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[CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

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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.
[22B]22B on the field before the combo starts.
[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 [1468/10%]

Mission #12
5B > 2B(1) > 3C(2) > 236A [1937/13%]

Mission #13
j.B(1) > 5B > 6A > 5B > 5C > 3C(2) > 236A [2084/14%]

Mission #14
2B(1) > 5B > 5C > 3C(2) > 214214A , 5D > 236C [3051/10-50+2%]
Note: You can do 2B(2) starter but the damage proration is worse.

Mission #15
5D , 2B(1) > 5B > 5C > 236D , 2B(1) > 5B > 5C > 3C(2) [2035/14%]

Mission #16
5BC > 8D > 6C > j.236D |> 6B(2) > 236B [2680+500/19%]

Mission #17
6[A] > jc > j.B(2) > j.C > j.6/9D > j.236D [1532/11%]

Mission #18
4BC > 8D , 66 > 5B > 6A > jc > j.B(2) > jc > j.B(1) > j.2C [2432/17%]

Mission #19
6[A] > 6C |> 5A > 5B > 6A > jc > j.B(2) > jc > j.B(1) > j.C > j.2363214C [3911/17-100%]

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

Mission #21
j.BC > j.9D |> 66 > 2C > 6C > j.236D |> 6B(2) > 236C [4209/22-50%]

Mission #22
[Corner] 9D > 2B(1) > 5B > 5C > 236A , 5B > 6A > jc > j.B(2) > jc > j.B(1) > j.2C [2521/18%]

Mission #23
[Corner] 6B(2) > 5C > 2C > 236B , 6A > 22A > 6B(2) > 5C > 6C > j.2C [2976/21%]

Mission #24
632146D , 66 > 5B > 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6/9D > j.236D |> 66 > 2C > 6C > j.2C [2481/-50+9%]

Mission #25
Deal 4000 damage in a combo, starting with a blocked CT.
CT , 2C > 6C > j.D > j.236D |> 66 > 6[A] > 22B , 5B > 5C > 236C [4458/-25+15-50%]

Mission #26
6B(1) > RC > 2B(1) > 5B > 5C > 2C > 5D > 2B(1) > 5B > 5C > 236D , 2B(1) > 5B > 5C > 3C(2) > 236A [2601/3-50+8%]

Mission #27
5B > 5C > 3C(2) > 214214A , 5D > 22B , 5B > 5C > 2C , 5C > 236B , 6B > 236C [5675/7-50+7-50%]

Mission #28
6(2) > 6D > 5C > 236B , 6(2) > 22B , 5A > 5B > 5D , 236C [4247/23-50%]

Mission #29
[Corner] 2C > 5D > 5B > 5C > 236D > OD > 5B > 5C > 3C(2) > 5D , 236C , 5C > 236B , 6A > 214214A[6030/26-50+1-50%]

Mission #30
Do two Jamming Dark's (632146D) in the same combo in the corner. Given 100% Heat and are at full health.
[Corner] 632146D |> 66 > 2C > 6C > [j.C > j.D]x2 > j.236D |> 6[A] > 22B , 5B > cOD > 632146D [4702/-50+12-50%]
Note: You have to be away from the corner at the start.[/collapse]

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So I dont think this combo works:

 

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

 

SMP enables the opponent to tech right when j.236D hits. Instead I have been using this:

 

6B(2) > 5C > 2C > 5D > 5B > 5C > 236D , 6[A] > 22B , 5A > 5B > 6D, 6C > j.214X

 

Also, I cant seem to get 5B to connect on Jin after 2C > 5D. Is the timing more strict or does it just not work?

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2C > 5D > 5B doesn't work on Jin or uhh... I think Amane is the other one... It's something to do with their spinny crumple animation.

You can do 2C > 5D > 236D though.

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Jin and Noel are the problems with that route. You can swap 5B with 2B or just omit it all together like Pen said.

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So I dont think this combo works:

 

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

 

SMP enables the opponent to tech right when j.236D hits.

 

 

SMP severely penalizes the untechable time, but it isn't a free escape in this case. If you input the combo as fast as possible, they won't instant-tech out of the j.236D. 

 

Jin and Noel are the problems with that route. You can swap 5B with 2B or just omit it all together like Pen said.

