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Kurushii

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

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BBCP Kokonoe Beginner Tutorial [Kokonoe, Child Of Legends]

Video : https://www.youtube.com/watch?v=TA35wa4RFCI

How Kokonoe Works

5A

Hits Crouchers

Can be used for tick throws

5B

Makes Kokonoe move foward

Ground bounce on air hit

5C

Long range

Crumple on counter hit

Wall bounce on air counter hit

Drive

Consumes 13 points initially [7 points in Overdrive]

Consumes 1 point per 15 frames while on the field

Recovers 1 point per 5 frames when not on the field [1 point per 3 frames in Overdrive)

24 frames can cancel into various moves [Normals, Specials, Jump, and Overdrive]

Teleport destination

Attracts Kokonoe's projectiles

Vaccums both Kokonoe and the opponent [Vaccums more in Overdrive]

Vanishes on hit

2A

Hits low

Can be used for tick throws

Can't jump cancel

2B

Two hits

Hits low

Can't jump cancel

2C

Fatal counter

Spin on hit

Same move proration

Can't jump cancel

Used in crounching combos

3C

Two hits

Hits low

Very long poke

Can't jump cancel

2nd hit pulls the opponent towards you

Follow up on counter hit

Whiffs if point blank

6A

Anti air

Moves Kokonoe fowards

Very good hitbox

Can be charged

Launches opponent on hit if fully charged

Head Invincibility from the 4 frame till end of charge

Launches opponent on counter hit

6B

Two hits

Both hits are over heads

Special cancelable

Can be charged

Ground bounce on 2nd hit

6C

Fatal counter

Spin on hit

Same move proration

In mid air on the 7th frame

Can be used for grab bait setups

Highly punishable on whiff

j.A

Multiple hits

Hits high

Two first hits are over heads

More hits by mashing the button

Good horizontal hitbox

j.B

2 hits

Hits high

Good Horizontal hitbox

Good for air to air

j.C

Hits high

Short wall bounce on air normal hit

Longer wall bounce on air counter hit

Crumple on counter hit on the ground

Highly punishable on whiff

Can be used for instant over head setups

j.2C

Hits high

Fatal counter

Same move proration

Forces knockdown on standing

Follow up is height dependent

Great hitbox

No landing recorvery

Counter Assault [6+AB]

Consumes 50% Heat

Used in block stun

Invincibility

Tao can crawl under it

Crush Trigger [5+AB]

Consumes 25% Heat

Guard crush on block

Full screen wall bounce on hit

Can be charged

Same move proration

Activate Graviton [236D / j.236D]

Consumes 13 points initially

114f after activation, the Graviton Gauge will return to green

Vertical Spin on aerial hit

Same move proration

17 frame can cancel into various moves [Normals, Specials, Jump, and Overdrive]

Teleports and her projectiles are still affected while activated

Pushes the opponent

Withdraw Graviton [214D / j.214D]

60f after withdraw the Graviton Gauge will return to green

24f~ can cancel into various moves [Normals, Specials, Jump, and Overdrive]

Broken Bunker A [236A]

Moves Kokonoe foward

Adds a bomb to the opponent

Bomb explodes within the combo

Same move proration

Broken Bunker B [236B]

Moves Kokonoe farther than Broken Bunker A

Adds a bomb to the opponent

Bomb explodes outside of combos

Same move proration

Bomb setup if repeated in a combo

Absolute Zero [236C]

Can rapid cancel the first hit to keep the opponent frozen

Same move proration

Goes into machine gun automatically

Intense chip damage

Flame Cage A [214A / j.214A]

Falls close to Kokonoe

Affected by the graviton

Can be lauched to the opponent by graviton activation

Can be used for oki

Vanishes on block / hit

Flame Cage B [214B / j.214B]

Falls mid screen

Can be lauched to the opponent by graviton activation

Affected by the graviton

Vanishes on block / hit

Flame Cage C [214C / j.214C]

Falls full screen

Affected by the graviton

Vanishes on block / hit

Banishing Ray A [22A]

Instantly comes out

Shocks on hit

Easy follow up

Vanishes on hit

Banishing Ray B [22B]

Longer to activate than the A version

Activates close to the opponent

Can be used for oki

Shocks on hit

Larger spire of lighting

Vanishes on hit

Easy follow up

Liar Haze [22C]

