Contents
- 1 Introduction
- 2 Normals
- 3 Projectiles
- 4 Specials
- 5 Occult Power
- 6 Spellcards
- 6.1 Last Word
- 7 Team Options and Synergy
- 7.1 Tag Attacks
- 8 Combos
- 8.1 Midscreen
- 8.2 Corner
- 9 Blockstrings
Introduction
- More Info: Touhou Wiki
Koishi Komeiji (古明地 こいし) is the younger sister that resides in the Palace of the Earth Spirits. As a satori, she originally had the ability to read minds just like her older sister, Satori, but satori are usually hated for this. Because of this, she has closed her third eye from the world so she could no longer read other people's minds. In doing so, she has gained the ability to manipulate the subconscious. However, as a trade-off she can no longer think for herself or even express real emotions, so she works entirely through her own subconscious. A tragic character really...
Koishi is a character that may seem incredibly awkward at first, especially if you are unfamiliar with her mechanics. However, once you realize how her moveset works, you'll realize that she's much simpler than she seems. She'll still feel awkward as she's not as "traditional" as other characters in the cast, but with good awareness of yourself and the opponent, she can force the opponent into her hands. She has fairly strong zoning and fairly strong normals, and she also has a real reversal which gives her the ability to force the opponent to respect her in ways that most others can't.
Pros:
- One of the best jump-in moves in the game (j5A).
- Very good close 5A as well
- Generally high-end damage despite how her combos look
- Has a real DP-like reversal
- You can combo off of it too with your tag!
- Unlike ULiL however, you can't make it safe.
- Her 6C can somewhat help her out against zoners and catch them across the screen when they least expect it.
- Very dangerous ideas
- Very cute (this is important!)
Cons:
- Incredibly awkward, especially if you are unfamiliar with her mechanics
- Her moves can be baited if you don't store them properly
- Worst/slowest airdash in the game
- Her auto-release mechanic interrupts anything Koishi is doing currently, sometimes resulting in ruining both combos and blocks.
Unique Mechanics:
Koishi has the unique mechanic in which she "stores" a good majority of her moveset. In many ways, it may seem like this can hold her back (and it sort of does...) but in return, those moves are very powerful in their own respect when she releases them. When stored, she can either manually release the moves herself, or she has to fulfill a certain condition to activate them, depending on the move itself. Most automatic activations are proximity-based, but some are timing-based, and one can be activated via hit confirms.
There are three kinds of moves she can store, indicated by a red ring, blue ring, or a green ring that will appear around her:
- Red ring: #A move storage
- Stored when Koishi uses any of her #A moves
- Can be released manually, or automatically
- Automatic version is a more powerful version that forces a counter-hit!
- Automatic activation occurs via proximity, depending on the A move you stored
- Blue ring: 6B storage
- Stored when Koishi uses 6B
- Can be released manually or automatically
- Automatic version is a more powerful version
- Automatic activation is also proximity-based.
- Green ring: C storage
- Stored when Koishi uses any of her C moves
- Release/Activation varies on the C moves she stored
- Automatic activations can be proximity-based, timing-based, or through a hit-confirm.
- Storing can be Tag Jump cancelled.
More information of these sort of move storage and activation will be described below in her moveset descriptions.
Koishi also has the ability to teleport behind the opponent. This happens if you dash forward while on the center line, but only in the center line. Anywhere else she will dash forward normally (and slowly...)
Normals
NOTE: Using Koishi's 6a, 8a, or 2a will create a red ring around her. When you press these moves, you will do the move first, but have that exact move also stored. You can remove the storage by doing the move again, or by being within range of the move you stored (ie. if you stored 8a, the move will automatically release if the opponent is above them). However, the automatically released version is a buffed version of the regular attack. Not only does the move have a bigger hitbox, but will force a counter-hit on them.
Also, using either of those three A moves can be cancelled into any of those moves on hit, but she does not use the move, she will simply store it.
