Melty Bread Forums
Atlas Academy => Melty Blood: Actress Again => Kohaku => : Pfhor October 07, 2008, 10:52:10 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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C-moon vids
1.http://www.nicovideo.jp/watch/sm4783667
2.http://www.youtube.com/watch?v=VV78I3hDKXI
3.http://www.youtube.com/watch?v=NJwNg2ltTm4
Some notes:
She has several new low recovery moves she can cancel into, including dodge and fake sword.
She has a new sword attack that looks like 236a but knocksdown on hit. (input unknown, her old 236a remains)
A new followup to her 236 sword series that vacuums your opponent in (LIKE POTEMKINS 2S)
Arc Drive now hits OTG as well as circuit sparks for a considerable time period.
MOLOTOV CHAINS, they look fun as hell.
Johnny now spits out poison that dizzies opponent, at around 3:49 in movie #3 she combos into it for a standard batou wallslam into plant into charge 5b (a new move that groundslams)
It's late, so I will do the other modes and add on to this later, just wanted to get this topic going.
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Are those command rolls I see or just her dodge?
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Are those command rolls I see or just her dodge?
It's a barrel roll!
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Full:
http://www.nicovideo.jp/watch/sm4792383
http://jp.youtube.com/watch?v=-CFxSWnLHk8
http://www.youtube.com/watch?v=1RQFXRMHOZU
http://www.youtube.com/watch?v=CHpb8cex94o
http://www.youtube.com/watch?v=hzxbkd0dhD0
http://www.youtube.com/watch?v=3R_cxG8znsc
http://www.youtube.com/watch?v=V0GJoSB1N0c
http://www.youtube.com/watch?v=tHR0NiCoKSc
http://www.youtube.com/watch?v=pwPafzZ6AgM
http://www.youtube.com/watch?v=U5WY0pOW7vk
Crescent:
http://jp.youtube.com/watch?v=YhvAPXfq87I (check out that skilled barrel roll usage at 1:04)
Half:
http://www.nicovideo.jp/watch/sm4816072
And some maid-pair vids:
Full:
http://jp.youtube.com/watch?v=8Qb3RVgLJ_g
Crescent:
http://www.youtube.com/watch?v=uQrRN9afRtE
Half:
http://www.nicovideo.jp/watch/sm4792383
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the roll she does after a battou is a special extension off of it
If you press B after, she'll roll, pressing A will do the second slash
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Full-Moon Solo:
new http://ie.youtube.com/watch?v=kUJ2wBOu7sA (11-10-08)
new http://ie.youtube.com/watch?v=1c_xw8dXmp8 (11-10-08)
new http://ie.youtube.com/watch?v=m48fAMB6tpk (11-10-08)
http://ie.youtube.com/watch?v=Ldruu3jRB3c
Half-Moon Solo:
new http://ie.youtube.com/watch?v=-ataaC4I_GY (11-10-08)
http://ie.youtube.com/watch?v=gKupJJ8nGa0
http://ie.youtube.com/watch?v=LQN05gD_dvU
Half-Moon maids:
http://ie.youtube.com/watch?v=no7KiZ2aA2k
http://jp.youtube.com/watch?v=4q47-slui7Y
http://jp.youtube.com/watch?v=4Wx3B3ZDOec
http://www.nicovideo.jp/watch/sm4833382
aerial maid assists
2-hit bucket assist at 1:46 also
KYAA!
Crescent Maids:
new http://ie.youtube.com/watch?v=5omszSfDha8 (11-10-08)
new http://ie.youtube.com/watch?v=dFfhAX4SoOA (11-10-08)
looks like the old iad j.c relaunch combo still works too, which should be actually be easier in half/full since the new j.c wont groundslam
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Why have I not heard of Aerial Assists until now wtf.
Does every mode have that?
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All I have to say is, possible dizzy gas linker and ability to 5C spin twice in the same combo string is mad in crescent.
Moltov looks as useless as it was in MBAC; I want to know if it lost its airthrow vulnerability.
~Chun
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Why have I not heard of Aerial Assists until now wtf.