1~24 frame of invincibility

Moves Kokonoe slightly forwards

Moves Kokonoe to the nearest graviton

Flame Belborg A [214214A / j.214214A]

Consumes 50% Heat

1~12 frame of invincibility

Falls close to Kokonoe

Does not vanish on hit / block

Vanishes if it hits the ground

Affected by the graviton

Can be used for oki

Flame Belborg B [214214B / j.214214B]

Consumes 50% Heat

Falls mid screen

1~15 frame of invincibility

Does not vanish on hit / block

Vanishes if it hits the ground

Affected by the graviton

Can be used for oki

Flame Belborg C [214214C / j.214214C]

Consumes 50% Heat

1~18 frame of invincibility

Moves Kokonoe foward

Falls full screen

Does not vanish on hit / block

Vanishes if it hits the ground

Affected by the graviton

Can be used for oki

Jamming Dark [632146D]

Consumes 50% Heat

Unblockable

Vacuums the opponent

1-218 frame of invincibility

Highly punishable on whiff

High damage if OTG'ed after the 3rd hit

Mecha Tager [2363214C / j.2363214C]

Consumes 100% heat

Increased damage by holding C and rotating the stick

Can't charge aerial version

Takes 7 360's to reach maximum damage

Projectile invincible on laser activation

Golden Tager [2363214C / j.2363214C]

Consumes 100% Heat

Requires Overdrive to be active

Increased damage by holding C and rotating the stick

Can't charge aerial version

Takes 7 360's to reach maximum damage

Projectile invincible on laser activation

Final Apocalypse Ultimate Impact [720D]

Consumes 100% Heat

0 frame Command grab after super flash

Wins you the game

Kokonoe vs. Supers & Astrals

Kokonoe Combos

5A

5A>5B>6A>5B>6A>5C>3C>236A

5A>5B>6A>5B>6A>5C>2C>236B>5C>236C Crouching

5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>236C Air Hit

5A>5B>6A>5B>6A>5C>236D>5B>5C>3C>236A Graviton Out

5A>5B>6A>5B>6A>5C>236D>2C>236B>5C>22B Graviton out

5A>5B>5C>236A>5A>5B>5C>2C>236B>5C>22B

5A>5B>2C>6C>j.BB>j.C>j.6D>j.236D>6BB>236B>5C>22B Crouching

5A>6A>5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B Air Hit

5A>6A>5A>6A>j.BB>j.BB>j.C>j.2363214C Air Hit

5B

5B>6A>5B>6A>5C>3C>236A

5B>6A>5B>6A>5C>2C>4D>5B>6A>5B>6A>5C>236A>5C>236B>5C>22B Couching

5B>6A>5B>6A>j.BB>j.C>j.6D>j.236D>6B>22A>[Hold]6A>6B>236B>5C>22B Air Hit

5B>6C>j.D>j.B>6A>j.BB>j.BB>j.2C>j.236D>6B>22A>[Hold6A]>6B>236B>5C>22B CH Only

5B>2C>4D>5B>6A>5B>6A>5C>236A>5C>236B>5C>236C CH Only

5B>6A>5B>6A>5C>236D>5B>6A>5B>6A>5C>3C>236A Graviton Out

5B>6A>5B>6A>5C>3C>236A>RC>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B

5B>6A>5B>6A>j.BB>j.C>j.2363214C Air Hit

5B>6C>j.BB>j.C>j.2363214C CH Only only

5B>6A>5B>6A>5C>236D>2C>236B>5C>22B Graviton Out

5B>5C>236A>5A>5B>5C>2C>6C>j.C>j.6D>j.236D>6B>236B>5C>22B

5B>6A>5B>6A>2C>6C>j.C>j.6D>j.236D>6B>22A>[Hold]6A>6B>236B>5C>22B Crouching

5B>6C>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B CH Only

5B>2C>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B Crouching

[22B]5B>5C>6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

5C

5C>6A>5B>6A>5B>5C>3C>236A

5C>2C>4D>5B>6A>5B>6A>5C>236A>5C>236B>5C>236C Couching

5C>2C>6C>j.D>j.B>j.A>j.BB>j.BB>j.2C>j.236D>6BB>22A>[hold]6A>6B>236B>22B CH Only

5C>6A>5B>6A>5C>236D>5B>6A>5B>6A>5C>3C>236A Graviton Out

5C>6C>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B CH Only

5C>5B>6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B CH Air Hit

5C>6A>5B>6A>5B>5C>3C>236A>RC>5B>6A>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B

