Kohaku uses her huge normals and unconventional specials to control the midrange before confirming hits into devastating setplay.
|Pick if you like||Avoid if you dislike|
A young girl who brightens the Tohno residence with her smile
She and her twin sister Hisui have worked for the Tohno family since they were young. Her trademark outfit is an apron over a classic kimono.
Apart from assisting Akiha, she does household chores and tends the garden. Her pharmaceutical knowledge means she is also responsible for Shiki when he falls ill. She is endlessly cheerful, always willing to help, and wears a constant smile.
In battle, Kohaku can be seen wielding the sword she keeps hidden in her broom, calling on strange plants, and even dropping fire bombs from above as if by magic. How she is capable of such things is still a mystery to those around her.
Bamboo Broom (With Hidden Sword), Suspicious House Plants, Strange Medicines, Dubious Fire Bombs
Blood Type: B
Birthday: March 12
Voiced by: Yuuki Kuwahara
- Moon Skill
- 6B+C - Drawn Sword - Hidden Blade
- 4B+C - Magical Amber Missile (Air OK)
- 2B+C - Look What I Grew ♪
- Special Attacks
- 236A/B/C (EX OK) - Drawn Sword - Hidden Blade
- > A/B/C - Drawn Sword - Clean Sweep
- 214A/B/C (EX OK) - Magical Amber Missile
- > A/B/C - Additional input 1
- > 4A - Additional input 2
- > 4B/4C - Additional input 3
- 22A/B/C (EX OK) - Look What I Grew ♪
- j.214A/B/C (EX OK) - Magical Amber Missile
- Arc Drive
- 236B+C - Chinese Kohaku Cuffing
- Last Arc
- A+B+C+D / D in Blood Heat - Drawn Sword Technique - Comet Sweep
- Unique Attacks
- 6C, 3C, 2C>2C
- Blowback Edge Moves
- j.[C], 236[A], 236[B], 22[B], 236[B+C]
HP Value: 11,700 (Average)
- 1-10 Full Invul - 1-13 Strike Invul - 14-18 Projectile/Air Invul - 6-24 Airborne - 33 Total
Dash startup: 6
Dash actionable: 5
Jump startup: 5
Jump airtime: 38
- Without meter, end the combo with 22A > sj > j.BA (midscreen)/j.AA (corner) > air throw.
- Skip 236A~A follow-up in the ender while in the corner.
- Delay the 236X~X follow-up prior to doing 9jc > j.[C] to prevent whiffs.
~3.7k Metered BnB: 2A > 2B(2) > 2C > 236B~B > dl 9jc > j.[C] > dl j.B > land 5B > 5C(1) > 6C > 236A > 236C
~3.7K Metered Sideswap: 2A > 2B(2) > 2C > 236B~B > IAD j.Cw > land 5B > 6C > 22A > 6C > 236A > 236C
~4.2K Air FC Route, Meter Positive: FC j.B > 2C > 236B~B > dl 236A~A > 9jc > j.[C] > dl j.A > 5C(1) > 6C > 22A > 6C > 236A~A > 236C
~4K Ground CH Route, Meter Positive: CH j.C > 2B > 5C(1) > 2C > 236B~B > dl 236A~A > 9jc > j.[C] > dl j.B > 5B > 6C > 22A > 6C > 236A~A > 236C
|160||LH||-SE-, -N-, -RB-, -SP-, -MS-, -EX-, (J)||-||-||-|
Kohaku throws a quick standing punch.
- Average Melty 5A - quick with low recovery.
- Useful for mashing out of close-range pressure, confirming hits and rebeat cancelling.
- Whiff cancels available from frame 10 onwards, where frame 10 is the first frame of the move being whiff cancelled into.
|480||LH||N, RB, SP, MS, EX, (J)||-||-||-|
Kohaku swipes the air above her with her broom.
- Hitbox follows the motion frame-by-frame and travels in an arc
- Early hitbox is diagonally above Kohaku, giving it application as an anti-air. Do note however that the hitbox is smaller than the animation makes it look like.
- Late hitbox has a decent amount of horizontal reach, giving it use as a midrange poke.
