Melty Blood/MBAACC/Koha & Mech/Crescent Moon

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    • Expand upon the move descriptions, cite their uses, add captions where helpful, etc.
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Additional Resources

C-Koha-Mech Match Video Database
C-KohaMech Guide Written By Zenkuri

Players to watch/ask

JP:

  • Monorisuto Still active, great situational awareness and confirms
  • Baruto Does jetpack


NA:

  • Zenkuri
  • Text goes here after asterisk

Overview

Strengths / Weaknesses
Strengths
  • Several powerful assists
  • Great normals for controlling space
  • High reward command grab and scary oki
  • Not meter reliant for neutral or offense
Weaknesses
  • Relies largely on system mechanics for defense, low health
  • Low hitstun on air normals
  • Best oki+combos are reliant on mech positioning

General Gameplan

Neutral

Place text here*

Pressure

Note: any mention of 6AE or 6A624C does not apply to Tohno, Nanaya, Wlen, Wara, Nero, or Hime. These characters get hit by 5A crouching, invalidating the threat that these options pose.

Okizeme

Most knockdowns CKohamech gets give her time to set up an assist call on oki. An active assist prevents the second hit of command grab from happening, removing it as an option.


Assist oki

22A

22A can be done meaty or not meaty, and lets mech recover the quickest if to call more assists or mix in command grab. How exactly it behaves varies wildly by mech's positioning, which is important to be aware of. If mech is on top of the opponent, 22A will hit twice, giving better frame advantage and making confirming hits easier. If she's at a medium distance, options like 2C or 6AE allow for a strike throw mixup where both options grant a jetpack hit. If she's far away, 22A covers jumps, allowing kohaku to focus on catching other escape options. Reacting to a 22A hit can grant either a j[B] or j[C] into a full combo.

214C

214C gives a guaranteed meaty depending on the knockdown and is a good choice if mech is completely out of position. There is little to no mixup with this assist. If the opponent gets hit by 214C, it's a decent opportunity to set up jetpack or do an otg string in the corner.

22C

22C ender automatically covers most backdashes, low shield, often beats dodge, can cover mash, can beat heat, is air unblockable, and lets you set up two sequential mixups. If mech is in position and the knockdown is advantageous enough, this is usually the best option. The first mixup is strike throw. The throw option is either dash up throw or dash up 6AE, which performs better against jumps. For the strike option, 2C2A(w), 5C2A(w), dash 2A, jA, and jB are all valid. Ground normals can lose to reversals, while air normals can be spaced around them while still covering jump. The second mixup is a high low mix using j[B]. In its most basic form, j[B]C hits high, while j{B}2A hits low. You can also mix in options such as j{B}(w)2A and j[B]{C}(w) in an attempt to throw off your opponent's timing. A simple way to set this up would be jA 66 j[B], which gives you close to the perfect height. The jA forces opponents to block if they try and jump over 22C while evading many lower mash options, bunkers, and some heats.


Combo enders

Air throw enders

Midscreen, air throw doesn't usually grant a good enough knockdown to call an assist and then threaten the opponent, so it's better to dash in and mix the opponent up with options like 6AE, 6A624C, iad, and 2B.

In the corner, a lower airthrow gives slightly better frame advantage than a higher airthrow and leaves kohaku closer to the opponent. This makes her grab options scarier. After either height of air throw either call 22A or threaten command grab if mech is out of position. There is usually enough time to catch jumps with 2C or dash 6AE after 22A with fast execution.

236A enders

236A is one of the best ways to set up 22C oki. A 236A that hits higher after a string like 2C 5C 236A gives better frame advantage than raw 236A and is always preferable. After a high 236A, the entire set of mixups are available, while after a low 236A, 2C and dash 6AE may be less effective.

236C enders

236C grants similar situation to what comes from a low 236A but it usually is worse for kohaku's positioning. 2C is unreliable after chainsaw, and 5C can whiff especially with midscreen 236C. Since mech's positioning after 236C midscreen tends to be very bad this is a great opportunity for 214C, but if mech is in position 22c is still incredibly powerful.

