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Melty Blood/MBAACC/Koha & Mech/Full Moon

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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
  • Move Descriptions:
    • Expand upon the move descriptions, cite their uses, add captions where helpful, etc.
  • 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.


Additional Resources

F-Koha-Mech Match Video Database

Notable Players

Name Color Region Common Venues Status Details
ScrawtVermillion

Color

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.
ViviMayoi

Color

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.

Overview

Strengths / Weaknesses
Strengths
  • Kohaku's normals.
Weaknesses
  • Place text here be sure to use "*" for each point*

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.
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
  • 2AA> 5B > 2B
1641


Meter Gained: text Meter Given (vs C-Moon): text
Important starter.

Enders

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


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 after asterisk
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
  • 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
  • 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
  • 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
  • 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.

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
MB F Kohaku 5A.png
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.

5B
MB F Kohaku 5B.png
Damage Red Damage Proration Cancel Guard
800 505 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 12 -1 7.2% -

Forward sweep.

5C
5C
5[C]
MBFKohaMech5C.png
MB F Kohaku 5C HalfCharged.png
5C 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

2A
MB F Kohaku 2A.png
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.

2B
MBFKohaMech2B.png
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
2C
2[C]
Hkohamech 2C.png
Hkohamech BE2C.png
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

j.A
MBFKohaMechjA.png
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
j.B
j.[B]
Hkohamech jB.png
Hkohamech BEjB.png
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
j.C
j.[C]
Hkohamech jC.png
Hkohamech BEjC.png
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

4B
MB F Kohaku 4B.png
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.

3C
MB F Kohaku 3C.png
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

Ground Throw
MBCKohaMechThrow.png
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.

Air Throw
Air Throw
j.6/4A+D
MBCKohaMechThrowAir.png
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.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHKohaMechSC.png
MBHKohaMechSCAir.png
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.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCKohaMech214D.png
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.

Blood Heat
Blood Heat
A+B+C during MAX
MBCKohaMechHeat.png
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.

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 623X/214X)
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
MBFKohaMech236A.png
MBFKohaMech236B.png
MBFKohaMech236C.png
A Damage Red Damage Proration Cancel Guard
1000 808 60% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 8 26 -6 9.0% -
[A] Damage Red Damage Proration Cancel Guard
1000 808 60% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
22 12 22 -6 9.0% -
  • Wave slash series. A and B versions can be charged for longer reach.

Forward wave slash, causes an untechable knockdown on hit.

B Damage Red Damage Proration Cancel Guard
1000 808 80% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
13 6 33 -11 9.0% -
[B] Damage Red Damage Proration Cancel Guard
1000 808 80% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
25 9 29 -10 9.0% -

Upward diagonal slash, air unblockable.

EX Damage Red Damage Proration Cancel Guard
1000 808 80% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+5 16 18 -6 9.0% Full 1-7

EX slash, this reaches fullscreen and wallslams on hit.

623X
Fingerbritt
623A/B/C
(~66/44)
MBFKohaMech623AB.png
A/B
A/B
MBFKohaMech623C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
400*3 (1162) (586) 100% -CH- LH
(whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
10 7 38 -18 4.5%*3 (13.5%) -
  • Mech-Hisui performs her F-Moon 623X series as assists. All versions cannot hit airborne opponents.

Fastest version.

B Damage Red Damage Proration Cancel Guard
400*4 (1524) (769) 100% -CH- LH
(whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
18 15 24 -6 3.6%*4 (14.4%) -

B version, much less disadvantageous on block.

EX Damage Red Damage Proration Cancel Guard
280*8 (1992) (1792) 100% (1-7), 50% (M) -CH- LH
(whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
5+7 31 14 12 -100.0% -

EX version reaches from about 3/4th of the screen, causes an untechable knockdown on hit and is + on block.

214X
Bonds of Sisterhood - Steel Edition
214A/B/C/[C] (No EX)
(214C/[C]~6/2/4)
(~66/44)
MBFKohaMech214A.png
MBFKohaMech214B.png
MBFKohaMech214C.png
A Damage Red Damage Proration Cancel Guard
700 505 65% (O) -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 4 23 -1 6.3% -
  • Assist call series based around other F-Mech moves.

F-Mech 5B assist. Untechable knockdown on hit.

B Damage Red Damage Proration Cancel Guard
300*2 (519) (348) 100% -CH- A
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
12 9 28 - 2.7%*2 (5.4%) -

F-Mech j.B assist. This can only hit airborne opponents. 2 hits.

C
~6/2/4
Damage Red Damage Proration Cancel Guard
800 505 70% (M) -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
28
29
X 25
31
5
2
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
28
29
23 5
8
? 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.

22X
Multi-Weapon Service
22A/B/C (No EX)
MBFKohaMech22A.png
MBFKohaMech22B.png
MBFKohaMech22C.png
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 49 - - -
(Mech-Hisui) Damage Red Damage Proration Cancel Guard
600*3 (1743) (880) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
61 X - 34 4.5%*3 (13.5%) -
  • Kohaku hands out various weapons to Mech-Hisui.

Mech-Hisui performs her C-Moon j.214A.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 60 - - -
(Mech-Hisui) Damage Red Damage Proration Cancel Guard
600*5 303*5 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
65 X - 28 4.5%*5 (22.5%) -

Same as above with C-Mech-Hisui's j.214B

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 60 - - -
(Rocket) Damage Red Damage Proration Cancel Guard
2500 2020 100% - HA
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
101 X - 73 22.5% -
(Backblast) Damage Red Damage Proration Cancel Guard
1500 1010 75% - LH
First Active Active Recovery Frame Adv Circuit Invuln
104 5 - 71 13.5% -

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.

63214C
MBCKohaMech63214C.png
Damage Red Damage Proration Cancel Guard
0, 500, 1500 (1334) (1166) 100%, 70% (O), 35% (O) - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
4 1 22 - 9.0% -

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

Aerial Specials

j.214X
Bonds of Sisterhood - Steel Edition (Air)
j.214A/B/C/[C] (No EX)
(j.214C/[C]~6/2/4)
MBFKohaMechj214A.png
MBFKohaMechj214B.png
MBFKohaMechj214C.png
A 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% -
  • Air assist call series.

F-Mech 5B assist. Untechable knockdown on hit.

B Damage Red Damage Proration Cancel Guard
600 (528) (319) 100% - A
(Whiffs vs Ground.)
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
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.

Arc Drives

214214C
MBCKohaMech214214C.png
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.

41236C
Low Blow Amber Kick
41236C during Max/Heat
MB F Kohaku AD.png
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.


Another Arc Drive

Low Blow Amber Overthrow
41236C during Blood Heat
MB F Kohaku AAD.png
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.


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) 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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