BatFan/Coyori

From Dustloop Wiki

Overview

A cat who lives in the eastern land of Sumerami. Separated from her parents as a kitten, she was saved from starvation by an elderly lady, manager of a run-down café called Coyori Café. Indebted, she takes on the name of the cafe, transforms into a human and starts helping her savior by becoming a waitress. Coyori as the new poster girl, the café becomes an instant hit, drawing the attention of adventurers all over the world.
Heat Up!: Muuteki Mode
Coyori's normals and specials and movement options get buffed, and her ability to combo increases tremendously.
Coyori

BatFan Coyori Portrait.png

HP: 2350 (2836)

Damage Scale: 111.07%

Guts Level: 4

Float Factor: 4 (Little Floaty)

Jump Startup: 4

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Air Dash, Side change via rekka cancel [236A/C~[B]]

 Coyori specializes in using rushdown/rekka, performing several different types of combos to overwhelm her opponents. She is the only character in the game to have an air dash, giving her the ability to perform aerial combos and further enhancing her aerial game.

Pros
Cons
  • Farthest dash in the game
  • Air dash allows for quick overheads and extended combos
  • Builds meter at a very fast rate
  • j.B loop in Heat Up does damage, and sets up for good corner resets
  • Not as floaty for a seemingly light character
  • Rekka options can leave Coyori defenseless on block and between moves
  • Normal throw does Soft Knockdown and nullifies rushdown attempts
  • Relies heavily on meter

External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
55 N All 6 - Total 11 +2 -

Short range poke with her tail. Okay poke that leaves you plus on block, but is 1 frame slower than other options like 5B/2B.

5B

Damage Cancel Guard Startup Active Recovery On Block On Hit
80 N All 5 - Total 15 +2 -

A quick low kick. While it might present itself as a low, it's really not. Fast button that is plus on block, which can chain into 2B so you get special cancel options.

5C

Damage Cancel Guard Startup Active Recovery On Block On Hit
100×2 N, S, Super All 11 - Total 38 -6 -

Swings two tea trays around her in a circle. Large looking button that moves her forward slightly, and chains into 5D at the very end for special cancel options.

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
190 S, Super All 10 - Total 27 -5 -

Swings a broom forward. Very good poke that can confirm into 623D for a hard knockdown. Probably Coyori's 2nd longest range poke aside from 2D.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
50 N All 5 - Total 14 -2 -

A crouching open hand poke. Honestly, not a very good button. It has the same startup as 5B/2B, without the range those buttons offer. 5A may be 1 frame slower, but it has better range and frame advantage. At the very least you can cancel this move into 2B for special cancel options.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
75 S, Super Low 5 - Total 21 -7 -

Mid-ranged crouching low kick. Your go-to low poke. Decent range, pretty easy to hit confirm with, and it's able to be special and super cancelled. It's unsafe on block, so make sure to cancel into something else.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
90×2 N, S, Super All 9 - Total 31 -8 -

Swings the tea tray upwards, hitting twice. Does decent damage, but lacks range. Mostly used in Heat Up combos, as it does 3 hits instead of two and has better cancel options.

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
180 Jump(HU), S(HU) Low 7 - Total 34 -11 -

Sweeps the opponent's feet with a broom. Large, very active low sweep that slides you forward and is excellent for getting knockdowns. Is very unsafe on block, but can be spaced to make it unpunishable. In Heat Up, 2D hits twice and you can jump cancel it on hit which leads to an air combo, as well as special cancel on hit/block. You can use the multiple hits of the sweep to confirm if you hit or not, and choose the correct option accordingly.

[Frame advantage is from point blank.]

6B

Damage Cancel Guard Startup Active Recovery On Block On Hit
80, 75 j.C(HU) High 21 - Total 37 -1 -

Leaps in with a double knee kick. Scary good two-hit overhead and mixup tool. It's minus on block, but it can't be punished unless the opponent uses Gachi. The airborne frames of this move means that the opponent can't throw Coyori, and the highest frames of that can high-profile some low pokes. In Heat Up, this move becomes much more dangerous, as she can cancel into j.C on hit/block, starting high damage combos on hit, and continuing her pressure on block.

j.A

Damage Cancel Guard Startup Active Recovery On Block On Hit
75 N, 623B/D(HU), Airdash(HU), Jump(HU) High 6 - Until landing - -

An obliquely downwards tail swing. Okay air-to-ground button, can be cancelled into any other air normal on hit/block. Coyori has an interesting property of being able to airdash cancel her j.A on block/hit as well, allowing for airdash pressure like j.A > 66 > j.A > j.B, although this is only possible during Heat Up. You can also jump cancel j.A on hit and special cancel into 623B/D while in Heat Up.

