KOJOU

OVERVIEW

Kojou actually used to be a popular assist in vanilla but they nerfed both his moves to oblivion while making everyone else better. With the increased cooldown and nerfed damage Koujo has a hard time helping the player. He’s still a viable assist it just depends on how he is used since he has multiple uses. 5S can be used as a combo extender since it does produce high damage but the timing is a bit finicky due to the long startup. It’s commonly used as oki but it isn’t proper oki because, once again, long startup. Managing to use 5S successfully is heavily rewarding if you manage to get through the startup. 6S is used as combo fodder but in neutral due to it being almost full screen allows you to potentially poke random whiffs the opponent may do. Experiment with this assist at your own leisure. This is not his fight by the way.

Strengths

  • 5S is a decent oki tool

Weaknesses

  • 5S has absurd startup with low reward

  • 5S can easily be disrupted

  • 6S cooldown is long making its usefulness as a combo extender slightly limited

MOVE DESCRIPTION

5S

Akatsuki summons his minion that unleashes a lightning strike.

This move has fairly long startup and is best used as an oki tool. However the lightning tracks the opponent so it can be used as a nuetral tool as well.

6S

Akatsuki summons another of his minions which zooms across the screen with a streak of light. If the opponent is hit by this the attack will automatically follow up with another attack that launches the opponent. The move has slightly below average startup, but makes up for it in range and is a good tool to aid you in neutral.

FRAME DATA

5S

Damage: 1460

Startup: 133

Recovery: 40

Cooldown Time: 286 (4.75 seconds)

6S

Damage: 1291

Startup: 53

Recovery: 30

Cooldown Time: 370 (6 seconds)