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Melty Blood/MBTL/Kohaku

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Story

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.

Gameplay

Kohaku uses her huge normals and unconventional specials to control the midrange before confirming hits into devastating setplay.

Playstyle
Coming soon
Strengths Weaknesses
  • Strong & loopable setplay: Boasting some of the best okizeme in the game thanks to her lengthy knockdowns and 22B/2BC plants which attack the opponent independently of her, Kohaku has plenty of opportunities to safely open an opponent up on wakeup.
  • Great range: Using her large and disjointed broom and sword attacks, Kohaku can attack from safe ranges typically hard to contest for most characters.
  • Pressure: Kohaku's normals feature a variety of natural frametraps to catch an opponent with in addition of just generally being able to pressure from long ranges. In addition, her 214X series allows Kohaku to bait and punish defensive options and easily reset pressure.
  • Underwhelming Defense: With a slow and easy to react to grounded metered reversal (214C), a mediocre Arc Drive, no unmetered reversals to boot and a very poor backdash, Kohaku has to typically rely on system mechanics when being forced on the defense.
  • Meter Hungry: Kohaku relies on 236C as a combo ender to really get her gameplan going, leaving her with less meter for defensive and neutral purposes.
  • Mediocre Damage: While not terrible, most of Kohaku's combos deal less than average damage, netting Kohaku an underwhelming amount of meter as a consequence. Combined with her reliance on 236C as a combo ender, this makes Kohaku's meter economy somewhat difficult to manage.
HP Value: 11,700

Backdash: Full invuln 1-13, projectile/air invuln 14-18, throw invuln 1-25, 35 total duration, travels 47184 units

Movement Speed: -

Character Summary

Move list

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]
Stats & vitals

Dash startup: 6

Dash actionable: 5

Jump startup: 5

Jump airtime: 38

Quick combo reference

Practice confirming anything into these. Turn a late normal into Rapid beat > At if you don't have meter.
* - 8jc if close, 9jc if far.

~3.7k Metered BnB. // j.C 2B(2) 2C 236B~B jc* dlj.[C] dlj.B land 5B (5C(1)) 6C 236A 236C

~3.7K Metered Sideswap // j.C 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 jc* j.[C] dlj.B 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 jc* j.[C] dlj.B 5B 6C 22A 6C 236A~A 236C

MBTL Kohaku Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Kohaku 5A.png
MBTL Kohaku 5A Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
160 LH -SE-, -N-, -RB-, -SP-, -MS-, -EX-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Standard 5A Jab.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Quick activation and low overall duration make this move good for mashing out of blockstrings and rebeat canceling. Cancellable on whiff.
5B
5B
5B
MBTL Kohaku 5B 1.png
Frames 9-10
MBTL Kohaku 5B 3.png
Frames 12-13
MBTL Kohaku 5B 1 hb.png
Frames 9-10
MBTL Kohaku 5B 3 hb.png
Frames 12-13
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH N, RB, SP, MS, EX, (J) - - -
First Active Active Recovery Overall Advantage Invul
9 5 16 29 -6/-3 -
  • Kohaku swipes the air above her with her broom.
Has an early hitbox slightly in front of her and above her head. Useful as an anti-air, midrange poke, and combo filler. This is also one of the best moves for putting gaps in your blockstrings either naturally through the longer startup or using the longer delay cancel window.
5C
5C
5C
MBTL Kohaku 5C.png
MBTL Kohaku 5C 2.png
MBTL Kohaku 5C hb.png
MBTL Kohaku 5C 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400, 200*4 (1126) LH N, RB, SP, MS, EX, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 4 (6) 8 23 48 -8/-12 -
  • Kohaku stabs the handle of her broom forward before twirling it for four hits.
Broom twirl is air unblockable giving the move niche applications as an anti-air. Extremely unsafe on whiff, so use it sparingly in neutral. The second part of the move may miss if the first part is not done close enough to the opponent.