A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
c.5a, 4a | Melee | 1 | Base Damage: 200 Counter Hit (1.1x): 220 Full Health (1.25x): 250 Full Health + Counter Hit (1.375x): 275 | 0 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
None | A B C S E | 7f | 2f | 15f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Cute kick. Reaches quite far. One of the better c.5a |
FA
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
f.5a | Melee | 1 | 625 | 0 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
None | A B C S E | 10f | 3f | 9f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Bless you. Really good downward/forward sneeze hitbox that reaches farther than it really should. It has an anti-spam mechanic, so if you try to use it again too soon (even after her 5aaa), she will not sneeze, leaving her wide open, so don't try to spam it. |
6A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
6a | Melee | 1 | (normal) 750 (auto) 1050 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(➡) | B C S E | (normal) 15f (auto) 12f | (normal) 6f (auto) 8f | (normal) 26f (auto) 24f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Koishi's Heart-tipped Tendril Stab. Good reach, but not something you'd rely on as it doesn't present many opportunities to follow up unless you tag-cancel. If the move is stored, it will release if the opponent is in front of her. Auto-release version reaches a lot farther. |
8A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
8a | Melee | 1 | (normal) 750 (auto) 975 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(⬆) | B C S E | 10f | (normal) 4f (auto) 6f | (normal) 39f (auto) 36f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Koishi's very dangerous idea. Lightbulb appears above her as she hops 94.5 units forward normally. Good upward hitbox, although it doesn't reach as horizontally as you'd wish as it would only connect in front of her if you're literally right in front of her. If the move is stored, it will release if the opponent is above her, does not horizontally on release. Auto-release version has a bigger hitbox. |
2A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
2a | Melee | 1 | (normal) 750 (auto) 1050 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(⬇) | B C S E | 15f | 70f | 26f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Koishi cute butt slam. Interesting move that's pretty good to use. It drags her downwards as well as 495.7 units forwards if whiffed and not canceled, it presents itself as another mobility tool. If it connects, she will bounce up a bit. If the move is stored, it will release if the opponent is below her. Auto-release version has slightly bigger hitbox, but is not as noticeable as the others. |
jA
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
j.5a | Melee | 2 | 1st: 125 2nd: 487 (Flower only) 500 | 0 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
None | A B C S E | 1st: 9f (Flower Only) 15f | 1st:3f 2nd:7f | 22f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Koishi spins around gracefully and then throws out two large roses around her. Hits twice, but only the second hit can cause a counter-hit. VERY GOOD MOVE. This will probably be your go to move when getting in as it has a really good hitbox both in front and behind her. |
j6A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
j.6a | Melee | 1 | (normal) 750 (auto) 1050 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(➡) | B C S E | (normal) 15f (auto) 12f | (normal) 6f (auto) 8f | 28f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Same as her regular 6a. Same rules in terms of her storage applies as well (see 6a). |
j8A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
j.8a | Melee | 1 | (normal) 750 (auto) 975 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(⬆) | B C S E | 10f | (normal) 2f (auto) 3f | (normal) 29f (auto) 19f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Same as her regular 8a, except she hops straight up, no horizontal momentum. Same rules in terms of her storage applies. |
j2A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
j.2a | Melee | 1 | (normal) 750 (auto) 1050 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(⬇) | B C S E | 15f | 70f | 26f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Same as her regular 2a. Same rules in terms of her storage applies as well. |
DA
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
66a | Melee | 1 | 550 | 0 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
None | C S E | 12f | (normal) 3f (teleport) 4f | (normal) 11f (teleport) 12f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Spins around with hearts popping up around her. Hits both sides and gives enough hitstun to link a c.5a after. Can be used before and after teleport. |
DB
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
66b | Melee | 1 | 750 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Wallslam | S E | (normal) 12f (teleport) 21f | (normal) 15f (teleport) 21f | (normal) 26f (teleport) 20f | 0f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | 0 | 0 | 0 | ||||||||
Jumps forward with her hand and knee out and pokes you (or knees you, whichever you want to believe). Can be used before and after teleport. |
Dial A:
- 5a...: c.5a
- ...5a...: another c.5a
- ...5a...: Does a sneeze exactly like f.5a. Should note that it doesn't follow the anti-spam rule that the f.5a version has, so it will come out regardless.
