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Author Topic: Silly KohaMech team  (Read 17049 times)

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Offline LoliSauce

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Silly KohaMech team
« on: August 18, 2009, 12:53:38 AM »
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Offline Van_Artic

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Re: Silly KohaMech team
« Reply #1 on: August 18, 2009, 12:58:49 AM »
i want a mech version of kohaku
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Offline LoliSauce

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Re: Silly KohaMech team
« Reply #2 on: August 18, 2009, 01:00:20 AM »
i want a mech version of kohaku
Too much zoning!  :psyduck: :psyduck:
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Offline Lolly

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Re: Silly KohaMech team
« Reply #3 on: August 18, 2009, 09:38:41 PM »
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Offline Jux

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Re: Silly KohaMech team
« Reply #4 on: August 23, 2009, 03:42:32 PM »
So I actually spent time messing with this character and I found some interesting things.

In C-mode as a standard combo you can do:
2a-2b-5b-5c-2c-412a-j.b-dj.b-j.c-j.214b. For about 3.8k.  
If they are in the corner you might be able to tech punish them, as they tech very close to the ground where you land.

In the corner you can do:
Groundstring-5c(all hits)-j.a-j.b-j.c-214a-land-5a-5c-236(B)-2a-236c. For around 4.2-4.6k
You should be able to get some more damage if you do something like 2c-5c(1 hit)-5b-j.b-j.c-j.a-dj.b-dj.c-j.214a, but I have yet to get the correct height to do the j.214a, and continue the combo.

In corner combos you can cross yourself up after the j.214a, I am trying to find a way to use this to your advantage by using 412a to launch them back into the corner and repeat the combo, I haven't done it successfully yet though.

Her 22c seems to give her really good oki, as it hits 4 times, leads to guard breaks if they jump.  Use it like the old 22b or 22c plants.
214c is NOT overhead.
« Last Edit: August 23, 2009, 03:53:30 PM by Jux »
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Offline Alfonse

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Re: Silly KohaMech team
« Reply #5 on: October 02, 2009, 05:59:46 PM »
i want a mech version of kohaku

This post had me thinking what if other chars are mechanized instead..

Robo Ciel would be... broken  :psyduck:
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Offline MrMotivational

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Re: Silly KohaMech team
« Reply #6 on: January 17, 2010, 03:35:01 AM »

This post had me thinking what if other chars are mechanized instead..

Robo Ciel would be... broken  :psyduck:

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Offline MissedFRC

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Re: Silly KohaMech team
« Reply #7 on: January 22, 2010, 03:59:47 PM »
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Offline Tempered

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Re: Silly KohaMech team
« Reply #8 on: January 22, 2010, 05:18:11 PM »
KohaMech is kinda legit
She can combo off her command grab.
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Offline Qaenyin

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Re: Silly KohaMech team
« Reply #9 on: March 08, 2010, 07:44:40 PM »
Anyone tried messing with H-KohaMech?  I was fiddling with them in casuals recently and that 214A assist is fucking evil at grabbing counterhits, and the 22C flamethrower is mad oki.  214A can be comboed off as well if you're close enough to the wall it slams them into.  22B can OTG or be used as spacing specific pressure, and her command throw doesn't look half bad.  214C and the non-EX electro punches seem pretty useless though.  And she still has all of kohaku's standard combos and pokes, all she really loses is molotovs(minor benefit) and plants(mitigated somewhat by flamethrower, which can be used instead and does the same thing for the most part).

Offline Benny1

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Re: Silly KohaMech team
« Reply #10 on: March 09, 2010, 06:45:48 AM »
I had been messing with H-KohaMech trying to figure out 214A combos.

In general, the basic form for them is

5C 5A 6AA 2[C] 214A 5C j.BC dj.BC airthrow

A harder variation is (and this is a bit character specific)

5C 5A 6AA 2[C] 214A BE5B delay 5A (that is hard) 5C 2A (whiff) 214A j.BC dj.BC

A really fucking cool variation is

5C 5A 6AA 2[C] 214A 236B(delay)A 5AC 236B(delay)A 5AC 214A j.BC dj.BC airthrow.

The first one is a lot of damage as it is and isn't too hard to confirm into, unfortunately, very often Mech-Hisui won't be in the right place and the entire combo just doesn't work.  It's a shame.  If you CAN confirm into it at any point though, at least doing a single 236B(delay)A loop isn't hard and you could definitely use the double loop as a bnb.

I did run her some in casuals though and I wouldn't say she's... bad, but I also don't feel she's good.  Was just trying to see if I could land those combos.
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Offline Qaenyin

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Re: Silly KohaMech team
« Reply #11 on: March 10, 2010, 11:33:11 AM »
I had been messing with H-KohaMech trying to figure out 214A combos.

In general, the basic form for them is

5C 5A 6AA 2[C] 214A 5C j.BC dj.BC airthrow

A harder variation is (and this is a bit character specific)

5C 5A 6AA 2[C] 214A BE5B delay 5A (that is hard) 5C 2A (whiff) 214A j.BC dj.BC

A really fucking cool variation is

5C 5A 6AA 2[C] 214A 236B(delay)A 5AC 236B(delay)A 5AC 214A j.BC dj.BC airthrow.

The first one is a lot of damage as it is and isn't too hard to confirm into, unfortunately, very often Mech-Hisui won't be in the right place and the entire combo just doesn't work.  It's a shame.  If you CAN confirm into it at any point though, at least doing a single 236B(delay)A loop isn't hard and you could definitely use the double loop as a bnb.

I did run her some in casuals though and I wouldn't say she's... bad, but I also don't feel she's good.  Was just trying to see if I could land those combos.

