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Kurushii

[CP] Kokonoe - Combo Thread [Updated 03/25/2014]

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*Note* - When browsing the Kokonoe forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules.


Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Kokonoe. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.
Collapsed: General Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
CHCounter Hit
FCFatal Counter
RCRapid Cancel
ODOverdrive
cODOverdrive Cancel
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in pink are for prefixes only. Notations in blue are for suffixes only.
[table]
c.The attack must be used as close to the opponent as possible.
f.The attack must be used as far away from the opponent as possible.
[sS]Side Swap combo
[CO]Crouching Opponent
[AA]Anti-air or Air-to-Air
[RP]Roll Punish
[HP<N%]Player HP less than N% required before combo start. Needed only for Overdrive combos.
[N%]Player Heat % required before combo start.
[ND]Graviton on the field before the combo starts. Changing N to the specific graviton input.
[N/N%]Damage/Heat Gain %[/table]


Challenge Mode Combos
[collapse]
Mission #01
D > 236D

Mission #02
236A/B

Mission #03
236C

Mission #04
214A/B/C

Mission #05
22A/B

Mission #06
22C

Mission #07
214214A/B/C

Mission #08
632146D

Mission #09
OD > 23663214C

Mission #10
720D

Mission #11
5B > 5C > 3C(2) > 5D [1606/11%]

Mission #12
5B > 2B(2) > 3C(2) > 236A [2180/15%]

Mission #13
j.B(1) > 5B > 6A > 5B > 5C > 3C(2) > 236A [2561/18%]

Mission #14
2B(1) > 5B > 5C > 3C(2) > 214214A/B/C , 5D > 236C [3618/11-50+3%]
Note: You can do 2B(2) starter but the damage proration is worse.

Mission #15
5D , 2B(2) > 5B > 5C > 236D , 2B(2) > 5C > 3C(2) [2269/16%]

Mission #16
5BC > 8D > 6C > j.236D |> 6B > 236B [2895+500/24%]

Mission #17
6[A] > jc > j.B(2) > j.C > j.6D > j.236D [1915/13%]

Mission #18
4BC > 8D , 66 > 5B > 6A > jc > j.B(2) > jc > j.B(1) > j.2C [2611/18%]

Mission #19
6B(2) , 5A > 5B > 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.2363214C [3476/13-100%]

Mission #20
While fighting the CPU, land 720D.

Mission #21
j.BC > j.9D |> 66 > 2C > 6C > j.236D |> 214A , sj.2C [3238/23%]

Mission #22
[Corner] 5B > 5C > 3C(2) > 236A , 5A > 5B > 6A > sjc > j.B(2) > j.2C [3183/22%]

Mission #23
[Corner] 5B > 5C > 2C > 236B , 5B > 6[A] > 6B(2) > 214214A , 5D > 236C [4763/24-50+3%]

Mission #24
632146D , 66 > 5B > 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 2C > 6C > j.2C [2899/-50+20%]

Mission #25
Deal 3000 damage in a combo, starting with a CT.
CT , 2C > 6C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 66 > 6B(2) > 236B [3223/-25+9%]

Mission #26
6B(1) > RC > 2B(1) > 5B > 5C > 2C > 5D > 2B(1) > 5B > 5C > 236D > 2B(1) > 5B > 5C > 3C(2) > 236A [2716/3-50+6%]

Mission #27
5B > 5C > 3C(2) > 214214A/B/C , 5D > 22B , 5B > 6 > 236D > 6B > 236B [4749/11-50+7%]

Mission #28
6B(2) > 5D > 6A > jc > j.B(2) > j.2C |> 5A > 5B > 236A , 3C(2) > 236C [3054/21%]

Mission #29
CT > 66 > 6[A] > 6(2) > 5B > 6A > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 2C > 6B(2) > 236B , 6A > 236C [4813/-25+21%]

Mission #30
Deal 7000 damage in a combo.
OD > 2363214C > [C] [8310/-100%][/collapse]

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Super basic midscreen:

5B 6A 5C 3C 236A

Corner:

5B 6A 5c 3c 236A 5A 6A JB JC JD 236D 6B 22A 5C 236B 5C 214214A 22B

Does about 4.6k. I tried to put another 236D at the end after the lightning hits, but SMP stops that. You can alternatively go for oki after 236B by doing 5C 3D into stuff.