421B enders

421B allows for a midscreen airdash left right mixup similar to what sion does off of 214A.

Other enders

j[C] into the corner behaves similarly to high 236A, while j[c] out of the corner is very similar to 421B.

Throw isn't advantageous enough to set up a safe chainsaw but players can be conditioned into respecting chainsaw elsewhere. throw into chainsaw leaves the opponent actionable (on average) 4 frames faster than the player so it's impossible to stop most jumpouts, but jetpack setups are very strong after throw.

Uncharged jC is a bad knockdown midscreen and tech away is unpunishable. Cancelling into 214C lets mech force them to block on neutral tech or tech in. In the corner, 5B covers all tech directions after jC. On a no tech read in the corner, jC jA(w) j214a hits no tech to grant a 236a KD, punishes teching out of the corner, grants a decent combo on them teching into the corner, and is plus on neutral tech.

Arc drive knockdown allows for a meaty.

After AAD, there is no way to cover all tech options at once.

After 21421C, 2AB 5B hits all tech options in the corner.

Defense

Ckohamech largely has to rely on system mechanics for defense. Her 2A/5A hit on frame 5 and she has no exceptional normals for abare. 236C is not a true reversal but will occasionally beat out options if you're lucky. 421A can be a useful abare tool if mech is behind the opponent but it's -23 on block and deadly on whiff.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Starter

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text
text


Meter Gained: text Meter Given (vs C-Moon): text
text

Enders

Condition Notation Damage
vs V.Sion
Notes
Ender jB jABC AT text


Meter Gained: text Meter Given (vs C-Moon): text
depending on the situation, you may have to add or subtract jAs, as ckohamech's air normals can be finnicky.
Ender jBCAA jAACB AT text


Meter Gained: text Meter Given (vs C-Moon): text
more advanced aircombo that works in the corner for a lower air throw and better damage. You may have to omit one jA in the first series.
Ender 2C dl.5C 236A 22A/22C text


Meter Gained: text Meter Given (vs C-Moon): text
your meterless oki ender. A slight delay on 22A makes it hit meaty, while 22C is usually not delayed.
Ender 2C dl.5C 236A 236C 22A/22C text


Meter Gained: text Meter Given (vs C-Moon): text
your metered oki ender. Less frame advantage than a cancelled 236A ender, but more damage. 22C is the greedy option, while 22A gives you strong antijump setups.
Ender 2C dl.5C 236A 421B text


Meter Gained: text Meter Given (vs C-Moon): text
Throws them midscreen for an airdash left/right mixup.
Ender 421A j[C] text


Meter Gained: text Meter Given (vs C-Moon): text
If you're out of bounces, this is a fairly advantageous ender that gives good oki when done near the corner.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
OTG starter, cornered opponent
  • (OTG) 2AAA 5C 236A 236C
varies


Meter Gained: varies Meter Given (vs C-Moon): varies
the ex cancel route works if you have 3 or fewer hits before the otg string starts. Otherwise, you can end on 236a and special cancel it.
OTG starter, cornered opponent
  • (OTG) 214A 236A dl.236BB jBCA jAACB AT
varies


Meter Gained: varies Meter Given (vs C-Moon): varies
you can do a more traditional aircombo if this one is hard, but you get a lower height airthrow and a better knockdown with this routing.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A 2B 5C(1) 2C 236A 236BB j(A)B j(A)BC AT
4215


Meter Gained: 71.0 Meter Given (vs C-Moon): 22.4
Basic combo, easier to confirm and more consistent at lower hitcount. Can do better aircombo in corner.
Normal starter, grounded opponent
  • 2A 2B 5C(1) 2C 5B (236A) 236BB j(A)B j(A)BC AT
4426


