n) 2B(1 hit) 5C(1 hit) 5A6AA 2[C] 236A 236B+C 2A 2C 5A(whiff)6AA 623[A] j.[C]B sdj.BC airthrow


(2A x n) 2B(1 hit) 5C(1 hit) 5A6AA 2[C] 236A 236B+C 2A 2C 5A(whiff)6AA 5[B] 2B 5C 623A j.BC dj j.BC airthrow Corner only. Works on very few characters (Kouma, Sion, V Sion.) Must start off 2A, it's really hard to get the 2A after 2[C] if you start from j.[C].


...5C(1 hit) 236A 236B*delay*A 5C(1 hit) 2C 5A(whiff)*delay*6AA 236BC 2C 623A j.BC sdj.BC airthrow 4500 damage

Follow-up after a successful counter hit to an opponent in mid air. Requires Kohaku to be very close to the opponent when she begins the follow-up. Adjust timing so the 2nd hit of 236BA hits the opponent at the tip of the broom's hitbox. Slightly delaying the 5A whiff lets Kohaku move forward more off her 2C animation, allowing to 6AA connect (with more characters, at least).

5D *delay* 2C *delay* 5C(1 hit) 236B*delay*A 5C(1 hit) 2C 5A(whiff)*delay*6AA IAD j.C *rejump* j.BC sdj.BC airthrow

Follow-up after shield counter. Walking back during the first delay (before 2C) prevents crossing up (and therefore screwing up the combo) against some characters. IAD j.C timing is strict; remember not to hold C longer than two frames (or else combo becomes invalid). Against Nero, omit the 2C.


Command Throw Combos:

63214C 2A(whiff) 5[B] *delay* 5C(1 hit) 2C 5A(whiff)*delay*6AA IAD j.C *rejump* j.BC dj.BC airthrow 3800 damage

Midscreen command throw combo. Delays may vary with some characters.

63214C 2A(whiff) 5[B] *delay* 5C(1 hit) 2C 5A(wihff)*delay*6AA 236B+C 2C 5A(whiff)6AA 623[A] j.C sdj.BC airthrow

Harder version of the above, carries a bit farther across the screen for a little extra damage. Midscreen only. Works on Arcueid, Hisui, M. Hisui, Sion, V Sion, Kohaku, Kouma.

63214C 2A(whiff) 5[B] *delay* 5C(1 hit) 236A 236B*delay*A 2A 5C(1 hit) 236B*delay*A...

Basic Juggle starter for corner command throw. Follow-ups are listed below:
...5A6A 5[B] 2B 5C(1 hit) 236A 236BC 5A6A 5[B] 22A
22A mixup after command throw combo. When the opponent wakes up and you're expecting them to jump out, you can 2A them to prevent this and combo into command throw. If they don't jump and choose to block on wake up, you can command throw the opponent before the 22A bomb goes off.
...5A6A 5[B] 5C(5 hit) 236B+C 5C(5 hit) 5[B] 22A
Easiest ender, only slightly less damage than the above.
...2A 5B 5C(5 hits) 236[B] 5A6A 5[B] 5C(5 hits) 236BC 5C(5 hits) 22A
Meter building variant of 22A mixup.
...5A6A 5[B] 2B 5C(1 hit) 623A j(neutral).[C]B sdj.BC airthrow 4300 damage
Damage variant follow-up. Remember to use neutral jump after 623A- jumping forward when the opponent is against the corner makes j.B whiff after j.[C].
...5A6A 5[B] 2B 5C(1 hit) 623A j(neutral).[C]B sdj.BC j.236C airthrow 4700 damage
Even more damaging variant- meter for EX is required. Use when you have free HEAT mode meter to burn, or if you can finish your opponent with the extra damage.

63214C 2A(whiff) 5[B] 5C 5A 236B*delay*A 2A 5C (1 hit) 236B*delay*A...

Nero, Warakia juggle starter.

63214C 2A(whiff) 5[B] 5C 236B*delay*A 5C 236B*delay*A 2A 5C 236B*delay*A 2A 5C 236B*delay*A...

Four rep battou loop, does really high damage if you can execute it. Works on Kohaku, Hisui, M Hisui, Akiha, V Sion, Sion, Warakia and Nero. For Warakia and Nero, you need to do 3 repetitions of (2A 5C 236B*delay*A) instead of the 2nd rep being just (5C 236B*delay*A) for it to work.

