Melty Blood/MBAACC/Kohaku/Half 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
  • Combos:
    • Add damage, meter gain/given numbers and video links to pre-existing combos.
  • Move Descriptions:
    • Expand upon to the shorter descriptions, cite their uses, add memes in captions, 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.


Additional Resources

H-Kohaku Match Video Database

Players to watch/ask

JP:

  • Text goes here after asterisk
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NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths / Weaknesses
Strengths
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  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

Place text here*

Pressure

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Okizeme

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Defense

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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.

This page is a translation from the French wiki BasGrosPoing. Original can be seen here.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B(1) > 5C(1) > 2C > 623A > j.[C]B > sdj.BC > AT
4367 ???
Normal starter, grounded opponent
  • 2A > 2B(1) > 5C(1) > 5A6AA > 2C/2[C] > 623A > j.[C]B > sdj.BC > AT
4862
Meter Gained: ??? Meter Given (vs C-Moon): ???
2C needs good timing, while the 2[C] is easier but deals less damage.
Normal starter, grounded opponent
  • 2A > 2B(1) > 5C(1) > 5A6AA > delay 2C > 236A > 236B~C, 2A > 2C > 5A(w)6AA > 623[A] > j.[C]B > sdj.BC > AT
??? ???
63214C starter
  • 63214C > 2A(w) > 5[B] > 5C(1) > 236A~B, 623A > j.BC > j.BC > AT
2765
Meter Gained: ??? Meter Given (vs C-Moon): ???
Easier 63214C combo from anywhere but deals less damage.
63214C starter
  • 63214C > 2A(w) > 5[B] > 5C(1) > 2C > 5A(w)6AA > 623[A] > j.[C]B > sdj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen 63214C combo.
Aerial counterhit starter
  • Air CH, 5C(1) > j.BC > j.BC > AT
Varies
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen 63214C combo.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B(1) > 5C(1) > 5A6AA > delay (Battou Loop #1/#2^)
??? ???
Normal starter, grounded opponent
  • 5C > 2C > 2B(1) > (Battou Loop #1/#2^)
??? ???
63214C starter
  • 63214C > 2A(w) > 5[B] > 5C(1) > (Battou Loop #1/#2/#3^)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner only command grab combo. Against Warachia and Nero, add 5A after the first 5C(1) for easier combo, but not 236A.
Aerial counterhit starter
  • Air CH, (2C >) 5C(1) > (Battou Loop #1/#2^)
??? ???

Battou Loop Enders

Condition Notation Damage
vs V.Sion
Notes
#1
  • ...(236A >) 236B~A, 2A/5A > 5C > 236B~A > 5A6A > 5[B] > 2B(1) > 5C > 623B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Gives an okizeme using 22A bomb.
#2
  • ...(236A >) 236B~A, 2A/5A > 5C > 236B~A > 5A6A > 5[B] > 2B(1) > 5C(1) > 623A > j.[C]B > sdj.BC > AT
??? ???
#3
100% meter
  • ...(236A >) 236B~A, 2A/5A > 5C > 236B~A > 5AA > 5C > 236[B] > 22C, 5A > 5C > 2A(w), 5C > 236[B]~B > 5AAAAA > j.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Gives an unblockable setup thanks to the 22C explosion... but beware of not getting caught yourself.


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
5A
5A~6A~6A
Hkohamech 5A.png
Hkohamech 6A.png
Hkohamech 6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 350 163 78% (O) 2.45% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 3 4 8 0 -

Extremely quick jab at 3 frames and has a tall enough hitbox to use for anti-airs. Unlike Crescent 5A, the close hitbox will hit all characters crouching, while the far hitbox will only hit characters with taller crouches like Tohno and Archetype.

5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 7 4 16 -5 -

Universal Half-Moon follow up to 5A. Used as combo filler.

5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LH 9 4 17 -3 -

Third hit of the H-Moon 5A string. Launches on hit for easy air combos or into normals like 2C. Pushes decently far back on block.

5B
5B
5[B]
Hkohamech 5B.png
Hkohamech BE5B.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 600 384 70% (O) 4.2% N, SP, EX, (J) H (Whiffs vs Crouch.),
LH
8 5 14 -4 (vs Stand.)
-2 (vs Crouch.)
-

Kohaku swipes with the broom over her head. This antiair attack will trade or beat most jump in attacks provided you space it correctly, but the broom extends Kohaku's hitbox making her particularly vulnerable to disjointed air to air attacks. It can also be used to halt jump out attempts when your opponent is in the corner. First hitbox whiffs on crouchers.