Crouching Normals

2A
2A
2+A
MBTL Kohaku 2A.png
MBTL Kohaku 2A Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 L -SE-, -N-, -RB-, -SP-, -MS-, -EX-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Primary mash button.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Hits low and has decent range. Cancellable on whiff.
2B
2B
2+B
MBTL Kohaku 2B.png
MBTL Kohaku 2B 2.png
MBTL Kohaku 2B hb.png
MBTL Kohaku 2B 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
230*2 (448) LH, L N, RB, SP, MS, EX, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 4 (4) 7 10 32 -2 -
  • Two hit swipe with her broom.
The first hit is a mid and the second is a low. The relatively small hitbox and high recovery make this move highly unsafe on whiff. The second hit may miss if the first one is not done close enough to the opponent.
2C
2C~2C
2+C > Add2+C
MBTL Kohaku 2C.png
MBTL Kohaku 2C2C.png
MBTL Kohaku 2C hb.png
MBTL Kohaku 2C2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L N, RB, SP, MS, CH, EX, (J) - - -
First Active Active Recovery Overall Advantage Invul
9 4 26 38 -13 -
  • A literal sweep attack. Your go-to poke when you know the opponent will stay grounded
  • Ground untechable but air techable, so it must be delayed to hit low to the ground as a combo ender.
Damage Guard Cancel Property Cost Attribute
740 LH N, SP, MS, EX, (J) - - -
First Active Active Recovery Overall Advantage Invul
13 3 23 38 -9 -
  • Kohaku creates a massive shockwave by strumming her broom.
  • Can be used to frametrap the opponent trying to jump or mash out after 2C. Wallslams on hit.

Jumping Normals

j.A
j.A
Aerial A
MBTL Kohaku jA.png
MBTL Kohaku jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
130 HA N, RB, SP, MS, EX, J - - -
First Active Active Recovery Overall Advantage Invul
5 4 - - - -
  • Kohaku's fastest air attack.
  • IAD j.A hits crouching opponents at around frame 26 based on their crouching height and hits standing opponents frame 23.
Great air-to-air tool when the opponent gets too close to safely use j.B or j.C.
j.B
j.B
Aerial B
MBTL Kohaku jB.png
MBTL Kohaku jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 HA N, RB, SP, MS, EX, J - - -
First Active Active Recovery Overall Advantage Invul
9 4 - - - -
  • A fast upwards broom swipe with amazing range.
Your best air-to-air attack that allows you to poke safely from from a range in the air. The broom is almost completely disjointed so use and abuse this move when the opponent is above you. (Hits mid while rising)
j.C
j.C
Aerial C
MBTL Kohaku jC.png
MBTL Kohaku jC hb.png
j.C
MBTL Kohaku jC be hb.png
j.[C]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA N, RB, SP, MS, EX, J - - -
First Active Active Recovery Overall Advantage Invul
10 4 - - - -
  • A downwards broom swipe.
  • Disjoint in front of and below her makes this a fantastic air-to-ground attack. (Hits mid while rising)
Damage Guard Cancel Property Cost Attribute
900 HA N, RB, SP, MS, EX, J - - -
First Active Active Recovery Overall Advantage Invul
20 4 - - - Clash 16-19
  • Ground bounces on hit.
  • Bigger hitbox and and has clash frames. Used often in combos. Can be used to fake a regular j.C if done low to the ground, as the animation will be cancelled by Kohaku's landing.