- Good move to throw out if your opponent is jumping a lot while still covering the space in front of you.
- Useful in pressure.
- When cancelling immediately from 5A/2A on crouching opponents, this frame traps with a 1 frame gap.
- Like all standing B normals, it causes low shield to fail.
- The expanding hitbox of this move makes it an excellent way of frametrapping opponents once Kohaku has established a bit of distance in her pressure.
- Relevant for plant pressure. Hitting meaty or after successful shield with this move will disable low-shield more safely than 5C due to the lower total duration.
- Useful as combo filler, since it hits high while lowering the opponent and pushing them horizontally. This makes it easier to follow up with 236XX and connect 9jc j.[C], or delay cancel into 2C afterwards.
|400, 200*4 (1126)||LH||N, RB, SP, MS, EX, (J)||-||-||-|
|8||4 () 8||23||48||/||-|
Kohaku stabs the handle of her broom forward before twirling it for four hits.
- With a fairly fast 8 frames of startup and good range, the initial stab makes for a good button to call out pressure resets with or strike in scramble situations.
- The high placement of the hitbox makes it vulnerable to moves with low hurtboxes. Challenging lows with this move makes it very prone to trade.
- Broom twirl is an advancing, active hitbox diagonally in front of Kohaku.
- Very active and tall hitbox gives this part of the move use as an anti-air, despite the hitbox not being nearly as big as the animation might imply.
- Broom twirl might miss opponent if the stab isn't being performed close enough to the opponent.
- While the very active hitbox gives it ton of application in stopping run-ins and other approaching moves, its overall duration makes it incredibly committal and unsafe on whiff. Enjoy with care.
- In blockstrings, letting the twirl play out and rebeating into 2A/5A at various points during the multihit gives Kohaku an easy way to establish distance between her and her opponent, putting Kohaku in more favorable spacing for her longer moves such as 2C
|140||L||-SE-, -N-, -RB-, -SP-, -MS-, -EX-, (J)||-||-||-|
Crouching horizontal hand chop.
- A standard 2A with solid range
- Hits low, making it Kohaku's go-to grounded-normal low option during plant pressure.
- Other than that, same applications as 5A
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
|230*2 (448)||LH, L||N, RB, SP, MS, EX, (J)||-||-||-|
|8||4 () 7||10||32||-2||-|
Kohaku performs two swipes with her broom in a crouching position.
- First part hits frame 8 and has a fairly high hitbox for a crouching move
- Similarly to 5C, great button to call out pressure resets with. Its high hitbox will still catch IADs while also covering low-attacks which 5C would usually miss. In addition, being a crouching move means you don't have to let go of down-back to input it, which makes it great for specific pressure situations where its ambigious if they will go for an IAD or a low.
- Hits mid and doesn't have the longest horizontal range
- Against standing shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding that part of the move.
- Second part hits frame 16 and is a low
- Decent horizontal range and hitbox size that covers the ground and is fairly active.
- Incredibly low recovery at 10 frames.
- As a result, the move is also unusually safe on block.
- Slightly forward advancing.
- Similarly to 5C, great move to stop run-ins with due to its very active nature allowing it to catch several timings.
|620||L||N, RB, SP, MS, CH, EX, (J)||-||-||-|
Kohaku performs a literal sweep attack, sliding forwards face down.
- Advancing sweep with a low profile hurtbox and great range.
- Solid speed and manageable recovery make this one of Kohaku's go-to pokes for grounded footsies
- Also sees use in pressure once Kohaku has been pushed out a bit to catch jump startup and challenge attempts.
- Ground untechable but air techable. Niche use as a way to get a hard knockdown provided the combo hasn't been prorated too much.
- At tip distance, can still be confirmed into a full combo with IAD j.B.
|740||LH||N, SP, MS, EX, (J)||-||-||-|
Kohaku creates a massive shockwave by strumming her broom.
- Massive hitbox, will hit even from the very tip of a 2C hit.
- Wall-bounces opponent on-hit, allowing for a combo conversion when close to the corner.