5[B] 1000 672 70% (O) 7.0% N, SP, EX, (J) LH 17 8 12 -5 -

This looks the same as 5B but has a very different purpose. This is a very fast charge move that has a disjointed horizontal hitbox that's perfect for stuffing pokeout attempts in your blockstrings. It used to be untechable knockdown in PS2, but now if you hit your opponent in the air with it they can tech as soon as they reach the ground. Even with this change, it's very good at swatting your opponent trying to jump out of the corner as even if they tech it Kohaku can punish very easily on reaction.

5C
MBHKohaku5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900, 150*3, 800 (2020) (908) 100% (1-5), 60% (M) 3.5%*5 (17.5%) N, SP, EX, (J) LH (1), LHA 6 4 (8) 8 24 -26 ~ -8 -

Oh God please don't whiff this. A fast long range poke like Crescent, but does Crescent's 5C follow up automatically on hit, block, and most infuriatingly, whiff. Due to this the first hit of the move needs to almost always be cancelled into something else, as the automatic follow up makes a nice habit of whiffing some of its hits even if 5C's initial hit connected, leaving you unsafe on hit if you don't cancel it. Like Crescent, the first hit is very useful as a poke, combo filler, and to catch jump outs. If the full move plays out, it launches on hit for an easy air combo and is unsafe on block.

Crouching Normals

2A
Hkohamech 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 96 75% (O) 2.1% -SE-, -N-, -SP-, -EX-, (J) L 3 4 8 0 -

H-Kohaku has a very strong 2A. It has 3 frames of startup, hits low, and has decent range. Mash away, but make sure you are in range for the rest of your combo. Is also 0 on block, so eat your heart out with command grab shenanigans.

2B
Hkohamech 2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500*2 (911) (540) 85% (O) 3.5%*2 (7.0%) N, SP, EX, (J) LH, L 7 5 (3) 4 22 -19, -11 Clash 8-12

Crescent's 2B and 2B~B in one move. Serves as decent combo/blockstring filler, and like most Kohaku normals can catch jump outs pretty well. Less useful as an anti air and poke due to the automatic follow up, so whiffing is dangerous. The first hit is a mid with less range than you'd expect, while the second hit is a low.

2C
2C
2[C]
MB F Kohaku 2C.png
MB F Kohaku 2C Charged.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C 1100 672 60% (O) 4.9% N, SP, EX, (J) L 9 4 24 -10 -

A long range literal sweep attack that hits low. Like Kohaku's other pokes, quite fast. This move can used as a low poke or to go under certain attacks and counter, as well as seeing quite a bit of use in juggle combos. On a stray hit you can cancel this into 236A~B for an OTG combo using 623A.

2[C] 1400 960 90% (M) 8.4% N, SP, EX, (J) L 21 5 24 -11 -

Charged version has a smaller hurtbox.

Aerial Normals

j.A
Hkohamech jA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 96 73% (O) 2.1% SE, N, SP, EX, J LHA 4 4 10 - -

A broom handle poke in the air. This j.A is angled in such a way it's good for jumping in as well as air to air, although the crossup potential has been nerfed since PS2.

j.B
Hkohamech jB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
680 384 90% (O) 3.5% N, SP, EX, J HA 7 4 - - -

A blazingly fast upward broom swipe that has a truly staggering range. This is your mainstay air to air attack and one of the best at what it does. The broom tip does not have a hurtbox, so use this move to swat your opponent out of the sky when they are at that upward angle, but it's speed also allows it to be used as a instant air backdash overhead or just a move you can throw out on the way down when you don't have time to use j.C. Most of Kohaku's neutral game comes from calculated abuse of this move.

j.C
j.C
j.[C]
Hkohamech jC.png
Hkohamech BEjC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 900 576 90% (O) 6.3% N, SP, J HA 9 4 - - -

Kohaku sweeps her broom at a down-forward angle, hitting everything in front and below her. Can be used after a knockdown for an ambiguous crossup that will start some of your most damaging combos. Great aerial poke, and her best air-to-ground. Between this and jB, aerial opponents will struggle to get close to you no matter where they approach from.

j.[C] 1200 864 80% (O) 8.4% N, SP, EX, J HA 18 4 - - -

Disjointed charged version. Great for harassing from the air, as well as dealing more damage, and especially useful for fake outs into your command grab.

