Heartless Report post Posted December 2, 2013 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 Share this post Link to post Share on other sites
TD Report post Posted December 3, 2013 this is a lot of info. didn't watch the video's yet but this is great Share this post Link to post Share on other sites
sinder Report post Posted December 3, 2013 Best Beginner tutorial I've seen on this site so far, really well done Share this post Link to post Share on other sites
Kurushii Report post Posted December 3, 2013 The move info has already been on the wiki for weeks, and your combo notation needs major work. Merging to the combo thread. Share this post Link to post Share on other sites
Pen_Ninja Report post Posted December 4, 2013 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. Share this post Link to post Share on other sites
Verard Report post Posted December 8, 2013 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] Share this post Link to post Share on other sites
someonewhodied Report post Posted December 10, 2013 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 Share this post Link to post Share on other sites
Loli Bacon Report post Posted December 10, 2013 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) Share this post Link to post Share on other sites
someonewhodied Report post Posted December 10, 2013 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 Share this post Link to post Share on other sites
Pen_Ninja Report post Posted December 13, 2013 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. Share this post Link to post Share on other sites
Loli Bacon Report post Posted December 13, 2013 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* Share this post Link to post Share on other sites
Pen_Ninja Report post Posted December 13, 2013 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 Share this post Link to post Share on other sites
Blackout2021 Report post Posted December 15, 2013 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? Share this post Link to post Share on other sites
Loli Bacon Report post Posted December 15, 2013 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 Share this post Link to post Share on other sites
Pen_Ninja Report post Posted December 15, 2013 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 Share this post Link to post Share on other sites
Blackout2021 Report post Posted December 15, 2013 OOOOOOOH thank you so much. I rewound that video so many times and never even noticed the j.2C whiff. I just hit the combo right after I read this. Share this post Link to post Share on other sites
someonewhodied Report post Posted December 16, 2013 http://www.youtube.com/watch?v=r-nEn6hOvsg Heres a bunch of easier beginner combos I've come up with during my first week subbing koko. Complete with obnoxious music. Share this post Link to post Share on other sites
Seriphx Report post Posted December 20, 2013 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? Share this post Link to post Share on other sites
someonewhodied Report post Posted December 20, 2013 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. Share this post Link to post Share on other sites
Seriphx Report post Posted December 20, 2013 that may work in the corner but if i hit something midscreen j.5D will not be close enough combo Share this post Link to post Share on other sites
Andarel Report post Posted December 20, 2013 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. Share this post Link to post Share on other sites
iKotomi Report post Posted December 20, 2013 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? Share this post Link to post Share on other sites
Dangaboy Report post Posted December 21, 2013 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. Share this post Link to post Share on other sites
Pen_Ninja Report post Posted December 21, 2013 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. Share this post Link to post Share on other sites
Dangaboy Report post Posted December 21, 2013 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. Share this post Link to post Share on other sites