Command Normals

3C
3C
3+C
MBTL Kohaku 3C.png
MBTL Kohaku 3C hb.png
Frame 10
MBTL Kohaku 3C 2 hb.png
Frames 11-12
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH (SP, MS, EX)On Block - - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 Air 5-12
  • Standard 3C launcher.
  • Invincible to air attacks starting from frame 5.
Kohaku swings her broom like a golf club. On hit Kohaku automatically jumps for an air combo.
6C
6C
6+C
MBTL Kohaku 6C.png
MBTL Kohaku 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, MS, EX - - -
First Active Active Recovery Overall Advantage Invul
10 3 22 34 -8 -
  • A downwards smack with a giant paper fan.
  • Ground bounces on air hit.
  • Can't be cancelled into any normals.
Combo filler, the ground bounce makes it great for stabilizing airborne opponents to combo into Battou moves.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
MBTL Kohaku rapid2.png
MBTL Kohaku rapid2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 LH RB, SP, MS, EX - - -
First Active Active Recovery Overall Advantage Invul
9 3 23 34 -10 -
  • Second hit in the grounded rapid beat chain. Kohaku turns her back and does a quick kick behind her.
Rapid Beat 3
Rapid Beat 3
X>X>X
MBTL Kohaku 3C.png
MBTL Kohaku 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH (SP, MS, EX)On Block - - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 -
  • Third hit in the grounded rapid beat chain. Identical to 3C.
Ground Throw
Throw
4/6+A+D
MBTL Kohaku throw.png
MBTL Kohaku throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500/1875 U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 19 25 +62 -
  • Kohaku injects her opponent with something and knocks them away.
Has plenty of advantage on hit, more than enough for a short dash into a plant of your choosing.
Air Throw
Air Throw
Aerial 4/6+A+D
MBTL Kohaku airthrow.png
MBTL Kohaku airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200/1500 U - - - -
First Active Active Recovery Overall Advantage Invul
1 3 12L - +31~ -
  • Kohaku pulls a 16 ton weight, a wrecking ball, or a globe and drops it and the opponent into an untechable knockdown.
  • Universal air combo ender.
If you have air options, you can Super Double Jump > j.C for a safejump. You're mainly going to use this as an ender if you don't have meter for 236C or j.214C though.

Special Moves

Drawn Sword - Hidden Blade
Drawn Sword - Hidden Blade
(Battou)
236+X
MBTL Kohaku 236A.png
236A
MBTL Kohaku 236B.png
236B
"The game's widescreen now..."
MBTL Kohaku 236B be.png
236[B]
The influence Yuzuriha had on this move can't be understated.
MBTL Kohaku 236XX.png
236XX
MBTL Kohaku 236C.png
236C
MBTL Kohaku 236A hb.png
236A
MBTL Kohaku 236B hb.png
236B
MBTL Kohaku 236B be hb.png
236[B]
MBTL Kohaku 236XX hb.png
236XX
MBTL Kohaku 236C 1 hb.png
236C (frames 8-9)
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 L -CH-, -EX- - - -
First Active Active Recovery Overall Advantage Invul
10 1 26/31 36/41 -4 -
  • Kohaku performs a quick low slash with the sword hidden in her broom.

Useful as a safe blockstring ender due to its low frame disadvantage and good range.

Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - 21 - -
  • Kohaku battou feint.
  • 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.

Kohaku poses in preparation to slash with her sword before returning to a neutral stance. Can be used to reset pressure once the opponent is conditioned to expect 236A.

Damage Guard Cancel Property Cost Attribute
1200 LH -CH-, -EX- - - -
First Active Active Recovery Overall Advantage Invul
10 1 33/34 43/44 -11 -
Damage Guard Cancel Property Cost Attribute
1400 LH -EX- - - -
First Active Active Recovery Overall Advantage Invul
21 1 31 52 -9 -
  • Kohaku slashes the air in front of and above her with her sword.
  • Charged version wallslams on hit but cannot be canceled into the follow-up.
  • 236B > 236C pulls the opponent out of the corner, enabling grimy crossups.

This move has great range and is air unblockable making it a great grounded anti-air when the opponent gets too predictable.

Damage Guard Cancel Property Cost Attribute
900 LH EX - - -
First Active Active Recovery Overall Advantage Invul
12 3 29 43 -13 -
  • Kohaku swings her broom sheath up following her sword slash.