 

Swapping the 5B with 2B means that your opponent is too far for the 6[A] > 22B, 5A to connect, so a little bit of ad-lib is required:

 

6B(2) > 5C > 2C > 5D, 2B(1) > 5C > 236D, 66[A] >

          22B , 5A > 5B , 6C > jc > j.C > j.6/9D > j.236D |> 236B [3107/22%] (Note: Invalid against Jin, Noel)

          jc > j.B(2) > jc > j.B(2) > j.C > j.6/9D > j.236D |> 236B [2889/20%] (Note: Invalid against Jin)

 

Thing is, I still can't get 2C > 5D > 2B(1) to work on Jin. I think he's just too thin for this, so what can I get out of 6B(2) > 5C > 2C > 5D > 236D? So far I'm doing:

 

6B(2) > 5C > 2C > 5D > 236D,

          665B > 5C > 3C > 236A [2600/18%]

          66C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 236B [2806/20%] (Note: 236D, 66C is a really tight link)

 

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What seems to be the visual clue for link j.C > j.D > j.236D.

I can't consistently hit the j.236D sometimes it hits, sometimes they tech.

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What seems to be the visual clue for link j.C > j.D > j.236D.

I can't consistently hit the j.236D sometimes it hits, sometimes they tech.

 

Honestly, the visual cue is "do it as fast as possible." You can watch your opponent, I suppose, as the j.236D should come out just as they're hitting the wall. Or you can pay attention to Kokonoe's animation for j.D, and make sure you input j.236D as it's ending; there shouldn't be any pause between her two remote control animations. It should feel like a single motion, "D236D," and again, the whole j.C > j.D > j.236D sequence should be as fast as possible.

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SMP severely penalizes the untechable time, but it isn't a free escape in this case. If you input the combo as fast as possible, they won't instant-tech out of the j.236D. 

 

 

 

Have you tested this combo? I mean, I understand how SMP effects the untechable time, and I have gotten the combo to work with a 2C starter, but with 6B(2) > 5C > 2C starter the opponent literally techs on the exact frame that j.236D hits leaving no room for 236B to connect.

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Have you tested this combo? I mean, I understand how SMP effects the untechable time, and I have gotten the combo to work with a 2C starter, but with 6B(2) > 5C > 2C starter the opponent literally techs on the exact frame that j.236D hits leaving no room for 236B to connect.

 

Yeah, I tested it. I had the same problem with the training dummy teching right as the j.236D hits, but I believe improving the speed of your execution solves it, similarly to how input speed can affect Hakumen's BnB loop.

 

The delayable parts of the combo are 5B > (22B connects) > 6C and 6C > jc > j.C, and the only way to I could get the training dummy to tech out of the j.236D is to introduce both of these delays into the combo, so you have to make sure to gatling these inputs early. Correct me if I'm wrong, though, it wouldn't be the first time that training dummies and humans behaved differently in a game.

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How does 22B, to 5B - > 5C combos work. It seems like they always tech before 5B or in between 5B and 5C. I just use 5A -> 5A, but I figure I'm losing damage and causing more proration and scaling in cases I don't need to. Also on 2C ->5D combos, I never have time to follow up with more normals, I always have to do 236D to continue the combo. Is this a tight link or spacing issue, like for instance if I 6B -> 5C -> 2C -> 5D

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How does 22B, to 5B - > 5C combos work. It seems like they always tech before 5B or in between 5B and 5C. I just use 5A -> 5A, but I figure I'm losing damage and causing more proration and scaling in cases I don't need to. Also on 2C ->5D combos, I never have time to follow up with more normals, I always have to do 236D to continue the combo. Is this a tight link or spacing issue, like for instance if I 6B -> 5C -> 2C -> 5D

6A 22B, 5B 5C combos are some of the hardest links to pull off. I usually just settle for 6A 22B, 5A 5B, instead, which sacrifices around 100 damage if I recall. To maximize your chances of success, you have to make 6[A] connect with your opponent as high as possible to increase the link window for 6[A] 22B, 5B, so don't waste any time after the j.5C j.6/9D j.236D sequences. And better still, use j.9D over j.6D to give yourself more time.

On the other hand, I find 2C 5D combos to be fairly easy links once you understand its quirks. 2C 5D, 5B is the optimal link, there, but it's limited in its range and will whiff if you get them with max-range 2C. 2C 5D, 2B has a better range, but you lose out on damage, and without the step forward from 5B, you'll whiff the 5A of the 6[A] 22B, 5A sequence and have to settle for 6[A] jc j.5B(2) jc j.5B(2) j.5C j.6/9D j.236D. Also, 6B(2) 5C 2C 5D, 5B always whiffs on Jin and Noel, even with a run-up, and 6B(2) 5C 2C 5D, 2B always whiffs on Jin, so if you're using those two as your training dummies, that would explain the whiffs.

