Difference between revisions of "Melty Blood/MBAACC/Kohaku/Full Moon"
(→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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|description =Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration.
|description =Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration. is long (), and can only be safely used if the opponent is under cactus lockdown. While coollooking, 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)
Latest revision as of 14:27, 23 May 2020
- 1 Combos
- 2 Strategy
- 3 Move Descriptions
Be sure to check this article about F-Kohaku: https://drunkardshade.com/2015/09/25/melty-bits-f-kohaku/
- 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.
- 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
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.
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.
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.
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.
| Draw out ・ Air Blast 「抜刀・空気撃ち」 - 236ABC
| Draw out Reserve ・ Rude Dismissal 「抜刀準備・無礼免」 - 214ABC
| Magical Amber Missile 「マジカルアンバーミサイル」 - j.214ABC
| Moving Star 「ムービング☆スター」 - j.236AB
| Shooting Star 「シューチング☆スター」 - j.236C
|This is a victim of modern medicine
|Magical Attack ・ KohaPonX
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.
|Low Blow Amber Kick
Another Arc Drive
|Low Blow Amber Overthrow「開打散靭琥珀失脚」
41236C During Bloodheat
|Ultimate Battou ・ Happy New Year's Comet
Tap Shield on the ground during Blood Heat