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Author Topic: Koha & Mech CC Changes  (Read 7460 times)

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Offline Komidol

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Koha & Mech CC Changes
« on: December 02, 2010, 02:10:07 PM »
As stated on the front page, Unlockable in Current Code by entering:  AACC2A8B6C4DAACCE at the Title Screen

Any word on changes?  Do you think Koha & Mech will just reflect Kohaku's changes not including excluding the assist move-set changes? 

Maybe this character will be relatively unchanged and by comparison to the large range of nerfs become more powerful than the rest of the cast.  It would be interesting.  Feel free to post any findings here. 
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Offline Lumiere Celesti

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Re: Koha & Mech CC Changes
« Reply #1 on: December 02, 2010, 02:47:07 PM »
weird enough is not a very common character still i´ll try to find whatever i can :S

Offline Skwuck

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Re: Koha & Mech CC Changes
« Reply #2 on: December 02, 2010, 08:17:28 PM »
She has a different airdash than she did in PS2. It kinda arcs up a bit instead of going straight, comparable to Arc's or other char's but still goes out a bit of a distance. If you want me to test anything, given my execution, I can certainly try. Also that one battou loop H moon has I think still works since I could at least get the first hit in on Kouma.
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Offline Komidol

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Re: Koha & Mech CC Changes
« Reply #3 on: December 05, 2010, 10:53:17 PM »
She has a different airdash than she did in PS2. It kinda arcs up a bit instead of going straight, comparable to Arc's or other char's but still goes out a bit of a distance. If you want me to test anything, given my execution, I can certainly try. Also that one battou loop H moon has I think still works since I could at least get the first hit in on Kouma.

Looking more for her "hard" changes (things like new moves) rather than "soft" (things like specific links, minor hitbox modifications) changes first.  While specifics are very important, something like having a different attack or dash is much more so. 

Can't think of anything in specific dire other than nailing down her moveset at this point.  I will compile a list of specifics later.
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Offline Benny1

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Re: Koha & Mech CC Changes
« Reply #4 on: January 02, 2012, 12:13:42 AM »
214 assists are cancellable by dashing both forwards and backwards.  This dash is fully uncancellable.
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Offline Qaenyin

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Re: Koha & Mech CC Changes
« Reply #5 on: January 03, 2012, 06:29:12 AM »
214[C] is a new move that allows you to summon a flying Mech at a low altitude from the opposite side of the screen.

Offline Qaenyin

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Re: Koha & Mech CC Changes
« Reply #6 on: January 03, 2012, 04:51:28 PM »
Other changes, doing testing now:

236B is jump cancelable on hit
214B(beam assist) relaunches OTG
236A is cancelable into 22A/22B/22C
214A has relaunch properties but does NOT hit hard OTG, you need to pick them up with another move into the hitbox(think Warc OTG string->623C combos)

only ground 214 series is dash cancellable, air 214 series is not.
623 series is now dash cancellable(623B or 623C->dash seems to be + on block).

j.214C summons the flying mech at a lower altitude slightly than 214C

All changes to H-Koha's normals apply to H-Kohamech as far as I am aware.

22A is air unblockable, 22B is not.
22A and 22B both groundbounce on hit and inflict hard knockdown.

623C leaves target in invulnerable hard knockdown state like VSion 623C(may have been this way in console, impossible to tell because it wasn't dash cancelable then).


Testing combos, so far easy enough to get 4.6k meterless off 5B confirm without even using assists, more elaborate combos are possible midscreen or in the corner using 214A/B to pick targets up but haven't had time to experiment thoroughly with them yet.

cancelable 236A and dash cancelable DP with +frames are huge for pressure, and the damage kohamech can net with 236A236B launcher is huge.  Wonder how much of a tier boost this will give the char.
« Last Edit: January 03, 2012, 04:57:50 PM by Qaenyin »

Offline LivingShadow

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Re: Koha & Mech CC Changes
« Reply #7 on: January 04, 2012, 02:50:55 PM »
Someone playing H-Kohamech: http://www.youtube.com/watch?v=OUg1UbCdf3k

Offline Cheezy

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Re: Koha & Mech CC Changes
« Reply #8 on: January 06, 2012, 12:08:47 PM »
sup, c-kohamech infinite
http://www.nicovideo.jp/watch/sm16612403
http://www.nicovideo.jp/watch/sm16611822

anyone got any c-kohamech matchvids?

Offline Exciel

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Re: Koha & Mech CC Changes
« Reply #9 on: January 06, 2012, 01:24:27 PM »
I'm guessing the Mech whip resets the bounce limit. It actually looks kinda cool.

Offline BurstOfAnger

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Re: Koha & Mech CC Changes
« Reply #10 on: January 06, 2012, 05:34:54 PM »
Not only that, somehow it also seems like it resets the gravity. I'm guessing something to do with the throw properties of the grapple?
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Offline Benny1

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Re: Koha & Mech CC Changes
« Reply #11 on: January 06, 2012, 05:49:13 PM »
It doesn't reset gravity, it's not an infinite.
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Offline Cheezy

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Re: Koha & Mech CC Changes
« Reply #12 on: January 07, 2012, 05:16:49 AM »
Yeah, technically it's not an infinite. I've seen 30 reps to be the record.

upgraded ver which might be even better: http://www.nicovideo.jp/watch/sm16629489

Offline Numakie

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Re: Koha & Mech CC Changes
« Reply #13 on: February 23, 2012, 11:47:03 PM »
~~Playing the wrong way... and somehow getting away with it.~~
<Pfhor>: no, I only have nightmares about your play numakie
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<Pfhor>: like WHY IS THIS HISUI DOING THESE THINGS