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I don't think 2b after 5c works on Jin at all, works on Noel

Also sideswitch combo on Noel and some others: 6b 5c 2c 9d 2b(1) 3c 6[a] 22b 6a jb activate etc etc

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I've been playing around with Kokonoe's 1.1 Black Hole setup, which go like so:

 

[whatever] 236B, 5B > 6[A] > jc7 > j.5B(1) > j.5C > j.9D > j.236D |> 22B, 5C > 214A , 5C 632146D

 

For whatever reason, though, I have a lot of trouble picking up with 22B, 5C, even jamming out the rest of it as quickly as possible and delaying the j.236D. I find the sequence much easer to pull off with a j.5B(2) instead of a j.5B(1), which knocks my opponent a little higher, so I want to ask if there's any particular reason that j.5B(1) is used. Tested on Ragna.

 

P.S.: What's the correct way to notate "jump cancel backwards"?

 

EDIT: Spent some time in the lab and answered my own questions. Certain characters are too thin for 22B to connect if you use j.5B(2) over j.5B(1). My problem with the setup was not buffering 22B enough; I didn't realize how quickly Kokonoe lands after the j.236D.

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Is 6[A] > 22B > 5A/5B really tight or something? I can barley pull it off half of the time.

 

I find this link to be pretty loose, actually. Are you buffering the 22B before the 6[A] connects? You have to input the B as early as you can to open up the window for 5A. Also, is your opponent close enough? Some combos into 6[A] can push your opponent out of range of the 5A if you don't start the combo kissing them.

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I find this link to be pretty loose, actually. Are you buffering the 22B before the 6[A] connects? You have to input the B as early as you can to open up the window for 5A. Also, is your opponent close enough? Some combos into 6[A] can push your opponent out of range of the 5A if you don't start the combo kissing them.

 

Thank You! I don't know why I didn't think to buffer it. Just tried it out a couple of times and it works perfectly! 

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Thank You! I don't know why I didn't think to buffer it. Just tried it out a couple of times and it works perfectly! 

 

=3 No problem! Spread the lab findings... for SCIENCE!

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Hi Kokonoe faithful,

 

CORNER 5BC 9d 5c 2c 6c falling j.b activate 22b 5b 6a 236b 5c = 3757

236c ender = 4036

236c ender with meter = 5036

 

WE SLOWLY GETTING IN THERE

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Hi Kokonoe faithful,

CORNER 5BC 9d 5c 2c 6c falling j.b activate 22b 5b 6a 236b 5c = 3757

236c ender = 4036

236c ender with meter = 5036

WE SLOWLY GETTING IN THERE

This is a pretty great combo! I was fiddling around with it, and found an improvement. If you use 6D instead of 9D, your opponent will float lower off of the 6C and allow you to connect both hits of j.5B for about 100 more damage. The combo works with your back to the wall using 4BC, as well, although the timing is a bit trickier because of 4BC's higher wall bounce.

Corner

4/5BC > 6D, 5C > 2C > 6C > jc > j.5B(2) > j.236D |> 22B, 5B > 6A > 236B,

5C [3862/27%]

5C > 236C [4141/29%]

5C > 236C (w/50% Heat) [5141/29%]

Note: You have to dash after 6D if your back isn't touching the corner when doing a back throw. Input jc as a neutral jump. Delay j.5B to the peak of your jump.

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Nice, let's get 6b back to 4k! That was my favorite combo from 1.0 lmao

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I was working on some corner throw stuff and came up with

 

in corner: grab 22a 5c 2c 6c jc j.c j.d activate > ender

i came up with this for those rare moments where you have to build back some of the gravitational meter. by going into 22a instead of nD, you save gravitational meter, and if you are low, able to build some back before you get to the j.d > activate part.

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Midscreen set up:

 

3C ender, 214B fireball.

 

Catch someone off guard with just a dashup raw overhead and you can get some nice damage and corner carry.

 

 

66B>delay 5C>5D>(fireball hits)>665B>5C>2C>6C>6D>236D>66A>22B>5AA>6B>236B

 

https://www.youtube.com/watch?v=1qDyNTEKAn8

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For the Golden Tager combos, like this:

 

2B(1) 5B ODc 5B 5C 3C 9D 236B 22B > Golden Tager

 

is there some sort of trick to anything in the combo? I can do the whole thing, but my damage is pitiful, like I'm not charging it enough, but if I charge any longer they can tech. I get in the range of 6k ~ 7k when I've seen a max of 9k from 2B(1)

 

Edit: nevermind, looked up the super on the wiki and discovered I wasn't rotating the stick for more dmg, haha

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