Full Moon

Vastly different from the other 2 styles, plays a bit more zoning oriented with projectiles including her 236 series and 5[C]. Probably the most interesting aspect of her is her counters, particularly the ex counter which counters basically every melee and projectile attack in the game. If she successfully lands an ex counter, she fills the entire gamespace with an unescapable wallslam sword slash that can be comboed off of at certain ranges. As far as damage goes, she has the most out of all the styles on a per hit basis due to the limited proration on her moves, So simple combos like j.C counterhit 5C j.BC j.BC 236C airthrow will do upwards of 6k damage. She retains her plants from Crescent mode, but she has to sacrifice a considerable amount of damage to setup into them. Her potential is largely unexplored thus far.

Normal Moves

5A [Mid]

Typical Full-Moon jab. Not as far reaching as other styles, but has better recovery. It's worth noting that for some reason this move does alot more damage than your typical jab. Combined with its good proration this makes for an ideal combo starter of dash 5AAA. Has quite a bit of vertical height, but not safe anti-air.


5B [Mid]

Her 5B will move you forward quite a bit, making it useful for most bnbs and pressure. The animation itself is rather confusing, and it hits alot further than you'd think. Great Priority.


5C [Mid]

Similar to her other style's 5C, but again with improved recovery and very different extensions. This move has insane priority and will probably be you're midrange poke of choice. Great for picking up j.B/j.C counterhits too.


5{C} [Mid]

Partially charged 5C. Adds some range and mad pro-ration benefits. Not a bad choice in a corner block string, either. This will likely be your choice entry when you guard-break your opponent.


5[C] [Mid]

A fully charged 5C will fire out a katana that travels horizontally full screen. This move has its own special cancel properties where you can IH/EX or special cancel it to her 236x series even on whiff. Works well as a tech punish or simple guard bar damage after a wallslam. Good followup if you full screen an EX counter. Be careful with it, since it is deflectable.


2A [Low]

Short range but leaves you at an advantage. Ideal for tick throws and hi/lo mixups or just plain simple harassment with dash 2A. Be wary of anti-air armour. Better than most 2A's.


2B [Mid]

Slightly similar graphic to her other style's 2B, but with a higher and shorter reaching swipe. This move make for very strong anti air and also possesses quite a lot of the now rare clash frames making this another particularly strong neutral poke. Can cancel into 214 series on hit, block, and clash. 2B->214A will catch people whose moves beat out your clash frames.


2C [Low]

Same old 2C. Charged version doesn't see much use anymore with arcade -> original changes. Get used to partial charging to help stagger your blockstrings.


j.A [Overhead]

Flying jab thats actually an overhead, though wont be using it as one much due to its odd hitbox. Even in combo's and air-to-air its uses are limited. Great for IAD canceling.


j.B [Overhead]

Exact same move as her other styles. One of your best air-to-air and zoning tools. Has just about the same reach as her new j.C but will hit faster and in a more upward direction. You can use this out of her j.236a/b, which half-moon cannot do.


j.C [Overhead]

This move is a huge asset to her arsenal. Great damage, reach, proration and best of all this move hits crossup. She may have lost her instant overhead but this normal more than makes up for it. It's even chargable for extra damage and fakeouts. Combined with j.B and the new super double jump, your air game is something to be feared, as you can pull off big damage from very far ranges now.


4B [Low]

A 2-hit trip with a similar animation to her crescent 4B, thought not nearly as useful. The first hit is special/EX cancel only, the second hit follows normal cancel rules. Try to keep it out of your block strings, as it is shield bunker-able.


3C [Mid]

Kohaku's new launcher with the added ability to reflect certain projectiles. Good reach off this move, combine with 2C for an air combo from most distances. It's even EX-cancellable on whiff for some tricks. Can be useful against some vertical fall-ins.

Special Moves

Her 22 series is the same as crescent moon.


Draw out ・ Air Blast 「抜刀・空気撃ち」

236 + Button


236A

Kohaku draws her swords and sends a projectile slash straight out, can be charged for more distance


236B

Same as a version but anti air angle


236C

Ex version covers almost the whole screen vertically besides that same as a version


Draw out Reserve・Rude Dismissal 「抜刀準備・無礼免」

214 + Button


214A

Counter move, Kohaku partly draws her sword, if hit she yells pakiiiiing and battou slashes that sends the opponent flying to the wall. A version guard highs and mid


214B

Same as the above but guards lows and mid


214C

Ex version guards mid low and high besides that everything else is the same.