5C>6A>5B>6A>5C>236D>2C>236A>5C>22B Graviton Out

5C>2C>236B>5B>[Hold]6A>j.BB>j.BB>j.C>j.6D>j.236D>6B[1]>22B Crouching

5C>5A>6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B Corner Air Hit

5C>6C>[j.BB>j.C>j.2C whiff] x 3>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B CH Only

5C>2C>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B CH Only

[22B]5C>[Hold]6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

5C>6A>j.BB>j.BB>j.2C>5A>6A>j.BB>j.BB>j.C>j.23633214C Corner Air Hit

Drive

236D>5A>5B>5C>6A>5B>6A>5C>3C>236A

236D>5A>5B>5C>2C>236B Crouching

236D>6B>22A>[Hold]6A>6B>22A>[Hold]6A>6B>236A Air Hit

236D>5A>5B>5C>2C>236B>5C>22B Crouching

236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

236D>2C>6C>j.BB>j.C>j.23633214C

236D>6A>j.BB>j.BB>j.C>j.23633214C

2C

2C>4D>5B>6A>5B>6A>5C>236A>5C>236B>5C>22B

2C>6C>j.C>j.6D>j.236D>6B>22A>[Hold]6A>6B>236B>5C>22B

2C>6C>j.D>j.B>6A>j.BB>j.BB>j.2C>j.236D>6B>22A>[Hold]6A>6B>236B

2C>6C>j.BB>j.C>j.23633214C

2C>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B

2C>6C>[j.BB>j.C>j.2C whiff] x 3>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B

2C>236B>5B>[Hold]6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>22B

2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

2C>236A>RC>5B>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>22A>6B>236B>5C>22B

3C

3C>236A

3C>236D>6B>22A>[Hold]6A>6B>22A>[Hold]6A>6B>236B Graviton Out

3C>236A>5A>5B>5C>2C>6C>j.C>j.6D>j.236D>6B>236B>5C>22B

3C>5B>6A>j.BB>j.BB>j.2C>5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B CH Only

3C>236A>RC>5B>6A>j.BB>j.BB>j.C>j.6D>j.236D>236B>5C>22B

3C>5B>6A>j.BB>j.BB>j.2C>5A>6A>j.BB>j.BB>j.C>j.23633214C CH Only

3C>RC>2C>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B

3C>5B>6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B CH Only

[22B]3C>6A>j.BB>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>5B>5C>6B>236B>5C>22B

6A

6A>5B>6A>5B>5C>3C>236A

6A>5B>6A>5B>5C>236D>5B>6A>5B>6A>5C>3C>236A

6A>5B>6A>5B>5C>2C>4D>5B>6A>5B>6A>5C>236A>5C>236B>5C>22B Crouching

6A>j.BB>j.BB>j.2C>5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B Air Hit

