Pokemon: Close Combat/Kommo-o

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PKMNCC Kommo-o Stats.png
PKMNCC Kommo-o Portrait.png
Archetype: Zoner, Bully
Health: 42
Endurance: 15
Walk Speed: 2.6/-1.9
Prejump Frames: 7
Fastest Attack: 4A (7f), 421B (5f)

I got scales that jingle, jangle, jingle

Introduction

Bask in the resonant aura of Pokemon: Close Combat's poll winner and 18th combatant. Kommo-o is a largely defensive fighter specializing in long & mid-range space control. It has the potential to keep opponents at bay by throwing its scales at two different angles, or by projecting its soul outwards as a fireball with a little more weight behind it. Kommo-o wants to use this zoning to walk you to the corner, but don't think you've won as soon as you close the gap - you should know better than to challenge a dragon in its lair! Clang Sanctum is a zone in which Kommo-o has access to follow-ups on all its normals, making for long, damaging juggles. If things go south, it can instead sacrifice the sanctum for a large, invincible reversal. The sanctum (particularly when combined with the corner) is a terrifying place for the opponent to be, as Kommo-o can convert active pokes like 6A and Dragon Gong into punishing combos, or use its sanctum-exclusive moves to rack up Endurance damage against more patient opponents.

Fortunately for any aspiring dragon slayer, Kommo-o has some gaps in its scaly armor. Its slow approaches and low reward off even the most basic of mix-ups make it awful at playing aggressively. Additionally, though it has the durability you'd expect from such a mighty beast, it lacks any proper reversals if you catch it outside of its sanctum. But if you enjoy playing defensively and controlling screen space, then you could be the one to tip the scales with Kommo-o!

Playstyle
PKMNCC Kommo-o NavboxIcon.png Kommo-o is a tanky zoner whose combo potential amplifies when inside Clang Sanctum.
Pick if you like Avoid if you dislike
  • Scaled Up: Kommo-o's 4A follow-ups, Soul Guardian, and solid pokes make for excellent zoning.
  • Danger Zone: Clang Sanctum increases Kommo-o's combo potential and can be set up midscreen, punishing reckless approaches.
  • Alolan Armor: Kommo-o has some of the highest health and endurance in the game, making it tricky to take down.
  • Crushing Clangs: Kommo can rack up Endurance Damage faster than most other characters, especially in Clang Sanctum.
  • Mediocre Mix: Kommo-o lacks any good overheads & it gets little reward from its throws, making its offense somewhat linear.
  • Lethargic Lizard: Kommo's dashes are committal and it lacks fast approaches in general, forcing it to play a passive neutral game.
  • Inadequate Invulnerability: Though it can potentially escape tricky situations with its Rising Scale, Kommo-o lacks a traditional reversal when outside of Clang Sanctum.

Normals

5A
PKMNCC A.png
PKMNCC Kommo-o 5A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Mid Special, 2A, 5A2B - -
Startup Active Recovery Advantage Cost Unique
10 8 15 +7 [+1] - -
Total: 32

Kommo-o punches straight forward.

  • Solid poke
  • 2A cancel allows for a lenient confirm
  • Slightly plus, allowing a frametrap with 5A 4A
Toggle Hitboxes
Toggle Hitboxes
5A2B (Sanctum)
PKMNCC A.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Kommo-o 5A2B.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 Mid 22B, C-Cancel - Knockdown
Startup Active Recovery Advantage Cost Unique
8 7 24 +62 [+7] - -
Total: 38

Empowered by the Sanctum, a burst of sound erupts from Kommo-o’s outstretched fist.

  • Cannot be used if 5A whiffs
  • Key pressure tool, granting Kommo-o instant plus frames
  • Pops the opponent up for a juggle into 4A
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Kommo-o 4A.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid Special, 4A3, 4A9, 4A2B - -
Startup Active Recovery Advantage Cost Unique
7 6 13 +2 [-4] - -
Total: 25

Kommo-o jabs at the opponent with an elbow strike.

  • Can cancel into 4A3 or 4A9 on whiff or connect
  • Kommo's best close range anti-air normal, though it isn't disjointed
  • Fastest attack, vital for defense
Toggle Hitboxes
Toggle Hitboxes
4A3
PKMNCC4.pngPKMNCC A.pngPKMNCC3.png
PKMNCC Kommo-o 4A3.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Low 421B - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
16 22 45 +0 [-3] - -
Total: 82

Kommo-o grabs a loose scale and throws it downward, ricocheting it off the ground.