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[5B>6A]x2>5C>3C>236A/22B/5D [2282(2907)/16(20)%]

6B>22A>[6[A]>6>22A]x2>6B [2764/19%]

2C>5D>[5B>6A]x2>5C>236D>6B>22A>6[A]>6>236A [4205/30%]

[25%]6B>CT>66[A]>j.B(2)>j.C>j.6D>j.236D>66>6B>236B>5B>6B>236A [3936/17%]

[25%]2C>CT>6[A]>j.B>dj.B>j.C>j.6D>j.236D>66>6B>236B>5B>6B>236A [5765 damage/24%]

[50%]5B>5C>3C>RC>5B>6A>j.B>dj.B>j.C>j.6D>j.236D>66>2C>6B>236B>5B>6B>236A [4514/21%]

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midscreen throw: 5BC > 8D , 2C > 6C > j2C > j236D |> 6B > 22A , charged 6A > 236C [4075/28%]

corner: [CO] 5B > 5C > 2C > 236B , 5B > 22A , 6C > jB > jC > jD > j236D , 6B > 236C [4510/32%]

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midscreen throw: 5BC > 8D , 2C > 6C > j2C > j236D |> 6B > 22A , charged 6A > 236C [4075/28%]

midscreen throw: 5B+C > 6D > 6C j.2C > j.236D |> 2C > 6B > 236B > 5C > 236C [4275/30%]

midscreen: [25%] 6B > 5A+B > 6C > jc> j.B |> 6A > j.B > jc > j.B > j.C > j.6D > j.236D |> 662C > 6B > 236B > 5C > 236C [4458/19%]

corner: 6B > 6D > 5B > 5C > 2C > 6C > j.2C > j.236D |> 6B > 236B > 5C > 236C [3931/28%]

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Midscreen, crouching (I don't know how optimal this is): 5B > 2C > 6C > j.5D > j.236D |> 6B > 22A 6[A] 6 236C [4292/30%]

Midscreen, 4A+B > 7D > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] 236C [3819/27%]

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Whiff Loop(Corner): (5K Meterless)

Off of fatal only:

X(Fatal Counter)>6C>j.D>j.C>j.2C(whiff)>(jump>j.C>j.D>j.C>j.2C>)xN>jump>j.C>j.D>j.236D>22A>236B>5B>236A

5.6K

Corner:(5C Counter starter)(236B Oki)

5C(CH)>5D>236A>5B>5C>236B>236D>[236B(2)]+22[A]>]22A[>236B(1)

2nd hit explodes after they tech.

off of a grab, same oki:

5BC>236B>5B>5D>236D>22A>236B(1) to reset the situation with almost 3K more damage.

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Midscreen, crouching (I don't know how optimal this is): 5B > 2C > 6C > j.5D > j.236D |> 6B > 22A 6[A] 6 236C [4292/30%]

If you omit the 6 at the end, you can confirm this with 5B 6A 5B, allowing you to confirm crouching.

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Midscreen, crouching (I don't know how optimal this is): 5B > 2C > 6C > j.5D > j.236D |> 6B > 22A 6[A] 6 236C [4292/30%]

slightly improved

5b > 2c > 6c > j.5d > j.236d > 6[A} > 6 > 22a > 6[A] > 6B > 236c [4513/32%]

adding 6a after 5b still makes it work - just 4460 dmg instead. 5b 6a 5b is 4383 dmg.

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Midscreen punish combo (probably totally unoptimized and there are probably better combos out there):

[51%]2C>6C>5D>236D, A+B(CT), 6B>22A, 5B>6A>5B>6A>5C>236B, 5B>214214A, 22B>sj.2C

Does 6087 damage.