- Typically sees use as a way to frametrap opponents during blockstrings, as it can be delayed for quite a bit after 2C
|130||HA||N, RB, SP, MS, EX, J||-||-||-|
Kohaku performs an aerial stab with her broom handle.
- Kohaku's fastest air attack.
- Solid range makes it a great air-to-air while still allowing Kohaku to retain her air options.
- IAD j.A hits crouching opponents at around frame 26 based on their crouching height and hits standing opponents frame 23, making IAD j.A Kohaku's go-to way of hitting overheads.
|400||HA||N, RB, SP, MS, EX, J||-||-||-|
Kohaku performs a diagonally upwards reaching broom swipe in the air.
- Good diagonally upwards going reach
- Decent air-to-air poke
- Broom is entirely disjointed, giving this move application in situations where your opponent is above you.
- IAD j.B hits crouching opponents on frame 27.
- Can be used in safejump setups.
- Due to the horizontal range, it's possible to hit meaty while being spaced far enough to be safe against shield BC counter.
- Be aware that it can whiff against moves that have a low profile hurtbox on frame 1. Use j.C instead if in doubt.
|560||HA||N, RB, SP, MS, EX, J||-||-||-|
|900||HA||N, RB, SP, MS, EX, J||-||-||-|
Kohaku performs a long reaching downwards broom swipe in the air.
- Fairly disjointed with long reach makes this Kohaku's go-to air-to-ground attack.
- The nature of its disjointed downwards reach grants Kohaku the privilege to safely "poke" from the air, threatening the space under her while staying safe from any grounded attacks.
- Hits mid while rising during a jump
- IAD j.C hits on frame 30 on crouching opponents.
- Charged version grants the move a variety of additional properties:
- Ground bounce on hit, allowing Kohaku to drag down launched opponents, making it a fundamental pillar of Kohaku's combo game
- Additional damage and hitbox size
- Like other charged air normals, there's a brief clash frame window protecting Kohaku from interceptions, and whiffing the charged version inflicts additional landing recovery as a penalty.
- Out of an airdash, the charged version only has enough time to come out before landing if the airdash is performed at peak Kohaku jump height
- Whiffing a IAD j.[C] to fake-out a regular IAD j.C lets Kohaku go for a low instead as a mixup.
- Sees a ton of use in Kohaku's pressure game.
- Can be done after a double jump cancel to perform additional overheads.
- When blocked, can follow-up with j.AA or j.BA for a triple overhead, with the option to double jump or air dash cancel after the second overhead.
- Superjump j.[C] will always hit low enough to reach crouching opponents, while normal jump into j.[C] requires a 2 frame delay after the jump or else it will whiff.
|700||LH||SP, MS, EX||-||-||-|
Downwards smack with a comically massive paper fan.
- Advancing and ground bounces on air hit.
- Very disjointed mass of hitboxes, tall and directly in front of Kohaku.
- Can't be cancelled into any normals.
- Mostly sees use as combo filler, as its great for stabilizing airborne opponents to combo into Battou moves.
Rapid Beat 1
|400||LH||RB, SP, MS, EX||-||-||-|
Kohaku turns her back to the opponent and quickly kicks behind her.
- Average Rapid Beat normal
- Very advancing, can be used to close gaps during blockstrings to end closer to the opponent than usual
3C / Rapid Beat 2
|700||LH||(SP, MS, EX)On Block||-||-||-|
Kohaku swings her broom like a golf club.
- Cinematic Launcher - on hit, Kohaku will automatically jump up for an air combo.
- Slightly advancing
- Invincible to air attacks starting frame 5.
- Hitbox practically engulfs Kohaku in an arc starting from the way she is facing all the above her.
- Hitbox will even reach behind Kohaku, allowing her to catch cross-ups in a very weird looking way.
- Overall, great defensive anti-air, especially if opponents are directly over you or about to cross-up.
- In combos, sees little use as Kohaku generally prefers to end her strings with 236C.
- In blockstrings, sees usage as a gap-closer combined with Rapid Beat 1, as it also offers a bit of forward movement.
- In corner, performing stuff > RB1 > RB2 and then cancelling into a special will have Kohaku perform it decently close to the opponent.
