Ayane Posted April 15, 2014 Posted April 15, 2014 I stand corrected then! Any comments on the other things I wrote?
tetora_desu Posted April 15, 2014 Posted April 15, 2014 A really good 50% combo midscreeen: 5B>5C>3C>214214C>2C>6C>Jc>J.5C>9D>22C>236> into alot of options You want to make the opponent frozen even after the minigun hits.
blaze822 Posted April 20, 2014 Posted April 20, 2014 I'm new to Blazblue and fighting games in general. I want to main Kokonoe, but am overwhelmed by all the combos on the combos thread. I have no idea where to start. Are there certain combos that I must know for Kokonoe, or should I just start learning all of the combos in the thread? Can someone help point me in the right direction? Thanks.
Loli Bacon Posted April 20, 2014 Posted April 20, 2014 Learn a basic bread and butter. From there, start trying to tack on extra hits in practice mode on your own without looking at a combo thread. Then, start looking at what your optimal combos are off which starters and learn those almost exclusively. From there, you'll pick things up on the fly as you play other people.
Dark_Ky Posted April 20, 2014 Posted April 20, 2014 whats the best option vs wakeup DPs? does koko have to bait and punish or are there better options?
blaze822 Posted April 20, 2014 Posted April 20, 2014 Does anyone know any bread and butter I should know when starting with Kokonoe?
Poultrygeist Posted April 20, 2014 Posted April 20, 2014 Easy beginner combo would be something like 5A 5B 6A 5B 5C 3C 236A/Oki
Sadeyo Posted April 22, 2014 Posted April 22, 2014 Planning to join the party myself after her patch. Something about her absurd performance this iteration is just not cutting it for me, she may have an answer for everything but I guess I prefer the fight overall. Been loving her performance so far after watching some of the 1.1 videos. Poultrygeist, you're from the state I'm from when I get back to the US. You Austin scene? Excuse the side-tracking. Hopefully we can all get along and share tactics.
TD Posted April 22, 2014 Posted April 22, 2014 whats the best option vs wakeup DPs? does koko have to bait and punish or are there better options? Dude 22b set it and forget it. Her oki is a lot like Rachel's in that it is really hard to disrespect especially when using double summon, or in her case, double tech...stuff. From some combos in the corner, she can set up lightning and fire, let the lightning cover rolls, and chill while the fireball prevents jumps. Since she can block, dps are auto baited. Now mid screen is a different story, but 22b 2a setups are still strong.
Dark_Ky Posted April 24, 2014 Posted April 24, 2014 Dude 22b set it and forget it. Her oki is a lot like Rachel's in that it is really hard to disrespect especially when using double summon, or in her case, double tech...stuff. From some combos in the corner, she can set up lightning and fire, let the lightning cover rolls, and chill while the fireball prevents jumps. Since she can block, dps are auto baited. Now mid screen is a different story, but 22b 2a setups are still strong. actually my questions was how i deal with vs backrollers -> DP. how do i deal with the oki-options of my opponents in general anyway? i kinda have the feeling i let my opponent get away for free sometimes lol i am getting DESTROYED by tager-players online lol. seriously, i absolutely have no clue how to approach this matchup... fml
someonewhodied Posted April 25, 2014 Posted April 25, 2014 Who needs blackhole :x midscreen: Grab, 100 meter, OD 5BC>7D>22B>2B(1)>5B>OD Cancel>2C>214C>236D3214C (Charged laser until opponent is at about tager's head) 8.1K-8.9K
Kurushii Posted April 25, 2014 Author Posted April 25, 2014 Gatling Changes Lost on hit & block: 5B > 6B 5C > 6A 5C > 6B 2B > 6B 2C > 6A 2C > 6B 6A > 6B 6A > 5C 6A > 2C 6A > 3C Gain on hit & block: 6B > 5C 6B > 3C Misc: 5B, 2B can only be canceled into 2 times in a single chain. 6A can only be canceled into 1 time in a single chain. 5C lost jc on block Guard Changes j.C is now All guard. Damage Changes 2B: 400, 244 to 400, 214 6B: 430, 244 to 430, 214 6: 500, 300 to 500, 263 3C: 450, 288 to 450, 252 j.A: 130, 85, 79 to 130, 66, 61 j.B: 420, 268 to 420, 209 j.2C: 1000 to 900 236D: 500 to 280 236D(OD): 750 to 420 236A: 600, 441, 338 to 600, 386, 296 236B: 700, 515, 500 to 700, 450, 500 236C: 500, 1673-2000 to 500, 1064-1171 Collapsed: More Info: v1.0 Max Range (5C distance): 2173 2197 2221 Mid Range (5A distance): 2221 2245 2269 Close Range (Throw distance): 2411 2454 2459 2475 2480 2495 2500 ----- v1.1 Max Range (5C distance): 1564 1586 1608 1629 Mid Range (5A distance): 1608 1629 1650 1671 Close Range (Throw distance): 1650 1671 214A/B/C: 240, 140, 129, 119, 109, 100 to 240, 123, 113, 104 22B: 400, 209*5 to 400, 183*5 214214A/B/C: 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 to 1000, 88, 84, 79, 75, 72, 68, 65, 61, 58, 55, 52, 50 2363214C: 3652-7471 to 3220-6766 j.2363214C: 4295 to 3782 2363214C(OD): 5510-13110 to 4869-12469 j.2363214C(OD): 5176 to 4683 Heat Changes 2B: 4.6% to 4.4% 6B: 4.8% to 4.6% 6: 5.7% to 5.4% 3C: 5.3% to 5.0% j.A: 2.1% to 1.8% j.B: 4.9% to 4.5% j.2C: 7.2% to 6.4% 236D: Have to figure out how to calculate now. 236D(OD): Have to figure out how to calculate now. 236A: 9.9% to 9.2% 236B: 12.2% to 8.2% 236C: 17.6% to 11.8% 214A/B/C: 5.9% to 4.1% 22B: 10.4% to 9.4% New Move Info Armament No.4β "Pyro: Flaming Belobog v2.73" (214214A/B/C, air OK) Damage(OD): 1000, 68, 66, 64, 63, 60, 58, 57, 55, 53, 51, 50, 49, 47, 46, 44, 43, 42, 40 Armament No.8 "Hiten Greed Climb v1.00" (Automatic after 236C) Damage: 500, 100*5 Damage(OD): 700, 75*11 Cancel: R Armament No.7 "Jamming Dark v1.65" (632146D) Damage(OD): 0, 0, 1800
Poultrygeist Posted April 25, 2014 Posted April 25, 2014 Goodbye instant overhead j.5C. You really will be missed.
