Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
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- Move Descriptions:
- Expand upon the move descriptions, cite their uses, add captions where helpful, etc.
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- Additional Ressources/Players to watch/ask
- Add any external links to ressources such as video guides or articles.
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
- Overview/General Gameplan:
- Add a short summary of this character with a list of strengths and weaknesses
- Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
- Combos:
- Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
- Add damage, meter gain/given numbers and video links to combos as you add them.
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Additional Resources
F-Koha-Mech Match Video Database
Notable Players
Name |
Color
|
Region |
Common Venues |
Status |
Details
|
ScrawtVermillion |
|
North America |
Netplay |
Inactive |
Extremely solid fundamentals and knows the character well, despite it only being a pocket character. Very little footage, but can be found in the Community Server and Meltycord.
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ViviMayoi |
|
North America |
Netplay |
Active |
Secondary F-Kohamech. Has labbed the character a good amount, is open to questions and can be found in the Community Server.
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Overview
Strengths / Weaknesses
Strengths
|
|
Weaknesses
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- Place text here be sure to use "*" for each point*
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General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
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.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
|
This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
|
X input must not hit the opponent (Whiff).
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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.
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sj.X
|
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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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)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[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.
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]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.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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Starter
Condition
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Notation
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Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
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1641
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
Important starter. |
|
|
Enders
Condition
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Notation
|
Damage vs V.Sion
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Notes
|
|
Normal starter, grounded opponent
|
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Typical air throw ender. |
|
|
OTG Pick ups
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2AA> 5B > 2B > 2C > 3C > j.BC > j.BC > AT
|
4256
|
|
Meter Gained: 61.2% |
Meter Given (vs C-Moon): 21.5% |
(Video) |
Basic BnB. |
|
|
Normal starter, grounded opponent
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- 2AA> 5B > 2B > 4B > 2C > 236A > 214A > 214A
|
3141
|
|
Meter Gained: 52.4% |
Meter Given (vs C-Moon): 19.8% |
(Video) |
Knockdown BnB. Spacing mech for this to work can be annoying. |
|
|
Normal starter, grounded opponent
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- 2AA> 5B > 2B > 2C > 3C > IAD j.C > rejump j.BC > j.ABC > AT
|
4605
|
|
Meter Gained: 72.4% |
Meter Given (vs C-Moon): 25.2% |
(Video) |
Optimal damage BnB. |
|
|
Normal starter, grounded opponent
|
- 2AA> 5B > 2B > 5C > 623C > 2[C]
|
3424
|
|
Meter Gained: -66.6% |
Meter Given (vs C-Moon): 22% |
(Video) |
Metered oki combo. Lets you set up 22A. |
|
|
63214C starter, grounded opponent
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- 63214C, 8sj.BC > 9sdj.BC > AT
|
2519
|
|
Meter Gained: 32.4% |
Meter Given (vs C-Moon): 14.1% |
(Video) |
Command grab combo. |
|
|
Shield Counter starter, grounded opponent
|
- 236D > 2C > 3C > j.BC > j.ABC > AT
|
~2800
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
(Video) |
Meterless shield counter combo. |
|
|
Corner Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
5[C] starter, grounded opponent
|
- 5[C] > IAD j.C > rejump j.BC > j.ABC > AT
|
4487
|
|
Meter Gained: 46.3% |
Meter Given (vs C-Moon): 16.5% |
(Video) |
Combo off of 5[C] in the corner |
|
|
5[C] starter, grounded opponent
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- 5[C] > delay j.[C] > rejump j.ABC > j.ABC > AT
|
4723
|
|
Meter Gained: 52.2% |
Meter Given (vs C-Moon): 18.5% |
(Video) |
Combo off of 5[C] in the corner |
|
|
Normal starter, grounded opponent
|
- 2AA > 5B > 2B > 4B > 2C > 3C > J.[B] > j.214[C] > sj8.[C] > j.BC > AT
|
4059
|
|
Meter Gained: 97.2% |
Meter Given (vs C-Moon): 33.5% |
(Video) |
Meter gain corner combo. |
|
|
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.
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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.
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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.
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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.
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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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
303
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
5
|
3
|
4.5%
|
-
|
Broom handle poke.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
505
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
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Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
12
|
-1
|
7.2%
|
-
|
Forward sweep.
|
|
|
5C
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
90% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
14
|
-1
|
9.0%
|
-
|
Extends the back of the broom forward.