Does every mode have that?
i tried C today and it has them
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Some more Half Moon maids.
http://www.youtube.com/watch?v=4q47-slui7Y 2:22 made me lol
http://www.youtube.com/watch?v=4Wx3B3ZDOec
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http://www.youtube.com/watch?v=4q47-slui7Y 2:22 made me lol
ROFL
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I cant help but comment on how cute Kohaku sounds now :3
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messed around with kohaku a little bit today...(c kohaku)
6C is the new untechable Battou
4B is that little kick she does with her foot
4B charged will trip them if it connects
http://jp.youtube.com/watch?v=z_PwrBLbXi8
^ It's only a few seconds, but yeah.
wow.
as most of you know, magnum upper input is now 63214
63214 now has an automatic follow up
kohaku will bring her broom back for a baseball swing, press a button to let em have it
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4B charged will trip them if it connects
what does it do normally
as most of you know, magnum upper input is now 63214
63214 now has an automatic follow up
kohaku will bring her broom back for a baseball swing, press a button to let em have it
i'd wondered about this. I'd assumed it was auto followup but timed because sometimes it'd knockdown clean and others would miss with it or it'd be airteched. It must have a sweet spot of some kind.
But then i recently saw a vid of someone following it up with 236{b} into batou loop. So maybe its style specific what she can followup with? :-[
[/quote]
wow, dizzies, circuit breaks, and now a crouch walk. they're giving her neco levels of sillyness.
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http://www.youtube.com/watch?v=IVTdeb6qehE
http://www.youtube.com/watch?v=Fw_HPd2pCl4
best c-kohaku vids so far
236c hits otg easily now, which probably means it just comes out faster now because it hit otg in MBAC if you managed to hit them enough while they were OTG
6c looks like such a versatile move, you can cancel it into anything, including a 2a 6c single rep loop
charge 4b vacuums them in
Drugon install blood heat length is now determined by how much meter you have, instead of giving you a ridiculously short BH duration like in MBAC
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Yeah I was watching those when he released em, there's another of the same player.
http://www.youtube.com/watch?v=op76xunNsEw
22C after 236C to make them block, get behind them and roll. Crazy mindgames lol. I love it. 6:47
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Full Moon Maids:
http://ie.youtube.com/watch?v=FmZ5qXX10Ks
More new assists!
Also works aerial in full moon
0:12 Random high jump attack. doesn't cost any hearts
0:15 Same move? Whiffs/Doesn't come out this time but costs 3 hearts. Probably cause Arc hit her first
0:29 I can't even tell what just happened.
Looks like hearts eventually recover to full tho after a long time knocked down
0:39 Ladle stab assist. massive frame advantage
2:39 Crosschop assist. Probably the move that was supposed to come out in round 1. 3 hearts
3:14 lol, looks like she falls over herself if you try to overspend your hearts.
Hisui-main kohaku assists are way way stronger than her lackluster mbac ones (At least in full moon) they all seem to have such fast recovery too. Especially the sword slash projectile.
Crescent Solo:
More C-Koha tech
http://ie.youtube.com/watch?v=JlhyyTfQ4zM
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also,
when u call out your sis to help, but if she got knocked down, hearts will become black
whenever the hearts become black, your sis behind will take lo~~~~ng time to get up
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http://www.nicovideo.jp/mylist/8918389
pretty decent crescent maids
Hisui chair assist launches now? It was dash and combo'd from half a screen away. Might've been something to do with the CH
is he doing aerial 214c overheads and land 2a'ing ? Unblockable setups would be pretty lame. It looks pretty confusing regardless. Good luck blocking
http://ie.youtube.com/watch?v=HdtJBL7iNmM
KAZ beasting
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Kohaku and H&K really looks interesting in MBAA. I hope to be able to try them out in not a too distant future!
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Rape c kohaku http://www.nicovideo.jp/watch/sm5412448
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I came.
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Some more Half Moon maids.
http://www.youtube.com/watch?v=4q47-slui7Y 2:22 made me lol
lol 3:07. A typical maid pair moment
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Holy shit. Beast H-Kohaku.
http://www.youtube.com/watch?v=SgCY2L34mH4
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http://www.youtube.com/watch?v=iD4AbzhWDuI&feature=channel_page
First part in the Nakau vs Satoken series. Nakau has trouble landing his combos the first match but is way more consistent the next and wins almost every match.
