Difference between revisions of "Melty Blood/MBAACC/Kohaku/Full Moon"

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(LA: Damage scaling info. My tests didn't show any effect from guard quality or meter.)
(Special Moves: I don't know how to count this startup.)
 
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   |startup    = ~300f
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   |startup    = 24+100(+1)
 
   |active      =
 
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   |recovery    =
 
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   |description =Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration. The startup is extremely long (300f), and can only be safely used if the opponent is under cactus lockdown. While cool looking, this move has no real practical uses. The Blood Heat lasts 300f (5 seconds), shorter than Full Moon's maximum Blood Heat duration (750f, or 12.5 seconds).
+
   |description =Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration. After the long super flash, there is a long startup (100f), and it can only be safely used if the opponent is under cactus lockdown. While cool-looking, this move has no real practical uses. The Blood Heat lasts 300f (5 seconds), shorter than Full Moon's maximum Blood Heat duration (750f, or 12.5 seconds).
 +
 
 +
24f of startup, then long super flash, then 100f before it becomes active.
 
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Latest revision as of 14:27, 23 May 2020

Combos

Be sure to check this article about F-Kohaku: https://drunkardshade.com/2015/09/25/melty-bits-f-kohaku/

Normal Combos

Midscreen BnB:
You can start this combo with the following jump-ins:
- crossup j.c
- close j.b
Followed by (moves between brackets are optional and/or depend on spacing):
  • 2a (2a) (2a) 5b (2b) 4b 2c 3c j.bc (s)dj.(a)bc AT
Harder version (you gain some extra meter):
  • 2a (2a) (2a) 5b (2b) 4b 2c 3c IAD j.b land j.aac sdj.abc AT


From a low to the ground j.b hit you can do:
  • 2c 236a
Into okizeme or some OTG damage.


Command throw combo:
  • 63214c (sweet spot follow-up) 2[c] 3c j.bc dj.(a)bc AT
Outside the corner you will have to dash forward and do a regular 2c 3c to do the relaunch.


Raw airthrow combo:
  • AT j.a(whiff) dash 2c 3c j.bc dj.(a)bc AT
Variations are possible. You can end at 2c to go for okizemi, or follow up with one of the AD / IH combos.


Shield counter combo:
  • 236d 5c j.bc dj.(a)bc AT
Again, variations are possible, this is just the most stable confirm.

Metered Combos

Midscreen / anywhere:
You can use j.236c after (d)j.bc in any of her combos. This will add one some extra damage for 100 meter.
You can airthrow or jump after it, allowing you to do it up to two times in a combo with the right spacing and height.


Corner BnB (100 meter):
  • (any starter) 5b 5c 236c 5c j.bc dj.(a)bc AT


Arc Drive combos

Standard AD ender:
  • (anything into 2c or 5c) 236a AD


Command throw:
  • 63214c (whiff follow-up) AD

Initiate Heat combos


MAX AD ender:
  • (anything into 2c or 5c) 236a IH 2c 236a AD


Double Magical Amber (requires a high max meter):
  • (anything into 2c or 5c) 236a IH 5c j.bc j.236c dj.bc j.236c AT

Strategy

F-Kohaku is primarily a zoning character. Her strong normals allow her to win most neutral situations. Her 236 series can be used to keep the enemy scared to jump, as they are air-unblockable. A 236b counterhit can lead into massive (5k meterless) damage, so it's important to learn how to time this right. Her specials are all punishable however, so respect your opponent. Once she gets a hit in, if you're close enough it's usually best to go for launch into aircombo. If you dash after this you can do a meaty 2a / 5b / far 2c, or mix it up with command grab. If you're too far away to combo into 3c, go for okizemi: either a plant setup or IAD crossup. Try saving your meter for the metered corner combo, IH combo, or EX cancels to make whiffed specials safe(r). Throwing a cactus after a knockdown near the corner can be good too.

Full

From full screen you can shoot a projectile with 5[c]. It's kinda slow, but can surprise your opponent. 236[a] has decent range, but be careful not to charge it if the opponent is too close. It's usually better to get to j.b range however, since that's where F-Kohaku excels.

