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Kurushii

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

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

I was doing 6A > jc > j.b. > jc > j.b. > j.c. > 6D > 236D > dash > [6B > 22A > 6[A] > 6B] x2 > 236B. My guess is that I'm not delaying somewhere, as it looks like the 236B is just whiffing because the body is too high. Letting only one hit of the first j.b. makes the combo always connect cleanly though, which helps because some times 6A will connect too high in the air for both hits of j.b. to connect anyways.

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I had some time to test this out and it seems that it wont work if you get both hits on both j.Bs and do both reps of the 22A loops.

You need to either cancel one of the j.Bs before the 2nd hit or only do a single 22A loop.

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5711 off 6B in corner

6B>9D,5B>5C>2C>6C>jc,j.C>j.2C>5D>236D|>22B,5B>5C>6[A]>6B>236B,5C>214214A,7D>236C,236C

Builds 29 heat before super vs 25 and uses less graviton meter, it also lets graviton recharge between the first 236D and the super.

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1/ I have a probleme for realise all time this corner combo : JC 236D B 2C 6C j.c JC D Cair 214D Cair 6A(hold) 22B B C 6A (hold) 6B 236B C ...

Any other combo more simple with good damage ?

I have trie this combo route : JC 236D B 2C 6C jc JB2 2Cair A B C 6A 22A land 6A(hold) 6B 236B C oki but approximatively 700 less damage (44..)

but the big combo do 51.. . Someone can help me to up my combo route or give me a simple route with better damage that me ??

2/ What is the best tips for punish a late tech on 236B C 22B (late tech) ??

If I do 2A or 2B it's ok but extremely short blue combo, what is the best solution for punish late tech AND continue pressure ????????????:(

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1/ I have a probleme for realise all time this corner combo : JC 236D B 2C 6C j.c JC D Cair 214D Cair 6A(hold) 22B B C 6A (hold) 6B 236B C ...

Any other combo more simple with good damage ?

I have trie this combo route : JC 236D B 2C 6C jc JB2 2Cair A B C 6A 22A land 6A(hold) 6B 236B C oki but approximatively 700 less damage (44..)

but the big combo do 51.. . Someone can help me to up my combo route or give me a simple route with better damage that me ??

If you do an easier and lower damage combo, you kind of have to just deal with the lower damage. At this point I think I'm better off giving you advice on the IOH j.C>236D,5B>2C>6C>jc>j.C>j.D>j.C>j.214D>j.C>j.2C(whiff)|>6[A]>22B>5B>5C>6[A]>6B>236B combo:

- Delay the first j.C so you're higher in the air, this makes getting the last j.C out much easier

- Remember to do the whiffed j.2C at the end of the air combo to give you more time to hit 6[A]

2/ What is the best tips for punish a late tech on 236B C 22B (late tech) ??

If I do 2A or 2B it's ok but extremely short blue combo, what is the best solution for punish late tech AND continue pressure ????????????:(

This is why I generally do 236B,5C>22B,214A oki in the corner.

Emergency tech: they block the lightning and you get oki

Short delayed tech: they invincible through the lightning but are pretty much forced to block after that, then you can blockstring them into the 214A into oki

Long delayed tech: lightning hits them and resets them, you can 2C>9D>236D,6D>236B back into oki

Roll back or forwards: same as the above.

The worst scenario here is that they delay tech through the lightning and you have to hit them after that because it means you have to play the DP game with some characters just like everyone else.

To directly answer your question. Your best option is to do 22B and 214A oki so you can force them to block the fireball with a short blockstring.

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Thanks a lot

For this combo IOH j.C>236D,5B>2C>6C>jc>j.C>j.D>j.C>j.214D>j.C>j.2C(w hiff)|>6[A]>22B>5B>5C>6[A]>6B>236B

It's J8C or J9C ,,, after 6C ?

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Heres a fun 6B starter in the corner for when you want to style but do easy combos.

6B>6D>5B>5C>2C>236C(Including Bullets)>236D>6[A]>6B>22A>6C>dj.C>j.2C>j.214214A>1D~236D>6(1)>22B(oki)

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For the 10K, you could probably add a bit more by TKing the tager laser.

IIRC the air version does more.