  • 421B cancel works on whiff
  • Key zoning tool, very low reward but has higher range than 5B outside of sanctum
  • Ground bounce makes it an alternative anti-air to 4A9 at fullscreen
Toggle Hitboxes
Toggle Hitboxes
4A9
PKMNCC4.pngPKMNCC A.pngPKMNCC9.png
PKMNCC Kommo-o 4A9.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 421B - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
19 31 36 +9 [-1] - -
Total: 85

Kommo-o grabs a loose scale and throws it upward, striking any who seek to approach from the skies.

  • 421B cancel works on whiff
  • Fullscreen anti-air
Toggle Hitboxes
Toggle Hitboxes
4A2B (Sanctum)
PKMNCC4.pngPKMNCC A.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Kommo-o 4A2B.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Mid 22B, C-Cancel - Launch
Startup Active Recovery Advantage Cost Unique
8 7 24 +88 [-6] - -
Total: 38

Kommo-o emits a ringing blast from its raised arm, launching the opponent into the air.

  • Cannot be used if 4A whiffs
  • Resets to neutral midscreen, juggles in the corner
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Kommo-o 6A.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid C-Cancel, 6A2B - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
24 16 27 +8 [-11] - -
Total: 66

Kommo-o skewers the opponent with its tail.

  • Committal but rewarding poke
  • Can be used to preemptively stuff approaches
Toggle Hitboxes
Toggle Hitboxes

6A2B (Sanctum)
PKMNCC6.pngPKMNCC A.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Kommo-o 6A2B.png
Damage Endurance Damage Guard Cancel Invul Property
2 2 Mid 22B - Launch (Reversed)
Startup Active Recovery Advantage Cost Unique
13 7 45 +67 [-20] - -
Total: 64

Kommo-o’s tail unleashes a clanging cacophony, launching the opponent back towards the dragon’s lair.

  • Cannot be used if 6A whiffs
  • Highest reward of the Clang Sanctum follow-ups, starting juggles midscreen
  • Juggles from 4A2B in the corner
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Kommo-o 2A.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid Special, 2A2B - -
Startup Active Recovery Advantage Cost Unique
10 9 22 +9 [-4] - -
Total: 40

Kommo-o swings downward with a fist.

  • Decent anti-air as the hitbox goes higher than the hurtbox, but is 3 frames slower than 4A
  • Mainly used as an additional hit to confirm out of 5A with
  • Highest damage normal that can consistently be used in juggles
  • Cancelling into 421B nets high damage, but is tricky due to the move's spiking effect
Toggle Hitboxes
Toggle Hitboxes
2A2B (Sanctum)
PKMNCC2.pngPKMNCC A.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Kommo-o 2A2B.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 Low 22B - Sweep
Startup Active Recovery Advantage Cost Unique
23 10 24 +54 [-16] - -
Total: 56

Kommo-o strikes the earth, the emitted sound waves knocking the enemy off their feet.

  • Cannot be used if 2A whiffs
  • Gains meter if the opponent is grounded
  • Lets you confirm 5A into meter gain and a solid knockdown
  • Helps set-up pressure afterwards
  • Hits the opponent OTG, making it a decent juggle combo ender, but may be outshined by other enders
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Kommo-o 3A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Low - - Sweep
Startup Active Recovery Advantage Cost Unique
12 20 22 +46 [-24] - -
Total: 53

Kommo-o knocks the enemy off balance with a well placed kick.

  • Kommo-o cannot combo into this move without a counterhit or jump-in
  • Confirms from all other counterhit normals except 4A
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Kommo-o j5A.png
Damage Endurance Damage Guard Cancel Invul Property
4/3/2 1 High jB - -
Startup Active Recovery Advantage Cost Unique
13 18 6 +27 [+17] - -
Total: 36

Kommo-o swipes downward with an aerial claw.

  • Standard jump-in
  • Can occasionally cross up
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Kommo-o j8A.png
Damage Endurance Damage Guard Cancel Invul Property
4 2 High jB - -
Startup Active Recovery Advantage Cost Unique
23 18 6 +30 [+24] - -
Total: 46

Kommo-o spins in the air with a devastating backhand blow.