Myoro Posted April 25, 2014 Posted April 25, 2014 I think I heard Koko's sliding Hitbox way expanded so that folks didn't have to change combo paths just for her, (Like Relius' 236C~214A->665B has to become 662B to pick her up right now) can anyone confirm this for me?
Kurushii Posted April 25, 2014 Author Posted April 25, 2014 I think I heard Koko's sliding Hitbox way expanded so that folks didn't have to change combo paths just for her, (Like Relius' 236C~214A->665B has to become 662B to pick her up right now) can anyone confirm this for me? Tested, 236C~214A > 66 > 5B works with Relius vs Kokonoe in v1.1.
Myoro Posted April 25, 2014 Posted April 25, 2014 Tested, 236C~214A > 66 > 5B works with Relius vs Kokonoe in v1.1. Kurushii you are the actual best! Thank you!
Kurushii Posted April 25, 2014 Author Posted April 25, 2014 Rocket DD Notes: - Damage looks to always be the same no matter if it's a raw 236C or at the end of a combo. - Requires Kokonoe to be facing the opponent to activate. Even if they are frozen and no bullets touched it'll still activate. - Still trying to figure it out but it seems like there is a specific time frame in which the opponent has to be grounded for it to activate. Sometimes randomly it won't activate even though I'm using the same graviton setup. - So far if you want to do frozen setups you'll need to use 7D graviton before 236C to ensure that the opponent is behind when frozen. Misc Notes: - j.C > j.D loop seems harder. It feels like a slight hitstun loss on j.C but not sure yet. - The best corner damage ender route from v1.0 doesn't work anymore. The 6D after 6[A] summons higher than v1.0 to the point that the opponent floats over Kokonoe causing 5C to whiff. - FC j.2C |> 5A/B/C > ... - [5D] j.2C > j.236D > 5A/B/C > ... - Non-OD Blackhole minimum distance, don't pass the line shown http://twitter.com/Kurushii/status/459375661573214208/photo/1 - 1-30 Challenges http://nico.ms/sm23398736
Myoro Posted April 25, 2014 Posted April 25, 2014 - Non-OD Blackhole minimum distance, don't pass the line shown http://twitter.com/Kurushii/status/459375661573214208/photo/1 God........ dangit. I thought we were out of the woods with this one, but that's arount the distance most Black Hole set-up are anyway no?
BananaKun Posted April 25, 2014 Posted April 25, 2014 God........ dangit. I thought we were out of the woods with this one, but that's arount the distance most Black Hole set-up are anyway no? It's right at the range where you'd set up 22B>214A>2C>5C>Blackhole (as a blockstring), though it requires them to not instant block the 2C
Kurushii Posted April 26, 2014 Author Posted April 26, 2014 Went through all the startups and the only move I can see a difference on is Counter Assault which changed from 13f to 14f.
tetora_desu Posted April 29, 2014 Posted April 29, 2014 It's right at the range where you'd set up 22B>214A>2C>5C>Blackhole (as a blockstring), though it requires them to not instant block the 2C I want to believe.
Kurushii Posted April 30, 2014 Author Posted April 30, 2014 Frame Adv5A -2 (same)5B -5 (same)5C -6 (from -5)2A -3 (same)2B -1 (same)2C +3 (same)6A -5 (same)6[A] -3 (same)6B -6 (from -2)6 +5 (same)6C -15 (from -14)3C -4 (from -1)CA -12 (from -17)236A -8 (from -7)236B -14 (from -13)236C -8 (from -5)214214A/B/C -18 (same)
darklightjg1 Posted May 1, 2014 Posted May 1, 2014 Seems like it'll only be 13 frames of blockstun if that's the case meaning cancelling into 22A still leaves an 11f gap. What are people using to keep her pressure/neutral safe anyway?
Dark_Ky Posted May 2, 2014 Posted May 2, 2014 actually my questions was how i deal with vs backrollers -> DP. how do i deal with the oki-options of my opponents in general anyway? i kinda have the feeling i let my opponent get away for free sometimes lol i am getting DESTROYED by tager-players online lol. seriously, i absolutely have no clue how to approach this matchup... fml and no fucks were given that day..
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