6A>6C>j.D>j.B>6A>j.BB>j.BB>j.2C>j.236D>6B>22A>[Hold]6A>6B>236B CH Only

6A>22B>5A>6A>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B CH Only

6A>j.BB>j.BB>j.2C>5A>6A>j.BB>j.BB>j.C>j.23633214C Air Hit

6A>2C>6C>j.BB>j.C>j.23633214C Crouching

6A>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B

6A>5B>6A>5B>5C>3C>236A>5A>5B>5C>2C>6C>j.C>j.6D>j.236D>6B[1]>22B

6A>2C>6C>j.BB>j.C>j.6D>j.236D>6B>22A>[Hold]6A>6B>236B>5C>22B Crouching

6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B Corner Air Hit

6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B Corner CH Only

6B

6B>5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B

6B>22A>[Hold]6A>j.BB>j.BB>j.C>j.6D>j.236D>236B>5C>22B

6B[2nd hit]>8D>5A>6A>j.BB>j.BB>j.2C>j.236D>6B>22A>[Hold]6A>6B>236B

6B>22A>[Hold]6A>2C>6C>j.C>j.6D>j.236D>6B>236B>5C>22B

6B>22A>[Hold]6A>2C>6C>j.C>j.23633214C

6B>5A>6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

6B>236B>5B>[Hold]6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>22B

6C

6C>j.BB>j.C>j.6D>j.236D>6B>22A>[Hold]6A>6B>236B>5C>22B

6C>j.D>j.B>6A>j.BB>j.BB>j.2C>j.236D>6B>22A>[Hold]6A>6B>236B

6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B

6C>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

6C>j.BB>j.C>j.23633214C

[22B]6C>6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

j.A

j.A>j.B>j.C>j.6D>j.236D>6B>22A>6B>236B>5C>22B

j.B

j.BB>j.BB>j.2C>5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>236B>5C>22B

j.BB>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

j.BB>j.BB>j.2C>5A>6A>j.BB>j.BB>j.C>j.23633214C

j.C

j.C>j.6D>j.236D>6B>22A>[Hold]6A>6B>22A>[Hold]6A>6B>236B>5C>22B

j.C>5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>236B>5C>22B Corner Only

j.C>2C>6C>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B CH Only

j.C>2C>6C>j.D>j.B>6A>j.BB>j.BB>j.2C>j.236D>6B>22A>[Hold]6A>6B>236B>5C CH only

j.C>j.23633214C

j.C>2C>6C>j.BB>j.C>j.23633214C CH Only

j.C>2C>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B CH Only

j.C>6C>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B CH Only

j.2C

j.2C>5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>6BB>22A>[Hold]6A>236B>5C>22B Air Hit

j.2C>5A>6A>j.BB>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B Corner Only

j.2C>5A>6A>j.BB>j.BB>j.C>j.23633214C

5BC

5BC>8D>2C>6C>j.2C>j.236D>6B>236B

5BC>9D>2C>6C>j.2C>j.236D>6B>236B>5C>22B

4BC

4BC>8D>6C>j.8D>j.236D>6B>22A>[Hold]6A>6B>236B

4BC>9D>j.BB>j.BB>j.2C>j.236D>6B>236B>5C>22B

j.BC

j.BC>j.6D>6C>j.236D>6B>22A>[Hold]6A>6B>236B

j.BC>j.6D>j.B>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B

Flame Cage

214A>5B>6A>5B>6A>5C>3C>236A

214A>5B>6A>5B>6A>2C>236B

214A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B Air Hit

214A>5B>6A>5B>6A>236D>5B>5C>3C>236A Graviton Out

214A>6A>j.BB>j.BB>j.2C>j.236D>6B>236B Air hit & Graviton Out

214A>6A>j.B>j.B>j.C>j.2C>j.236D>6B>236B>5C>22B Air Hit

[214A]236D>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B Graviton Out

[214A]236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B Graviton Out

Banishing Ray

22A/B>[Hold]6A>6B>22A>[Hold]6A>6B>236B

22A/B>5B>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B

22A/B>5B>6A>j.BB>j.BB>j.C>j.23633214C

22A/B>2C>6C>j.C>j.6D>j.236D>6B>236B>5C>236C

22A/B>2C>6C>j.C>j.6D>j.236D>6B>236B>5C>22B

Breaker Bunker A

236A>RC>5B>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B

236A>5A>5B>5C>2C>6C>j.C>j.6D>j.236D>6B>236B>5C>22B

Breaker Bunker B

236B>5B>[Hold]6A>j.BB>j.BB>j.C>j.6D>j.236D>6B[1]>22B

236B>5B>2C>22B>5B>5C>6B>214A

Absolute Zero

236C>RC>[Hold]6A>j.BB>j.BB>j.2C>5A>j.6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B

236C>RC>[Hold]6A>j.BB>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

236C>RC>2C>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B

Crush Trigger

5AB>6C>j.D>j.B>6A>j.BB>j.BB>j.2C>j.236D>6B>22A>[Hold]6A>6B>236B On Hit

5AB>5B>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B On Hit

5AB>2C>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B On Hit

5AB>5B>6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>5B>5C>6B>236B>5C>22B On Hit

5AB>[Hold]6A>j.BB>j.BB>j.2C>5A>6A>j.BB>j.BB>j.6D>j.236D>6B>236B>5C>22B Guard Crushed