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
95 Jump(HU), 623B/D(HU) High 6 - Until landing - -

A downward kick. good against grounded opponents, especially after an air dash. Can lead to a combo on the ground if done deep enough, but results in the opponent teching out if you land it as an air-to-air. When in Heat Up, Coyori gains access to her infamous IAD j.B loop, which opens up combo routes that have additional corner carry and damage.

j.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
110×2 j.D(HU), Jump(HU), 6223B/D(HU) High 8 - Until landing - -

Swings two tea trays around her body. Works very well as an air-to-air button, but the opponent techs out unless you're in Heat Up. In Heat Up, you can land and press 2D, which you can then cancel into 623B/D for an easy knockdown, or jump cancel the 2D to continue the combo in the air.

j.D

Damage Cancel Guard Startup Active Recovery On Block On Hit
100×3 Jump(HU), 623B/D(HU) High 13 - Until landing - -

Swings a broom downwards. Incredibly good air-to-ground button as well as a good cross-up tool, it's very active. Hits 3 times. You can usually convert into a ground combo after landing this. This move has some interesting properties in the sense that landing all the hits in an air combo will cause your opponent to tech out of combos earlier, so in that case, make sure you're only hitting the first hit of j.D for specific juggle combos.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
130, 250 N/A Throw 3 - Total 21 +7 -

Grabs the opponent and shoves something in their face, and punches them away. This throw does not give hard knockdown, but the plus frames afterwards means you can pressure the opponent if they ground tech in the corner. At midscreen, the throw will send the opponent far away if they ground tech. Otherwise, you get a knockdown if the opponent doesn't ground tech.

Special Moves

Tea is Ready

236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 130 N/A All 9 - Total 29 -10 -
C 155 N/A All 14 - Total 37 -10 -

A quick, but short-ranged poke with her tea tray. 236C starts up slightly slower, but has slightly longer range and higher damage. Either version can still be cancelled into the other rekka options, such as 236A > A, 236C > 6B, etc. It is recommended to cancel into other rekka options, as both versions are quite minus on block.

First Tea

Tea is Ready > A

Damage Cancel Guard Startup Active Recovery On Block On Hit
100 N/A All 12 - Total 33 -14 -

A quick rush hit. Low damage, but very fast. Will catch people fuzzy mashing/fuzzy jumping if you press it immediately, but can be delayed if you want to use it for some kind of staggered pressure. However, this move is still pretty minus on block, so it would be better to cancel into 236A/C > A > 6A to make yourself safer.

Second Tea

First Tea > 6A

Damage Cancel Guard Startup Active Recovery On Block On Hit
75, 70×2 N/A All 10 - Total 39 -4 -

A rapid-fast 3 hit attack with her tail. Will catch mashing and jumping just like 236A/C > A. This rekka ender is fairly safe, it being -4 on block as well as the good amount of pushback the move has. At worst, opponent can Gachi the gap between First Tea and this move to punish, otherwise they can take their turn. This can be used on hit as well for some damage, but does not provide mixup options or hard knockdown like other rekka routes.

Lukewarm Tea

Tea is Ready > 6B

Damage Cancel Guard Startup Active Recovery On Block On Hit
80, 75 j.C(HU) High 21 - Total 37 -1 -

Similar to her 6B, a leaping double knee kick. Depending on the blockstun from 236A/C, it may be kind of tricky to mash out of this overhead without a invincible move/reversal/Gachi or a good, quick normal. Despite the decent amount of startup, it gets a little more scary in pressure. This move, similar to 6B, gets much more terrifying in Heat Up, because Coyori gets to chain 6B into j.C, allowing her to start combos on hit and continue pressure on block. Unpunishable on block unless the opponent uses Gachi.

Dart Attack

Tea is Ready or First Tea > B

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 120 N/A All 27 - Total 48 -8 -
Feint
Hold B
N/A N/A All 31 - Total 31 N/A -

Normal:
Closes in on the opponent and does what looks like her 5B, an obliquely downwards low kick. Left/right mixup tool that can cross-up the opponent if they decide to turtle. Fairly slow to come out, it can get beaten by jumping, pressing high Gachi Match/Gachi Drive at the right time, and you can even throw her out of it with the right timing. After landing this move, Coyori can go into Gratuity Please (C) for an overhead (or feint), or Bitter Tea (D) for a knockdown.

Feint:
Cancels the kick follow-up. Leaves you very close to the opponent if done in the corner, which can allow you to throw them or continue pressuring if they aren't paying attention or expecting the kick. That being said, the amount of time it takes to get there makes this move pretty easy to call out. Pretty useful if you can make the opponent block 236A/C, you can potentially use this to escape the corner.