Universal Mechanics

Ground Throw
MBCKohaMechThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 480 100% 0.0% - U 2 1 20 - -

Syringe hit. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCKohaMechThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1300 576 30% 0.0% - U 1 1 12 - -

Ground bounces the opponnent using a 16-ton weight. Unfortunately leaves Kohaku very far away from the opponent when she lands.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHKohaMechSC.png
Hkohamech 2C.png
MBHKohaMechSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 50% 3.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as 5C.

Crouching 1500 (1117) 714 50% 10.5% (SP), (EX) LA 8 4 18 -4 -

Same animation as 2C.

Aerial 500 (345) 198 50% 3.5% - HA 8 4 - - -

Same animation as j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCKohaMech214D.png
MBHKohaMech214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 192 50% 0.0% - LHA 7 4 19 -5 Strike 1-7

Flaming battou swipe.

Blockstun 0 0 100% -100.0% - LHA 18 3 22 -7 -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCKohaMechCSpark.png
MBCKohaMechCSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - 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

Grounded Specials

236X
Battou - Hidden Sharp Sword
236A/[A]/B/[B]/C
(236A/[A]/B/[B]~A/B/C)
MBCKohaMech236A.png
A
MBCKohaMech236XA.png
[A]
MBCKohaku236B.png
B
MBCKohaku236XB.png
[B]
MBCKohaku236AA.png
A/[A]~A
MBCKohaku236BA.png
B/[B]~A
MBCKohaku236ABB.png
~B
MBCKohaku236ABC.png
~C
MBCKohaMech236C.png
MBCKohaMech236C2.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 643 96% (M) 7.0% (SP)*, -CH-, -EX- LHA 7 2 29 -13 Clash 4-5
[A] 1500 931 60% (O) 7.0% -CH-, -EX- HA 28 2 44 -28 -

Low slash. Charged version knocks down and is an overhead. Uncharged version can cancel into 236B on hit.

B 1000 643 70% (O) 2.1% -CH-, -EX-, (J) LHA* 8 4 44 -24 Clash 4-5
[B] 1200 960 70% (O) 7.0% -CH-, -EX- LH 25 4 44 -24 -

High slash. Charged version wallslams and is air-unblockable. Unlike Crescent, can't jump-cancel on hit.

A/[A]~A 800 288 70% (O) 5.6% - LH* 12 4 28 -18 ~ -17 -
B/[B]~A 800 288 85% (M) 2.1% - LH 12 10 40 -38 -
~B - - - - - - - - 35 - -
~C - - - - - - - - 18 - -

For non-EX versions, any of these can be used on hit, whiff, or block:

- Pressing A will do a follow-up attack, launching the opponent. Will launch behind Kohaku if done from A slash, and upwards if done from B slash.
- Pressing B will do a follow-up roll.
- Pressing C during startup will cancel the attack.

EX 2000 1536 100% -100.0% - LH 4+5 1 55 -38 Full 1-7

Low slash. Untechable launch.

623X
MBHKohaku623A.png
MBHKohaku623B.png
MBHKohaku623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 672 70% (O) 7.0% -EX-, (J) LH 10 5 24 -11 Reflect 11-17
[A] 1200 960 70% (O) 10.4% -EX-, (J) LH 22 5 21 -8 Reflect 23-29
  • Similar in animation to the the followup broomswing of the other two moons' 63214C. Reflects projectiles and air unblockable.

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

B 1500 960 100% 10.5% - LH 14 6 31 -19 High 1-17, Reflect 15-22

Same as A but with upper body invincibility, slower startup (four frames) and recovery, more damage (1500 instead of 1000 or 1200), not chargeable, not cancellable. Can be used as anti air. Can't combo off it.

EX 2500 (2200) (1689) 100% -100.0% (J) LH 1+3 6 27 (11) -21 Full 1-10, Reflect 5-12

Great reversal, very fast start up, invincible startup, air unblockable with fast recovery on hit. Launches opponent to opposite top corner, like the Crescent/Full's Amber Upper home run, but can't combo off it. Doesn't hit quite as high as it looks, so be careful trying to swat away opponents in the air.