5AB>6C>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B Guard Crushed

5AB>2C>6C>j.4D>j.B>6A>22A>6A>j.B>j.B>j.2C>j.236D>6B>236B>5C>22B Guard Crushed

Flame Belborg A

214214A>5D>5B>6A>236D>6B>236C

214214A>5D>5B>5C>236D>6B>236B>5C>22B

214214A>4D>236C>2C>236B>6A[1]>22B

Flame Belborg B & C

214214B/C>2C>6C>j.C>j.6D>6B>236D>22B

214214B/C>2C>6C>j.B>j.4D>22A>6B>236D>22B

214214B/C>2C>6C>j.C>j.6D>j.236D>6B>236B>5C>22B

Jamming Dark

632146D>5B>6A>j.BB>j.BB>j.C>j.6D>j.236D>6B>236B>5C>22B

632146D>22B>5B>5C>6A>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

632146D>6A>j.BB>j.BB>j.C>j.6D>j.236D>2C>[Hold]6A>22B>5B>5C>6B>236B>5C>22B

3C Mix Up & Setups

Graviton Mix Up & Setups

Bomb Setup

Grab Bait Setup

Reversal Side Switch

Chip Setup

Flame Cage Setup

Mix Up Paths

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The move info has already been on the wiki for weeks, and your combo notation needs major work. Merging to the combo thread.

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Kurushii layin' down the law!

While it's a decent video and a lot of information... the information is just kind of move properties followed by combos.

On the subject of combos

FC 2C>6[A]>6[A]>6[A]>6A>22A>6[A]>6[A]>6[A]>22A>6[A]>6A

The combo is pretty much finished there, you won't get much off it. If you really want to do this in match (don't do it) then you should be able to do 6B instead of the last 6A into oki.

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Tsujikawa stuff, sorry if it's been mentioned before;

3C > OD > 6A > 6C > 9D > 236D > 66 > [6]A > 2C > j.B(1) > j.C > j.6D > j.236D > 66 > 6B > 236B > 5C > 22B (4177, 30 HG) [Midscreen, 91~100 OD]

6A > j.B(2) > j.B(2) > j.C > j.D > j.236D > 2C > [6]A > 22B > 5B > 5C > 6B > 236B > 5C > 22B (4529, 32HG)[Corner, Airborne or CH starter]

632146D > ** > [6]A > 22B > 5B > 5C > 2C > 6C > JC > j.C > j.D > j.236D > 6[A] > 22B > 5B > 5C > 6B > 236B > 5C > 22B (4478, 32 HG) [Corner, 50 Meter]

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Why is this possible. The combo isn't practical but the ender is. You can also swap the 236C for a 22B Oki.

Another "Why is this possible" combo.

Corner: X>2C{Airhit}>6[A]>22B>6A>2D>214A>214(really 236)D>|6[A]>6>22A> (if good starter)|6[A]>6>236B>5B>236B>SMP Oki

Those combos are hot (mainly the 7D 236D after Super) and will be stealing them. That adds 300 damage to my combos. Hnnnngggg.

That being said, anything that used 236B > 5C > 5D > 214214A > 236C will now be replaced with 236B > 5C > 5D > 214214A > 7D >236D > 236C

Blackhole > 22B > 3C > 2C > j.B(2) > j.C > j.5D > j.236D |> 6[A] > 22B > 5B > 5C > 6B > 236B > 5C > 5D > 214214A > 7D > 236D > 236C 8600 damage (holy crap)

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Yeah im experimenting more with fireball launch combos.

Try this one:

Blackhole > 22B > 3C > 2C > j.B(2) > j.C > j.5D > j.236D > 6[A] > 22B > 6A > 2D~214A~214D(crossed over 236D) > 6[A] > 6 > 236B > 5B > 22A > 214214A > 4D~236D > 236C

Here is a fun one. If you are fighting a masher its easy to get off of 22B oki.

6B>4D>[5B>5C>]x4>5C>236B>5B>Ender

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Best combos I could get off a forward throw in the corner (meterless of course). Haven't tested this off back throw.

The first combo drops on Tager because 5B hits too late so the 2nd combo is for him.

