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Author Topic: H-KohaMech (1.07)  (Read 6744 times)

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Offline Funky-kun

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H-KohaMech (1.07)
« on: February 28, 2012, 07:03:08 PM »
H-Kohamech gets pretty ridiculous amounts of damage when she hits you with anything in the corner, and her midscreen damage is still quite high.

All damage tested on VSion with no reduction.

Midscreen Combos

Code: [Select]
2A2B(1)5C(1)5A6AA ... 2C236B~A j.[C]B dj.BC AT [4908 damage]Standard midscreen BNB.

Code: [Select]
2A2B(1)5C(1)5A6AA214B dash 5C(1)236B~A j.CB dj.BC AT [4725 damage]Midscreen combo for more corner carry. However, it requires correct Mech positioning - if she is too close to the opponent the beams will whiff. Also note that the beam assist shouldn't be cancelled into its special dash followup, instead you should wait for it to recover fully and then dash.

Code: [Select]
236[A] 623C [2776 damage]Hitconfirm off midscreen overhead. Requires Mech positioning. Gives untechable knockdown.

Code: [Select]
63214C j.[C] j.BC AT [2527 damage]Midscreen command throw combo.


Corner Combos
For optimum damage in the corner, you always want to go into the auxiliary facepalm (214A) loop.

Code: [Select]
2A2B(1)5C(1)5A6AA214A ... 5[B]5C(1)236A214A ... 5[B]5C(1)236B~A j.CB dj.BC AT [5770 damage]The full corner facepalm loop off normal hitconfirm. If the height after the second 214A is too small, instead you can go for 5B236B j.AB dj.ABC AT for a fail-proof ending.

Code: [Select]
22A (bounce) 5C(1)236A214A ... 5[B]5C(1)236B~A j.CB dj.BC AT [6032 damage]Confirm into this when the opponent is hit by 22A. The sheer amount of damage you get off this move should install fear into opponents.

Code: [Select]
236[A] ... 5C(1)236A214A ... 5[B]5C(1)236B~A j.CB j.BC AT [5182 damage]Overhead into facepalm loop.

Code: [Select]
63214C j.[B]C dj.BC AT [2602 damage]Corner command throw combo for an extra bit of damage.

Code: [Select]
63214C ... 214[C] ... 5B j.BC dj.BC AT [2938 damage (on Hime)]Character-specific command throw combo.Only works on Hime, Nero and Wara.


Neutral Game

H-KohaMech relies on 2C and j.B for space control in neutral. Her airdash is different from H-Koha's - now it is a shorter, parabolic airdash. This makes it arguably more difficult to space her j.B. However, she gains Mech assists to aid her neutral game.

214[C] is a very good way to control space, as the opponent can't hit the Mech summon when it comes from behind. Unfortunately, only 214C can be used from the air. Non-charged 214C is useful for covering air approach, acting as a meat shield.

214A can can be used from the air and is also (back)dash cancellable, but it's air blockable and whiffs crouchers. Can be used to unexpectedly change air momentum and catch opponents off guard. Easy to confirm from, as it causes wallslam.

623B is air unblockable, hits far, and can be backdash cancelled to keep it relatively safe.


Pressure

22A
This move is central to her corner pressure. The spikeball in air unblockable (but only 22A, not 22B), bounces the opponent on hit (enabling the paintrain for 1/2 of their life) and you can move after it so if the opponent ground shields it you can throw them. However, after a spikeball you don't get the Mech followup to the command throw for a limited amount of time. Also beware that Mech can be hit before she launches the spikeball.

Normals
Much like H-Kohaku, H-KohaMech has good normals to keep the opponent in the corner from a distance. However, with her feint cancel gone she now has less ways to cancel out of them. 5C, 2C and 5[ B] hit from very far and should keep the opponent at bay. Her 2[C] is different from H-Koha's - it moves her forward more, is multihit, and can be cancelled into 236A or 22A on block.

Other
Her overhead (236[A]) has reduced recovery and is very hard to punish. It is also cancellable into 22A on block. When the opponent starts respecting 22A you can dash in command throw and 22C dash normal throw for damage.
In Soviet Blood, victory 2a's its way to you.

Offline Setsu

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Re: H-KohaMech (1.07)
« Reply #1 on: February 29, 2012, 09:49:21 PM »
Nice post, started messing around with this character recently but didn't know many of these.

Kohameka feels so trollish, she's a blast to play :V.

Offline Xeph

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Re: H-KohaMech (1.07)
« Reply #2 on: November 06, 2012, 11:54:42 PM »

Code: [Select]
2A2B(1)5C(1)5A6AA214B dash 5C(1)236B~A j.CB dj.BC AT [4725 damage]Midscreen combo for more corner carry. However, it requires correct Mech positioning - if she is too close to the opponent the beams will whiff. Also note that the beam assist shouldn't be cancelled into its special dash followup, instead you should wait for it to recover fully and then dash.

Another variation of the corner carry combo that I find easier is 2A2B(1)5C(1)5A6AA214B 2[C]236B~B j[C]B dj BC AT.
Too bad no one plays this character.

Offline Qaenyin

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Re: H-KohaMech (1.07)
« Reply #3 on: November 15, 2012, 10:42:11 PM »
I do off and on but I'm not a person so I don't count  :toot:

Offline Xeph

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Re: H-KohaMech (1.07)
« Reply #4 on: November 16, 2012, 06:09:12 AM »
circuit break corner combo:
Code: [Select]
2A2B(1)5C(1)6AAA 214A...5[B]5C 236A 41236C
harder version of the corner BNB that's not really worth doing:
Code: [Select]
2A2B(1)5C(1)6AAA 236[A]...5C5B 236A214A...5[B]5C 236B~B j CB dj BC AT
« Last Edit: November 16, 2012, 06:11:02 AM by Xeph »

Offline grey-thaumaturgy

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Re: H-KohaMech (1.07)
« Reply #5 on: March 17, 2013, 12:02:12 PM »
hi i am thinking about maining H-kohamech but im really new and all these loops are really hard for me to get to do. could you tell me any simpler combos that does decent damage without overusing 214b. i think kohamech's pressure is just needs some playing about with since it doesn't seem like its anything hard with all that 22a but if anyone has any tips please let me know. also i would really like to have an more in-depth explanation on what she can do.
hi. new player here.
main: C- seifuku akiha
subs: F-akiha and F-len