About the BNB he uses for her, it looks like it varies in the corner depending on your distance (if they are too close for the large part of 2c to hit them) but stays the same midscreen
Midscreen or outside a corner: 2a>2b>5c>2c>6c>236bc xx 4b>2c>6c>236bc xx 2a>2c>6c>236bc xx 2a>2c>6c>236aa>22c
Corner, up close: 2a>2b>4b>2c>6c>236BC xx 4b>5c>5(charge)B>2b>6c>236BC xx 5a>6c>236a>236c
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http://www.nicovideo.jp/watch/sm7226304
C-Kohaku mid-screen 6c/2c loop. (as posted by Pfhor?) It's at 7:02. This player managed to pull off a triple batou. :slowpoke:
EDIT: http://www.nicovideo.jp/watch/sm7226427
Ok, this Kohaku player is by far the best I've seen. Check out his continued winning streak in that vid as well. That's some serious cactus power. 5K dmg around 5:40. This is a full blown Kohaku-gasm.
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It's Nakau Kohaku
The videos from that tournament are also on the Meltybread youtube acct, for people without nico
http://www.youtube.com/view_play_list?p=C0FC7BD47F704494
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How high is the hitbox on that bomb oki?
Cause the command grab loops the HKohaku was doing in PangTong look great, cant really do much cept try to jump out or counter grab or something.
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How high is the hitbox on that bomb oki?
Cause the command grab loops the HKohaku was doing in PangTong look great, cant really do much cept try to jump out or counter grab or something.
How did he do the command grab? I can't figure it out for the life of me. Also, what exactly is the best corner loop for h kohaku. I've seen 2 versions... one including 236 b then (a) broom wack.
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Command grab input for all styles of Kohaku is 63214C.
As for the best H-Kohaku loop, the most damaging seems to be the loop involving 236BA. I'm not sure of the entire input chain, as I play F-Kohaku.
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I've been trying to do the corner loop into poison finisher for days now (C-Koha):
2a 2b 5cc (3 hits) 2c 4b 236ba 4b 2b 236ba 4b 5c 5[b] 2b 6c 236bc 5a 5cc 236[b] 22222c 2a 5c 6c j7.c (poison hits) 2[c] 236c
But what I don't get is, how do you link 5cc into 236[ b]? If I let the spin do all the hits, 236[ b] works perfectly fine, but the dummy will recover in the air before getting low enough for the 2a. If I put air recover off it might work as an invalid, but that's not how it's supposed to be done I assume. Trying to get a 236[ b] off right after the 2nd c doesn't launch the opponent high enough to pop the plant AND land a 2a. Has anyone actually managed to perform this combo, or seen it done anywhere?
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why is halfmoon considered her best groove? what does it have over crescent?
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why is halfmoon considered her best groove? what does it have over crescent?
Raw damage output would have alot to do with it. Her standard bread and butter combo and command throw both lead to ridiculous numbers, and you won't end up dropping them half the time... even her simplest bnb will net you 5k+. 623B/C anti-air, 623C reversals get her out of tight spots.
Crescent makes up for this with more dangerous oki and slighty better normals.
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when u say 236BC u mean the cancel version right? where no attack comes out?
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ya
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well if that's the case i'm having a serious problem trying to connect 2A after hitting ~5A,6A,6A,BE2C>236A,236BC.. u are supposed to be able to hit 2A 2C after that but I am always too far away or maybe i'm just doing something wrong in general because they tech after the 236A hits and it doesn't seem like i could catch them with 2A anyway. I tried watching some vids but I didn't see any combos involving this. The corner loops I understand just fine and everything else I understand but this one combo I just don't get so if anyone could show me a video that has this combo in it lmk.
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any clue guys? If not i'm trying to wrap up another video. Oh and btw i'm talking about H-Kohaku. If anyone could help i'd appreciate it!! Thanks!
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oh, half moon? I think then 236BC might mean to do the roll followup. shrug, I only dabble in C and H moons.