Launches the opponent into the air and is jump cancellable allowing for air combo followups.

Damage Guard Cancel Property Cost Attribute
1100, 1280 LH - - - -
First Active Active Recovery Overall Advantage Invul
4+4 6 28 41 -11/-9 -

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.
  • 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
Magical Amber Missile
Magical Amber Missile
214+X
MBTL Kohaku 214A.png
214A/B
MBTL Kohaku 214XX.png
214X~X
MBTL Kohaku 214C.png
Recovery, Kohaku falls to the ground
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
16 18 19A + 8L (27 Total) 60 - 10 - 33 Strike
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
16 21 19A + 8L (27 Total) 63 - 10 - 36 Strike
Damage Guard Cancel Property Cost Attribute
460, 650 (967) LHA - - - -
First Active Active Recovery Overall Advantage Invul
7/23 16/8 33A + 8L 48 +8 ~ +4/+5/-12 1 - 21 Strike
  • Kohaku jumps in the air and flies a short distance on her broom. While airborne, she can drop an explosive starting from frame 16 by inputting any button. She is invincible and lacks a collision box while airborne, but can be air thrown.
  • Considered Airborne with a higher hurtbox capable of avoiding lows starting frame 4
  • A version flies a short distance and recovers quickly.
  • B version flies faster and further.

The explosives dropped have two hits, one when she tosses and the explosion itself. At +4, this is used as a way to maintain pressure on opponents you've conditioned with throws, and beat reversals and anti-air option selects with its invincibility.

Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - 35/53 - 1-20 Strike
  • Kohaku pivots backwards without dropping any explosives. Can be jump cancelled before landing.
Damage Guard Cancel Property Cost Attribute
320*2, 480*2 (1243) LHA - - - -
First Active Active Recovery Overall Advantage Invul
14/36/47 53 45/3 69 +22 ~ +18 ~ +5 1- 35 Strike
  • Kohaku pivots backwards, dropping two explosives that vacuum on hit or block.
Damage Guard Cancel Property Cost Attribute
[100, 250*3] * 4 (2011) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+7/17/28 93 15A + 12L 129 +6 ~ -12 1 - 6 All, 7 - 84 Strike
  • Kohaku soars into the air and automatically drops 4 explosives.
  • Explosives lead into a hard knockdown if the hitstun decay isn't too high.
EX version has invincibility on startup making it your only true reversal besides Arc Drive. It can also be used as a very expensive pressure reset because it is +1. Niche use as a combo ender but generally you'll be using j.214C or 236C instead.
Look What I Grew ♪
Look What I Grew ♪
22+X
MBTL Kohaku 22A.png
22A
Go child! Hold down the Air!
MBTL Kohaku 22B.png
22B
Go child! Hold down the Oki!
MBTL Kohaku 22B.png
22[B]
MBTL Kohaku 22C.png
22C
Go Johnny! Hold down the Neutral!
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
330*6 (1640) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
15 22~ 22 37 +6 ~ -2 -
  • All versions disappear if Kohaku is hit, but not if she blocks.
  • Kohaku pulls out a spinning pine tree that takes off diagonally upwards.
  • Has enough untech time to run up and convert with a normal like 6C.

The low startup and recovery make this move effective as an anti-air and a tool to extend combos.

Damage Guard Cancel Property Cost Attribute
160*10 (1313) LHA - - - -
First Active Active Recovery Overall Advantage Invul
15/61 40 - 34 +81 ~ +79 -
  • Kohaku puts out a grounded multi-hit spinning tree.
  • On block, the opponent is locked down for up to 81 frames.
  • The tree hits up to 10 times.

Kohaku's primary oki tool. Can be used after 236C, throw, or 214C to completely lock the opponent down on wakeup, giving you the time you need to do whatever mixup you can imagine. You can use the threat of 22B on wakeup to diversify your pressure, by intentionally delaying 22B to make it not meaty, allowing sneaky throws before the plant becomes active. The sky is the limit.