- ...6a...: Same as 6a. Does not store move.
- ...8a...: Same as 8a, but hops much farther forward and with a better horizontal hitbox. Does not store move.
- ...2a...: Same as 2a. Does not store move.
- ...6a: Does her 6c, but bypasses the storage rule and activates it regardless. Causes wall-slam. Good for ending combos.
- ...8a: Does her 8c, but does not store move.
- ...2a: Does her 5c.
- ...5a...: Does a sneeze exactly like f.5a. Should note that it doesn't follow the anti-spam rule that the f.5a version has, so it will come out regardless.
- ...5a...: another c.5a
Projectiles
Input | Appearance | Startup | Multiple Hits? | Total | Damage | Adv On Block | Stun | Hit Effect | Cancels | Autorelease Behaviour | Autorelease Trigger | Description |
(j.)5b・(j.)2b・(j.)8b | Yes (2) | 543 | 20 (10x2) | None | Bullet, Special, Spellcard, Jump, Tag Jump, Tag Attack | No Autorelease | No Autorelease | Shoots 2 hearts out of her hand. They all travel in a wave and are independent from each other (they don't all disappear if only one hits). Aimed up with 8, and down with 2. | ||||
(j.)6b | No | 625 1000 (Auto) | 20/ 40 (Auto) | Launch (up) Wallslam (midlane autorelease) | Bullet, Special, Spellcard, Jump, Tag Jump, Tag Attack | Shoots the radar again, and unstores the blue ring. The auto midlane version is more powerful, faster, covers the whole screen instantly, and wallslams. | Using the move again, OR Opponent located on the same horizontal access as her | Koishi grabs her head and shoots a radar-like laser horizontally, both in front and behind her, that travels across the screen at a decent speed. Stores a blue ring. | ||||
[b] | Yes (2 per flower) | 125 (first hit) 625 (second hit) | 20 (second hit) | Launch (up) | Backdash, Tag Attack | No Autorelease | No Autorelease | Growing Pain: Koishi shoots out a vine which sprouts roses after a delay. The vine gets longer and sprouts an extra flower depending on how long you hold the charge, from a minimum of 3 flowers to a maximum of 6. Although it generally tracks the opponent, you can make the rose vine go up or down initally by hold 8 or 2 respectively on release of the input before it starts bending towards the opponent's position. Each flower is it's own individual attack, allowing the enemy to be hit by more than one flower at a time. | ||||
bbb[b] | 27f | Yes (12 per flower) | 60 per bullet | 0 | None | Backdash, Tag Attack | No Autorelease | No Autorelease | Danmaku Tenkai: Koishi begins to leave flowers in her wake which then explode, shooting out a ring of bullets. |
Specials
Name | Input | Appearance | Startup | Active | Recovery | Multiple Hits? | Damage | Stun | Hit Effect | Cancels | Autorelease Behaviour | Autorelease Trigger | Description |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Unaswered Love | 5c | 10f | Yes (2) | 1404 (750 per hit) | 40 (20x2) | Launch (up | Spellcard, Tag Attack | Koishi uses the move up to 5 more times until it hits or the enemy blocks it. The auto release version gives Koishi graze frames, while the normal version does not. | Triggered by Koishi going into neutral | Koishi spins around and moves forward slightly, slicing twice. Despite looking like a melee attack, it actually counts as a bullet. Denies most approaches to Koishi, allowing her to effectively shut down any rushdown attempt on her with proper 5c usage. Also functions as a pretty flexible ender. | |||
Catch and Rose | 6c | 14f | 2f minimum, up until the opponents position | 46f | Yes (2) | 1250 | 40 | Wallslam | Spellcard, Tag Attack | Koishi uses the move. Can be triggered manually. The first time you input 6c, Koishi will simply store the move without attacking. Koishi does not need to pre-store during dial a or if you use this move as a tag attack. | Triggered by the enemy using any move ouside of A(Z) moves, or if Koishi causes hitstun on the enemy | Koishi sends out tendrils which attempt to grab the enemy, bringing them back into her before spitting them out with a wallslam. This special has no real use outside of combos aside from catching people off guard, but combos involving it are very strong. Tagging into this special is a very effective way for Koishi to end her master's combos. | |