(dunno why the MB community use such ambiguous notation)
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well i've seen the combos like that on japanese sites and even the mizuumi wiki but tbh they aren't common combos because i have yet to see people do em in matches but i think i need to extend my research a bit
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Trying to do the following "easy" combo for C-Kohaku without much success:
2A 2B 5CC(3 hits) 4B 2C 6C 236BC 4B 6C 236BC 5A 6C 236AA/236A 236C
5CC(3 hits) 4B: Any key to timing this? my 4B only seems to continue the combo maybe 25% of the time. Also are those "3 hits" the two Cs together or just the 2nd one alone?
236BC 4B: The opponent usually hits the ground before my 4B, so I'm not sure if my 236BC or 4B is too slow, or perhaps moves before the 236BC need to be timed better?
:psyduck:
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what's probably happening is you're taking too much time to cancel your 236BC and then 4B. It has to pretty much instant (the 236BC).
Think "slide input" if you've ever played a 3d fighter.
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That helps. Thanks.
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Can someone tell me whats the difference between H and C kohaku? I've been playing around with H-kohaku but I'm not sure if playing H-kohaku is better then C or what not :\
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im having so many issues with midscreen h-kohaku combo starting from command grab
63214A 2A(whiff) 5[ B] *delay* 5C(1 hit) 2C 5A(whiff)*delay*6AA IAD j.C *rejump* j.BC dj.BC airthrow
i can't connect the 2C, any advice?
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is 2c whiffing because the opponent is too high? delay the 5c more so you hit the opponent right before they touch the ground.
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236BC 4B: The opponent usually hits the ground before my 4B, so I'm not sure if my 236BC or 4B is too slow, or perhaps moves before the 236BC need to be timed better?
:psyduck:
I am having trouble getting the fake sword to connect to 4B. Can you actually cancel fake sword into 4B or do you have to wait till the fake sword animation is completely over then you can start inputting 4B? Any tips on practicing (especially on a keyboard since I am playing it on PSCX2)?
What about these options:
236AC instead of 236BC
and 236BC 5A instead of 236BC 4B
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236BC 4B - got the problem solved. Pressing 236ABC instead of 236BC seems to make the fake sword ending faster for 4B to connect. Pressing the ABC buttons 0.2 sec longer seems to also help to get the fake sword end faster for 4B to connect instead of just tapping these buttons.
5[B] 4B - anyone know how to buffer 4B right after the charged 5B?
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Hey fellow Kohaku players, I recently got MBAA, I'm kinda undecided between choosing Crescent of Half moon Kohaku. From the what I see and hear the general consensus is H.Kohaku is godlike, and Full is if your trolling somebody. :prinny: so yea is half really that great?
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H-Moon Koha is one of the best characters in the game. C-Koha is also a really strong character. :toot:
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They're all good. Full moon is a good character as well, though most people just alt her to mess around with.
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They're all good. Full moon is a good character as well, though most people just alt her to mess around with.
ah ok, well I figured i'd mess with half for now i guess. oh yea noob question
ok I was messing around with H.kohaku today and I came across this in her bnb
(2A x n) 2B(1 hit) 5C(1 hit) 5A6AA 2C 623A j.[C]B sdj.BC airthrow
what does sdj.mean? I kno its probably something I kno but havent heard of it in that term...
hmmm even more puzzling is this part after 623A is jump charge C, but than "b" follows is that a jump "b"? and bc air throw? :psyduck: if someone can explain too me wat exactly is going on in the combo that will help too, so far I can do up to the 623A (bat swing)
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sdj is super double jump. It's different than your normal double jump (obviously) in that it sends you farther/higher than a normal one. I don't know the specifics and I think to do it you have to input your jump for exactly 1 frame or something. It's mentioned in the controls section on the MBAA wiki.
And as for the combo, you're reading that correctly. You do a charged j.C and cancel it into B, then do your super double jump BC Airthrow.
If you want it explained in detail, you jump cancel the bat swing into j[C] and you reverse beat into B (hence, the j.[C]B), and then you jump again using a super double jump instead of a normal one and do sdj.BC. The reason why you usually need the sdj is because some combos send the opponent a bit too high and the sdj usually sends you high enough to finish up the combo.