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1300
|
909
|
80% (O)
|
N,
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
5
|
21
|
-8
|
11.7%
|
-
|
Charged version gets more range and wallslams on hit.
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
202
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
6
|
2
|
3.15%
|
-
|
Her fastest normal, hits low.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
65% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
4
|
11
|
0
|
6.3%
|
Clash 8-14
|
Anti-air broom swipe with clash frames on top.
|
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
60% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
4
|
24
|
-10
|
9.0%
|
-
|
Broom sweep.
|
2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500, 800 (1042)
|
(677)
|
70% (O), 80% (O)
|
SP, EX
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23
|
7
|
26
|
-15, -13
|
4.5%, 6.3% (10.8%)
|
-
|
Charged version hits 2 times, has forward momentum and can only be cancelled into specials.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
202
|
75% (O)
|
SE, N, SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
10
|
-
|
3.15%
|
-
|
Standard air jab.
|
|
|
j.B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
404
|
90% (O)
|
N, SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
-
|
-
|
4.5%
|
-
|
Huge air-to-air button.
|
j.[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
505
|
80% (O)
|
N, SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
21
|
4
|
-
|
-
|
6.3%
|
-
|
Charged version wallslams on hit.
|
|
|
j.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
90% (O)
|
SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
-
|
-
|
8.1%
|
-
|
Horizontal swipe.
|
j.[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
1010
|
80% (O)
|
SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
4
|
-
|
-
|
10.8%
|
-
|
Disjointed charged version.
|
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 600 (981)
|
(792)
|
100%, 55% (O)
|
N*, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
5 (5) 5
|
14
|
-1
|
3.6%, 5.4% (9.0%)
|
-
|
Low trip attack. Second hit causes an untechable knockdown.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
70% (O)
|
SP, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
5
|
24
|
-11
|
9.0%
|
Reflect 11-17
|
Launcher normal that can also reflect projectiles. EX cancelable on whiff.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
505
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
20
|
-
|
0.0%
|
-
|
Syringe hit. Untechable knockdown.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1300
|
606
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
0.0%
|
-
|
Ground bounces the opponnent using a 16-ton weight.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
50%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
4.5%
|
-
|
Same animation as C/H-Moon 5C.
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
4.5%
|
-
|
Same animation as j.B.
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
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
|
202
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
Flaming battou swipe.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
7
|
25
|
-
|
uses all
|
Full 1-21
|
Decently quick and large hitbox.
|
|
|
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
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Forward
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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-
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-
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-
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-
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-
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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-
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-
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36
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-
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-
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-
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Back
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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-
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-
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-
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-
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-
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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-
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-
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33
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-
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-
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-
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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.
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Grounded Specials
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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808
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60% (O)
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-EX-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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11
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8
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26
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-6
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9.0%
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-
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[A]
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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808
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60% (O)
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-EX-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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22
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12
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22
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-6
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9.0%
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-
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- Wave slash series. A and B versions can be charged for longer reach.
Forward wave slash, causes an untechable knockdown on hit.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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808
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80% (O)
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-EX-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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13
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6
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33
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-11
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9.0%
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-
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[B]
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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808
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80% (O)
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-EX-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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25
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9
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29
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-10
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9.0%
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-
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Upward diagonal slash, air unblockable.
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EX
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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808
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80% (M)
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-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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6+5
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16
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18
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-6
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9.0%
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Full 1-7
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EX slash, this reaches fullscreen and wallslams on hit.
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A/B A/B EX EX
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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400*3 (1162)
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(586)
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100%
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-CH-
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LH (whiffs vs Air.)
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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10
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7
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38
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-18
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4.5%*3 (13.5%)
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-
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- Mech-Hisui performs her F-Moon 623X series as assists. All versions cannot hit airborne opponents.
Fastest version.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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400*4 (1524)
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(769)
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100%
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-CH-
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LH (whiffs vs Air.)
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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18
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15
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24
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-6
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3.6%*4 (14.4%)
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-
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B version, much less disadvantageous on block.
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EX
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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280*8 (1992)
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(1792)
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100% (1-7), 50% (M)
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-CH-
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LH (whiffs vs Air.)