  • Large air-to-air
  • Alternate jump-in, far slower but with more consistent damage
  • Can juggle into 5A when hit high enough
Toggle Hitboxes
Toggle Hitboxes

Specials

Soul Guardian
5B
PKMNCC B.png
PKMNCC Kommo-o 5B.png
Damage Endurance Damage Guard Cancel Invul Property
4/3 2/1 Mid - - Anti-Projectile, Knockdown
Startup Active Recovery Advantage Cost Unique
19 1 (Initial hit), 18 (Projectile) 61 +62 [-13] - -
Total: 79

Kommo-o's draconic spirit solidifies into a projectile through sheer force of will.

  • Combo ender with high damage and no side switch or sanctum requirement
  • Zoning tool, lower range than 4A3 outside of sanctum but launches the opponent out and does more damage
  • Goes fullscreen when Kommo is in its sanctum
  • Eats through other projectiles
Toggle Hitboxes
Toggle Hitboxes


Reverse Drum Bash
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Kommo-o 6B.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 Mid C-Cancel Throw 1-24 Launch (Reversed), Armor (7-36)
Startup Active Recovery Advantage Cost Unique
14 10 54 +57 [-25] - -
Total: 77

Kommo-o charges forward, launching the opponent over its shoulder on a successful strike.

  • Goes further if Kommo-o has backward charge (hold PKMNCC4.png for at least 0.4 seconds)
  • Best midscreen combo ender, sends the opponent back into Clang Sanctum while doing good damage
  • Gains armor while in Clang Sanctum, good bullying tool
  • C-Cancel extender, good for juggling into options like 4A2B and 5A
  • C-Dashing backwards will prevent the move from side switching, but C-Dash forward will give higher frame advantage
Toggle Hitboxes
Toggle Hitboxes


Clang Sanctum
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Kommo-o 2B.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Mid C-Cancel - Knockdown
Startup Active Recovery Advantage Cost Unique
18 22 25 +49 [-24] - -
Total: 64

Kommo-o sanctifies the ground upon which it stands. Those who enter the sanctum are said to hear the sound of Kommo-o's soul...

  • Inputting 2B again will move the sanctum, or use Sanctum Break if Kommo-o is inside
  • Very quick, easy to set up in neutral or as a combo ender
  • Grants access to follow-ups on Kommo-o's normals while it's in the sanctum
  • The bottom of the sanctum will glow when Kommo-o is inside it
  • Larger anti-air than 4A, but too slow to use reactively
Toggle Hitboxes
Toggle Hitboxes
Sanctum Break
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Kommo-o 2B Break.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid C-Cancel Full (1-17) Knockdown
Startup Active Recovery Advantage Cost Unique
19 24 25 +64 [-16] - -
Total: 64

Kommo-o shatters its own sanctum, punishing any who dare intrude into its territory.

  • Similar function to 2B but with full invulnerability during the startup
  • Turns the entire sanctum into an active hitbox
  • Juggle ender, gives a close knockdown but destroys your sanctum
Toggle Hitboxes
Toggle Hitboxes


Dragon Gong
jB
PKMNCC B.pngPKMNCC J.png
PKMNCC Kommo-o jB.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
27 15 65 +67 [+7] - -

Kommo-o smashes its forearms together midair, creating a ringing explosion of sound.

  • Slow but active poke
  • Plus on block when done right next to the ground
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Echoed Gong
jBBB
PKMNCC B.pngPKMNCC B.pngPKMNCC J.png
PKMNCC Kommo-o jB.png
Damage Endurance Damage Guard Cancel Invul Property
3 + 3 + 3 1+1+1 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
32; 32 15; 15 46 +180 [+61] 1 -
Total: 107

Kommo-o unleashes two more blasts than a typical Dragon Gong, echoing forward across the stage.

  • Similar use to jB but with higher reward
  • Plus on block more consistently than jB
Toggle Hitboxes
Toggle Hitboxes


Rising Scale (Hit)
421B
PKMNCC4.pngPKMNCC2.pngPKMNCC1.pngPKMNCC B.png
PKMNCC Kommo-o 421B.png
No strike invul on a DP? Weird
No strike invul on a DP? Weird
Damage Endurance Damage Guard Cancel Invul Property
5 + 7 - Mid - Throw (1-10) Launch
Startup Active Recovery Advantage Cost Unique
5 5 47 +68 1 -
Total: 56

Kommo-o throws its whole body into a rising uppercut, like some sort of Dragon Punch.