Meter Gained: 70.0 Meter Given (vs C-Moon): 22.1
Slightly more advanced combo for better reward. Can do better aircombo in corner.
624C starter, grounded opponent
  • 624C j[C] 66 2C dl.5C 236BB j[b] dj[C]
2732
Meter Gained: 59 Meter Given (vs C-Moon): 19.9 (Video)
Full corner carry off of command grab. 624C to j.[C] is a 2-frame link on Sion Tatari which is Invalid in the corner, and always Invalid against some characters.
Normal starter with mech, grounded opponent
  • 2A 2B 5C(1) 2C 5B 236A 421A j[c] 66 (2C) 5C 236[B] 2C 5C 236A
4215


Meter Gained: 106 Meter Given (vs C-Moon): 32.9
Combo that gives you corner hkd from anywhere as long as you have mech available.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Near corner starter, grounded opponent
  • 624C j[B] sdj[C] 2C ender
2402


Meter Gained: 47.0 Meter Given (vs C-Moon): 16.3
basic command throw combo in/near corner.
Near corner starter, grounded opponent
  • 2A 2B 5C(1) 2C 5B 236BB j[B] sdj[C] 2C 5C 236A (22C)
4445


Meter Gained: 82 Meter Given (vs C-Moon): 24.6
your oki combo. Similar damage to the basic combo with a significantly better knockdown. You need to be close enough to the corner to reach them with the j[C] after the wallbounce. This works if you replace 5B with 236A but is significantly harder.
Near corner starter, grounded opponent
  • 2A 2B 5C(1) 2C 5B 236BB j[B] sdj[C] 2C dl.5C 236A 421A j[C]
4874
Meter Gained: 90 Meter Given (vs C-Moon): 28.1 (Video)
Same routing as the above combo, but instead ending in 421a j[c] for a midscreen airdash l/r mixup.
Normal starter, grounded opponent
  • 2A 2B5C(1) 2C 236A214A 5C 236[b] 2C 5C 236A
3945


Meter Gained: 99 Meter Given (vs C-Moon): 29.7
Combo often used by Monorisuto. Lets you set up chainsaw oki with corner space.
Jetpack Oki starter, grounded opponent
  • 22A 2C j[C] 2C5C 236[B] 5C 236A
3519


Meter Gained: 87 Meter Given (vs C-Moon): 26.1
combo for when you catch people trying to disrespect jetpack. The jetpack needs to be close enough to get at least 1 hit as a pickup off of 2c.
Max/Heat starter, grounded opponent
  • 2A 2B 5C(1) 2C 5B 236A dl.214A 2C 2A(w) 5C 236A 426C
4990
Meter Gained: n/a Meter Given (vs C-Moon): n/a (Video)
Circuit break combo for if you need to remove your opponent's meter. Since you don't have a ton to spend meter on this can be valuable but the oki is not good.
Back to the corner with mech, grounded opponent
  • 2A 2B 5C(1) 2C 5B 236A 421A j[B] dj[C] 2C ender
4141


Meter Gained: 78 Meter Given (vs C-Moon): 24.5
Sideswap route using mech throw. If mech is in front of you when you do 421A, you will likely be backwards.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBCKohaMech5A.png
Damage Red Damage Proration Cancel Guard
350 166 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 3.5% -

Standard 5A punch.

5B
5B
5[B]
Hkohamech 5B.png
Hkohamech BE5B.png
5B Damage Red Damage Proration Cancel Guard
600 392 70% (O) N, SP, EX, (J) H (Whiffs vs Crouch.),
LH
First Active Active Recovery Frame Adv Circuit Invuln
9 6 14 -5 (vs Stand.)
-3 (vs Crouch.)
6.0% -

Downward broom swipe, first hitbox automatically whiffs on crouchers.

5[B] Damage Red Damage Proration Cancel Guard
1000 686 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
18 8 12 -5 10.0% -

Disjointed charged version.

5C
Hkohamech 5C.png
Damage Red Damage Proration Cancel Guard
900, 150*3, 800 (2020) (926) 100% (1-5), 60% (M) N, SP, EX, (J) LH (1), LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 (8) 8 29 -31 ~ -13 5.0%*5 (25.0%) -

Broom spin attack. Launches on hit.