A note on conversions with 22B - 22B does not scale hitstun decay that much provided the opponent stays grounded. Do not use moves that launch the opponent airborne like 2C or 236B until 22B has finished hitting them to maximize combo stability & damage.

Damage Guard Cancel Property Cost Attribute
170*10 (1466) LHA - - - -
First Active Active Recovery Overall Advantage Invul
25/63 41 - 44 +88 -
  • Charging 22B causes the tree to fly upwards in an arc, increasing its damage and duration.
  • On block, the opponent is locked down for up to 88 frames.
  • The tree hits up to 11 times on blockers, but only up to 10 times in a combo.
Damage Guard Cancel Property Cost Attribute
590*4 (1781) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+89 (UT (25))* 4 - 34 +24*4 -
  • Kohaku places a plant that spits 4 fullscreen fireballs.
  • On hit, fireballs cause an completly untechable launch which leads into a hard knockdown if they touch the ground.
  • On block, fireballs inflict 24 frames of blockstun each, with a variable gap between them midscreen (4F if they do nothing, 5F if they walk backwards.), and a 1F gap in the corner.
The return of Johnny! You can use it to hold down the neutral or as a potential combo ender utilizing EX Special cancels. With certain combo routes, all 4 fireballs can hit, granting Kohaku a ton of corner carry while still getting a good knockdown. You can artificially extend the gap between the fireballs on block up to 13F by running at the opponent which allows tickthrow setups but the window to throw is tight and you risk getting hit by a 2A and losing it.
Magical Amber Missile (air)
Magical Amber Missile (air)
Aerial 214+X
MBTL Kohaku 214A.png
214X
MBTL Kohaku j214B.png
Explosives are automatic when done in the air.
MBTL Kohaku j214C.png
EX version makes her fly up way higher
MBTL Kohaku j214A hb.png
MBTL Kohaku j214B hb.png
MBTL Kohaku j214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
460, 650 (967) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
25 UL + 8 29 + UL + 12L 65 + UL +9 ~ +5 ~ +1 10 - 36 Strike
Damage Guard Cancel Property Cost Attribute
460, 650 (967) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
29 UL + 8 32 + UL + 12L 72 + UL +6 ~ +2 ~ -2 10 - 42 Strike
Damage Guard Cancel Property Cost Attribute
[100, 250*3] * 4 (~2011) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+5 (UL + 9)*4 30 + UL + 12L 104 + UL +8 ~ +2 1 - 6 All, 7 - 77 Strike
  • Kohaku flies forward and automatically drops an explosive on the opponent
  • B version flies faster and further than A version
  • EX version automatically drops 4 explosives.

All versions of j.214X are plus on block (+9 if the molotov hits on the way down, +6 if not), allowing you to do risky pressure resets using TK.214X after a rebeat 5A. Visually identical to the ground version when TK'd, allowing frametraps on opponents who try to mash out.

The extra startup of TK.214X makes it easier to react with airthrow though, so use it sparingly.

Moon Skills

Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.

Drawn Sword - Hidden Blade
Drawn Sword - Hidden Blade
6+B+C
MBTL Kohaku 6BC.png
MBTL Kohaku 6BC 1 hb.png
Frames 10-11
MBTL Kohaku 6BC 3 hb.png
Frames 14-15
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500*3 (1355) LH EX - - -
First Active Active Recovery Overall Advantage Invul
10 6 23 38 -2 1 - 8 MD Clash
  • Kohaku performs a flurry of sword slashes in front of her.
This move's large hitbox makes this effective at stuffing grounded and low air approaches.
Magical Amber Missile
Magical Amber Missile
4+B+C
MBTL Kohaku 214A.png
MBTL Kohaku 4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
[400, 570] * 2 (1431) LHA -EX-, -J- - - -
First Active Active Recovery Overall Advantage Invul
16 UL + 8 26/(37 + 8L) 56/75 +6 1 - 11 MD Clash
  • Kohaku jumps into the air and drops two explosives.
  • Jump cancelable during the recovery on whiff or block.
  • Jump cancelable on hit.