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Whiff Loop(Corner): (5K Meterless)

Off of fatal only:

X(Fatal Counter)>6C>j.D>j.C>j.2C(whiff)>(jump>j.C>j.D>j.C>j.2C>)xN>jump>j.C>j.D>j.236D>22A>236B>5B>236A

5.6K

assuming X is 2c starter (unless you can combo off j.2c fc), improved version

2C (no FC required) > 6c > j.5d>j.C>j.2C whiff>5c>j.b2>j.c>j.2C whiff>5c>j.b1>j.c>j.2c>j.236d>6b>22a>slight delay 5c>236b>5c>236c

6075 dmg, 43 meter gained

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assuming X is 2c starter (unless you can combo off j.2c fc), improved version

2C (no FC required) > 6c > j.5d>j.C>j.2C whiff>5c>j.b2>j.c>j.2C whiff>5c>j.b1>j.c>j.2c>j.236d>6b>22a>slight delay 5c>236b>5c>236c

6075 dmg, 43 meter gained

Yeah I know there are better options, but the point of the combo was to make a repeatable loop that could be done 3 or 4 times simply for the amusement factor.

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ah, yeah. kokonoe's combos can be a bit silly with the reps (6a loop is actually pretty practical too)

has anyone noticed that kokonoe's combos are really finnicky with characters sometimes? it's a bit annoying. 22a->5c can be annoying on a lot of chars, same with 5c>b bunker in corner

anyway, a more reliable back throw combo meterless midscreen

4B+C > 9D > dash 3c > 2c > 6c > j.214a > land 22a > 236d > 6 > 236B [3890/37%]

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I'll contribute, this one against crouching opponent and in the corner(I think there are more optimal combo then this one):

[50%]5B>5C>2C>236B>5B>6C>jc>5B>6A>214214A>5D>236C[5,122/30%]

when you do the 6C to jump cancel, wait a little bit then proceed with the rest of the combo.

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Quick midscreen 6B combo I came up with, far from optimal though :(

6B > 22A > 2C > 6C > j.5D > j.236D |> 6B > 236C [3094/21%]

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Midscreen: 6B > 22A > 6[A] > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] > 236C [3376/24%]

Corner: 6B > 22A > 6[A] > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] > 5C > 236B > 5C > 236C [3831/27%]

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5A > 6A > 5B > 6A > 5B > 5C > 3C(2) >

236A [2462/17%]

22B/5D [1983/14%]

[CO] 5A > 5B > 2C > 6C > j.D , j.B(1) > 6A > j.2C > j.236D > 6B(2) >

236B [3210/23%]

22B/5D [2901/20%]

5B > 6A > 5B > 6A > 5C > 3C(2) >

236A [2907/20%]

22B/5D [2282/16%]

5C > 3C(2) >

236A [2401/17%]

22B/5D [1404/10%]

c.5C > 6A > 5B > 6A > 5B > 5C > 3C(2) >

236A [3301/23%]

22B/5D [2746/19%]

2A > 5B > 6A > 5B > 6A > 5C > 3C(2) >

236A [2241/16%]

22B/5D [1810/13%]

2B(1) > 5B > 6A > 5C > 3C(2) >

236A [2352/16%]

22B/5D [1750/12%]

c.2B(1) > 6A > 5B > 6A > 5C > 3C(2) >

236A [2468/17%]

22B/5D [1932/13%]

2C > 3C(2) >

236A [2733/19%]

22B/5D [1705/12%]

c.2C > 6C > j.D , j.B(1) |> 6A > jc > j.B(2) > jc > j.B(2) > j.2C > j.236D |> 6B(2) >

236B [4424/31%]

22B/5D [4065/29%]

3C(2) >

236A [1745/12%]

22B/5D [738/5%]

6A > 5B > 6A > 5B > 5C > 3C(2) >

236A [2681/19%]