Crouching Normals

2A
Hkohamech 2A.png
Damage Red Damage Proration Cancel Guard
350 98 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 3.0% -

Standard 2A low.

2B
Hkohamech 2B.png
Damage Red Damage Proration Cancel Guard
500*2 (911) (551) 85% (O) N, SP, EX, (J) LH, L
First Active Active Recovery Frame Adv Circuit Invuln
8 5 (3) 4 17 -14, -6 5.0%*2 (10.0%) Clash 8-12

Double broom swipe. First hit has clash frames, second hit is a low.

2C
2C
2[C]
Hkohamech 2C.png
Hkohamech BE2C.png
2C Damage Red Damage Proration Cancel Guard
1000 784 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 4 24 -10 10.0% -

Broom sweep.

2[C] Damage Red Damage Proration Cancel Guard
500, 800 (1042) (657) 70% (O), 80% (O) SP, EX L
First Active Active Recovery Frame Adv Circuit Invuln
23 7 26 -15, -13 5.0%, 7.0% (12.0%) -

Charged version hits 2 times, has forward momentum and can only be cancelled into specials.

Aerial Normals

j.A
Hkohamech jA.png
Damage Red Damage Proration Cancel Guard
300 98 73% (O) SE, N, SP, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 10 - 3.0% -

Broom handle poke.

j.B
j.B
j.[B]
Hkohamech jB.png
Hkohamech BEjB.png
j.B Damage Red Damage Proration Cancel Guard
600 392 90% (O) N, SP, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 5.0% -

Huge air-to-air button.

j.[B] Damage Red Damage Proration Cancel Guard
700 490 80% (O) N, SP, J HA
First Active Active Recovery Frame Adv Circuit Invuln
21 4 - - 7.0% -

Charged version wallslams on hit.

j.C
j.C
j.[C]
MBCKohaMechjC.png
MBCKohaMechjXC.png
j.C Damage Red Damage Proration Cancel Guard
900 637 70% (O) N, SP, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 3 - - 9.0% -

Broom slam. Causes a ground-techable knockdown on airborne opponents.

j.[C] Damage Red Damage Proration Cancel Guard
1100 784 80% (M) N, SP, J HA
First Active Active Recovery Frame Adv Circuit Invuln
28 3 - - 8.0% -

Charged version ground bounces on air hit.

Universal Mechanics

Ground Throw
MBCKohaMechThrow.png
Damage Red Damage Proration Cancel Guard
1000 490 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Syringe hit. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCKohaMechThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1300 588 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Ground bounces the opponnent using a 16-ton weight.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCKohaMech214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Flaming battou swipe.

Heat
Heat
A+B+C
MBCKohaMechHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
16 7 25 - -100.0% (min) Full 1-21

Decently quick and large hitbox.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCKohaMechCSpark.png
MBCKohaMechCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Special Movement

ACCD
(Assist Call Command Dash)
(during 214X/421X)
66/44
MBCKohaMech214X66.png
MBCKohaMech214X44.png
Forward Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 36 - - -
Back Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 33 - - -

Kohaku can cancel her assist call animation into a command dash. Forward version goes at a set distance and cannot be cancelled unlike her normal dash, and the command backdash has smaller hurtboxes.

Note: Your frame advantage will be much worse if you use this dash on a blocked assist call.

Grounded Specials

236X
Battou - Hidden Sharp Sword
236A/[A]/B/[B]/C
(236A/[A]/B/[B]~X)
MBCKohaMech236A.png
A
A
MBCKohaMech236XA.png
[A]
[A]
MBCKohaMech236B.png
B
B
MBCKohaMech236XB.png
[B]
[B]
MBCKohaMech236ABX.png
~X
~X
MBCKohaMech236C.png
MBCKohaMech236C2.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800 656 85% (M) SP, -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 1 27 -10 7.0% Clash 4
[A] Damage Red Damage Proration Cancel Guard
1500 950 60% (O) -CH-, -EX- HA
First Active Active Recovery Frame Adv Circuit Invuln
27 1 27 -10 10.0% -

Low battou slash. Can be charged to become an overhead that wallslams on hit. The uncharged version inflicts untechable knockdown and can be cancelled into any specials except itself on block.