Moving Star 「ムービング☆スター」

236 + Button (in air)


j.236A

Similar to half moon. However, full moon can cancel the dash with an air normal, making the dash much safer and unpredictable.


j.236B

Same as j.236A but goes almost full screen.


j.236C (Shooting Star 「シューチング☆スター」)

Travels as far as j.236A, but with FAIYA in front of Kohaku. j.236A/B can cancel into this. Tack this at the end of combos for more damage when you have meter to burn or an opponent that is about to die.

Combos and Strategies

Combos:

(2A x n) 5B (2B) 4B 2C 3C j.BC dj.BC (j.236C) airthrow 4500-4900dmg

Basic bread and butter combo off 2A. EX extender will add roughly 300 damage without sacrificing knockdown.

(2A x n) 5B (2B) 4B 2C/5C 236A (plant) 3000dmg

Sets up your deadly okizeme. Delay 5C slightly if you're using it in place of 2C. Works well with all plants although you may want to omit the 236a and simply use 2C for knockdown when using 22b or Johnny plants since they're slower.

(2A x n) 5B (2B) 4B 2C/5C 236A OTG 41236C 5000dmg

Similar to the above combo. Ends with an OTG arc-drive for 2k extra damage and circuit break.

5C 3C j.BC dj.BC j.236C airthrow 5500dmg

Very simple. Very good damage. Uses 100% meter

Dash 5AAA 5B 5C 236A IH 2C 236A OTG 41236C 6100dmg

Max mode IH combo into OTG arc drive. Highly damaging and circuit breaks, pretty devestating if you manage to land this on an opponent.

236D 2C 3C j.BC sdj.ABC 3000dmg

Shield Counter combo.

Command Grab Combos:

63214C (sweet spot follow-up) 2800dmg
Hit a home run and knock em all the way to the corner for untechable knockdown. If you're close enough you've plenty time to setup a plant.
63214C (whiff follow-up) OTG 41236C 3100dmg
You won't have time to setup plant after this grab, but circuit break and damage should make up for it. Requires Max/heat.
(set 22A) 63214C (whiff follow-up) release 22A (aircombo) dmg


Midscreen Only:

(2A x n) 5B (2B) 4B 2C 3C IAD j.B (land) j.AAC sdj.ABC airthrow 4600dmg

Slightly more advanced version of her regular bnb.


Corner Only:

Dash 5AAA 5B 5C 236C(1 hit) 5C j.BC sdj.ABC airthrow 5600dmg
100% meter combo. At certain distances 236C will hit twice, which will lower damage.
2AA 5B 2B 5C 236C(1 hit) 2C 236A (plant) 3600dmg
100% meter combo. Gives a 22x setup.


Strategies:

236BCH Dash 5B 5C j.BC j.BC (j.236C) Airthrow 5649dmg, vs Satsuki
For when 236B Counter-Hits. Very high damage. Interchange 5B/5C and using one or both depending on distance and height. This is very helpful to know since your 236B is air unblock-able. Keep in mind counter-hits are where a lot of F-Koha's damage is going to come from. Keep your anti-air supremacy strong. If you're too far away/unsure of your ability to follow up with the combo due to distance, you can 236A for hard knockdown.

Frame Data

Crescent-Moon Normals:

Motion Startup Active Recovery Advantage Hitstun Damage VS Damage Meter Gain Guard Crush Guard Level Cancel Proration Notes**
5A 4 4 8 0 11 350 170 3.5 50 H, L C,J,S,E 78% -
5B 9 5 14 -4 14 600 400 6.0 200 H, L R,J,S,E 70% -
5[B] 18 8 12 -5(Air, Down) 14 1000 700 10.0 300 H, L R,J,S,E 70% -
5C 8 6 18 -9 14 900 700 6.0 200 H, L R,J,S,E 90% -
2A 4 4 8 0 11 300 100 3.0 50 L C,J,S,E 75% -
2B 8 6 19 -10 14 500 300 5.0 100 H, L R,J,S,E 85% 1
2C 10 4 24 -10(Down) 17 1100 700 10.0 300 L R,J,S,E 60% -
2[C] 22 5 24 -10(Down) 17 1400 1000 12.0 400 L R,J,S,E 90% Scaled -
j.A 5 4 11 - 11(16) 300 100 3.0 50 All C,J,S,E 73% 2
j.B 8 4 Land 2 - 14 650 400 5.0 200 H, A R,J,S,E 90% -
j.C 10 3 Land 2 -(Air, Groundslam) 17(16) 1000 650 10.0 300 H, A R,J,S,E 70% -
j.[C] 28 3 Land 2 -(Air, Groundslam) 17(16) 1400 800 13.0 400 H, A R,J,S,E 80% -
Throw 3 - Full 25 -(Down) - 1000 480 0 0 Throw - - -
Airthrow 2 - Land 12 -(Down) - 1400 576 0 0 Throw - - -
Bunker 30/4 2/2 28/29 -12(Down)/-13(Down) 17 500 300 10.0 200 All/L, A - - 3
GC Bunker 30/4 2/2 28/29 -12(Down)/-13(Down) 17 500 300 10.0 200 All/L, A - - 4
4B 7 5 9 +1 14 800 500 8.0 200 L R,J,S,E 80% -
4[B] 27 5 10 +3(Down) 17 1000 800 10.0 300 L R,J,S,E 55% 5
2BB 7 4 17 -6 14 500 320 5.0 100 L R,J,S,E 85% -
5CC 3 10*4 hits 22 -8(Launcher) 17 150x3,800 50x3,350 1.0 x 4 60x4 All R,J,S,E 100%x3,60% Scaled -
6C 11 4 30 -1(Down) 17 1000 500 10.0 300 L J,S,E 50% -


Crescent-Moon Specials:

Motion Startup Active Recovery Advantage Hitstun Damage VS Damage Meter Gain Guard Crush Guard Level Cancel Proration Notes**
236A 8 2 29 -13 17 1000 670 10.0 200 All E 96% Scaled 6
236[A] 27 2 44 -28(Down) 17 1500 970 10.0 200 H, A E 60% -
236B 9 4 44 -24(Launcher) 17 1000 670 3.0 200 All E 70% 7
236[B] 26 4 44 -24(Wallslam) 17 1200 1000 10.0 200 H, L E 70% Scaled -
236x A Followup 13 4 29 -19(Launcher) 11 800 300 8.0 200 H, L - 75% Scaled 8
236x B Followup - - Full 35 - - - - - - - - - -
236x C Followup - - Full 14 - - - - - - - - - 9
236C 4+6 1 55 -38(Down) 17 2000 1600 0.0 400 H, L - 100% 10
214A - - Full 55 - - - - - - - - - 11
214A Followup 34~38 2(2)2(2)8 Full 35 +24(Launcher) 14 600x3 300x3 6.0x3 50x3 All - 100%x2, 80% 12
214B - - Full 60(** 11) - - - - - - - - - 13
214B Followup 32~37 2(2)2(2)8 Full 54(** 11) +8(Launcher) 14 600x3 300x3 6.0x3 50x3 All - 100%x2, 80% 14
214C 17+43 {2(2)2(2)8(5~8)}x4 Full 125 +41(Launcher) 14 (500x3)x4 (320x3)x4 0.0 (20x3)x4 All - (100%x2, 75% Scaled)x4 15
j.214A **3 2(2)2(2)8 Full 57 -(Launcher) 14 600x3 300x3 6.0x3 50x3 All - 100%x2, 80% 16
j.214B **3 2(2)2(2)2*6hit Full 57 -(Down) 14 (200,300)x3 (100,200)x3 (2.0,3.0)x3 (50,20)x3 All - (100%, +5%)x3 17
j.214C 13+**3 ** Full 67 -(Launcher) 14 (500x3)x4 (320x3)x4 0.0 (20x3)x4 All - (100%x2, 75% Scaled)x4 18
22A 58 {2(2)2}x n Full 49 -(Launcher) 14(17) (333,300)x n 100x n 3.0x n 100x n All - 100% 19
22B 61 32*8hit Full 53 - 17 280x8 130x8 3.0x 8 50x8 All - +4%x8 -
22C 4+24 15(12), {1(7)1(9)}x5,1(5)2 Full 38 -(Wallslam) 14 500,250x12 350,200x10,220x2 0.0 50x13 H, L - 85%,60%x11,60% Scaled 20
2222C 3+114 Full 50 -(Launcher) 17 800x6 600x6 0.0 100x6 All - 80%x6 -
22222C 3+109 72 Full 39 -(Launcher) 17 100 50 0.0 100 H, L - 100% 21
63214C 4 1 22 -(Down) - 500 500 8.0 0 Throw - 80% -
63214C Followup 1 6 25 -(Launcher)((Launcher/Down)) - 1000(1500/3500) 700(1200/3000) 10.0(10.0/20.0) 200 H, L - 70% 22
1632143C 25+~ - Full 136 - - - - - - - - - 23
41236C 2+15 56 -(Down) - 1500,2200,2300 1000,2000x2 0.0 - Unblockable - 50% 24
41236C (BHAD) 1+18 56 -(Wallslam) - 1000x7, 1200x2, 2200x2 700x8,1000,2000x2 0.0 - Unblockable - 50% 25
Last Arc 4+0 2 74 -(Down) - 7000 6500 0.0 0 Unblockable - 100% 26

