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
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.
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
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)
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
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
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
>>>>
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)
>>>>>>>>
OR
>>>>>>>>
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
>>>>
Corner 4A + 6B
j5A x j5B 4A2B 6A2B 5A x 2A2B
>>>>>>>>>>>>>>>>>>
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.
One Meter Combos
Light Confirm
5A x 2A x 421B
>>>>
C-Cancel Combos
6B Cancel into Sanctum
5A x 2A x 6B cc 2B 5A x 2A2B
>>>>>>>>>>>>>>
6B Cancel into 6A2B (Sanctum Only)
5A x 2A x 6B cc 6A2B 5A x 2A2B
>>>>>>>>>>>>>>>>
Two Meter Combos
6B Cancel into Rising Scale (Sanctumless)
5A x 2A x 6B cc 2B 5A 2A x 421B
>>>>>>>>>>>>>>
6B Cancel into Rising Scale (Sanctum)
5A x 2A x 6B cc 6A2B 5A x 2A2B
>>>>>>>>>>>>>>>>
Rising Scale Shot Juggle (Corner Sanctum)
5A x 2A x 6B cc 4A2B 6A2B 4A9 421B 6A2B 5A x 2A2B
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Double Dragon Punch (Corner)
j5A x j5B 421B 421B
>>>>>>>>
FlippySpatula's Ground Starter 22B (Corner Sanctum)
5A x 2A x 22B 4A2B 6B (dl) 5A x (dl) 6B 4A2B 6A2B microwalk 4A2B 6A2B 5A x 2A2B
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>
Note: The first two delays are to make sure that a 22B pulse connects right after the second 6B, and the microwalk is covered by a pulse that automatically hits after 6A2B.
Meter Dump Combos
Okeatos TGM's 5A Cancel into Install
5A 2A x 6B cc microwalk 5A x 22B 5A x 2A x 6B 5A x 2A x 6B 5A x 2B microwalk 6A2B 4A2B microwalk 6A
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>
Note: 5A x 2B 5A x 2A2B is an easier ender that doesn't require additional microwalks.
Normal Block Strings
Basic String (Unsafe)
5A x 2A x 5B
>>>>
4 Endurance
Safe Ender (Sanctum)
5A2B 5A2B
>>>>>>
4 Endurance
Note: The gap between 5A2B and 5A will beat all non-invincible actions, including parries.
Midscreen, this blockstring will reset to midrange neutral.
In the corner, you can get another 5A2B afterwards, and you can also throw the opponent after the first 5A2B.
Jump-In Frame Trap (Unsafe)
j8A 6A
>>>>
4 Endurance
Note: Technically requires a delay if j8A is landed at minimum height, but this is highly unlikely.
6A Safe Frame Trap (Sanctum)
6A delay 2B
>>
4-6 Endurance (depends on 6A charge level)
Note: Beats parries with proper timing.