Reflex Radar | 4c | - | Yes (6 max) | 1125 (250 per hit) | 30 (5x6) | Wallslam | Spellcard, Tag Attack | The beam stops rotating and begins to zap where it is currently locked onto. Wallslams the enemy. Has no manual version. | Activates if the enemy crosses over the beam | A radar beam appears behind and above or beneath Koishi and begins to slowly spin around her, stopping when it reaches the enemy in which case it deals damage and causes a wallslam. It will also disappear after it does about 1 and a quarter rotations around Koishi. Will start from beneath Koishi if she is in neutral or upper end of the screen, and above if she is in lower end. Can chain into itself once. This special allows Koishi to catch enemies running away, offers decent oki, and allows Koishi to pressure from far away when posistioned well. | |||
Stinging Mind | 2c | - | No | 1250 | 40 | Launch (up) | Spellcard, Tag Attack | The ring of flowers appear much further spread out. The flowers also turn blue, and last on the screen for longer. The first time you input 2c, Koishi will simply store the move without attacking. Koishi does not need to pre-store if you use this move as a tag attack. | Activates over time | A ring of flowers appears around Koishi which then shortly explode. The ring spreads out further the more time Koishi keeps this move stored. This special allows Koishi to cover her own entrance despite having low-coverage bullets. | |||
Fidgety Snatcher | 8c | 14f | 27f | 43f | Yes (7) | 1381 ---------- 625 (first hit)150 per hit after | 32 (20+2x6) | Launch | Spellcard, Tag Attack | Koishi uses the move again. Easily her worst autorelease due to the nature of the move. It's highly recommended you clear this auto storage as soon as possible | Activates if the enemy goes over Koishi. Also activates over time. | Koishi spins upwards hitting the enemy on her way up. Koishi is invulnerable for 29f from startup (up until she completes half of the spin), but is completely vulnerable afterwards until she reaches neutral. An important thing to note about this move is that if you use this raw and only the very first part hits, it will cause a ton of hitstun which the opponent until a little after they reach back to the middle line, allowing for quite a few opportunities to combo if you cancel it off the first hit into your slave/partner. This special is her DP reversal. |
Occult Power
I'm Coming to You Right Now
A+B:
Koishi creates a telephone out of nowhere, which rings, sending out waves in a radius around her. If the opponent is hit by these waves, they will be stunned and Koishi will teleport to them, hitting them with a tentacle and wallslamming the opponent to the side she is facing, dealing 1421 damage.
The radius of this move can be increased as follows:
- If the move misses, the next use of it will have an increased radius, up to around 10 times, where the range will be nearly the entire screen.
- After the move misses once, the radius of the move will also increase on its own even if Koishi doesn't use the move again, at a rate of once per about 3 second.
- When this happens, the telephone appears, a different sound effect plays, and a different graphical effect indicates the new range.
- Koishi can also simply hold down A+B to force the radius to expand at a significantly faster rate, at about once per second.
- If the attack connects or is blocked, it will go back to the original radius, and will no longer increase its radius until Koishi uses it again.