B Damage Red Damage Proration Cancel Guard
1000 656 70% (0) -CH-, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 30 -10 3.0% Clash 4
[B] Damage Red Damage Proration Cancel Guard
1200 980 70% (M) -CH-, EX LH
First Active Active Recovery Frame Adv Circuit Invuln
26 4 30 -10 10.0% -

High battou slash. Can be charged to become air unblockable and cause wallslam. Uncharged version launches is jump cancelable on hit.

~X Damage Red Damage Proration Cancel Guard
800 294 90% (M) -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 21 -7 8.0% -

Broom followup, acts as a jump-cancellable launcher on hit. Air unblockable.

EX Damage Red Damage Proration Cancel Guard
2000 1568 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
4+6 1 55 -38 -100.0% Full 1-7

EX Battou. Untechable knockdown on hit, extremely unsafe on block.

214X
Bonds of Sisterhood - Steel Edition
214A/B/C (No EX)
(~66/44)
MBCKohaMech214A.png
MBCKohaMech214B.png
MBCKohaMech214C.png
A Damage Red Damage Proration Cancel Guard
700 490 70% (O) -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 3 24 -1 7.0% -
  • Assist call series. This can be followed up into a command dash, see here for details.

Orders Mech-Hisui to do her 5B with much bigger hitboxes. Wallslams on hit.

B Damage Red Damage Proration Cancel Guard
1000 588 60% (O) -CH-, -EX- LA
First Active Active Recovery Frame Adv Circuit Invuln
24 2 31 -8 9.0% -

Mech-Hisui performs her C-Moon 236B. Hits low.

C Damage Red Damage Proration Cancel Guard
- - - -CH- -
First Active Active Recovery Frame Adv Circuit Invuln
- - 56 - - -
(Mech-Hisui) Damage Red Damage Proration Cancel Guard
1100 686 90% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
31 ~ 65 7 - 3 8.0% -

Mech-Hisui dashes toward the opponnent and performs her j.C, however this is not an overhead. Untechable knockdown on hit.

421X
EM Net Wire Type C
421A/B/C (No EX)
(~66/44)
MBCKohaMech421A.png
MBCKohaMech421A2.png
A
A
MBCKohaMech421B.png
MBCKohaMech421B2.png
B
B
MBCKohaMech421C.png
MBCKohaMech421C2.png
C
C
A Damage Red Damage Proration Cancel Guard
0, 1400 (542) 0 40% (O) -CH- L
First Active Active Recovery Frame Adv Circuit Invuln
14 1 40 -23 0.0% -
  • Second assist call series, this time with Mech-Hisui performing a somewhat improved version of one of her C-Moon 421X specials. Same command dash followup as 214X.

Performs C-Mech-Hisui's 421A hitgrab launcher. This has good reach and hits low, however if it whiffs/gets blocked your recovery is high to the point where inputting an early dash cancel actually gives you a bit less frame disadvantage.

B Damage Red Damage Proration Cancel Guard
0, 1400 (542) 0 40% (O) -CH- A
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
16 1 27 - 0.0% -

Performs C-Mech 421B as an anti-air hitgrab that give an untechable knockdown on hit. Cannot go in a OTG string from there, only okizeme.

C Damage Red Damage Proration Cancel Guard
1200 343 50% -CH- H
First Active Active Recovery Frame Adv Circuit Invuln
37 1 19 -2 0.0% -

Performs C-Mech 421[A], an overhead hitgrab that wallslams on hit. This cannot grab opponents in hitstun/blockstun.