214X
MBCKohaku214AB.png
A/B
MBCKohaku214ABX.png
~X
MBCKohaku214C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - -CH- - 21 18 18 - Strike 18-46
B - - - - -CH- - 20 18 36 - Strike 17-45
~X 600*3 (1743) (837) 100%*2, 80% (O) 4.2%*3 (12.6%) - LHA 32 ~ 37 2 (2) 2 (2) 8 - - -
  • Kohaku jumps off the ground and flies on her broom. While airborne, she can drop one explosive projectile on the ground by inputting any button. She lacks hurtboxes and a collision box while flying, but can still be air thrown.

A version fully recovers in the air, so it can be followed by a jump/airdash or a j.A.
B version goes farther but has to go through landing recovery.

EX (500*3) x4 (307*3) x4 (100%*2, 75% (M)) x4 -100.0% - LHA 17+(37 ~ 45) X 71 - -

Same as above, but kohaku will automatically drop 4 projectiles in succession.

22X
MBHKohaku22A.png
MBHKohaku22B.png
MBHKohaku22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 576 100% 4.2% - LHA 64 2 47 - -
  • Kohaku drops the bomb.

Kohaku screams kyaah and drops a bomb that goes off as soon as it hits the ground. Once the bomb is dropped it will always go off which can sometimes interrupt combos if you hit while dropping it. The explosion always pushes the opponent away, regardless of if it hits in front or behind the opponent. Because of this, dropping the bomb behind the opponent in the corner pushes them out, allowing for a left/right mixup in the corner.

B 600 384/576 70% (O)/100% 4.2% - LHA 46 618* 49 - -

Kohaku drops a bomb that doesn't go off unless it's hit into the air and then comes into contact with the ground. If it hasn't exploded within 10-11 seconds, it disappears. The bomb can only be hit by the player's attacks, and can be hit multiple times while it's in the air. If the bomb in motion hits the opponent, it does 600 base damage (70% proration) and launches. Hitting the opponent does not change its trajectory.

EX 2500 1920 100% -100.0% - U 7+493 2 35 - -

HEY HEY HEY HEY, Kohaku drops a huge bomb with a 3-count timer (about two seconds per count, or six seconds total). Once the timer reaches 0 the bomb goes off with an unblockable blast that can hit Kohaku as well. Very tricky move to use, but there are some legitimate setups into this. Examples shown here and here. Notably unlike the B version:

- Both players can hit it.
- Can only be hit when it's on the ground.
- Damages both players.
- Does not do damage if it's knocked into the opponent.

63214C
MBCKohaMech63214C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 (440) 422 50% 5.6% - U
(Whiffs vs Air.)
3 1 22 - -

Command throw. Unlike the Crescent/Full command throws, Half has no automatic followup. Instead, the opponent is launched by the punch, allowing for a full combo after. Carries 50% proration.

Aerial Specials

j.236X
MBHKohakuj236AB.png
MBHKohakuj236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - 38 - Strike 8-13

A command airdash. Has frames where kohaku is hit invincible but can be airthrown.

B - - - - - - - - 52 - Strike 11-28

B version goes about double the distance.

EX 400*6 (1992) (1433) 100% -100.0% (J) LHA 1+3 12 11 - Strike 1-4

A damaging A version. Jump-cancelable on hit and cancels into air throw.

j.214X
MBCKohaku214ABX.png
MBCKohakuj214B.png
MBCKohakuj214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600*3 (1743) (837) 100%*2, 80% (O) 4.2%*3 (12.6%) - LHA 19* X - - Strike 8-40

Aerial version of 214X that automatically drops an explosive. Has strike invul like the ground version, and can be easily air thrown if used poorly.

B 300*3, 200*3 (1170) (669) -5%*3 0.7%*3, 0.35%*3 (3.15%) - LHA 20* X - - -

Kohaku hovers around and drops up to 3 explosives depending on how long this move is held. No strike invincibility.

EX (500*3) x4 (307*3) x4 (100%*2, 75% (M)) x4 -100.0% - LHA 17+(35 ~ 41) X - - Strike 1-59

Aerial EX version drops 4 explosives in a much faster succession than its grounded counterpart.

Arc Drive

Low Blow Amber Kick
41236C during Heat
MB F Kohaku AD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4700 (2176) (1082) 50% (O) removes all - U
(Whiffs vs Air.)
2+14 X Knockdown* - 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. The attack will combo off of bomb explosions and OTG hits (usually 2C or air hit 236A).



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