So, I've never got super into HM, but Mokou is the game now so I'm getting into the game.
Is there anywhere I can get a tutorial as to mechanics? Written, video anything works.
Valar's got the gist of what Mokou's mechanics are all about. I'll try and point out some specific stuff I noticed while I
spent all day putting together as many reliable combos as possible for Mokou gave Mokou a quick test run.
First of all, Mokou's major gimmick is in fact her Resurrection game. Mokou's heavy melee attacks, (8Z/6Z/2Z) her forward and charged projectiles, and her forward, up and down specials (6C, 8C and 2C respectively) will decrease her blue health bar by a small percentage, and replace it with white health, which can be recovered back by using her 5C, Resurrection. An important thing to note about Resurrection is that its recovery time is EXTENSIVE. You can't do anything until Mokou's back at neutral height unless you declare a spellcard right after jumping out of the ball of fire. This leaves you wide open for punishment if you use Resurrection without thinking. As a sidenote, 4C doesn't take away any health and gives you great distance from the opponent, so it's a phenomenal spacing tool.
Mokou's Occult mode will increase the damage each of her attacks do, as well as increase the knockback on her heavier melee moves and boost the number of projectiles she fires off in any of her projectile attacks, while decreasing her blue health and turning it to white health passively as a result of being in this mode. It can be turned off at any time by using the occult function again after at least three seconds, but this method of turning off her Occult mode will leave her doing nothing for a full second, so if you plan on doing that, make some distance. Otherwise, just plan out using your Resurrection to get back any health you've lost. An important thing to note is that some combos may not work the same way in Occult mode as they would in Mokou's regular mode. Moves that require the opponent to be quite close to Mokou when she finishes an attack (8Z to 5C) can whiff entirely due to the increased knockback, and combos that require the use of projectiles can drop prematurely due to the extra stun provided by the increased projectile count. Keep that in mind and test your combos both in and out of Occult mode.
I have a few day 1 combos too. Mostly midscreen combos. A is melee button, B is projectile, and C is special. (which is already conveniently on C) jc = "jump" cancel, and moves with j. in front of the input are specific moves pulled off mid-jump.
4AAA 2A 2B 3jc j.6A 4C - Stun 100 - Damage 2296/3033 - Pushes the opponent into the corner, and since it ends on 4C, doesn?t require a lot of health loss. My personal go-to combo.
4AAA 2A 2B 3jc j.5A 8C - Stun 96/100 - Damage 2036/2718 - Offers the same distance as ? j.6A 4C, but puts you above the opponent, and will not stun in normal mode, and does less damage overall.
4AAA 8A 8C - Stun 80 - Damage 1691/2113 - Gives you plenty of distance above the opponent. WAIT FOR THE SECOND HIT OF 8A.
4AAA 8A 5C - Stun 48/NO DON?T - Damage 1626/STAHP(!!!) - DO NOT DO THIS WITH OCCULT ACTIVE. 8A has more knockback toward the corner in Occult mode, and Resurrection will completely whiff if you use it. Even then, this is not 100% safe for resurrecting. If you REALLY need to recover, and you feel you?ll gain more than you?ll lose if you screw it up, get that dial A confirm and go for it. Again, wait for the second hit.
2A 5C - Stun 56/56 - Damage 1411/1548 - Get RIGHT up in your enemy?s face for this one. Safer than the above, but it does require you to be hugging the opponent in order to pull this off reliably, so be careful with it.
That's what I've got so far. Still working on spellcard confirms and what exactly the hell I'm meant to be doing with her amulet card...