When's Melty on Steam?
ahaha that's no--wait, what?

Atlas Academy > Kohaku

Soooooooooooooooooooo, let's talk Kohaku.

(1/5) > >>

Darkshine:
I'd just like to start this out by saying hello to ya's all, as this is my first post here. I've been lurking for a couple of weeks until now.

Anyhoo, I'm interested in learning the basics of Kohaku, however, it seems as though no one plays here, in Japan or America. As such, I'm going to list my general tactics I've observed. hope fully, some of ya' will add some input as well.

Anyhoo:

j. B: This seems to be the primary normal for aerial combat, as it has a VERY long reach and seems to have a bit of priority.

j. C: I'm fairly certain this is an overhead, though, I can't exactly check right now as I don't own Act Cadenza myself. This seems to be the move for attacking someone while they are on the ground. In addition it combos rather nicely.

B: Another normal with relatively long range, and an all around good combo starter.

C: Launcher, though I rearely ever see anyone actually attempt to perform any air combos with Kohaku, as her ground combos seem to be relatively powerful.

236A: Does nice damage and is used in essentially every bloody one of Kohau's combos. It seems to be able to hit opponents OTG.

236C: Very, very good EX special. You can cancel 236A into this, which is what is generally done in most of Kohaku's combos.

22B: It's a twirling bush of death. This is used primarily for corner traps. If you score a knockdown with your opponent in the corner, drop one of these bastards and they won't escape, as the only way to go for them is up, which of course you will bewaiting for them to attempt.

22C: It's the cactus of doom. Place this on the ground in front of your opponent and then superjump over them and attack them from their other side.

The majority of Kohaku players mainly play keep away with their insanely long ranged pokes, punishing the opponent when they make a mistake with a ground combo and then dropping either a bush or cactus, depending on the opponen't position, to set up another combo opportunity.

I would list some combos, but honestly, I don't know what her optimal combos are, so I'd rather leave that to someone who knows more than I.

Input please, and, if I've said something incorrect, please do not hesitate to correct me. I'm new to Melty blood in general, so, I'm sure to be wrong about many things. :)

Psylocke:
The PishiWiki gives a pretty good explanation of what she's capable of: http://ikusat.mac.org/mbac/index.php/Kohaku

People don't normally play Kohaku solo, as she gains so much more when played as a team(awesome 214B Hisui assist as a blockstring ender, another overhead option with 214C).  However, Kohaku does gain a fairly formidable anti-air, which is shield(EX or regular, it doesn't matter, though if it's EX, you're better off doing 5A and then doing an aircombo), and then XX command throw.  The XX means you delay for a bit, as if you do the command throw too early after the shield, it'll come out before the opponent lands, making it whiff.  The other thing solo Kohaku gains is 214A/B, which were pretty useless pre-Ver.B, but have a fairly specific use now.  Basically, 214A/B now allows you to move in the air after you do it, so a practical application for this is when you have your opponent trapped in the corner with a plant setup, you do 214A/B, and after the move is over, you can do a basic high/low mixup by doing airdash j.B/j.C, landing and doing 2A, or doing an empty airdash into whatever.  The explosion from the move partially covers up Kohaku, making it difficult for your opponent to tell what you're gonna do.

I'd also like to add that 22B can also be used midscreen, or anywhere outside of corner, though it's not as strong obviously.  When not in corner, your opponent now has the option to safely get away by backdashing or jumping away, but you can definitely punish each option.  For backdashing, what you can do after setting up the plant is do 2A for the low hit, and if the opponent backdashes, quickly empty cancel 2A into 2C to tag them.  Dashing up and ground throwing also works against some character.  To take care of opponents that try to jump away, you can dash up and do 5B or airthrow them.

When ending a ground combo into 22C(like 2C 236C 22C) midscreen, it's pretty standard now to superjump over them with j.C, and after you land behind the opponent, you can do the standard high/low with 2A or instant j.C.  What I've also seen recently is walking towards the opponent and then doing Kohaku's dodge(2A+B/2Q), which crosses up the opponent, making them eat the cactus if they don't block the right way.

Nas:
i've been doing 2 A+B during 22C... very effective...i don't think it's good idea to finish an air combo into airthrow with kohaku just for the tech punishing/ otg hits... like for example like 2a 2b 2c 5c jabc... not finishing the airthrow just for potential for a relaunch or otg... just never thought the airthrow was good for air combos..

B is really good for anti-air...

although i have some problems with Arc... but meh... ill deal with it...

Satsujinki:
can anyone comfortably pull off druggie kohaku?

Chun (中):

--- Quote from: Satsujinki on August 17, 2007, 04:08:08 PM ---can anyone comfortably pull off druggie kohaku?

--- End quote ---

Kohabon X is really not that practical; lot of meter used, super armor with little usage as well (Maybe for a single throw). Usually if I can get a 22C blockstun started, I can immediately pull the move off on a stick.

~Chun

Navigation

[0] Message Index

[#] Next page

Go to full version