Spacing

At j.b range, use j.b in the air, or 2b when on the ground. If you're further away you can anti air with 236b. If you're closer than j.b, j.a is a better choice since j.b will often lose to faster normals. On the ground you can space from half screen distance with 236a, or with 5b and 5c when you're closer. 2c should not be thrown out unless you're sure it won't whiff.

Pressure

Lacking real blockstrings and mixups, your options are limited. Her ground normals have good priority, so for example doing a 5b after a blocked 5b can work out well, since it creates a frametrap. If you end your blockstring in 2c, then either do 236a, a partially charged 236a (frametrap / anti jumpout), or an IAD reset. 2a tick throw command grab can work in the corner once you've scared your opponent of jumping out.


Move Descriptions

Normal Moves

2A
2A
MB F Kohaku 2A.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 3.5% - L 3 - - 2 -

Her fastest normal and typical combo starter. Hits fairly high, short range, and leaves you at +2 frame advantage on block.

5A
5A
MB F Kohaku 5A.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 3.5% - HL 4 4 5 3 -

A regular Full moon standing jab. Doesn't reach far, and whiffs on some crouching characters. Does decent damage and can be used a couple times in succession as a combo starter.

2B
2B
MB F Kohaku 2B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 7.0% - - 9 4 - -3 -

Kohaku sweeps upwards her with her broom, hitting opponents above and in front of her. A good anti-air normal due to it's height. Comes with clash frames that come out before the actual hit. Decent poke. Can cancel into 214 series on hit, block, and clash. 2B->214A will catch people whose moves beat out your clash frames.

4B
4B
MB F Kohaku 4B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 4.0% - L, L 8 - - -1 -

Kohaku attempts to trip the opponent, followed by a second hit. Only really used in combos, not good for poking and blockstrings, as opposed to the version other moons have.

5B
5B
MB F Kohaku 5B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 8.0% - - 6 - - -1 -

Kohaku sweeps her broom forward. Great poke that moves Kohaku forward a little. Best move for stagger pressure.

2C
2C
MB F Kohaku 2C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 7.0% - L - - - -10 -

Low broom sweep with incredible range. Can charge it or half charge it for stagger pressure. This move it great for catching jumpouts. When blocked, it's wise to follow up with a 236A.

2[C]
2[C]
MB F Kohaku 2C Charged.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 12.0% - L - - - -11 -

Description

3C
3C
MB F Kohaku 3C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 10.0% - - - - - -11 -

Kohaku uses her broom as a baseball bat to launch the opponent. Used after 2C in close range as a launcher for aircombo. It's EX-cancellable on whiff for some tricks. Can be useful against some vertical fall-ins. This move also reflects most projectiles back to the opponent.

5C
5C
MB F Kohaku 5C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 12.0% - - 7 4 14 0 -

Extends the back of the broom forward. Decent poke and move for staggers. Useful for catching air counterhits or after a shield counter. Also used in corner combos to cancel into 236C.

5{C}
5{C}
MB F Kohaku 5C HalfCharged.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 16.0% - - 18 5 - -1 -

The partially charged version of 5C has a lot futher range despite looking the same. Use this deception to your advantage. Heavy damage on hit and good to use in blockstrings. Charge for 15 frames minimum

5[C]
5[C]
MB F Kohaku 5C FullCharged.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 15.0% - - 29 - - -2 -

A fully charged 5C will fire out a katana that travels horizontally full screen. This move has its own special cancel properties where you can IH/EX or special cancel it to her 236x series even on whiff. Works well as a tech punish or simple guard bar damage after a wallslam. Good followup if you full screen an EX counter. If they don't tech or tech the wrong way, they get hit. Be careful with it, since it is deflectable. Can be used in neutral when the opponent is turtling, as it does good chip damage and gains you a lot of meter. Charge for 25 frames minimum

j.A
j.A
MB F Kohaku jA.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 3.5% - H 4 4 - - -

Flying jab thats actually an overhead, and useful for this on large characters such as Ries. Not the best anti-air, but good in some combos for that little extra damage/meter. Great for IAD canceling.

j.B
j.B
MB F Kohaku jB.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 5.0% - H 7 4 - - -

Extends your broom forward in the air. One of your best air-to-air and zoning tools. Has just about the same reach as her JC but will hit faster and in a more upward direction.

j.C
j.C
MB F Kohaku jC.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 10.0% - H 9 4 - - -

