Ultra Fight Da! Kyanta 2/Cocorn

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Blood type: Type O
Gender: Bear
Birthday: June 14th (Gemini)

General

Background

Cocorn was raised in poverty by hard-working parents that did all they could to provide for him.
He understood from an early age that he would have to work hard to escape the debt of his family.
Through struggle, sacrifice, and barley he became an amateur professional wrestler that is well known for his aerial techniques.
It earns him money, but the contracts are short-term, so his funds still aren’t stable.
Cocorn woke one morning to find that an entire village had sprang up overnight outside his doorstep.
Travelers from a distant land, escaping a war had come to the forest to seek refuge.
Cocorn was also taught by his parents to help those in need, so he did his best to help these people but what he needed most was food.
With winter fast approaching, he was running out of time. So he turned his sights on gaining the World Championship's Grand Prize.

Likes:

  • Wrestling
  • Honey
  • The Forest
  • Barley
  • Training
  • Che Guevara (Deep In-joke)


Dislikes:

  • The wanton treatment of the poor by the rich elite
  • Chairs


Hobbies:

  • Gazing at nature with his best friend, Nanatsu.
  • Baking bread
  • Wrestling


Win Quotes:

  • "Through hardship, i become stronger."
  • "You need more training. and barley."
  • "Through barley, I become stronger..."

Colors

UFDK2 Cocorn Colors.png

Gameplay

General

Recommended Types: Stamina

A grappler, with Vega-claw and a DP.
Capable of massive damage through easy combos or bullshit Ultras.
Unlike Razuma, he has absurd movement thanks to j.X, so there's little to no reason to run any other type besides Stamina outside of memes since his Ultras are extremely good.
His size is his most significant weakness, maybe every once in awhile if he's not flying with j.X he might have to air-parry? Honestly just run Stamina.

Depending on what Ultra you pick he plays slightly different, either go full grappler or embrace being NOT-A-GRAPPLER-BUT-A-"GRAPPLER" with U2.


Option Selects / Neutral

5X2X
Press 5X, then hold 2X. If you win the exchange, rinse and repeat.

2XKCFB Loop
2X, KC, 2X will almost always get you a flash bonus.
Simply doing: 2B>5A>2X>(KC>2X(FB))xN will deal heaps of damage easily.

Miscellaneous Command Grab (5X/U1) Tech
After either 5X or U1 you can choose which side you want to go to by holding that direction.
After 5X you can buffer U1 (this works with any grounded move but is only really useful with U1 and maybe 5X) and you will be in the air while doing a grounded move.
This kills some recovery frames and makes the U1 harder to escape if they can't reversal. Other than that it is mainly a visual glitch.

2X,KC
Cost: 1.5 meter
Invincible startup Projectile activation canceled into Neutral.
Timed correctly, leaves no opening for punishment. Combo confirm on hit in the corner.

5EX,KC
Cost: 1.5 meter
Invincible forward attack canceled into Neutral. Same as above but Blues travels forward.
Allows you to escape the corner for 1.5 meter. Cancelling after the first hit of 5EX allows you to pop the opponent up with 5B.

Movelist

Notation notes:

If you see something like, 5(5)5(5) for Active, that means that all #s outside of parenthesis are active frames and anything in parenthesis are inactive frames in-between each hitbox.
Also taunt recovery refers to the length of the taunt, if you see a # for startup frames, that will be how long until the taunt's effect activates.
However, if the taunt has a hitbox (i.e. Spike), it will be formatted in the same way that a normal move would be.
(Damage buff taunts will not do this, since there is no way to accurately measure when the buff kicks in.)

5A
UFDK2 Cocorn 5A.png
Bap
Bap
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid 2 1 2 0 ? ? ? N/A

Decent 2F jab, since it's not 1F like Blues or other characters it'll trade a lot.
Still good as pressure, Ultra confirms, and whatever you do with jabs.

2A
UFDK2 Cocorn 2A.png
stinky low
stinky low
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low 1 2 2 0 ? ? ? N/A

Just a good 2A. A pretty good poke with a slight disjoint.
Since you have such nasty air buttons and dumb grabs, 2A being a low is a great way to force a mix-up on top of the wealth of mix-ups already.

J.A
UFDK2 Cocorn JA.png
Air Dash
Air Dash
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 High 11 4 4 0 ? ? ? N/A

Cocorn moves forward horizontally in a janky arc, ends in the air.
Good for movement, are able to parry and attack afterwards.