- This grants her free plus frames with 22A as an ender, or might allow her to go for easier grabs when canceling into 236[A].
Kohaku injects her opponent with something nefarious and knocks them away.
- Throws the opponent for an untechable knockdown.
- Kohaku's throw is a fundamental part of her pressure, especially in combination with her plants and various moves that grant plus frames.
- The knockdown is +62, letting Kohaku set up plant oki, a safejump, or a left-right mixup.
Kohaku pulls a 16 ton weight, a wrecking ball, or a globe and drops it on the opponent.
- Universal air combo ender.
- Usually only used as a combo ender if Kohaku is out of meter to perform 236C instead.
- With air options available, Kohaku can perform an easy safejump by performing a delayed Super Double Jump into meaty air normal.
Drawn Sword - Hidden Blade
Kohaku performs a quick low slash with the sword hidden in her broom.
- Core part of Kohaku's toolkit, in combos, pressure and neutral
- Long range, solid speed and the fact that it hits low make this move incredibly effective at pressuring opponents from afar or at intercepting run-ins
- Usage in neutral must be enjoyed with care, as the move is only active for a single frame and has a somewhat high recovery on whiff - making this move easily punishable if the opponent jumps over it.
- Also sees use as Kohaku's go-to safe blockstring ender, as it's only -4 and can still hit opponents once Kohaku is pushed far away
- Core part of Kohaku's combo-game, the glue that holds it together.
- Charged version is a feint in which Kohaku poses in preperation to slash, but then swiftly returns to a neutral stance.
- Can be used to reset pressure once the opponent is conditioned to expect 236A, which works well considering that's what you are ending blockstrings with half the time anyway.
- On the quickest special cancels into feint, C normals are -5, B normals are -7, A normals are -10 and Rapid Beat 2 is -6.
- Opponents trying to react to this move will most likely recognize that it's a feint by frame 11. Considering average human reaction times of 16~ frames and you are practically +6 after using this move provided your opponent isn't reading it.
- Usage in combination with 236A can make for a simple but effective reset game - just make sure to mix and match where you perform the feint to avoid a hard call-out.
Kohaku performs a quick diagonal slash upwards with the sword hidden in her broom.
- Also a core part of Kohaku's toolkit, but mostly in combos and neutral
- Very big, fast, air unblockable grounded anti-air that swats opponent's out of the sky and catches jumps
- Despite the animation, hitbox practically curves upwards, resulting in grounded opponents not being hit unless they are directly in front of Kohaku.
- Similar weaknesses to 236A in that it only has a single active frame and has a substantial recovery time - as such, primarily used as a call-out vs. predictable opponents.
- In pressure, sees use as a hard, long-ranged jump attempt call-out.
- 236B > 236C pulls the opponent out of the corner, enabling grimy crossups.
- Due to the large disjoint and single hit, beware of clashing with air normals.
- Charged version becomes absolutely massive while retaining properties of 236B, creating an air-denying move mostly reserved for neutral
- Charged version no longer has the hitbox curve, meaning that it even hits standing opponents outside 236A range!
- Wallslams on hit, allowing for a very damaging combo in corner, or in the case of a Counterhit, anywhere.
- Can't be cancelled into the follow-up, so a combo without spending resources midscreen without a Counterhit is not possible.
- Often used in tandem with 22B/22[B] in neutral as it will cover Kohaku while she charges up the move and denies and aerial or close-range grounded presence.
Kohaku swings her broom sheath up following her sword slash after 236A or 236B.
- Follow-up for 236A/236B - can be input very late into 236A/236B, even on whiff!
- Jump cancellable with a very long window to do so
- Core usage in combos, but can be used after a 236A/236B whiff/block in neutral to catch challenge attempts after.
- Hitbox is not nearly as tall as it looks like, and has a tendency to whiff on opponents if they are hit at the very edges of 236A/236B.
- Very unsafe on block - avoid auto-piloting into this after a blocked 236A/236B, as any opponent with a fast, horizontal move will punish you for it.
Kohaku performs a flurry of large slashes with her hidden blade, causing opponents to dramatically fall on their knees on hit.