Has plenty of clash frames and acts as a pseudo-reversal in Moon Drive. Very annoying for opponents to punish, but possible if they shield the Molotovs.

Can combo into 236C if done as a raw reversal.
Look What I Grew ♪
Look What I Grew ♪
2+B+C
MBTL Kohaku 2BC.png
Go child! Lock em' down!
MBTL Kohaku 2BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
230, 230*7 (1414) HA, LHA - - - -
First Active Active Recovery Overall Advantage Invul
26 17 (10) [2 (11)]*6 (15) 4 - 53 -11/+101/+28 1 - 10 MD Clash
  • Kohaku puts out a cactus that performs a flurry of punches.
  • First hit is an overhead, which can catch people off-guard.
  • Overhead hit heavily prorates damage.
  • 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.
It can be tricky to get the first punch to hit meaty, but the result is a whopping ~101 frames of gapless blockstun in the corner. Can also be used on oki midscreen to catch backdashes. Hitstun decay vs. airborne opponents is generally more lenient compared to 22B.
Magical Amber Missile (air)
Magical Amber Missile (air)
Aerial 4+B+C
MBTL Kohaku 214XX.png
MBTL Kohaku j4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
[400, 570] * 2 (1431) LHA -J- - - -
First Active Active Recovery Overall Advantage Invul
28/40/50 UL + 8 25/35 + UL + 12L 68/89 4+ ~ +0 -
  • Kohaku flies forward and quickly drops two explosives.
  • Jump cancelable on hit.

Super Moves

Chinese Kohaku Cuffing
Chinese Kohaku Cuffing
236+B+C
MBTL Kohaku 236BC.png
MBTL Kohaku 236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 LH - - - -
First Active Active Recovery Overall Advantage Invul
1+9 12/UC 66 10 + 12/UC + 66 -12 1 - 12/UC All
Damage Guard Cancel Property Cost Attribute
3500/3850 U - - - -
First Active Active Recovery Overall Advantage Invul
1+33 12/UC 66 34 + 12/UC + 66 N/A 1 - 12/UC All

Kohaku dashes forward before performing a flurry of punches and kicks

  • Charged version is unblockable, but is much easier to react to and jump over
  • On hit gives a hard knockdown
  • On whiff, Kohaku will hit the wall and fall into an untechable knockdown that allows the opponent to OTG you.
  • Unlike most Arc Drives, continues most of its animation on block
Unsafe on block. Punish window is slightly earlier than one would expect. Can be beaten by jumping over or shielding the dash and doing B teleport to catch her in the whiff state.
Drawn Sword Technique - Comet Sweep
Drawn Sword Technique - Comet Sweep
A+B+C+D
MBTL Kohaku ABCD.png
MBTL Kohaku ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] LH (U) - - - -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 1 - 25 All
  • ABCD activation is invulnerable but easily reactable, so use sparingly
  • Blood heat shield activation is a fullscreen unblockable

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C 5A/2A -1
Gap Table
Attack Chain Frame Gap

Customization

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Kohaku Wiki Roadmap

15% complete
Page Completed To-do Score

Overview

Most Specials, Normals, Moon Skills, Arc Drive, and Last Arc explained. Majority of moves have images. Frame Advantage and Startup added to move data.

Add missing images/hitboxes. Fill out the missing move data. Explain usecases of moves that only have visual descriptions. Add 214X~4A and 214~4B, introduced in 1.3.x.

15/25
Strategy

Some information available.

Needs fact checking, more setups (including 22[B]), links to setup tutorials.

0/25
Combos

Links to existing (old) combo docs are included.

Combos in the page are neither optimal or the easiest. Needs fact checking and updates to theory. Needs damage numbers, meter gain, etc.

0/25
Matchups

Unstarted.

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