Edit: I'm retarded. NVM

Looks like you worked it out yourself :P

but for anyone else who possibly has the same question: the laser needs to be charged a bit or otherwise you only get about 9k. Since you can't charge the air version, you need to do the ground one.

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New fatal combo:

2C(FC)>6C>j.D>j.C>j.2C(whiff)>236D(>6[A]>22B>6A>2D~214A~214D{Crossed over 236D})x2>6[A]>sj.C>j.2C>j.214214A>1D~236D>236C

low damage, but the double fireball launch is just so cool.

I need a new fireball launch combo to play with.

Here is one off of 6B corner

6B>6D>5B>5C>2C>236B>22B>j.C>j.214A>236D>6[A]>6C>dj.2C>214214A>1D~236D>236C

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Hello guys, I have somes questions about Kokonoé for expert player in this forum :

1: Why Tsujikawa use this oki in corner : ... 236B C Fireball 22B ??? I have test and the fireball come very slowly and same for 22B... :?:

2: Pen_Ninja can you give me please your exact input for doing in corner this part of the J.C 236D combo :

... land before jump > j9.C > D > J.C > 214D > J.C > J2C (w) > dash > 6[A] ... correct ?? :keke:

3: I search a combo with this starter : 6B corner + CT ,,,,??

4: I have see many corner OKI after 236B but who is the best ? For me it's ...236B C 6D C 6B(1hit) Fireball no ??????? :psyduck:

5: I search another combo for J.C 236D without J.C D C 214D C 2Cmiss ????? Any player have found a alternative CORNER combo WITHOUT this strict route ? :?::?::?:

6: Any information about kokonoé matchup vs all characters ?

7: It's me or Kokonoé vs a strong MU 12 is very very hard ??? Module all time kill all game of kokonoé is horrible !!!!! :mad:

8: I have test the 6B 4D route of Tsujikawa : 6B 4D B C IAD JB2.C.2C miss + 234A or 236B ... but 234A or 236B miss ALLLLL time !!

why ? what is my error ???? Any tips ? :?:

Thanks a lot guys.

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1. Fireball before 22B? are you sure? 22B then fireball is good though...

This setup is good because it forces the opponent to block 22B which gives you time to throw the fireball. It looks slow but it's actually safe to most reversals input before 22B hits (everything I can think of except Houtenjin) and allows you to go into a blocksting after the 22B, then continue with another blockstring after 214A. eg. 22B, 214A, (22B activates), 5B>5C>2C, (214A hits), 5B>5C>2C. It essentially lets you get 2 blockstings in for free as opposed to 1.

2. j.C>236D,5B>2C>6C>jc>j.C>j.D>j.C>j.214D>j.C>j.2C(whiff)|>6[A]>22B>5B>5C>6[A]>6B>236B. See the first post of this thread for any help on notation.

3. I'm working on it

4. Different oki paths are somewhat situational.

- 236B,5C>5D>5C>6B(1)>214A is pretty good because the fireball stays for a while but it wont work after a long combo and doesn't catch rolls too well

- 236B,5C>22B,214A as I mentioned above is really good. It works after everything except for really really long combos where the opponent techs between the last 5C and the 236B explosion. Catches rolls and late techs, gives you 2 blockstrings.

- 236B,5C>22B gives you time to run up and either 2B, IOH j.C or throw and allows a meterless combo off each of them. Doesnt give you the 2nd mixup opportunity that the previous setup does. You can also follow with 6D to threaten another IOH attempt.

- 236B,5C>6[A]>214214A, 6D>236C(bullets whiff), 6D>214A is good if you do the 214214A super at the end of a combo. It gives you a nice ambiguous mixup straight away and then another free blockstring. Also leaves graviton on them.

5. You can try j.C>j.236D|>5B>2C>6C>jc,j.B>j.C>j.2C(whiff)|>land, j.B>j.C>j.2C(whiff)|>5C>236B for about 4.5k but that's probably even harder. Alternatively you can use the mid-screen combo you posted a little while back to do 4.4k.

6. 22B traps, gravitons and fireballs win neutral games. Once you've won neutral, continue to win by doing stupid amounts of damage.

7. 22B traps don't go away on block. Mu's often use 5C>6C>something as a blockstring, you can 22C between 5C and 6C which makes 6C whiff which is terrible for the Mu. Without this blockstring they're gonna have a harder time.