- Kohaku's best metered combo ender - a series of 3, long ranged and fast slashes.
- Has three separate hitboxes covering a low, horizontal and diagonally upwards angle.
- Grants a lengthy heavy knockdown, allowing Kohaku to start her powerful plant okizeme.
- Contrary to how most moves in the game work, the advantage gained from hitting this move depends on the proration of the combo.
- Kohaku will be anywhere between +82 to +64, with +82 being a raw hit and +64 being usage as an ender in a highly prorated combo. Common values for usage during combos are +64, +68, +72 and +75.
- Relevant in specific okizeme situations as Kohaku may or may not want to skip on some damage in a string for a more advantagous knockdown
- Often used in situations where a combo isn't possible after a Battou move, such as after 6BC or hitting the very edges of 236A/236B where the follow-up will whiff.
- Its very fast speed and long range also give it application in calling out long-ranged pressure resets vs. characters with very long normals.
- In blockstrings, it can be whiff canceled into from 22B. This will catch attempts to escape by reacting to 22B, and give plus frames if it is blocked normally, though it can be shielded after the super flash.
|10||6||23||38||-2||1 - 8 MD Clash|
Kohaku performs a flurry of sword slashes in front of her.
- Absolutely massive, disjointed sword attack.
- Unlike Kohaku's other Battou moves, has 6 frames of active frames and a surprisingly short recovery.
- Also safe on block with only -2 disadvantage.
- Massive size makes it effective at stuffing grounded and low air approaches, and can dominate neutral in some MUs.
- Causes a soft knockdown on hit.
- Can be cancelled into 236C or 236BC for more damage and a hard knockdown. 236C into Moon Drive will give a full combo.
- On high air hits, can link into a normal for a full combo.
Magical Amber Missile
|19A +(27 Total)||59||-||9 - 32 Strike|
|19A +(27 Total)||62||-||9 - 35 Strike|
Kohaku jumps in the air and flies a short distance on her broom.
- "Molotov" - Kohaku's very gimmicky multi-use special.
- Inputting either 214A or 214B will make Kohaku fly a short distance on her broom, with the catch being that she is Strike invulnerable starting frame 10!
- Note that it's specifically Strike invul - she can still be air-thrown.
- Kohaku also lacks a collision box while airborne, making her pass through opponents.
- The key difference between the A and B version is that the A version flies a short distance slowly, while the B version flies a slightly larger distance slightly faster, while also flying overall for slightly longer.
- Kohaku is considered airborne with her hurtbox rising starting frame 4.
- Starting frame 16, Kohaku may perform a series of follow-ups. She can also cancel it into MD, giving this move a niche use as a pseudo neutral-skip.
- Without any follow-ups, the move is mostly used as a hard call-out for Heat/Shield/DP during pressure, as Kohaku can just pass through their hitboxes and cancel into it easily after normals.
- It also finds a niche use in specific MUs (such as DAN) to gimmick her way through neutral (such as passing through bells).
|460, 1000 (1240)||LHA||-||-||-||-|
|33A + 8L||48||1 - 21 Strike|
|420*2, 630*2 (1632)||LHA||-||-||-||-|
Kohaku performs a follow-up while in the air.
- Any explosives dropped have two hits: the molotov projectile itself and then its explosion.
- After doing a follow-up, Kohaku becomes fully strike invulnerable until she jumps off the broom.
- Any opponent shielding the explosives will get a free punish, as Kohaku will not be able to shield back due to the invulnerable properties of the move.
- All follow-ups may be EX and Moon Drive cancelled at any time before recovery (unless your opponent shields them).
- 214X~X drops a single explosive.
- When dropped directly over the opponent, this will typically result in Kohaku being significantly plus on block, allowing her to maintain pressure.
- There is an unfortunate spacing directly in front of the opponent where the Molotov hitbox will hit the very edge of the opponent, push them back, and then have them not get hit by the explosive, leaving Kohaku minus on block.
- As such, try only dropping explosives when directly over or in-front of the opponent.
- On hit, grants Kohaku a (very prorated) combo for a hard knockdown with 236C.
- 214X~4A has Kohaku steer backwards, dropping no explosives.
