User:Dimeq/TestMoonskills

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Magical Amber Missile (air)
Magical Amber Missile (air)
Aerial 214+X
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214X
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Explosives are automatic when done in the air.
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EX version makes her fly up way higher
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
460, 700 (1006) 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, 700 (1006) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
29 UL + 8 32 + UL + 12L 72 + UL +6 ~ +2 ~ -2 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.
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 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.
Magical Amber Missile
4+B+C
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
[400, 640] * 2 (1557) LHA -EX-, -J- - - -
First Active Active Recovery Overall Advantage Invul
16 UL + 8 26/(37 + 8L) 56/75 +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.