8. It's easier if you delay the j.B so you're closer to the ground. You also need to do 236A immediately... buffer it as much as possible. I recommend learning 6B>4D,IAD,j.B>j.C>j.2C(whiff)|>665C,IAD,j.B>j.C>j.2C(whiff)|>665C>236B instead. It corner carries about twice as far.

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Hey guys whats the most dmg possible from blackhole without spending meter (other than black hole of course)? Also I think I'm doing something wrong on this combo https://www.youtube.com/watch?v=YObbTE5mxeU after the 22b hits he has 11 hits and I have 8. What am I missing? I'm doing blackhole>22B>3C>2C>6C>j.B(2)>j.C>5D>j.236D>6[A]>22B>5B>5C>6B>236B>5C and got 6315

I guess theres 3 variations that can happen depending when you 3C they can either not hit the ground. hit the ground once, or hit the ground twice? I've only had the last one happen a few times.

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Hey guys whats the most dmg possible from blackhole without spending meter (other than black hole of course)? Also I think I'm doing something wrong on this combo https://www.youtube.com/watch?v=YObbTE5mxeU after the 22b hits he has 11 hits and I have 8. What am I missing? I'm doing blackhole>22B>3C>2C>6C>j.B(2)>j.C>5D>j.236D>6[A]>22B>5B>5C>6B>236B>5C and got 6315

I guess theres 3 variations that can happen depending when you 3C they can either not hit the ground. hit the ground once, or hit the ground twice? I've only had the last one happen a few times.

Not all hits of the pillar are connecting i'm assuming ? If you're closer when going for that combo all hits will usually connect, compared to when you're farther away and going for 22B > 3C.

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I made a video for this, i think those combos are max damage : http://www.youtube.com/watch?v=o6LijWqX8pk

First combo :

632146D > 22B > 3C > 2C > 6C > jc delay jC > j5D > jC > j5D > jC > j236D |> 6[A] > 22B > 5B > 5C > 5D > 5B > 5C > 236B > 5C > 6B > 236C : 7788dmg, -50 +47 heat

Second combo :

632146D > 22B > 3C > 2C > 6C > jc delay jC > j5D > jC > j2C whiff |> 236D > 22B > 5C > 6 > 6D > 5C > 236B > 22B > 5C > 6B > 236C : 7865dmg, -50 +47 heat

Notes :

- OTG 236C won't connect on Amane, Bullet and Isayoi, remove the 6B before it.

- The second combo can't be done on Hazama, Mu and Terumi as the 236B won't connect, also you have to delay the 236B on Bullet, Kagura, Litchi, Platinum and Valk or it will miss.

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Max Damage 2C FC combos ? http://youtu.be/dMZL3o62Tzo

First combo :

2C FC > 22B > 5C > short delay j2C |> short delay 5C > 6C > jc jC > j5D > jC > j5D > jC > j2C whiff |> 236D > 22B > 5B > 5C > 6[A] > delay 5C > 236B > 5C > 214214A > delay 4D~236D > 214214A delay 4D~236D > 236C : 9405 dmg +47-100 heat. Meterless you get 7072 dmg, starting with at least 3% meter you can do one super for 8212dmg.

Second combo :

2C FC > 22B > 5C > short delay j2C |> short delay 5C > 6C > jc jC > j5D > jC > j2C whiff |> 236D > 22B > 5C > jC > ODC > jC > j5D > jC > j236D |> 22B > 5C > 2363214[C] (spin the stick for 7*360) : 10530 dmg, +47-100 heat

Didn't put it in the vid but you can do almost as much damage with full life OD by changing the first combo a little, but it's a bit harder than the 80% life one, so after the 6[A] do tkOD > jC > j9D > j236D >| 22B > 5C > 2363214C : 10491 dmg

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My midscreen 6A anti air combo :

AA CH 6A > (dash if needed) 2C > 6C > j5D |> jB(1) > 236D > dash 6[A] > 22B > 5B > 5C > 5D > 5B > 5C > 236A > 3C > 236C : 4757dmg, +34 heat

Notes :

Dash in before 6[A] must be as deep as possible, otherwise the following 5C will get the opponent out of 22B range when it activates, if you're not sure, just drop the 5C.

236A > 3C link is really hard on Tager, you have to hold forward for 1f after 236A's recovery or else the second hit of 3C won't connect.