5B
UFDK2 Cocorn 5B.png
The knee
The knee
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 High 6 10 8 0 ? ? ? KB

A 1-hit forward moving heavy knee attack.
Hitting with the end active frames makes it safe. Good for movement.

2B
UFDK2 Cocorn 2B.png
Sweeps
Sweeps
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low 12 4 3 0 ? ? ? KD, KB

Low Moving sweep. Pretty good for catching people off-guard since it's a commanding low.
2B is also a very good combo starter at the corner.

J.B
UFDK2 Cocorn JB.png
Villain's Leg Drop
Villain's Leg Drop
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 High 8 Until Ground Until Ground 0 ? ? ? N/A

Cocorn drops down with a mighty leg drop.
It's the only immediate air normal that comes down on the opponent, the replacement for the usual J.A Until-Ground normal.

5X
UFDK2 Cocorn 5X.png
Beep beep
Beep beep
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab 13 7 11 0 Knockdown Knockdown N/A KD

Very fast command grab, the hitbox extends far in front of Cocorn, practically a mini-raging demon.
Once the grab hits he's considered to be in a grab animation, he can't take damage at ALL during it.
Although it's fast and damaging, it's not the end-all-be-all, doesn't do that much damage or gain much meter and the short hop at the end can leave you open to projectiles.

ALSO IT HAS NEARLY UNREACTABLE OKI:
If Razuma, Inazuma, or Natanee are downed, they can be easily looped in a 5X>2X hell on wake-up, especially Inazuma.
Forcing them to wake-up jump then hit 3 air-parries to escape, assuming Cocorn doesn't decide to do 2EX.
It works the best on those characters due to their slow speed, but really you can just spam 5X>2X on almost any character's wake-up and ruin their day.

2X
UFDK2 Cocorn 2X.png
Step off
Step off
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*2,11(35) High 2 15 29 1-11 Knockdown ? ? KD, KB

An invulnerable DP on a grappler that also has Vega-claw.
At least it has a decent chunk of crouching recovery frames to ""balance it out"".
Cocorn's "go-to" reversal, can be punished heavily if blocked, so just don't let it be blocked.

J.X
UFDK2 Cocorn JX.png
BEAR-CLAW
BEAR-CLAW
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 High 26 Until Ground Until Ground 0 Knockdown ? ? KD

Vega-claw, it's vega-claw.
Cocorn flips and comes down with a wall dive. Good for adjusting movement, avoiding incoming mix-ups, and approaching.
Can be done after j.A, you have a certain degree of control after the flip too. Making this move absurdly scary to just unga out.

5EX
UFDK2 Cocorn 5EX.png
RAWR
RAWR
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*4(54) High 3 2(6)2(6)2(6)2 7 1-29 Knockdown ? ? KD

Forward moving multi-hit bear swipe attack.
Shitloads of invincibility, moves forward an absurd amount making for cross-ups.
Good for neutral and a ground reversal but most scary as an Oki-tool when well-spaced.

2EX
UFDK2 Cocorn 2EX.png
Huh?
Huh?
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*2,30(54) Mid 0 12 12 1-17 Knockdown ? ? KD

2X but slightly better, almost impossible to punish.
In most cases it's better to just use 2X since it's free and has the same invulnerability.
If you want to guarantee an approach or DP though, this is your go-to.

J.EX
UFDK2 Cocorn JEX.png
bruh
bruh
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30*2(58) Mid 2 12 Until Ground 1-14 Knockdown ? ? KD

Absurdly quick attack if TK'd properly, can catch people off guard and is extremely hard to parry.
Decent amount of invincibly frames to move forward but you can be caught by slower moving projectiles, so just use one of your other broken moves.

Ultra 1 (Y)
UFDK2 Cocorn U1.png
GET-OVER-HERE
GET-OVER-HERE
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
125 Grab ? ? ? ? Knockdown Knockdown N/A KD

Cocorn moves forward and grabs the opponent delivering a punishing piledriver.
Basically a Raging Demon, even better than the literal Raging Demon on Gyanta.
Catches opponents on the way down from a jump just like all other special grabs, making it hell to avoid.
Can only be jumped on reaction, you don't need to take that risk by combo'ing into it.
Absurdly plus on whiff, buffering 2X to catch jumpers or another damn U1 if you really feel like reading into someone's soul.