I did some testing on my own time and it looks like all of H-Kohaku's battou loops work identically as H-KohaMech(she still has all of her battous including the feint).  Something that I found kind of interesting is that EX battou appears to be inferior in just about every way to EX lightning grab.  Both cannot be comboed off of, but it looks like every situation in which you can EX battou you can Ex 623C and get more damage and keep the same oki opportunities that Battou would give you.

Her command throw unfortunately is pretty notably inferior to H-Kohaku's, it can be comboed off of but they are allowed to tech at about halfway down the screen, making using ground moves part of the followup impossible, you're limited to a standard air combo->airthrow.

214A, 214C and 22A/B all look to be capable of leading to at minimum 4k damage combos, although 214A requires you be close enough to the wall to catch them on their way down.  22C can be used for oki and depending on spacing and timing used either to cover high/low mixups or throw attempts, however because Mech is occupied during it you CANNOT command throw during 22C, it will knock them up into the air and let them tech for free, you have to use standard throw.  Much like Nero Crows->throw setups though the flamethrower still damages them during your throw, making the damage still solid even with just a normal throw.

Edit:Also her 623C has enough active frames it can be used as an air tech punish as well as jump deterrent.
« Last Edit: March 10, 2010, 12:32:42 PM by Qaenyin »

Offline academico

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Re: Silly KohaMech team
« Reply #12 on: May 04, 2010, 09:45:01 PM »
How i can unlock kohamech team??

sorry for the n00b question :slowpoke:
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Offline Dark Pulse

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Re: Silly KohaMech team
« Reply #13 on: May 04, 2010, 11:18:07 PM »
How i can unlock kohamech team??

sorry for the n00b question :slowpoke:
Beat the arcade mode with Miyako and that should do it.
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Offline academico

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Re: Silly KohaMech team
« Reply #14 on: May 05, 2010, 10:15:48 AM »
How i can unlock kohamech team??

sorry for the n00b question :slowpoke:
Beat the arcade mode with Miyako and that should do it.

thank you take some magic circuits ;)
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Offline Qaenyin

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Re: Silly KohaMech team
« Reply #15 on: July 12, 2010, 04:02:42 AM »
Messing around with this char again.  Going to see if there's any way to apply H-Koha's battou loops to H-KohaMech's 214A assist to allow more reps of the battou loop than normally possible.

Offline Tonberry

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Re: Silly KohaMech team
« Reply #16 on: August 10, 2010, 09:20:56 AM »
Corner command grab meter gain combo

command grab 5c(4) whiff 5c(5) hit BE236b 5a 6a BE5b 2b 5c 236a feint 5a 6a BE5b 2b 5c 236a feint 5a 6a BE5b 2b 5c(5) feint 5c(5) BE5b

This is only for meter since command grab j[c] double jump jb jc airthrow does 2424 unreduced to Kohaku and this combo does 2345
« Last Edit: August 10, 2010, 09:28:02 AM by Tonberry »
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Offline Komidol

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Re: Silly KohaMech team
« Reply #17 on: August 10, 2010, 01:04:58 PM »
H-Koha's advanced BnB works fine with her. 

Hey tonberry isn't that loop 35+ hits?  Isn't that bad, since after 30 hits the opponent will start generating meter like crazy also?
« Last Edit: September 12, 2010, 12:33:07 AM by Suika★Ibuki »
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Offline Qaenyin

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Re: Silly KohaMech team
« Reply #18 on: August 10, 2010, 01:46:59 PM »
HKoha's normal BNB still work fine with her?

Hey tonberry isn't that loop 35+ hits?  Isn't that bad, since after 30 hits the opponent will start generating meter like crazy also?

All of hkoha's stuff works with her except for stuff involving her DP or her command throw.

Offline Tonberry

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Re: Silly KohaMech team
« Reply #19 on: August 10, 2010, 02:33:59 PM »
HKoha's normal BNB still work fine with her?

Hey tonberry isn't that loop 35+ hits?  Isn't that bad, since after 30 hits the opponent will start generating meter like crazy also?

31 hits.
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Offline Lolly

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Re: Silly KohaMech team
« Reply #20 on: August 14, 2010, 05:05:11 AM »
r.i.p team

Offline Benny1

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Re: Silly KohaMech team
« Reply #21 on: August 15, 2010, 07:07:20 AM »
Corner command grab meter gain combo

command grab 5c(4) whiff 5c(5) hit BE236b 5a 6a BE5b 2b 5c 236a feint 5a 6a BE5b 2b 5c 236a feint 5a 6a BE5b 2b 5c(5) feint 5c(5) BE5b

This is only for meter since command grab j[c] double jump jb jc airthrow does 2424 unreduced to Kohaku and this combo does 2345

What's the timing like for the first 5C?  I'm having trouble getting it to hit after the command throw, they're just too high.
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Offline Tonberry

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Re: Silly KohaMech team
« Reply #22 on: August 15, 2010, 07:42:38 PM »
What's the timing like for the first 5C?  I'm having trouble getting it to hit after the command throw, they're just too high.

I don't know if the combo works on everyone so make sure you're trying on Koha first.  It's either immediately or with a slight delay after the command grab hits. 
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
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[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline Dark Pulse

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Re: Silly KohaMech team
« Reply #23 on: August 18, 2010, 03:21:28 PM »
What are you doing in my melty blood?
Taking up slots that would be better served by Altrouge or SHIKI, but the developers couldn't make more than 3-4 new characters per installment it seems.
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Offline mizuki

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Re: Silly KohaMech team
« Reply #24 on: August 18, 2010, 04:52:41 PM »
What are you doing in my melty blood?
Taking up slots that would be better served by Altrouge or SHIKI, but the developers couldn't make more than 3-4 new characters per installment it seems.

What are you doing in my Melty Bread?
what the fuck is this game