Gratuity Please

Tea is Ready or First Tea or Dart Attack > C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 210 Jump(HU) High 30 - Total 51 -5 -
Feint
Hold C
N/A N/A N/A 36 - Total 36 N/A -

Normal:
An overhead swing with her tea tray. Takes a while to come out, but can only be punished if you're point-blank. In Heat Up, Coyori can jump cancel this move on hit, leading to combos if it connects, while being fairly safe on block.

Feint:
Cancels the overhead follow-up. Takes much longer to come out.

Bitter Tea

Tea is Ready or First Tea or Dart Attack > D

Damage Cancel Guard Startup Active Recovery On Block On Hit
230 Jump(HU) Low 14 - Total 41 -10 -

A sliding low kick. Rekka ender that causes hard knockdown, punishable on block. 236A/C > D is a true combo, any other rekka option into this move will not combo. In Heat Up, this move is jump cancellable on hit, allowing additional combo routes.

Cat Windmill

623B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 110. 150 Super All 7 - Total 54 -28 -
D 120, 110, 100 Super All 6 - Total 65 -38 -

623B:
A two-hit spin-leap into the air. Looks like a DP but has no invincibility frames. Can confirm into hard knockdown, very punishable on block. Can be performed mid-air in Heat Up.

623D:
This version hits three times, does more damage, AND it travels pretty far forward before doing the attack. Still no invincibility frames and absurdly punishable on block. Because of the movement, this version has much better confirms as well as a follow-up attack. Also can be performed mid-air in Heat Up.

Duster Attack

D Cat Windmill > 2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
185 N/A N/A 9 - Until landing + 7 Knockdown -

Follow up to Cat Windmill where Coyori slams the opponent to the ground. Does decent damage and causes hard knockdown, there's no reason not to use this if you land D Cat Windmill.

Super Moves

Crazy Cat Dance

236236A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
230, 100×3, 50×7, 80, 180 N/A All 6 - Total 33 -12 -

A close-range, multi-hit super. Finishes by wall-slamming the opponent. In Heat Up, the final hit wall-bounces, causing a juggle state. No i-frames, so it's not reliable as a reversal.

Cat Storm

236236B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
120×4, 50×9 N/A All 6 - Total 112 - -

A rising spin-leap into the air; can mash the B/D buttons for extra hits, although the damage will cap off. No invincibility frames, so don't use this as a reversal. Punishable on block. In Heat Up, you can add even more hits by mashing the button, although the damage increase is negligible.

Heat Up!

Muuteki Mode
Coyori literally becomes a different character, as her Movement, Normals, Chains, and Specials get enhanced TREMENDOUSLY. For Coyori, staying in Heat Up and mastering her abilities while in that mode are essential.

Enhanced Movement:

Coyori can now double jump, and air dash even more, getting a max of two jumps and two air dashes. Normal attacks can now be jumped cancelled only on hit. This is what makes doing combos like her j.B loop possible, since she can jump cancel and IAD [instant air dash] her j.B and do another one before landing and repeating the same loop. 2D, Gratuity Please, and Bitter Tea can now be jump cancelled as well. Coyori can also air dash cancel her j.A attacks up to seven times. It's not really useful, because even as a wall carry, she can use her j.B loop.

Enhanced Normals:

  • 6B can cancel chain into a jumping attack after the first hit, making it a great combo starter or mixup tool.
  • 2C hit's three times instead of two.
  • 2D hits twice vice once, and can be jump cancelled on the first hit.\

Enhanced Chains:

In Heat Up, Coyori now has the most chains in the game, making her a huge threat when it comes to mixups and phishing for combos. Listed below are her new chain options

  • 5A > [5C, 2C, 5D, 2D]
  • 2A > [5C, 2C, 5D, 2D]
  • 5B > [5C, 2C, 5D, 2D]
  • 2B > [5A, 2A, 5B, 5C, 2C, 5D, 2D]
  • 6B > j.C
  • [5C > [6B, 2D]
  • 2C > 2D

Enhanced Specials:

The following specials get buffed while in Heat Up

  • Gratuity Please [C from (1) (2) or (3)] - Can jump cancel on hit
  • Bitter Tea [D from (1) (2) or (30] - Can jump cancel on hit
  • Cat Windmill [623 B/D] - Can now be done in the air
  • Crazy Cat Dance [236236A/C] - Wall slams, and increases juggle potential
  • Cat Storm [236236B/D] - Can increase hits by mashing B or D. Damage increase is minimal.