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Thanks for clearing that up skwuck! and yea it super double jump, I read the wiki and its there. Apparently you can do it with 2 than 9 or just 9 with one frame, I'll try to pull it off, unfortunately I dont know how a super double jump looks like so I'll assume that if i cant finish the combo I did it wrong. :mystery:
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Ugh I cant for the life of me do finish the Bnb combo >:(
everytime I get to the dp i either whiff the j.c or whiff j.b after it, and I'll never get the chance to even try the super double jump. Anyone have any tips or common errors players make when doing the combo. The best could do was look at this video from the kohaku video thread to actually see the combo but its still not enough, I feel like im doing a simple mistake.
This video right here @ 2:00
http://www.youtube.com/watch?v=3GvXBhJfx3M&feature=PlayList&p=9D085566AF3FF432&index=5
edit: ok lol after spending several minutes, I found out I had to neutral jump after dp when in the corner in order to not whiff j.b and I can now go all the way up to the final hit of the bnb the air grab which I cant do probably due to not knowing how to super double jump, is there any way to practice sdj or tell when i do it right other than trial n error...
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edit: ok lol after spending several minutes, I found out I had to neutral jump after dp when in the corner in order to not whiff j.b and I can now go all the way up to the final hit of the bnb the air grab which I cant do probably due to not knowing how to super double jump, is there any way to practice sdj or tell when i do it right other than trial n error...
The super double jump animation is noticeably different from a normal double jump. To see what it looks like outside a combo you can jump then do 28 or 29. After a hit, if you press, not hold, 9 you'll get a super double jump forward.
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Thanks alot Tonberry! :-* That helped me out a great deal, I did wat you said outside the combo and I can tell the difference now. I did a j.c and held 9 but couldnt even get over the cpu, put if you flick the stick to 9 and let it go back to neutral the jump takes you right over the cpu, now that I kno how to do it, pretty much I need to get the execution down for the earlier parts and do the sdj. Much appreciated dude, I was beginning to think no one really likes to post much here :psyduck:
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All combos done on crouching opponents with no reduction and no prior rebeats with cpu starting at full health
2a 2b 4b 5c 2c 6c feint 4b 2c 6c feint 2a 2c 6c feint 2a 2c BE5b
116% meter gain for you, 34.8 meter for your opponent
4570 damage on Arcueid
4955 damage on Vsion
2a 2b 4b 5c 6c feint 4b 2c 5cc(2) 236a feint 2a 2c 5cc(2) 236a feint 2a 2c feint
120% meter gain for you, 50% for your opponent
4676 damage on Arcueid
5068 damage on Vsion
2a 2b 4b 5c 6c feint 4b 2c 5cc(2) 236a feint 2a 2c 5cc(2) 236a feint 5a 5cc 2a(whiff) BE5B
131.5% meter gain for you, 83.% for your opponent
4774 damage on Arcueid
5220 damage on Vsion
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I've found a old Hagi video playing C-Kohaku. After a throw in the corner he setted a 22[A]?, and then throwed again and the 22[A] launched for H-Kohaku's command throw combo =o. Does it means that after a throw into 22[A] in the corner C-Kohaku have the same H-Kohaku's poke/throw game?
http://www.youtube.com/watch?v=JcuoBPqcxlo#t=6m15s
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I've found a old Hagi video playing C-Kohaku. After a throw in the corner he setted a 22[A]?, and then throwed again and the 22[A] launched for H-Kohaku's command throw combo =o. Does it means that after a throw into 22[A] in the corner C-Kohaku have the same H-Kohaku's poke/throw game?
http://www.youtube.com/watch?v=JcuoBPqcxlo#t=6m15s
http://www.youtube.com/watch?v=buG-xF0w7Eg#t=9m50s
Timing varies on every character and it's very difficult. I spent a lot of time grinding it and the highest success rate I got was ~50-60%. It's better to go for the easier command grab combo and land that 100%(unless your opponent pisses their pants in fear after you get the big damage one right.)
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Thanks alot for the video and the info ;D
That was a freaking cool round =o