22A Setups (CORNER)
-has reduced refresh time when released in the corner whereas when released at midscreen, 22A has about the same refresh rate as 22B (22B refresh rate remains the same regardless of position on screen)
-still remains active while Kohaku is guarding
-there is apparently some leniency with the release of charge (or holding). One is able to set and hold 22A, release all buttons for 1F, then press and hold again w/o the removal of the charge (22A is still held in place). This allows for some interesting button swapping while holding 22A (e.g. 22[A]>]A[~[ABC] OR [E] lets Kohaku charge her magic circuit despite releasing buttons).
-Throw>22A has enough advantage to make the setup completely safe from reversals and will allow Kohaku to attack with meaty pokes to discourage jump-outs and mashing
***V-Sion was used in all combos to check for damage points***
***ALL 22A SETUPS SHOWN ARE PERFORMED IN CORNER ONLY***
Vicious Throw Cycle22[a]>throw~release>22[a]
(1301-1560)
Normal Throw (1000)As mentioned above, 22A has dramatically reduced refresh/respawning rate when executed in the corner. After a normal throw, Kohaku can safely set 22A, throw and release slightly after (tack on a bit of extra damage), then safely set another 22A opening up options for other mixups or throw again.
Batter Up! Variant22[A]>CMD>whiff finisher>-A- (release)>dash>jBC>jBC>airthrow
(3749)
The strength behind this setup is that 63214C (command throw/cmd) can not be throw broken. Also, using dash before starting the aerial combo
stores forward momentum and results in far less of a rebound when landing from the airthrow (about half the normal distance). This sets the perfect range to IAD in for jC (high) OR j[C]>land>2a (low) mixups.
22[A]>CMD>whiff finisher>-A- (release late)>5C>jBC>jBC>airthrow
(~4K)
This variant to the above will net more damage but will not reduce the rebound from the airthrow as the ground dash is omitted from the sequence.
Keep Still, Stupid22[a]>2a>5b>2b>5c>236a>-A->dash>jBC>jBC>airthrow
(4820)
Eventually, the opponent will get tired of being tossed around like a sack of potatoes and resort to measures of escape. Fortunately, options to counter such tactics exist. I must emphasize yet again that Throw>22A yields ample advantage - enough to thwart jump-out attempts or wakeup 2A for that matter. The payout for guessing right in this instance is quite handsome.
:3 Alternative #122[a]>dash>j9>air backdash>jB>5B>5C>236A>-a->dash>jBC>jBC>airthrow
(5692)
With the opponent now scared shitless to do anything, setups like this become viable. Dash in while they're stuck on stupid then perform a quick forward jump followed by an immediate air backdash. Forward momentum will be stored in the jump resulting in less backward movement thus emulating a sort of small jump attack with the jB (Melty Blood Physics/Mechanics 101
). This technique will beat crouch throw breaking as well as a late throw or 2A attempt. Also, the ground dash before the aerial combo will again reduce the rebound and keep Kohaku in close quarters.
:3 Alternative #222[a]>dash>j9>air backdash>j[C]>4B(2)>236A>-a- (release late)>5C>jBC>jBC>airthrow
(3877)
Alternative to the above setup. The j[C] will fake the high attack (jB) and let Koha slip in the low w/ 4B.
:3 Alternative #322a>dash>j9>air backdash>j[C]>cmd>whiff>auto release>jC>jBC>airthrow
(3518)
This alternative sets up command throw by faking the high/low. It's also good to keep in mind that Koha still has the option to just dash>throw~release OR dash>2A and that the dash itself doesn't necessarily telegraph any of the :3 Alternative setups. Keep it random for best results.
Reversal Bait (work in progress)22[a]>bstep>5c>236a>-a->dash>jBC>jBC>airthrow
(5465)
After setting 22A, back step to avoid reversal shoryuken attacks then punish with a combo of your liking. If no reversal occured, use 5C>236A to tag any late movements in response to your backstepping. If 5C hits, release 22A and let loose with the damage. ***This was labeled as 'work in progress' cus I've not battle tested this yet and haven't considered all variables in the instance a reversal does occur (ie the optimal punisher against X whiffed dp while still being able to get in extra dmg from 22A before it auto releases)***
Random-Ass Blockstring That Does Way Too Much Guard Damage(ALL GUARDED)22[A]>2A>5B>2B>5C>236A>-A- (release late)>dash>2a*3>5B>2B>4B(2)>2C>236A
(~75% Damage vs C-Moon defender)
Air-tight blockstring and yeah...it really does that fucking much.
Open for discussion, peoples. I was mostly interested in debating over the issue of
22A vs 22B setups in the corner. Which is potentially stronger (damage & audibility) and more intimidating (psychological factors).