"**" Needs translating


Half-Moon Normals:

Motion Startup Active Recovery Advantage Hitstun Damage VS Damage Meter Gain Guard Crush Guard Level Cancel Proration Notes**
5A 4 4 8 0 11 350 170 3.5 50 H, L C,J,S,E 78% -
5B 9 5 14 -4 14 600 400 6.0 200 H, L R,J,S,E 70% -
5[B] 18 8 12 -5(Air, Down) 14 1000 700 10.0 300 H, L R,J,S,E 70% -
5C 7 4(8)8*5 hits 24 -8 17 900, 150x3, 800 500, 50x3, 350 5.0 x 5 100 x 5 H, L/All x 5 R,J,S,E 100%x5, 60% Scaled -
2A 4 4 8 0 11 300 100 3.0 50 L C,J,S,E 75% -
2B 8 5(3)4 17 -6 14 500x2 300, 320 5.0 x 2 100 x 2 H, L/L R,J,S,E 85% x 2 52
2C 10 4 24 -10(Down) 17 1100 700 10.0 300 L R,J,S,E 60% -
2[C] 22 5 24 -11(Down) 17 1400 1000 12.0 400 L R,J,S,E 90% Scaled -
j.A 5 4 11 - 11(16) 300 100 3.0 50 All C,J,S,E 73% -
j.B 8 4 Land 2 - 14 650 400 5.0 200 H, A R,J,S,E 90% -
j.C 10 4 Land 2 - 17 1000 800 10.0 300 H, A R,J,S,E 90% -
j.[C] 19 4 Land 2 - 17 1300 1000 13.0 400 H, A R,J,S,E 80% -
Throw 3 - Full 25 -(Down) - 1000 490 0.0 0 Throw - 100% -
Airthrow 2 - Land 12 -(Down) - 1400 576 0.0 0 Throw - 100% -
Shield Bunker 34/4 2/2 28/29 -12(Down)/-13(Down) 17 500 300 10.0 200 All/L, A - 100% 54
GC ShieldBunker 16 2 23 -7(Launch) 17 0 0 0.0 0 All - 100% 55
Shield Counter 9/9/9 4/4/4 16/18/Land 2 -4(Launch/-4(Down)/-(Launch) 17/17/17 500/1500/500 300/100/300 5.0/15.0/5.0 300/300/300 All J,S,E/S,E/- 50%/50%/50% 56
5A6A 8 4 16 -5 14 600 400 6.0 100 H, L J,S,E 90% Scaled -
5A6AA 10 4 17 -3(Launch) 17 1000 800 10.00 300 H, L J,S,E 60% -


Half-Moon Specials:

Motion Startup Active Recovery Advantage Hitstun Damage VS Damage Meter Gain Guard Crush Guard Level Cancel Proration Notes**
236A 8 2 29 -13 17 1000 670 10.0 200 All E 96% Scaled 57
236[A] 27 2 44 -28(Down) 17 1500 970 10.0 200 H, A E 60% -
236B 9 4 44 -24(Launcher) 17 1000 670 3.0 200 All E 70% 59
236[B] 26 4 44 -24(Wallslam) 17 1200 1000 10.0 200 H, L E 70% Scaled -
236x A Followup 13 4 29 -19(Launcher) 11 800 300 8.0 200 H, L - 75% Scaled 59
236x B Followup - - Full 35 - - - - - - - - - -
236x C Followup - - Full 14 - - - - - - - - - 60
236C 4+6 1 55 -38(Down) 17 2000 1600 0.0 400 H, L - 100% 61
623A 11 5 24 -11(Launcher) 17 1000 700 10.0 200 H, L J,E 70% 62
623[A] 23 5 21 -8(Launcher) 17 1200 1000 12.0 500 H, L J,E 70% 63
623B 15 6 31 -19(Launcher) 17 1500 1000 15.0 200 H, L - 70% 64
623C 1+4 6 65 -18(Launcher) 11 2500 2000 0.0 200 H, L J 70% 65
214A - - Full 55 - - - - - - - - - 66
214A Followup 34~38 2(2)2(2)8 Full 35 +24(Launcher) 14 600x3 300x3 6.0x3 50x3 All - 100%x2, 80% 67
214B - - Full 60(** 11) - - - - - - - - - 68
214B Followup 32~37 2(2)2(2)8 Full 54(** 11) +8(Launcher) 14 600x3 300x3 6.0x3 50x3 All - 100%x2, 80% 69
214C 17+43 {2(2)2(2)8(5~8)}x4 Full 125 +41(Launcher) 14 (500x3)x4 (320x3)x4 0.0 (20x3)x4 All - (100%x2, 75% Scaled)x4 70
j.214A **3 2(2)2(2)8 Full 57 -(Launcher) 14 600x3 300x3 6.0x3 50x3 All - 100%x2, 80% 71
j.214B **3 2(2)2(2)2*6hit Full 57 -(Down) 14 (200,300)x3 (100,200)x3 (2.0,3.0)x3 (50,20)x3 All - (100%, +5%)x3 72
j.214C 13+**3 ** Full 67 -(Launcher) 14 (500x3)x4 (320x3)x4 0.0 (20x3)x4 All - (100%x2, 75% Scaled)x4 73
22A 65 2 Full 47 - 14 600 600 6.0 300 All - 100% -
22B - - Full 49 -(Launcher) 14 600, 600 400, 600 6.0x2 200, 300 All - 70%, 100% 74
22C 502 2 Full 35 -(Down) - 500,250x12 2000 25.0 1000 Unblockable - 100% 75
63214C 4 1 22 -(Launcher) - 2500 500 8.0 0 Throw J,S,E 50% 76
j.236A - - Land 11 - - - - - - - - - 77
j.236B - - Land 11 - - - - - - - - - 78
j.236C 1+4 12*6hit Land 11 -(Launcher) 17 400x6 300x6 0.0 100x6 All - 100% 79
41236C 2+15 56 -(Down) - 1500,2200,2300 1000,2000x2 0.0 - Unblockable - 50% 80
61: 1-7F Invincible
62: 11-17F Reflects projectiles
63: 23-29F Reflects projectiles
64: 1-17F Upper-body invincibility
65: 1-10F Invincible, 5-12F Reflects projectiles


Full-Moon Normals:

Motion Startup Active Recovery Advantage Hitstun Damage VS Damage Meter Gain Guard Crush Guard Level Cancel Proration Notes**
5A 5 4 5 +3 11 500 300 5.0 100 H, L C,J,S,E 78% -
5B 7 4 12 -1 14 800 500 8.0 200 H, L J,S,E 80% -
5C 6 4 14 0 17 1200 800 12.0 300 H, L J,S,E 90% -
5{C} 21 5 14 -1 17 1600 1000 16.0 500 H, L J,S,E 90% -
5[C] 29 Full 58 -2 17 1500 1000 15.0 400 All S,E 70% 27
2A 4 4 6 +2 11 350 200 3.5 50 L C,J,S,E 75% -
2B 11 4 11 0 14 700 400 7.0 200 H, L J,S,E 65% 28
2C 10 4 24 -10(Down) 17 1100 700 10.0 300 L J,S,E 60% -
2[C] 22 5 24 -11(Down) 17 1400 1000 12.0 400 L J,S,E 90% Scaled -
j.A 5 4 11 - 11 300 200 3.5 50 H, A C,J,S,E 75% 29
j.B 8 4 Land 2 - 14 650 400 5.0 200 H, A J,S,E 90% -
j.C 10 4 Land 2 - 17 1000 800 10.0 300 H, A J,S,E 90% -
j.[C] 19 4 Land 2 - 17 1300 1000 13.0 400 H, A J,S,E 80% -
Throw 3 - Full 25 -(Down) - 1000 505 0.0 0 Throw - 100% -
Airthrow 2 - Land 12 -(Down) - 1400 576 0.0 0 Throw - 100% -
Shield Bunker 34/4 2/2 28/29 -12(Down)/-13(Down) 17 500 300 10.0 200 All/L, A - 100% 30
GC ShieldBunker 34/4 2/2 28/29 -12(Down)/-13(Down) 17 500 300 10.0 200 All/L, A - 100% 31
Shield Counter 9/9 4/4 18/Land 2 -4(Launch)/-(Launch) 17/17 500/500 300/399 5.0/5.0 300/300 H,L/H,A J,S,E/- 50%/50% 32
4B 9 5(5)5 14 -1(Down) 17 400, 600 300, 500 4.0, 6.0 200x2 L J,S,E 100%, 55% -
3C 11 5 24 -11(Launch) 17 1000 700 10.0 200 L J,S,E 70% 33
27: 5[C] **
28: 2B 8-14F Clash frames
29: j.A **
30: Shield Bunker **
31: GC Shield Bunker **
32: Shield Counter **
33: 3C 11-17F Reflects Projectiles