22X
Multi-Weapon Service
22A/B/C (No EX)
MBCKohaMech22A.png
MBCKohaMech22B.png
MBCKohaMech22C.png
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 24 - - -
(Mech-Hisui) Damage Red Damage Proration Cancel Guard
1000*2 (1425) (837) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
62 9 (7) X - 71 6.0%*2 (12.0%) -
  • Kohaku hands out various weapons to Mech-Hisui.

Gives Mech-Hisui a jetpack and makes her perform her C-Moon j.236A. Has both a hit while Mech-Hisui is flying and the jetpack projectile afterwards, and both can connect if the positionning is right. Launches the opponent on hit

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 24 - - -
(Mech-Hisui) Damage Red Damage Proration Cancel Guard
1000*2 (1425) (837) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
62 9 (6) X - 70 0.0% -

Same as above with C-Mech-Hisui's j.236B

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 60 - - -
(Mech-Hisui) Damage Red Damage Proration Cancel Guard
500, 600, 400, 500 (1909) (1127) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
90 18 - 49 ~ 76 7.0%*2, 3.0%*2 (20.0%) -

Gives Mech-Hisui a chainsaw to perform her C/H-Moon 5[C].

63214C
MBCKohaMech63214C.png
Damage Red Damage Proration Cancel Guard
0, 500, 1500 (1334) (1132) 100%, 70% (O), 35% (O) - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
4 1 22 - 10.0% -

Command throw that launches opponent into the air followed by a H-Mech-Hisui 63214B style assist hit. Air techable.

Aerial Specials

j.214X
MBCKohaMechj214A.png
MBCKohaMechj214B.png
MBCKohaMechj214C.png
A Damage Red Damage Proration Cancel Guard
600 392 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 3 12 2 6.0% -
  • Aerial assist call series. Does not have an equivalent to the grounded dash followup.

Orders Mech-Hisui to do her 5B with much bigger hitboxes. Wallslams on hit.

B Damage Red Damage Proration Cancel Guard
1000 588 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 2 12 2 9.0% -

Mech-Hisui performs her C-Moon 236A.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 12 - - -
(Mech-Hisui) Damage Red Damage Proration Cancel Guard
1100 686 90% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
30 ~ 64 7 - 21 8.0% -

Mech-Hisui dashes toward the opponnent and performs her j.C, however this is not an overhead. Untechable knockdown on hit.

Arc Drives

214214C
MBCKohaMech214214C.png
Damage Red Damage Proration Cancel Guard
7980 (4638) (3076) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+5 4 22 -8 removes all Full 1-10

Hitgrab-type Arc Drive, follows up into fast series of attacks from both Kohaku and Mech-Hisui, finishing in Mech-Hisui's air throw. Though just like with solo Mech, this air throw ender is ground techable.

41236C
Low Blow Amber Kick
41236C during Max/Heat
MB F Kohaku AD.png
Damage Red Damage Proration Cancel Guard
4700 (2176) (1104) 50% (O) - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
2+15 X Knockdown* - removes all Full

Kohaku dashes forward at high speed and goes into a 3-hit sequence that circuit breaks and knocks the opponent down. This is an unblockable that can only be evaded jumping. If this misses, Kohaku will hit the wall and be in an untechable knockdown state that allows for the opponent to OTG you.


Another Arc Drive

Low Blow Amber Overthrow
41236C during Blood Heat
MB F Kohaku AAD.png
Damage Red Damage Proration Cancel Guard
13800 (5238) (3826) 50% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
2+18 X Knockdown* - removes all Full

Essentially the same as Arc Drive version in the beginning, but it has much more hits and wallslams the opponent into a ground tech situation. More damage, but does not circuit break.

Last Arc

Ultimate Battou - Happy New Year's Comet
Grounded EX Shield during Blood Heat
MB F Kohaku LA.png
Damage Red Damage Proration Cancel Guard
7000 (3500 ~ 7000) 2930 ~ 5374 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
4+0 1+1 16+56 - removes all Full

The final battou. Goes into a cutscene on hit. Untechable knockdown.


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