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5+7
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31
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14
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12
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-100.0%
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-
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EX version reaches from about 3/4th of the screen, causes an untechable knockdown on hit and is + on block.
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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700
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505
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65% (O)
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-CH-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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18
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4
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23
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-1
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6.3%
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-
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- Assist call series based around other F-Mech moves.
F-Mech 5B assist. Untechable knockdown on hit.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300*2 (519)
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(348)
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100%
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-CH-
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A (Whiffs vs Ground.)
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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12
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9
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28
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-
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2.7%*2 (5.4%)
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-
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F-Mech j.B assist. This can only hit airborne opponents. 2 hits.
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C ~6/2/4
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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800
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505
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70% (M)
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-CH-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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28 29
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X
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25 31
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5 2
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7.2%
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-
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[C] ~6/2/4
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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800*3 (1709)
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(1078)
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70%*3 (M)
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-CH-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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28 29
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23
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5 8
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?
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7.2%*3 (21.6%)
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-
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F-Mech 214B assist. Can be held and change trajectories but is not an actual overhead and can only shoot 3 projectiles max.
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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-
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-
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-
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-
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-
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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-
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-
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49
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-
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-
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-
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(Mech-Hisui)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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600*3 (1743)
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(880)
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100%
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-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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61
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X
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-
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34
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4.5%*3 (13.5%)
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-
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- Kohaku hands out various weapons to Mech-Hisui.
Mech-Hisui performs her C-Moon j.214A.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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-
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-
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-
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-
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-
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First Active
|
Active
|
Recovery
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Frame Adv
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Circuit
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Invuln
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-
|
-
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60
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-
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-
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-
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(Mech-Hisui)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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600*5
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303*5
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100%
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-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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65
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X
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-
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28
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4.5%*5 (22.5%)
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-
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Same as above with C-Mech-Hisui's j.214B
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C
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Damage
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Red Damage
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Proration
|
Cancel
|
Guard
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-
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-
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-
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-
|
-
|
First Active
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Active
|
Recovery
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Frame Adv
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Circuit
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Invuln
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-
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-
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60
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-
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-
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-
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(Rocket)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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2500
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2020
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100%
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-
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HA (Whiffs vs Crouch.)
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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101
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X
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-
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73
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22.5%
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-
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(Backblast)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1500
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1010
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75%
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-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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104
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5
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-
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71
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13.5%
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-
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F-Mech 236C style rocket launcher. Corner carries and untechable knockdown on hit. Whiffs crouchers just like the solo Mech counterpart, but can actually be blocked properly.
This retains the backblast hitbox too, but it is also blockable. Wallslams on hit.
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|
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Damage
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Red Damage
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Proration
|
Cancel
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Guard
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0, 500, 1500 (1334)
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(1166)
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100%, 70% (O), 35% (O)
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-
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U (Whiffs vs Air.)
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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4
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1
|
22
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-
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9.0%
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-
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Command throw that launches opponent into the air followed by a H-Mech-Hisui 63214B style assist hit. Air techable.
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Aerial Specials
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A
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
505
|
65% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
4
|
12
|
-2
|
6.3%
|
-
|
F-Mech 5B assist. Untechable knockdown on hit.
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B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600 (528)
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(319)
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100%
|
-
|
A (Whiffs vs Ground.)
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First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
4
|
12
|
-
|
4.5%*
|
-
|
F-Mech j.B assist. This can only hit airborne opponents. Single hit.
|
C ~6/2/4
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
505
|
70% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27 28
|
X
|
12
|
23 20
|
7.2%
|
-
|
[C] ~6/2/4
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*3 (1709)
|
(1078)
|
70%*3 (M)
|
-CH-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27 28
|
23
|
12
|
?
|
7.2%*3 (21.6%)
|
-
|
F-Mech 214B assist. Can be held and change trajectories but is not an actual overhead and can only shoot 3 projectiles max.
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|
Arc Drives
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7980 (4638)
|
(3164)q
|
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.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
4700 (2176)
|
(1138)
|
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.
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|
Another Arc Drive
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
13800 (5238)
|
(3942)
|
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 will into much more hits leading to wallslaming the opponent into a ground tech situation. More damage, but does not circuit break.
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|
Last Arc
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7000 (3500 ~ 7000)
|
3020 ~ 5538
|
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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|
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