Full-Moon Specials:

Motion Startup Active Recovery Advantage Hitstun Damage VS Damage Meter Gain Guard Crush Guard Level Cancel Proration Notes**
236A 11 8 Full 44 -6(Down) 17 1000 800 10.0 200 All E 100% -
236[A] 22 12 Full 55 -6(Down) 17 1000 800 10.0 200 All E 100% -
236B 13 6 Full 51 -11(Launcher) 17 1000 800 3.0 200 H, L E 80% -
236[B] 25 9 Full 62 -10(Launcher) 17 1000 800 10.0 200 H, L E 80% -
236C 6+5 16*2hit Full 44 -6(Wallslam) 17 1000x2 800x2 0.0 100x2 All - 80% Scaled x2 34
214A 13 3 27 +3(Wallslam) 17 1500 1000 10.0 500 All - 50% 35
214B 8 3 27 +3(Wallslam) 17 1500 1000 10.0 500 All - 50% 36
214C 0 - - -(Wallslam) - 3000 2500 10.0 500 Unblockable - 50% 37
22A 58 {2(2)2}x n Full 49 -(Launcher) 17 (333,300)x n 100x n 3.0x n 100x n All - 100% 38
22B 81 32*8hit Full 53 - 14(17) 280x8 130x8 3.0x 8 50x8 All - +4%x8 -
22C 4+24 15(12), {1(7)1(9)}x5,1(5)2 Full 38 -(Wallslam) 14 500,250x12 350,200x10,220x2 0.0 50x13 H, L - 85%,60%x11,60% Scaled 39
2222C 3+114 Full 50 -(Launcher) 17 800x6 600x6 0.0 100x6 All - 80%x6 -
22222C 3+109 72 Full 39 -(Launcher) 17 100 50 0.0 100 H, L - 100% 40
63214C 4 1 22 -(Down) - 500 500 8.0 0 Throw - 80% -
63214C Followup 1 6 25 -(Launcher)((Launcher/Down)) - 1000(1500/3500) 700(1200/3000) 10.0(10.0/20.0) 200 H, L - 70% 41
1632143C 25+~ - Full 136 - - - - - - - - - 42
j.236A - - Land 11 - - - - - - - E - 43
j.236B - - Land 11 - - - - - - - E - 44
j.236C 1+4 12*6hit Land 11 -(Launcher) 17 400x6 300x6 0.0 100x6 All J 100% 45
j.214A **3 2(2)2(2)8 Full 57 -(Launcher) 14 600x3 300x3 6.0x3 50x3 All - 100%x2, 80% 46
j.214B **3 2(2)2(2)2*6hit Full 57 -(Down) 14 (200,300)x3 (100,200)x3 (2.0,3.0)x3 (50,20)x3 All - (100%, +5%)x3 47
j.214C 13+**3 ** Full 67 -(Launcher) 14 (500x3)x4 (320x3)x4 0.0 (20x3)x4 All - (100%x2, 75% Scaled)x4 48
41236C 2+15 56 -(Down) - 1500,2200,2300 1000,2000x2 0.0 - Unblockable - 50% 49
41236C (BHAD) 1+18 56 -(Wallslam) - 1000x7, 1200x2, 2200x2 700x8,1000,2000x2 0.0 - Unblockable - 50% 50
Last Arc 4+0 2 74 -(Down) - 7000 6500 0.0 0 Unblockable - 100% 51
34: 236C 1-7F Invincible
35: 214A **
36: 214B **
37: 214C 3-20F Invincible, **
38: 22A **
39: 22C 1-5F Invincible, **
40: 222222C **
41: 63214C Followup **
42: 1632143C **
43: j.236A 8-13F Invincible, **
44: j.236B 20-37F Invincible, **
45: j.236C 1-4F Invincible, **
46: j.214A 8-40F Invincible, **
47: j.214B **
48: j.214C 1-51f Invincible, **
49: 41236C **
50: 41236C BHAD **
51: Last Arc **