- Recovery may be jump cancelled, allowing Kohaku to act after jumping off the broom.
- Typically used when you expect your opponent to shield, as you can then punish with an aerial or something else.
- Generally preferred over empty-landing with 214A/B due to having the option to jump cancel and having less landing recovery.
- 214X~4B has Kohaku steer backwards and then drops two explosives.
- Explosives take a long amount of time to hit the ground as they thrown in an arc and very high up at that.
- Incredibly plus on block if the opponent does just stand there and take it and also vaccums.
- Mostly used when your opponent is *heavily* conditioned or as a niche neutral maneuver, as once the explosives come out, the gap between Kohaku being in recovery and the ground not having an explosion hitbox is surprisingly small.
- On hit, allows for a (very prorated) combo for a hard knockdown with 236C.
|[170, 310*3] * 4 (2593)||LHA||-||-||-||-|
|4+||15A + 12L||129||1 - 6 All, 7 - 84 Strike|
Kohaku soars into the air and automatically drops 4 explosives.
- Kohaku's gimmicky, frame 1 invulnerable reversal.
- Terrible at being a reversal as the actual hitbox is very slow to come out, will only true-punish moves with very long recovery periods such as meaty-grab attempts when trying to read wakeup Moon Drive.
- Opponents have plenty of time to shield it in reaction to the super flash.
- Explosives lead into a hard knockdown if the hitstun decay isn't too high.
- If an opponent just blocks it, Kohaku will typically be plus - everything depends on the positioning of you, your opponent, and the explosions, however.
- Depending on the spacing, punishing this reversal with a shield follow-up can be surprisingly tricky and will typically require the opponent to B+C or go for an underwhelming Shield B follow-up that won't lead into a combo.
- At the end of the day, mostly a knowledge-check and last-resort option.
|[400, 640] * 2 (1557)||LHA||-EX-, -J-||-||-||-|
|16||+6||1 - 11 MD Clash|
Kohaku quickly jumps into the air and drops two explosives.
- Jump cancelable during the recovery on whiff or block.
- Jump cancelable on hit.
- Plus on block
- Unlike 214X, is not strike invul at any point - which also means combos started off this are not nearly as prorated.
- Rapidly moves Kohaku upwards, and generally sees utility in frametrapping during blockstrings to punish challenging while also being even advantageous on block.
- Also sees use in combos where it's used to build a lot of meter.
Look What I Grew ♪
Kohaku pulls out a spinning, small pine-tree which swiftly flies off diagonally upwards at a high angle.
- Preemptive projectile anti-air and combo/blockstring tool
- Air blockable, but covers the airspace for a respectable amount of time
- Tons of untech, allowing Kohaku to easily convert into a combo if it hits someone, counterhit or not.
- Projectile properties make this move not clash with hitboxes, giving it application in beating out particularly annoying jump-ins, especially if they increase the hurtbox size of the opponent.
- Too slow to be used as a reactive anti-air, typically thrown out as a hard read/with another plant setup on the ground to cover any run-ins.
- When used close to the opponent in blockstrings, will also leave Kohaku plus. Particularly relevant in corner, when Kohaku can become +1 on block against crouching opponents by canceling into this move after a Rapid Beat series. If the opponent is standing, it is even more plus on block, depending on how many hits are blocked.
- Vanishes if Kohaku is hit, but not if she is blocking something.
- Can be situationally used for air unblockable setups with Moon Drive.
|/||40||-||34 ~||+81 ~ +79||-|
Kohaku pulls out a potted tree which, after a small delay, starts spinning rapidly for a prolonged amount of time.
- Both versions vanish when Kohaku is hit or techs a throw, but not if she is blocking.
- Both versions may not be used while 22C, 2BC or one of the trees is active. There is also a short cooldown after the trees vanish in which you also may not place an additional plant down.
- The infamous okizeme tree - Kohaku's character defining move, and the one her gameplan revolves around.
- After a humble 61 frames, the tree will start spinning for over a second, locking down a blocking opponent for up to 81 frames.