Instant Heat Up Mixups:

Coyori can make extra good use of Instant Heat Up techniques by using them to start a mixup directly. Examples are:

  • 6B+A+C j.C |> ...(Overhead)
  • 2B+A+C 5C 5D ...(Low)
  • 2D+A+C jc.B IADC j.B |> ...(Long Low Poke)

See the Heat Up Combos section for all the details on these combos

Heat Up Resets:

While you can finish most Heat Up combos with 623D, it's actually much more worth your meter to reset with them. Take the following combo for example:

  • 2B 5C 5D 236C, D, (j.B IADC j.B |>)*3, 5A

The 5A forces a reset and gives you plenty of time to setup. From here, you can do a few things, but most obviously, you can mixup into 6B or 2B, and again get a full combo on hit.

Strategy

Offense

Defense

Neutral

Attack Sets

Standard:

5A > 2A/5A/5B/2B

2A > 5A/5B/2B

5B > 2B

5B > 6B [Does not combo]

5C > 5D

2C(1) > 2B

j.A > j.B/j.C/j.D

Heat Up Only:

5A > 5C/2C/5D/2D

2A > 5C/2C/5D/2D

5B > 5C/2C/5D/2D

2B > 5A/2A/5B/2B/5C/2C/5D/2D

6B > j.C

5C > 6B [Does not combo]/2D

2C > 2D

j.C > j.D [Can't be done near the ground]

Combos

Basics:

  • (5B) > 2B > 236A > A > 6A
    • Simple conversion into safe on block rekka ender, does okay damage. (5B) can be omitted if you're too far away to 2B afterwards.
  • (5B) > 2B > 236A > D
    • D rekka ender, does less damage, but gives hard knockdown.
  • 5B > 2B > 236236P [1 MP]
    • 5B confirm into super
  • 5D > 623D~2D
    • Windmill hitconfirm off of 5D poke, gives hard knockdown.
  • 5D > 236C > D
    • D rekka ender from 5D poke, gives hard knockdown, inconsistent combo at max range.
  • Airdash > j.A > j.B > 5B > 2B > . . .
    • Conversion off of an airdash, . . . = whatever rekka route you wish to use.
  • 5C > 5D > 623D~2D
    • Conversion off of 5C for slightly more damage, connecting the 5C might be difficult at farther ranges, gives hard knockdown.
  • 5C > 5D > 236236P
    • 5C confirm into super
  • j.D > (5B) > 2B > . . .
  • Standard rekka conversion off of j.D.

Gatchi Counter:

  • 5D 623D 2D [Far]
  • 5C 5D 623D 2D [Close]
  • 5C 5D 236236P [1 MP, Close]
  • Heat Up (5C) 5D 236C, D, (j.B IADC j.B |>)*3, 623D [1 MP]

High Gatchi Drive:

  • j.D(1) |> 5C(1), 623B, 623D 2D
  • j.D(1) |> 5C(1), 623B, 623D(1) 236236K [1 MP]
    • Same story as with the LGD combo. 623D must hit them as low to the ground as possible.
  • 6 5C(1), 6 5D 623B, 623D 2D [Midscreen]
  • 6 5C(1), 6 5D 623B, 623D(1) 236236K [1 MP, Midscreen]
    • Advanced combo, only works at mid screen and easy to mess up, but gives much better damage.

Low Gatchi Drive:

  • 66 66, 5B 5C 5D 623B, 623D 2D
  • 66 66, 5B 5C 5D 623B, 623D(1) 236236K [1 MP]
    • To cancel to the super, you need to have them low to the ground when 623D hits. Timing is different depending on the character.

Heat Up:

  • 6B(1) > j.C(1) > 5B > 2B > 5C > 236C > D > (j.B IAD j.B) x 3 > 623D or 5A
    • 6B overhead starter that leads into a j.B loop, will always work on standing but will miss short characters on crouching. You can use 623D for a hard knockdown, or 5A to force a reset. It's recommended to do 5A if you think you have Heat Up time left.
  • 6B(1) > j.C(1) > 5B > 2B > 5C > 2D > j.B > 623D~2D
    • 6B overhead starter that has the same problems as above, but without the j.B loop. Gives hard knockdown, but with less damage.
  • 6B(1) > whiff j.C > 5B > 2B > 5C > 5D > 236C > D > (j.B IAD j.B) x 3 > 623D or 5A
    • 6B overhead starter with a j.B loop that work on shorter characters, the link into 5B is tight. Leads to hard knockdown with 623D, or a reset with 5A.
  • 2B > 5C > 5D > 236C > D > (j.B IAD j.B) x 3 > 623D or 5A
    • 2B low starter with a j.B loop. Mix up your approaches by mixing this route in with the overhead one.
  • 2D > (j.B IAD j.B) x 3 > 623D or 5A
    • j.B loop that starts with a 2D.


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