22B/5D [2120/15%]

[AA] 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6B(2) >

236B , 6A > 236C [3971/28%]

236B [3309/23%]

22B/5D [2979/21%]

[AA] 6A > 6C > j.D , j.B(1) |> 6A > jc > j.B(2) > jc > j.B(2) > j.2C > j.236D |> 6B(2) > 22A , 6B(2) >

236B [3670/26%]

22B/5D [3457/24%]

[CO] 6B(2) , 5A > 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6B(2) >

236B , 6A > 236C [3149/22%]

236B [2636/18%]

22B/5D [2448/17%]

6C > j.D , j.B(1) |> 6A > jc > j.B(2) > jc > j.B(2) > j.2C > j.236D |> 6B(2) > 22A , 6B(2) >

236B [3871/31%]

22B/5D [3631/26%]

[AA] j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6B(2) >

236B , 5C > 236C [4003/28%]

236B [3230/23%]

22B/5D [2860/20%]

[AA] sj.A(N) > jc > j.A(N) > j.B > j.C > j.6D , j.236D |> 66 > 6B(2) >

236B [~1550/10%]

22B/5D [~1350/9%]

5BC > 6D , 66 > 6C > j.D , j.B(1) |> 6A > jc > j.2C > j.236D |> 6B(2) >

236B , 5C > 236C [3925/28%]

236B [3312/23%]

22B/5D [3018/21%]

4BC > 8D , 6C > j.D , j.B(1) |> 6A > jc > j.2C > j.236D |> 6B(2) >

236B [3312/23%]

22B/5D [3018/21%]

j.BC > j.D |> 66 > 6C > j.D , j.B(1) |> 6A > jc > j.2C > j.236D |> 6B(2) >

236B [3312/23%]

22B/5D [3018/21%]

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[CO] 5A > 5B > 2C > 6C > j.D , j.B(1) > 6A > j.2C > j.236D > 6B(2) >

236B [3210/23%]

22B/5D [2901/20%]

Maybe swap out the j.b(1) for j.C>j.2C(Whiff)? Just curious if that will work.

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After thinking about it, I've decided to contribute (even if I have the impression that nobody will EVER care about this post).

These are combos I've found with Gaiden Infinity, another player and we've found some pretty neat optimized combos:

Crouching opponent:

Midscreen:

5B > 2C > 6C > JC > j.B(2) > 6A > high jump > j.B(2) > j.B(2) > j.C > j.9D > j.236D > 66 > 6[A] > 6B > 236B > 5C > 236C [5181/37%]

Corner:

5B > 2C > 6C > JC > j.C > j.5D > j.C > j.2C whiff > 5C > high jump > j.B(2) > j.C > j.2C > j.236D > 22B > 5A > 5B > 6[A] > 6B > 236B > 5C > 236C [5827/41%]

Optimized version: 5B > 2C > 6C > JC > j.C > j.5D > j.C > j.2C whiff > 5C > high jump > j.B(2) > j.C > j.2C > j.236D > 22B > 5B > 6A > 6 > 236B > 5C > 236C [6047/43%]

Throw combos:

Midscreen:

5B+C > 9D > 66 > 2C > 6C > JC > j.2C > j.236D > 6[A] > 6B > 236B > 66 > 5C > 236C [4434/31%]

j.B+C > j.8D > j.214D > 66 > 2C > 6C > JC > j.C > j.9D > j.236D > 236B > 5C > 236C [4167/29%]

Corner:

5B+C > 9D > 2C > 6C > JC > j.C > j.2C > j.236D > 22A > 6B > 236B > 5C > 236C [4518/32%]

632146D starter combo:

Midscreen:

632146D > 66 > 2C > 6C > JC > j.B(2) > 6A > high jump > j.B(2) > j.B(2) > j.C > j.9D > j.236D > 66 > 6[A] > 6B > 236B > 5C > 236C [6415/37%]

Corner:

632146D > 6C > JC > j.C > j.5D > j.C > j.2C whiff > 5C > high jump > j.B(2) > j.C > j.2C > j.236D > 22B > 5A > 5B > 6[A] > 2C > 6B > 236B > 5C > 236C [6843/40%]

Overhead midscreen:

6B > 22A > 6C > JC > j.B(2) > 6A > high jump > j.B(2) > j.B(2) > j.C > j.9D > j.236D > 66 > 2C > 6B > 236B > 5C > 236C [3867/27%]

Anti-air midscreen:

6A CH > delay 6C (autocorrects) > JC > j.B(2) > 6A > high jump > j.B(2) > j.B(2) > j.C > j.9D > j.236D > 66 > 6[A] > 2C > 6B > 236B > 5C > 236C [4584/32%]

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All Midscreen

[CO] 5A > 5B > 2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B , 5C >

236C [3959/28%]

22B/5D [3491/25%]

*Input fast, and do as forward jump.

[CO] 5B > 2C > 6C > jc* > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6[A] , 6B(2) > 236B , 5C >

236C [4860/34%]

22B/5D [4406/31%]

Combo is also available on CH against a standing opponent.

*Input fast, and do as forward jump.

CH 5C > 22C > 2C > 6C > jc* > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6[A] , 6B(2) > 236B > 5C >

236C [5160/37%]

22B/5D [4706/33%]

*Input fast, and do as forward jump.

c.2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > (6B(2) > 22A , 6[A])*2 , 6B(2) > 236B > 5C >

22B/5D [4972/35%]

*Input fast, and do as forward jump.

[AA] 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > (6B(2) > 22A , 6[A])*2 > 6B(2) > 236B , 5C >

22B/5D [3857/27%]

6B(2) > 22A , 6[A] , 6B(2) > 22A , 2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B , 5C >

22B/5D [3362/24%]

*Delay so that the opponent falls a bit, and do as forward jump.

6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > (6B(2) > 22A , 6[A])*2 , 6B(2) > 236B > 5C >

22B/5D [4216/30%]

*Input fast, and do as forward jump.

CH 3C > 22A , 6[A] , 6B(2) > 22A , 2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B , 5C >

236C [4318/30%]

22B/5D [3956/28%]

*Delay so that the opponent falls a bit, and do as forward jump.

[AA] j.A(3) > j.B(1) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B > 5C >

22B/5D [2535/18%]

[AA] j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > (6B(2) > 22A , 6[A])*2 > 6B(2) > 236B , 5C >

22B/5D [3848/27%]

j.B(2) |> 6A > 5B > 6A > 5B > 5C > 3C >

236A [2937/21%]

22B/5D [2438/17%]

5BC > 9D , 66 > 2C > 6C > jc > j.2C > j.236D |> 6[A] , 6B(2) > 236B > 5C

236C [4375/31%]

22B/5D [3984/28%]

4BC > 9D , 66 > 3C(2) , [4] > f.2C > 6C > j.236D |> 6B(2) >

236B [3489/25%]

22B/5D [3158/22%]

j.BC > j.6D |> 66* > f.2C > 6C > j.236D |> 6[A] > 6B(2) > 236B > 5C

22B/5D [3724/26%]

*Only tap 66. If you hold it you'll be spaced wrong to land 6[A].

---

632146D |> 66 > 2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6[A] , 6B(2) > 236B > 5C >

236C [4089/29%] [6220/36%]

22B/5D [3664/26%] [5780/32%]

*Delay so that the opponent falls a bit, and do as forward jump.

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I found 2C > 6C often whiffs.

So I worked around and found this :

works at any distance

2C > 5D > 5B > 6A > 5B > 6A > 5C > 236D > 6B > 22A > 6[A] > 6B > 236C : 4362 dmg

and

FC 2C > 5D > 6C > combo

The good thing here is that 2C > 5D is safe on guard except if the opponent is very close and IB it. But it's a great tool for zoning and it's easier to hit confirm

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