  • Can't happen on block
  • Faster than 4A, good for securing unique punishes or interrupting the opponent's pressure
  • Primary combo ender with high damage & a solid knockdown
  • Unlike other metered rising uppercuts, this move has no strike invulnerability
Toggle Hitboxes
Toggle Hitboxes
Rising Scale (Miss/Blocked)
421B
PKMNCC4.pngPKMNCC2.pngPKMNCC1.pngPKMNCC B.png
PKMNCC Kommo-o 421B Miss.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 + 1, 0 Mid - Throw (1-10) Knockdown (Air), Projectile
Startup Active Recovery Advantage Cost Unique
8 5 47 +68 [-18] 1 -
Total: 59

Kommo-o launches a barrage of scales at multiple angles.

  • Less rewarding than the clean hit version, but more practical as an anti-air
Toggle Hitboxes
Toggle Hitboxes

Super

Sacred Heart Beat
22B
PKMNCC2.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Kommo-o 22B.png
Cancel Invul Startup Recovery Cost Unique
- - 23 (-20 Super Freeze) 47 2 -
Total: 69

Kommo-o poses, and its very soul begins to pulse from its body in repeated bursts of sound for an extended period of time.

  • Does 12 pulses on whiff/block, but each pulse that hits will decrease the total amount by 2
  • Kommo-o's portrait will flash yellow during the install; this won't happen if Kommo is poisoned
  • Can be used for high-damage meter dumps with good timing
  • Can be used in pressure, but requires careful timing as the blockstun doesn't last long
  • Frame data refers to the initial pulse, which comes out on frame 28 (frame 8 when accounting for super freeze)
  • Cannot pulse during hitstun/blockstun
Toggle Hitboxes
Toggle Hitboxes
Sacred Heart Beat (Pulse)
PKMNCC Kommo-o 22B Pulse.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid - - -
Startup Active Recovery Advantage Cost Unique
6 5 110 +98 [+14] - -
Total: 120

Kommo-o's soul pulses, creating a harmonious shockwave.

  • Has its own startup
  • Recovery refers to the time between pulses
  • Frame data refers to the pulse connecting while Kommo-o is in a neutral state.
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Kommo-o 6C.png
Brain damage
Brain damage
Damage Endurance Damage Guard Cancel Invul Property
3 - Grab - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 +14 - -
Total: 70

Kommo-o headbutts the opponent and they stumble back.

  • Doesn't knock down, very poor oki
  • Only refreshes endurance once, good synergy with Kommo-o's high endurance damage


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Kommo-o 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Grab - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 +60 - -
Total: 70

Holding the opponent in its right arm, Kommo-o turns around slowly and aggressively throws them onto the ground.

  • Standard corner-stealing throw
  • Only allows for low-reward meaties like 6A and [4]6B
  • Only refreshes endurance once despite knocking down

Combos

Combo Theory

  • Most combos will start by using 5A x 2A to light confirm into 6B.
  • A higher-damage, but less likely, starter is (optional j8A) 6A 4A x 6B.
  • Much of Kommo-o's damage comes from juggling between 4A2B and 6A2B.
  • These loops are limited by pushback, but this can be mitigated with either 4A2B cc or 4A9 421B.
  • Starters for these loops include a C-Cancelled 6B, 5A2B, and jB.
  • Kommo-o's possible juggle enders depend on the opponent's height, but 2A2B and close 421B are fairly consistent.

Meterless BnBs

Light Confirm
5A x 2A x 5B/6B/2B

PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

5B keeps the corner, 6B keeps Clang Sanctum, and 2B does less damage but gives a close knockdown and sets Clang Sanctum.


Clang Sanctum Combos

Sanctum 6A
6A2B 4A1B (6B/6A)

PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC1.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC B.png

OR

PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png

Note: 6B sends them into the sanctum, while 6A sends them fullscreen. 4A1B is used here to charge 6B and ensure it reaches.


Sanctum Meter Gain
5A x 2A2B

PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png


Corner 4A + 6B
j5A x j5B 4A2B 6A2B 5A x 2A2B

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

Note: One or both of the first two moves can be skipped. Juggling between 4A2B and 6A2B is a key concept in Kommo-o's combos.
Alternative starters for 4A2B include 5A, 2A, 6A, 5A2B and counterhit 4A.

Colors

A
B


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