- During this time, Kohaku is free to do whatever, trying to crack open the opponent's defense, typically either forcing the opponent to make risky wake-up options (such as shield) or force them to hold Kohaku's pressure in which she doesn't even need to worry about hitconfirming, as the tree will do it for her.
- Hits up to 10 times.
- Due to its slow speed, typically used after a hard knockdown (such as after a grounded throw or 236C), but also sees use as a risky pressure reset provided the opponent expects something else.
- Allows for tons of creativity in setups and pressure, by for example delaying the tree so it doesn't hit meaty to sneak in a grab. The sky is the limit.
- Care should be taken when hitting opponents that are being hit by the plant, as making them airborne (with, for example, a sweep like 2C) will likely result in the plant re-hitting them, resetting their untech time and making them recover sooner than anticipated, as they will be caught just pixels over the ground. Always wait until the plant is done hitting them before launching!
- Causes additional combo proration, resulting in decreased combo damage.
- Charged version causes the tree to slightly take off and fly upwards in shallow angle, moving mostly horizontally.
- Longer total duration, but the time the tree becomes active is only 2 frames slower.
- Locks the opponent down on block for 1 additional hit, up to 88 frames, but will still only hit 10 times during a combo.
- Its advancing nature makes this tree a surprisingly good tool in neutral once things have slowed down or as another way for Kohaku to oppress her opponent's wakeup with an additional option that will also catch backdashes from afar.
- Use in corner is generally not recommended, as the tree will just swiftly fly off the screen and stop pressuring the opponent.
- Does not have increased combo damage proration like the uncharged version, and will do significantly more damage as a combo starter.
Kohaku pulls out Johnny, who after a significant delay spits out 4 fullscreen traveling fireball projectiles.
- Neutral and fancy combo tool
- On hit, fireballs cause a completely untechable launch which leads into a hard knockdown if they touch the ground.
- On block, fireballs cause 24 frames of blockstun each, with a variable gap between each hit. (4F if they do nothing, 5F if they walk backwards, 1F if they are in the corner).
- Sees use in neutral to force a reaction in MUs where the opponent cannot instantly punish it from full screen (e.g. Vlov).
- In combos, grants Kohaku insane corner carry, but requires specific setups. Can also be used in niche corner steal crossup setups.
- Kohaku can run towards her opponent to artifically increase the gap between the fireball hits, allowing for grimy tick-throws and other trickery.
- Like other projectiles, Johnny will vanish when Kohaku is hit, but not if she is blocking.
- Johnny may not be used while another Johnny, 2BC or one of the trees is active. There is also a short cooldown after Johnny vanishes in which you also may not place an additional plant down.
|230, 230*7 (1414)||HA, LHA||-||-||-||-|
|26||17 (10) [2 (11)]*6 (15) 4||-||53||1 - 10 MD Clash|
Kohaku puts out a cactus that performs a flurry of punches.
- Unlike the other plant moves, this one has a hitbox as it comes out.
- This hitbox hits overhead.
- Combos started off this are heavily prorated
- Overhead hitbox will only combo into the rest of the move if hit on crouching opponents
- Can be used during blockstrings as a gimmicky overhead mixup or on oki to catch players expecting 22B off-guard. Do mind that it is extremely reactable due to the blue Moon Skill flash and hitting on frame 35 against crouching opponents, which means an attentive and knowledgeable opponent will easily shield and get a guaranteed punish.
- Once the cactus becomes active, it will repeatedly punch the opponent while advancing forwards, though it won't cross through them unlike 22[B].
- Similarly to 22[B], the heavily advancing nature of this move makes it also a fairly good neutral tool to force an interaction/take space with once neutral has slowed down.
- 11F Gap between the overhead and the flurry, 3F gap between the 6th and 7th punch.
- Final punch launches opponent away on hit and wallslams in the corner.
- ~101 frames of gapless blockstun in the corner.
Magical Amber Missile (air)
|460, 700 (1006)||LHA||-EX-||-||-||-|
|25||10 - 36 Strike|
|460, 700 (1006)||LHA||-EX-||-||-||-|
|29||10 - 42 Strike|
Kohaku flies forwards on her broom and automatically drops an explosive after traveling a short distance, then drops down.
