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Ultra Fight Da! Kyanta 2/Cocorn
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
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 Bap Bap
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2A stinky low stinky low
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J.A Air Dash Air Dash
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5B The knee The knee
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2B Sweeps Sweeps
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J.B Villain's Leg Drop Villain's Leg Drop
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5X Beep beep Beep beep
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2X Step off Step off
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J.X BEAR-CLAW BEAR-CLAW
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5EX RAWR RAWR
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2EX Huh? Huh?
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J.EX bruh bruh
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Ultra 1 (Y) GET-OVER-HERE GET-OVER-HERE
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Ultra 2 (J.Y) STANK-y Leg STANK-y Leg
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Grab (AB) Hat Trick Hat Trick
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Taunt (Select) FLEX FLEX
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Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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
Notable Players
- Lem
- Dantarion
(Names to look out for when searching for VODs of this character.)