EDIT :

here's a video : http://www.youtube.com/watch?v=VCcjTO_4qJY

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So here's all the combos from my okizeme video : http://youtu.be/AI4NlCP4ynI

For all combos, ender is 5D > 5B > 236A > 3C > 214A/B

Bad tech/rolls punishes :

- Fireball hits > 5C > 6B > ender : 2173dmg + 16 heat

- Fireball hits > 6C > jc jC > j6D > j236D |> 236B > 5C > 6[A] > 6D > 5C > 6B(1) > 214A : 2606dmg +19 heat

- 3C > fireball hits > 6C > j5D > late jB(1) |> 236D > dash 6[A] > 22B > 5B > 5C > 6[A] > ender : 3490dmg +25 heat

- 3C > fireball hits > 6C > jc late jB(1] |> jB > jc jB > jC > j6D > j236D |> 236B > 5C > 6[A] > 6D > 5C > 6B(1) > 214A : 3410dmg +25heat

- 3C whiffs > fireball hits > 6B > ender : 1908 dmg + 14heat

- Fireball hits > 22B hits > 6 > enfer : 2584dmg +19 heat


Combos from the setup :
 

- Fireball hits > 2C > 6B > ender : 2240dmg +16 heat

 

- Fireball hits > 2B(1) > 236D > 6B > ender : 1993dmg +15 heat

- Fireball hits > 2C > 6C > jB > jC > j6D > j236D |> 236B > (dash) 5C > 236C : 3164dmg +23heat

- Fireball blocked > 2B hits > 236D > 6C > jB > j2C |> 5A > 5B > 6A > 22A > 6[A] > ender : 3267dmg +23 heat

- Fireball hits > 2C > 6C > j5D > j236D |> 6[A] > ODC > jC > j2363214C > 5326 dmg +16 -100 heat

 

Combos into the setup :
 

- 6B > 8D > 6A > delay 236D > 22B > 2C > 6[A] > 6 > ender : 3625dmg +26 heat

 

- Throw > 8D > 22B > 5A > 5C > ender : 3134dmg +22 heat

- Backthrow > 9D > 236D > dash 6[A] > ender : 2876dmg +20 heat

- Air throw > 9D |> dash > ender : 2524dmg +18 heat

- AA 6A > jc jB > jc jB > jC > j6D > j236D > dash 2C > 6B ender : 3688dmg +26 heat

- AA 6A > 6C > j5D > late jB(1) |> 236D > dash 6[A] > 22B > 5B > 5C > 6[A] > ender : 3901dmg + 28 heat

- 22B hits > 2C > 6B > ender : 3346dmg +24 heat

- 22B AA hit > 6[A] > ender : 2914dmg +20 heat

 

Crouch confirms :
 

- (crouch) 5AA > 5B > 2C > ender : 2083dmg +20 heat

- (crouch) jB |> 5B > 2C > 6C > j5D > late jB[1] |> 236D > dash 6[A] > 22B > 5B > 5C > ender : 4012dmg +28 heat

- (crouch) 5B > 2C > 6C > j5D > late jB(1) |> 236D > dash 6[A] > 22B > 5B > 5C > 6[A] > ender : 4702dmg + 33 heat

 

5D set combos :

- Throw > 8D > 22B > 5B > 5C > ender : 3480dmg +24 heat

 

- 2B > 5B > 6A > 236D > 2C > 6B > ender : 2727dmg +19 heat, when close remove first 5B.

- 2B > 5B > 5C > 6A > 5C > 6A > 236D > 2C > 6B > ender : 3071dmg +22 heat, won't work on Amane, Hakumen, Jin, Makoto, Mu and Valkenhayn.

- (crouch) jC > j236D |> 6A > 5B > 5C > 2C > ender : 3500dmg +25 heat, remove 5C on Jin and Noel.

