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

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Hey, two things:

1) under Combo Enders, it says 236 A/B/C when I think you mean 214 A/B/C for the fireball, and

 

2) on the 27th mission for the new challenge mode:

 

5B > 5C > 3C(2) > 214214A , 5D > 22B , 5B > 5C > 2C , 5C > 236B , 6B > 236C

 

I am having a hard time figuring out why the explosion from 236B sometimes works before the enemy techs, thus allowing the 6B to combo but most of the time the enemy techs before the explosion happens. I think the only thing we can do to influence this is the timing of the dash cancel but I cannot tell if it is a matter of not doing the dash fast enough, doing it too fast, or if perhaps the timing of when we press the B button has some effect. Does anybody here understand how to make it work consistently? If so please let me know too. I have done it a couple times but I don't understand why it worked when I did.

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I feel like it has something to do with how far your opponent is from the corner. The further they are, the more time it takes them to get to the wall and hence more time before they tech.

Try swapping sides before doing the combo or pulled them in with 3C once or twice before starting.

It's been a while since I did that challenge but I feel like that helped.

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1) I listed examples for damage. 236A/B for punches, and 236C for ice gun. Fireball is for oki.

2) It's been a while since I did the challenges. Only idea I have is try inputting the combo faster, that's the usual problem with a lot of Kokonoe's tight links.

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OK. thanks. That thing about the distance makes sense. So the main problem seems to be that  was too close to the corner when I landed 236B. That does make this part of the combo super impractical though but still good until then.

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do golden tager combos still work cause im doing Od 5b 5c 3c 9d 236b 22b gt and it will never hit with a full charge. im trying it on izayoi if it makes any difference. thanks for the reply

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You just have to release the button before she falls out of the combo.

It's not possible with current setups to get a fully charged Giant Tager, you just get a mostly charged one...

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Hey, so I'm trying to do something along the lines of CH5C/2C > 6C > j.B > j.C > j.6D > 236D > dash 6B > 22A > 6B > 236B/C

 

But i can't seem to get the dash 6B consistent, especially against characters with skinny hit boxes like Noel, Valk, Jin, etc. 

 

If anyone has any advice, it'd be appreciated. 

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If you want damage go this route midscreen:

 

5CCH>22B>3C>214C>6A>6C>j.8D>j.236D>22B>2B(1)>214C>5B>236A>236B

 

or corner carry:

 

5C CH>22B>3C>214C>5B>236A>66C>j.D>j.B>236D>22B>2B>236B

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Some Midscreen 5C Counter carry Routes I have:

4383:

5CCH>6C>j.D>j.B(1)>236D>6[A]>22B>5B>7D>2C>214C>236D>66~6B>236B>5C>22B (4383 midscreen to corner, 3/4 carry)

 

4395:
5CCH>214A>5B>5C>3C>22B>delay5B>7D>2C>2214C>236D>66~6C>j.D>j.236D>66B>236B>5C>22B (4395 Midscreen to Corner, 3/4ths carry, instatech)
 
4615:
5CCH>9D>663C>22B>5B>7D>2C>214C>236D>66~6C>j.D>j.236D>66B>236B>5C>22B
(4615, Midscreen to Corner, 1/2 Carry)
 
 
4651:
5CCH>22B>3C>214C>6A>6C>j.8D>j.236D>22B>2B(1)>214B>5B>5C>3C>236B>5C>22B
(4651, Midscreen to Corner, 1/4 Carry)

 

 

 

 

Corner 5C CH Max Meterless Damage I found:

5353

5C CH>22B>5C>214A>6C>j.7D>j.236D>6[A]>22B>5B>5C>Delay 6B>5C>2C>236B>5C>5D>236D>22B

 

Also if you want to catch mashing. after the last 236D, do 6B(1)>22A instead. 6B(1) is instantly techable

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I dunno if this has been found yet but you can do

6c jc.9 j.b(2) land 2c iad j.b(2) j.c 6/9d activate > stuff.

I haven't gotten to test it out on everyone >~< so I dunno if it is character specific (i did it on ragna) the timing is weird after you jump cancel 6c because you have to delay j.b for a slight second. too early and they'll tech before you can get 2c out, too late and you'll only get j.b(1) which will screw it up. If anything you can just do 6c jc j.b(2) land 6a > stuff which is easier @_@ but i think that was already figured out.

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so it turns out you can use 214D as a replacement to what j.2C was in CP1.0 to cancel j.C.

 

 

 

So you can do:

 

3CCH>4D>5B>5C>iadj.B>j.C>j.214D>663C>22B>3C(Crossup)>22C>5B>236A>66B>236B

https://www.youtube.com/watch?v=VAaSq-abA-4

 

The graviton won't disappear despite you using j.214D

 

 

in other news: corner grab combo for 4K (3993) meterless:

 

grab>9D>2C>236D>22B>5C>214A/B>6C>j.7D>j.236D>236B>5C>22B

https://www.youtube.com/watch?v=miB7KaKqFHk

 

Midscreen overhead:

6B>5C>2C>4D>5B>6A>5B>5C>236A>66C>j.D>j.B>236D>22B>5B>2B(1)>236B (3204 Damage)

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midscreen blackhole setup:

 

X>6[A]>22B>5B>6D>6C>j.214C>blackhole

 

Catches rolls and nontech with fireball for weaker combo. Otherwise gets you blockstun into blackhole.

 

 

I think i'll work on using superball for oki seeing as i rarely use my heat anyways.

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I found out this morning that Koko has a small loop from her basic 3c route that may one day end up saving a cats life. I only did very limited testing. It does low damage and ends in a bunker oki, but she can repeat it up to 3 times, works on most if not all chars which 3c 5a works, and does not use graviton while taking quite a bit of combo time - good in those n starter situations where graviton use is not possible. Here it is.

(2b) 5b 5c 3c (5a 5b delay 5c 3c)x2 236a.

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