Both versions need a delay before the 5C after throw for some characters or they'll be too high for 2C (Noel and Mu are issues so far)

5BC > 9D , 5C > 2C > 6C > jc , j.C > j.2C > 236D |> 22B , 5B > 6A > 236B > 5C > oki (4453 damage)

5BC > 9D , 5C > 2C > 6C > jc , j.C > j.2C (whiff) , 236D |> 22B , 5C > 6A > 236B > 5C > oki (4343 damage)

the difference between hitting and whiffing j.2C is pretty much just a timing thing. Delaying the jump cancel on 6C usually helps with the first combo.

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Best combos I could get off a forward throw in the corner (meterless of course). Haven't tested this off back throw.

The first combo drops on Tager because 5B hits too late so the 2nd combo is for him.

Both versions need a delay before the 5C after throw for some characters or they'll be too high for 2C (Noel and Mu are issues so far)

5BC > 9D , 5C > 2C > 6C > jc , j.C > j.2C > 236D |> 22B , 5B > 6A > 236B > 5C > oki (4453 damage)

5BC > 9D , 5C > 2C > 6C > jc , j.C > j.2C (whiff) , 236D |> 22B , 5C > 6A > 236B > 5C > oki (4343 damage)

the difference between hitting and whiffing j.2C is pretty much just a timing thing. Delaying the jump cancel on 6C usually helps with the first combo.

First combo does 5961 with super added. That's cray.

Also, I have a 7k combo off IOH using 50 meter in the corner. *shudder*

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First combo does 5961 with super added. That's cray.

Also, I have a 7k combo off IOH using 50 meter in the corner. *shudder*

Care to share this IOH combo?

I've been using this one from BananaKen

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Ok so I've been trying to do the second combo in the instant overhead above video for a day now and still can't get it down. After the 3rd j.C in the air I'm never on the ground fast enough to land the fully charged 6A. What do I need to adjust exactly?

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I'll notate it for you:

j.C > j.236D |> 5B > 2C > 6C > JC > j.C > j.5D > j.C > j.214D > j.C > j.2C(w) |> 66 > 6[A] > 22B > 5B > 5C > 6[A] > 6B > 236B > 5C > 6B(1) > 22B

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Ok so I've been trying to do the second combo in the instant overhead above video for a day now and still can't get it down. After the 3rd j.C in the air I'm never on the ground fast enough to land the fully charged 6A. What do I need to adjust exactly?

Loli bacon's breakdown is correct. If you're ever having trouble landing on time, a whiffed j.2C will pretty much always help, especially after j.C. A lot of combos use it really close to the ground after a j.C late in an air string but it generally comes out and makes you land so fast that you don't even see the animation

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Hey guys, this may be a dumb question, but I'm having trouble getting the 236D after a 6D in a double jump combo to hit. They just bounce off the wall from the j.5C and the gravitron just pushes them back in the corner when i detonate it. Is there a trick to this or do I just need to grind the timing more?

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Hey guys, this may be a dumb question, but I'm having trouble getting the 236D after a 6D in a double jump combo to hit. They just bounce off the wall from the j.5C and the gravitron just pushes them back in the corner when i detonate it. Is there a trick to this or do I just need to grind the timing more?

use j.5D instead.

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Launch the j6D slightly later and detonate it slightly later. They should be barely touching the graviton for you to get the combo instead of the pushback.

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I can't seem to land 236b after 2 reps of the 22a loop off of an antiair 6a. They always tech, and it doesn't seem like a spacing issue. Any ideas?

What combo are you doing? No matter what combo I do, I can't get it to NOT work...

http://www.youtube.com/watch?v=Z7RL7llXhxE

Been using these resets for a while now, and haven't really seen anyone do this, but they work wonders for me so I thought I should share them with everyone.

Definitely stolen.

I used to do similar SMP stuff with Carl but I hadn't applied it to Kokonoe. Probably just because she has a million other options.

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Definitely stolen.

I used to do similar SMP stuff with Carl but I hadn't applied it to Kokonoe. Probably just because she has a million other options.

Yeah she has too much stuff honestly, but I really like going for this off of IOH. It seems like the throw set up is unreactable and the crush trigger setup to an extent as well. The high and low is 50/50 of course but conditioning with this setup is just great. If I find more options off of this i'll make sure to record them and share.

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