Win Quotes

vs 遠野 志貴「乱暴にしてごめんなさいね志貴さん。さ、お詫びにご馳走いたしますので、食堂においでくださいな。」

Kohaku vs Shiki Tohno "I'm sorry for being a little rough, Shiki-san. As my apology, please accept the feast which awaits in the dining room."

vs 遠野 秋葉「うふふ、わたしの勝ちです秋葉さま。それでは約束通り、監視カメラの増強と志貴さんのお薬代をアップさせて下さいね♪ 」

Kohaku vs Akiha Tohno "Huhuhu, I win, Akiha-sama. Please up the magnification of the surveillance cameras and the fees for Shiki-san's medicine, just like you promised."

vs 翡翠「はい、わたしの勝ちね翡翠ちゃん。それじゃあ約束通り、お屋敷のお掃除を任せて下さいね♪」

Kohaku vs Hisui "Well, I won, Hisui-chan. Then, just like you promised, please leave the cleaning of the mansion to me~"

vs メカヒスイ「どうもイマイチですねー。やっぱり合体機能をつけるべきでしょうか?」

Kohaku vs Mech-Hisui "Not quite there yet. Maybe I should have installed some cooperation software?"

vs レン「ふっふっふ、勝負ありましたねレンさん。それでは、志貴さん秘蔵のストロベリーパイは半分コというコトで♪ 」

Kohaku vs Len "Huhuhu, I won, Len-san. Now I get half of Shiki-san's treasured strawberry pie~"

vs 弓塚 さつき「す、素敵です弓塚さん!その改造人間級の運動神経、遠野家地下王国にスカウトです!」

Kohaku vs Satsuki "W-wonderful, Yumizuka-san! Such superb reflexes! I'm scouting you for the Tohno mansion's underground kingdom!"

vs 非限定 -Kohaku vs Random-

「やった、わたしの大勝利ですね!?よーし、翡翠ちゃん抜きでも負けませんよー!」

"Yay, I won, you know!? Alright, even without Hisui-chan I won't lose~!"

「結構なお手前でした。よーし、わたしももっと鍛錬して、お屋敷を牛耳―――い、いえ、秋葉さまと士貴さんをお守りしなくては!」

"Not too bad. Alright, I will train even harder to control---uh, I mean, protect Akiha-sama and Shiki-san!"

「驚きました?遠野家に仕える侍女ですもの、この程度の嗜みは心得ているんです。」

"Are you surprised? Servants of the Tohno family have at least this much skill."

「ご満足いただけましたか?ふふ、次はもっと強いお薬を出してさしあげます。」

"Was that enough for you? Huhu, next time I will up the dosage."

「あらあら、物騒ですね。そんな危ないものはポイしちゃいましょう、ポーイ」

"Oh my, what a fuss. We should just throw such dangerous things away. Like this!"

「楽しく仲良く、ケンカはダメです。目を覚ましましたらお茶をご用意しますから、しばらく眠っていてくださいな♪」

Fighting is bad, we should be friends. I'll have tea for you when you open your eyes, so please try to sleep for awhile♪

「良薬は口に苦し、教訓は胸に痛しと申します。これに懲りて、次からはお行儀よくなさってくださいね。」

"Good medicine tastes bad, they say. Please learn from this and improve your manners, okay?"

「手当ては済ませておきました。元気になったらまた遊びに来てくださいまし。」

"I have finished caring for your injuries. When you are all better, please come back to play again."

「次はぜひ正門からいらっしゃってくださいまし。その時は精一杯のおもてなしをいたしますから。」

"Next time, please use the main entrance. You will be greeted with great hospitality if you do."

「はい、お掃除終了です。いくら元気だからっておいたはダメですよ?」

"Cleaning is all finished. I know how energetic you are, but please do not pull off any pranks, okay?"

Colors

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MELTY BLOOD Actress Again
General

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Characters

Akiha (Seifuku)AkihaAkiha VermilionAokoArcueidCielHisui & KohakuHisuiKoha & MechKohakuKoumaLenMech-HisuiMiyakoNeco & MechNeco-Arc ChaosNeco-ArcNeroRed ArcueidRiesbyfeRoaSatsukiShiki NanayaShiki RyougiShiki TohnoSionSion TATARIWarachiaWhite Len