Unlike Gyanta, this bullshit command grab does 125 and has better movement, hitbox, and invulnerability.

Ultra 2 (J.Y)
UFDK2 Cocorn U2.png
STANK-y Leg
STANK-y Leg
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25*10(160) High ? ? ? ? Knockdown ? ? KD

Nasty Ultra, does practically anything it wants for free. (Well if you count 1-bar or .75 with EX-type as free.)
If Gyanta's U1 is a "fuck neutral" move, this is a win-game move.

Completely plus on block, parry, and hit.
Can only be red-parried on the last hit with an EX reversal to escape.
If that wasn't enough, it grinds Boko-bar in half and has guaranteed follow-ups afterwards.

This move WINS THE GAME and for whatever reason does 160 damage, even MORE on crouching opponents.
This infamous clip sums it up the best, this is where you'll see the stupidest players.

Grab (AB)
UFDK2 Cocorn GRAB.png
Hat Trick
Hat Trick
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*4(60) Grab 3 4 5 0 Knockdown Knockdown N/A KD

Cocorn repeatedly suplexes the opponent.
Does a decent amount of damage. The "go-to" meterless Boko punish.
This is the highest damage throw in the game, with 4 hits and full-screen movement.

Taunt (Select)
UFDK2 Cocorn TAUNT.png
FLEX
FLEX
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
+1 bar to EX gauge N/A ? N/A ? N/A N/A N/A N/A N/A

Short and annoying flex taunt.
Grants 1 full bar of EX gauge, it's worth going for even though he can't reliably hide behind any projectile.

Combos

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Also, character-specific notation, such as Rogue's "PCancel" will be on the character's page.

FB Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
KC Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
DC Refers to cancelling a move by activating demon-mode, this works the same way a KC does but since it's activated differently it's noted separately.
YFD Combo Refers to looping a single EX move over and over in demon-mode until you run out of demon, this references a community member known by "YFDHippo" who popularized demon-mode combos.

(For example: 5Ax2>2B>DC>5EX YFD Combo.)

XEX Refers to pressing X+Y on the same frame, or the macro-button for X+Y.

This is known as an EX move, for example: j.EX>5EX>2EX.

{X/Y/Z} Move X or Y or Z can be used.
#X Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)

If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.

[X]xN or XxN-N Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.

Also occasionally includes a dash to indicate that a varying amount of hits can be performed.

j.X Button X is input while you are in the air jump.
X(whiff) Indicates that X is intended to whiff.
(Delay) or (Wait) Indicates a short delay on the hit.
(X) X move is omittable from the combo.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.

Universal

Midscreen

0 BAR
j.X>5A

Corner

0 BAR
j.B>(5A)x2>2X 48DMG


1 BAR
j.A>j.EX>5EX>2X-91DMG
j.A>(j.EX)x2-88DMG


2 BAR
2B>5A>5B>5A>(2X>KC)x4>j.B>2X-174DMG
j.X>5A>j.B>(2X>KC)x4>j.B>2X-180

Ultra 1

Midscreen

1 BAR
j.B>5Y 150DMG
2A>5A>U1-133DMG
j.B>5A>U1-153DMG

2 BAR
M2B-j.X>KC>j.A>j.B>U1-170DMG

Corner

.75 Bar
j.B>(5A)x3>U1-159DMG

2 BAR
j.B>(5A)x2>KC>(5A)x2>U1-182DMG

Ultra 2

Midscreen

1 BAR
j.B>5A>U2>2X-153DMG

1.5 BAR
U2>2EX-172DMG
j.EX>U2>2X-189DMG

2 BAR
2B>5A>U2>2X>KC>2X-180DMG
2X>KC>U2>(5A)x2>2X-183DMG
5B>KC>U2>2X>183DMG
M2B-5X>KC>U2>2X-186DMG
M2B-j.X>5A>U2>2X>KC>2X-180DMG

Corner

EX U2

Midscreen

1 BAR
5X>KC>j.B(FB)>5B>5A>U2>2X-181
5X>KC>j.A>j.B>j.A(FB)>U2>2X-174DMG
(AA)5B>KC>5B(fB)>U2>2X-186DMG
AA(j.A)x2>U2>2X-146DMG

Other Resources/Notable Players

Other Guides


Showcases

For the Barley by YFDHippo

Notable Players

  • Lem
  • Dantarion


(Names to look out for when searching for VODs of this character.)


General
HUD
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Azuma-Deka
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Mechanics
Types