Kohaku sweeps her broom at a down-forward angle, hitting everything in front and below her. Due to the large hitbox you can crossup with this move. Great aerial poke, and her best air-to-ground. Can be charged for extra damage and fake-outs. Don't overuse it against characters with a good downward jump attack while air to air.

j.[C]
j.[C]
MB F Kohaku jC Charged.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - 13.0% - H 18 4 - - -

Description

Special Moves

22x
Draw out ・ Air Blast 「抜刀・空気撃ち」 - 236ABC
  • Kohaku draws her hidden sword and performs a quick strike that unleashes a forcewave. Each version has its own uses, but they're generally used for zoning rather than close combat.
  • (A version) - Unleashes a forcewave on the ground. Useful for catching jumpouts when used after a 2C (and safer). Possible to OTG combo after it hits, like with an Arc Drive. The charged version has more range but longer recovery.
  • (B version) - Unleashes a forcewave into the air. Air unblockable, so great for hitting characters that like to jump at you. This is one of Kohaku's best zoning tools. If you land an air counterhit with this, you can dash forward and perform a very damaging combo. The charged version has longer range (starts off higher, completely missing standing VSion) and recovery. Use sparingly as it's very punishable. Possible to cancel into Cactus if you need extra safety.
  • (EX version) - A much faster version that releases a huge wave covering almost the entire stage, and wallslamming on hit. As opposed to 236B, this version can be blocked in the air. Mainly used in corner combos, as you can link 5C after it wallslams. Can also be used after a 5[C] hit for extra damage.
Draw out Reserve ・ Rude Dismissal 「抜刀準備・無礼免」 - 214ABC
  • Kohaku unsheathes her sword for an instant, anticipating an attack. Should anything hit her during this time, she will parry the attack and perform a counterhit. Leaves Kohaku vulnerable if she doesn't get attacked. These counters are generally risky to use, but good against predictable opponents and projectiles.
  • (A version) - Counters high and mid attacks. Has decent startup and the followup isn't guaranteed to hit. Useful against projectiles, but Shield Counter is the better option normally.
  • (B version) - Counters low and mid attacks. Slightly faster than the A version, but Shield Counter is still the better option.
  • (EX version) - Counters low, mid and high attacks. Deals a lot of damage and is much faster, but the counter state isn't active until the third frame, so it cannot be used as a true reversal. Useful against non-meaty okizeme and predictable pressure. If used at a certain distance to the corner, you can combo off the wallslam with 5C -> aerial for heavy damage.
Magical Amber Missile 「マジカルアンバーミサイル」 - j.214ABC
  • Kohaku briefly changes into Magical Amber to rain molotov on her opponents. Leaves Kohaku vulnerable to airthrows and hits while dropping bombs, but she can jump cancel the recovery. Can be combo'd after on hit.
  • (A version) - Drop one molotov cocktail. Slightly faster than the B version. Invulnerable to hits (but not airthrow) while dropping the bomb.
  • (B version) - Drop one molotov cocktail, then up to two more by holding down the button. It will leave the opponent in a long blockstun, so drop down at any time to continue pressure. The fire animation can hide her sprite while landing, allowing for a slightly annoying crossup.
  • (EX version) - Quickly drop 4 molotovs at once, dealing heavy damage if it hits. Long recovery. Invulnerable to hits (but not airthrow) while dropping bombs.
Moving Star 「ムービング☆スター」 - j.236AB
  • Command airdash that travels very quickly across the screen. Cannot be cancelled into anything, but you can continue air movement afterwards. Situational moves to get away or gain extra distance.
  • (A version) - Fly a short distance forward at great speed. Vulnerable to attacks.
  • (B version) - Same as the A version, but travels twice as far.
Shooting Star 「シューチング☆スター」 - j.236C
  • EX version of j.214A. Travels the same distance, but with damaging fire in front of Kohaku. Its only real use is after j.C to add on extra damage. Can be jump cancelled, allowing you to use it twice in an aircombo. Use airthrow after if you've used your jump cancel already.
Difficult Childhood🎶
22A
MB F Kohaku 22A.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Drop a small spinning tree that will fly diagonally upwards. This plant can be used to combo off a command throw with a whiffed followup if placed in advance. It can also be used for okizeme when you don't have time for 22B or the meter for C. By holding a button, you will automatically keep the plant on the ground up to two seconds. This can cause trouble for characters without projectiles or long range pokes.