 

Counter hits combos :

- CH3C > 8D > 6A > delay 236D > 22B > 2C > 6[A] > 6 > ender : 4268dmg +30 heat

 

- CH 5C > dash 2C > 6C > j5D > late jB(1) |> 236D > dash 6[A] > 22B > 5B > 5C > ender : 4883dmg +35 heat

- CH 5C > 8D > 2C > 6C > jc short delay j2C > j236D |> 6[A] > 22B > 5B > 5C > ender : 5272dmg +37 heat

- FC 2C > 8D > 6C > jc short delay j2C > j236D |> 6[A] > 22B > 5B > 5C > 6[A] > 6B > ender : 5502dmg +39 heat

- AA CH 6A > (dash) 2C > 6C > j5D > late jB(1) |> 236D > dash 6[A] > 22B > 5B > 5C > endder : 4215dmg +30 heat

 

Counter using meter :

- GC CT > dash 2C > 6C > j5D > late jB(1) |> 236D > 22B > 5B > 5C > 6[A] > 5D > 5B > 236A > 3C > 214A : 3953dmg -25 +17 heat

 

- CT hits > dash 2C > 6C > j5D > late jB(1) |> 236D > 22B > 5B > 5C > ender : 4672 dmg -25 +18 heat

- (crouch) jC RC > delay jB(1) |> 5B > 2C > 6C > j5D > late jB |> 236D > dash 6[A] > 22B > 5B > ender : 4281dmg -50 +18 heat

- 5B > 5C > 3C > RC > dash 6A > jC > j5D > late jB(1) |> 236D > 6[A] > 22B > 5B > ender : 4347dmg -50 +10 heat

- 5B > 5C > 3C > slight delay 214214B > 2C > 6C > j5D |> 22B > ender: 5101dmg -50 +19 heat

- 2B > 5B > 5C > 3C > slight delay 214214B > 2C > 6C > j5D |> 5D > 236A > 3C > 214A : 3687dmg -50 +14 heat

- 2B > 5B > 5C > 3C > slight delay 214214B > 2C > 6C > short delay j2D |> 236A > 3C > 214A : 3687dmg -50 +14 heat

- 2B > 5B > 5C > 6A > 5C > 6A > 236D > 5B > 5C > 3C > slight delay 214214A > 5D > walk back 3C > 214A : 3742dmg -50 +20 heat

- 5B > 5C > 3C > ODC > 6A > 6C > j8D |> 236D > 22B > 2C > 6[A] > ender : 4754dmg +34 heat

 

Drive meter recharge combos :

- 6B > delay 22A > 6C > jB > j2C |> 5A > 6A > 22A > 6[A] > ender : 3025dmg +21 heat, can be done from CH 3C for 3551 dmg and +25 heat

- GC CT > dash 2C > 6C > jB > j2C |> 5A > 5B > 6A > 22A > 6[A] > ender : 3547dmg -25 +10 heat, if CT hits, remove 2C, 3917dmg -25 +10 heat

- AA CH 6A > (dash) 6C > jB > j2C |> 5A > 5B > 6A > 22A > 6[A] > ender : 3461dmg +24 heat

- CH 5C > dash 2C > 6C > jB > j2C |> 5A > 6A > 22A > 6[A] > ender : 4504dmg +32 heat

- FC 2C > 6C > jB > j2C |> 5A > 5B > 6A > 22A > 6[A] > 6 > ender : 4593dmg +33 heat

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Black hole meterless max damage?

632146D > 22B > 3C > 2C > 6C > jc jC > j5D > jC > j214D > jC > j2C whiff |> 6[A] > 22B > 5B > 5C > 6[A] > 6D > 5C > 236B > 22B > 5C > 6B(1) > 236C : 7946dmg -50 +48heat, remove last 6B on Amane, Bullet and Isayoi.

Like I say on the video description, found this while working on corner fireball oki combos, so same exact combo (starting from 2C) can be used with a graviton in place from 2B (4728) and jC (5737). From jC, I get up to 8075dmg with a little change to optimize for a double super ender, I'll put this in my corner fireball oki combos.

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The one I've posted above is the max damage I think but is corner only, forgot to say that you need to remove 6B at the end, so the notation is :

- (crouch) jC > j236D |> 5B > 2C > 6C > jc jC > j5D > jC > j214D > jC > j2C whiff |> 6[A] > 22B > 5B > 5C > 6[A] > 6D > 5C > 236B > 22B > 5C > 236C for 5737dmg.

Midscreen unless it would kill, I use combos that end into meaty fireball setups, so the damage is a lot less, 3.5k really far from corner, 4.1k if I can end in corner, max damage I would need to check but that should be around 4.5k I think.

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