Like all occult moves, Koishi cannot use this move for a while when she is hit. In the rare case where the move hits the opponent, but Koishi gets hit by something before she can teleport to them, the phone's radius will not reset. It is also possible to combo off of it if you're close enough to the wall and the stun is low enough/rate is high enough. If the opponent was touching the left/right wall when hit, she will be wallslammed to the wall she was hugging, which makes it useful in combo making, under the right conditions.
Something interesting to note is that Koishi can actually cancel the occult and keep the enemy in it's hitstun by using a spellcard right before she turns into a heart. Using this confirms every single one of her spellcards (though it's finicky if the enemy is above Koishi for Superego, and Id doesn't really need it)
Spellcards
抑制「スーパーエゴ」: Suppression "Super-Ego" Cost: 1000, Damage: 2540-3688 (depending on range) Koishi sits down and, after a delay, sucks the enemy into her, spitting them back out after dealing some damage with a wallslam. Koishi is invulnerable on start up and during the spell, but after it stops dealing damage she's completely vulnerable for a short period. Sort of hard to combo due to slow start-up. | |
本能「イドの開放」: Instinct "Release of the Id" Cost: 1000, Damage: 3187 Koishi sends hearts out in a static pattern around her. While the spellcard is active, getting near Koishi will push the enemy back. Each bullet deals approximately 422 damage. Although generally the easiest to combo into, it can be inconsistent if the opponent is far away as the heart spread might miss the opponent. | |
夢符「ご先祖様が見ているぞ」: Dream Sign "Ancestors are Watching You" Cost: 500, Damage: 1972 Koishi does a little dance, and after a considerable delay, bullets from both sides of the screen converge quickly on the enemy. Cannot be interrupted even if Koishi takes damage during the dance. |
Last Word
*今から電話をするから出てね*: *I'm Going to Call You Now, So Answer the Phone!* Damage: 4573-6169
Koishi sends out a sound wave in a radius around her. This wave is a bullet and can be grazed; this wave can also be blocked. If it connects, the screen goes black and text is displayed along with silhouettes of Koishi. At the end, Koishi stabs the opponent with a knife. Forces techable state. Cannot be chained with other attacks. Deals a maximum of 6169 damage. Like all LWs, has invulnerable frames on startup.
Raw damage wise, this is the second strongest Last Word in the whole game. Thanks to her absurdly cheap spell card, she has arguably the most cost effective Last Word in term of damage-to-cost ratio. With Ancestors are Watching You and Nitori as slave, she can quickly fill her spell bar (which is 1200 collectively) in a single half. The downside of this strategy is Koishi doesn't have as many reliable Last Word confirms as some other characters, together with her bad at grabbing which makes her unable to fill up her Possession Bar, which is the other requirement for a Last Word as quickly. This makes Koishi's Last Word while powerful in term of cost-effectiveness and cost in general, she can have a hard time to use it in full potential.
Team Options and Synergy
Koishi works well as a slave paired up with fast characters, as her biggest problem as a character is her extreme lack of mobility, even compared to characters like Joon. Having somebody to get her into the fight reliably makes Koishi shine extremely brightly.
It's best to note that her Special moves that require manual storage (6c and 2c) require no such storage as tag attacks. 6c in particular is an extremely strong ender that most, if not all, characters can make use of in some way.
Tag Attacks
Melee: Koishi does a move similar to her 66b, but instead of a wallslam it knocks the enemy upwards.
Air Melee: Koishi uses her j5a.
Bullet: Koishi sends out bullets both above and below her which home in on the enemy after moving slowly away from her.
抑制「スーパーエゴ」: Suppression "Super-Ego" Cost: 1000
Not a very good card for directly following up, but if you use a spellcard that's easily punishable and miss with it, it's a good last-ditch effort to escape punishment.
Combos
Midscreen
- (j.5a) 5aaa2a 2b jc3 j.5a j.5b jc3 j.5a j.5c
- Damage: 2791, 3270 with j.5a midscreen starter
- Costs: 3 Orbs
- Stun: 100%, techable
- One of the only combos that works both corner and midscreen. However, in the corner it requires a slight delay between the 8a and the 8b to connect. This combo works from 1.04 onwards.