Difficult Childhood🎶
22B
MB F Kohaku 22B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Drop a spinning tree that will stay on the ground and hit 8 times. Longer startup than 22A, but doesn't disappear when hit like 22C. Can be used for okizeme, and can be combo'd off.

Difficult Childhood🎶
22C
MB F Kohaku 22C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Throw out a cactus that will land on the ground and hit 11 times, slowly moving forward. If the first hit lands in its later active frames, then the subsequent hits are airtight. If it lands too early, there is a considerable gap which can be reversal'd or sometimes even jumped out of. Can be used for corner lockdown or cancelling whiffed forcewaves. Take care though, because if Kohaku takes any damage while the cactus is active, it will disappear. If the cactus hits, you can launch with 3C into aircombo at the end, or command grab them after the last hit.

Johnny
2222C
MB F Kohaku 2222C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - - - - - -

This super costs 150 meter and has long startup. It will summon Johnny the fire-spitting plant. At a certain point during startup it tracks the direction the opponent is at, and will start shooting 6 fireballs in that direction, all of which juggle on hit. Nice to use when you can't get punished for it and have the meter to do so (typically in MAX or Heat). Forces the opponent to jump away or keep blocking for a good period.

This is a victim of modern medicine
22222C
MB F Kohaku 22222C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Another 150 meter super with decently long startup. Summons a purple plant that will cough out a breath of poisonous gas. If this hits, the opponent loses some health over time. The hit also juggles, allowing for setups such as: command throw -> whiff followup -> 22222C -> command throw -> whiff followup -> *poison breath hits* -> 5{C} -> aerial combo. This super doesn't do a lot of damage, and is rarely worth using.

1632143C
Magical Attack ・ KohaPonX
1632143C
MB F Kohaku 1632143C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - 24+100(+1) - - - -

Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration. After the long super flash, there is a long startup (100f), and it can only be safely used if the opponent is under cactus lockdown. While cool-looking, this move has no real practical uses. The Blood Heat lasts 300f (5 seconds), shorter than Full Moon's maximum Blood Heat duration (750f, or 12.5 seconds).

24f of startup, then long super flash, then 100f before it becomes active.

Amber Colosseum ・ Upper 「アンバーコロシアム・アッパー」 - 63214C

  • Command throw. 1 frame longer startup than regular throw, but has the usual command throw advantages. This move has a followup attack where she uses her broom as a baseball bat to hit the opponent. This followup can be whiffed by holding down any button, allowing for a 22A setup launch, okizeme, or an OTG Arc Drive. Instead of whiffing you can time C a second time to hit with the broom. A regular hit will do a little extra damage and leads to neutral. If you hit the opponent right before they touch the ground, you'll hit a home run and launch the opponent to the corner, dealing heavy damage and allowing for an OTG relaunch combo. This command throw is a staple in Kohaku's offense, and should be used against opponents who like to block.

Arc Drive

41236C
Low Blow Amber Kick
41236C
MB F Kohaku AD.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Kohaku dismisses her maid outfit and broom, and puts on a china dress. Afterwards she charges forward, and when hitting an opponent, she will perform three successive attacks dealing moderate damage and Circuit Breaking her opponent. This is a useful AD due to the fact it can hit OTG (for example, after any 236A hit), and meter break. This move is unblockable, and can be used as a reversal. If it whiffs you'll hit the wall and the opponent can combo you.

Another Arc Drive

AAD
Low Blow Amber Overthrow「開打散靭琥珀失脚」
41236C During Bloodheat
MB F Kohaku AAD.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - - - - - -

A longer version the Arc Drive that deals more damage, but doesn't circuit break and doesn't hit OTG. Pretty much useless besides catching low jumpin attacks or as a ground reversal.

Last Arc

LA
Ultimate Battou ・ Happy New Year's Comet
Tap Shield on the ground during Blood Heat
MB F Kohaku LA.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
7000 - - - - - - - - - -

Kohaku draws the sword hidden in her broom to parry the attack and retaliate with her strongest strike. Activates on standing and crouching EX shield during Blood Heat. Heavy damage and hard knockdown. The damage scales with the Blood Heat time left, from 100% at full to 50% when nearly empty.



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