- Aerial version of Kohaku's grounded 214X series.
- B version flies a longer distance slightly faster and for longer.
- Both versions retain the usual 214X properties of being strike invulnerable after 9 frames, but still air-throwable
- Also similarly to 214X, is plus on block, but advantage will depend on the amount of time it takes for Kohaku to land. Will even become negative if used too high!
- Unlike 214X, has no set of follow-ups, will always just automatically drop an explosive.
- Usage in neutral is not recommended - slow startup and long recovery make this move easily punishable in most cases.
- Just like 214X, getting this move shielded won't allow Kohaku to reshield due to her being Strike invulnerable.
- Mostly sees usage when used in conjunction with 214X for the same purpose - to get plus frames. Identical animation and different throw-timing might throw off responses.
|[100, 250*3] * 4 (~2011)||LHA||-||-||-||-|
|4+5||1 - 6 All, 7 - 77 Strike|
Kohaku flies forwards on her broom and automatically drops 4 explosives after traveling a fairly long distance, then drops down. Explosives have a very large radius.
- Kohaku's fully invincible air reversal
- Lasts for a very long amount of time and has Kohaku travel a significant distance, albeit slowly.
- Surprisingly fast with the Molotov hitbox being active frame 9. Can be used as a niche, non-frame 1 invulnerable reversal when used as a TK. May allow her to cheese her way out of pressure situations.
- Plus on block, even from double jump height.
- Grants a hard knockdown on hit.
- Can be used as part of a two-meter combo ender by doing j.214C after an air string and linking 236C after landing.
|[400, 640] * 2 (1557)||LHA||-J-||-||-||-|
Kohaku flies forwards on her broom and quickly drops two explosives.
- Fairly slow move in which Kohaku somewhat wobbly flies diagonally upwards instead of straight ahead like in the other 214X moves.
- Jump cancelable on hit or block, with recovery jump cancelable on whiff.
- Similar to, 4BC, not strike invul at any point.
- Due to its long startup, very niche and mostly sees use in specific combos.
Chinese Kohaku Cuffing
|1+9||10 + 12/UC + 66||-12|
|1+33||34 + 12/UC + 66||N/A|
Kohaku dashes forward before performing a cinematic flurry of punches and kicks
- Kohaku has no collision box or hurtbox during this move and becomes an unstoppable force before either hitting a wall or player.
- Arc Drive with typically Arc Drive uses, such as a high dmg combo ender.
- Her best reversal. But with a startup of 8 frames, still on the slower side and often easily dealt with.
- On hit gives a hard knockdown and plenty of time for Kohaku to setup another plant.
- On whiff, Kohaku will hit the wall and fall into an untechable knockdown that allows the opponent to OTG you for a full combo.
- Unlike most Arc Drives, continues most of its animation on block and even shield, but is still unsafe.
- Punish window is strangely early, though, which might catch people off guard.
- Charged version becomes a command grab, meaning that it will beat blocking and shielding, but lose against jumping.
- Mostly a knowledge-check or used in conjunction with 22C to deer-in-headlights very overwhelmed players.
Drawn Sword Technique - Comet Sweep
|4800 [4800 ~ 6960 in BH]||LH (U)||-||-||-||-|
|1+21||4||27||52||-14||1 - 25 All|
Kohaku performs a cinematic slash with her sword before striking a cute pose.
- Can be performed by inputting A+B+C+D with 4 bars in neutral, or by Shielding an attack while in Blood Heat
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activation
- It's a Last Arc, nothing unique for Kohaku to note.
- Various ways to confirm into this, but you are usually better off doing something else unless you are looking to style.
Kohaku Wiki Roadmap
Most Specials, Normals, Moon Skills, Arc Drive, and Last Arc explained. All moves have normal and hitbox images. Frame Advantage and Startup added to move data.
Add all character colors.
Most common setups are documented.
Needs fact checking, more setups (including 22[B]), and general clean-up.
Links to existing combo docs/videos are included. Majority of common confirms and combos filled out with damage and meter.
Needs more updates to theory. Missing most information about Moon Drive meter dump routes (though videos are linked).