- (j.5a) 5aaa8a dl 5aaaa a/A+B
- Damage: 2873, 3347 with j.5a starter
- Costs: 1 Orb
- Stun: 100%, untechable
- Wallslam combo ender from midscreen off of dial-a. Note the height of the opponent during the second dial-a. If they're too high, do the below combo instead. Doesn't work if you're already immediately in the corner.
- Final A of the second dial-a can whiff if you END in the corner with the combo. If so, it's better to use 5e (urban legend) to end it. It does more damage too!
- (j.5a) 5aaa8a dl 5aaa8a 8b jc8 j.5a j.5c
- Damage: 2897, 3368 with j.5a starter
- Costs: 2 Orbs
- Stun: 100%, techable
- Use this combo instead of the above if the opponent is too high after the first dial-8a. Although it does slightly more damage, it gives techable stun.
- 2a dl j.5a (1 hit) 5aaaaa
- Damage: 3001, 3599 off of auto-released version
- Costs: 1 Orb
- Stun: 100%, untechable
- Confirm off of 2a on the center line.
- 2a dl j.5a (1 hit) f.5aaa
- Damage: 2493, 3105 off of auto-released version
- Costs: 1 Orb
- Stun: 100%, techable
- Alternate confirm if Koishi ends too far and she does f.5a after the j.5a instead.
- 2a 2b jc3 j.5a j.8a j.A+B
- Damage: 2937
- Costs: 2 orbs
- Stun: 100%, untechable
- Confirm off of 2a as of 1.04 that gives wallslam ender. Although it's not exactly tight, you must do 2b as soon as you see 2a connects.
- 8a dl 8b jc9 j.5a j.8a j.A+B
- Damage: 2937
- Costs: 2 orbs
- Stun: 100%, untechable
- Confirm off of 8a as of 1.04 that gives wallslam ender. Timing is tight and specific, may not work on all characters.
- 8a dl 8b jc9 j.5a j.5b j.5c
- Damage: 2781
- Costs: 3 orbs
- Stun: 100%, techable
- Easier 8a confirm than above. Less damage and gives techable state, but it's significantly more consistent and probably best combo to use if you don't have the above timing down yet.
- j.5a j.5b (66 j.5a j.5b) jc3/9 j.5aaaa
- Damage: 2977
- Costs: 3 orbs
- Stun: 100%, untechable
New Koishi combo as of 1.04. Koishi can now get a wallslam ender off of a j.5a in the air. You can add an extra j.5a j.5b loop with an airdash after the initial confirm (in brackets), but you can omit it to go straight into jc3/9 for better consistency. Works both corner and midscreen.
Corner
- (j.5a 1 hit) 5aaaa 4c (store) 6 5aaa2a (4c release)
- Damage: 2674, 3164 off of j.5a starter
- Costs: 1 Orb
- Stun: 100%, untechable
- Koishi's signature radar combo. Doesn't work off of j.5a if it hits twice. You can also do 5aaa2a in the first dial-a to omit the slight walk forward after the 4c storage, but it doesn't work on Reimu. This version is more consistent on the whole cast.
- This combo is what you wanna go for if you're looking for oki followup, as it gives her plenty of time to set up [b] for pressure and possible mixups.
- (j.5a) 5aaa2a 6c (store) 5aaaaa
- Damage: 2830, 3305 off of j.5a starter
- Costs: 2 Orbs
- Stun: 100%, untechable
- Damaging version of the combo. This will still give enough time for [b] oki setups, but not as much as the combo above this.
- (j.5a) 5aaa8a 8b jc9 j.5a j.6a j.A+B
- Damage: 2827, 3302 off of j.5a starter
- Costs: 2 Orbs
- Stun: 100%, untechable
- New corner combo as of 1.04. Also works if you do the 2a/jc3 version as well.
Blockstrings
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