Kurushii Posted November 7, 2013 Author Posted November 7, 2013 Ok I reviewed my old notes. All damage stayed the same from the hacked pkg to the official release. All my P1's are the same except for one which i'm gonna assume was a typo of my own. So i'm allowing all information from hacked pkg's. I updated the images on the wiki and did some small edits.
Kurushii Posted November 7, 2013 Author Posted November 7, 2013 (edited) U-Kokonoe: HP: 15500 Gains an extra air option. Can do an extra air dash or air jump --- 214A/B/C can press three times to shoot three fireballs. No cool down period 236C can hold to stay in freeze gun and it causes float 22A/B no cool down period 632146A gatling gun by itself --- 2363214C Gold Tager without requiring OD 632146C new super using throw animation 236236A new super using 236A/B animation Video Demonstrating: http://www.nicovideo.jp/watch/sm22207122 Edited November 7, 2013 by Kurushii
Andarel Posted November 7, 2013 Posted November 7, 2013 Does anyone else find the voice clip on 6A hilarious? I'm not even sure why. She's really fun, though. What exactly is the point of her 632146D super? It's got weird range for a reversal (it seems reasonably invulnerable though), need to mess around with it as a combo extender.
MashThat5A Posted November 7, 2013 Posted November 7, 2013 Does anyone else find the voice clip on 6A hilarious? I'm not even sure why. She's really fun, though. What exactly is the point of her 632146D super? It's got weird range for a reversal (it seems reasonably invulnerable though), need to mess around with it as a combo extender. Don't play this character please ;______; How does her teleport work? Does it always go behind the opponent?
True_Tech Posted November 7, 2013 Posted November 7, 2013 (edited) Does anyone else find the voice clip on 6A hilarious? I'm not even sure why. She's really fun, though. What exactly is the point of her 632146D super? It's got weird range for a reversal (it seems reasonably invulnerable though), need to mess around with it as a combo extender. haaaaaaai, chestoooo. i love it lol this character is slowly taking over my #1 spot i'm trying to resist Don't play this character please ;______; How does her teleport work? Does it always go behind the opponent? her teleport goes about 1 char space in front, if she has a gravitron out she'll teleport past that. Edited November 7, 2013 by True_Tech
Fujiwara Posted November 7, 2013 Posted November 7, 2013 (edited) isn't this character a bit too good lol She has her flaws. Lack of Reversal options without meter (Though, you have teleport, but it can be mashed on. Just gotta learn how to use it.) Slow normals Jump-ins aren't super great She's squishy as fuck. I was fighting Valkenhayn for an hour or two last night. Shit is suffering once you're forced to block. ;~; But yeah this is a really fun character. She shits damage, has some cool mix-up. PINK, GREAT COLORS. She's a setup character, though. Means she's not super brainded imo. You do have to think as you set shit up. Don't play this character please ;______; How does her teleport work? Does it always go behind the opponent? There's a set range on her teleport until a Graviton comes into play. That's when she teleports to/behind the Graviton. Edited November 7, 2013 by Fujiwara
Duqs Posted November 7, 2013 Posted November 7, 2013 (edited) Just sharing some stuff for everyone -Jump cancellable on block - 5a 5b 5c 6c( 6c leaves you on double jump though since youve used your jump already) -Magneton has 9 directions to set up (9d, 4d, etc.) and -Her revolver action is somewhat similar to GG wherein you can do 2b-> 5b and vice versa or 2c -> 5c and vice versa. You can d oa lot with this, like jump cancelling stuff -you can do two 6a's in a blockstring and 6a is head invul also (anti-air) -her 5a hits crouchers -5b has a bit of foot invul -Her life is around 10-10.5K -backdash has some invul frames from the start (she can backdash kokonoe 2c so lol) -same goes with 22c teleport. She's very very open when shes coming out of her tele. But you guys would prolly see this only during fireball mixups anyway, not as an escape option or whatever :P -Icegun (236C) much chip damage. Funny thing is if Hakumen blocks it with no barrier it's 1/4 life dmg. If he gets hit, same thing WHAT?! She cannot cancel out of it afaik, and it's hard as nails to punish. re projectiles If kokonoe gets hit (or thrown). Magneton, fireball, mine disappears If kokonoe blocks Magneton and mine (22b) remains on field. Fireball however disappears. Overdrives: -Superball A ver fires a shorter vertical distance while C has the highest i think. This can lead to really weird set ups (try firing SuperballC give it two-three seconds, then fire a 5D it will still come down @_@). Fast startup too. -Her super command throw deals only 1.2k but she's invulnerable from start up up to end Gigantic tager (for those who really have to know ^^;; ) non OD 3652dmg non OD and holding C 5509 dmg non OD, holding C, mashing 360 7471dmg OD 5510dmg OD hold C 8310dmg OD hold C mash 360 13110dmg (Lololol) needless to say if you hit kokonoe before tager fires his laser, tager will be unsummoned. When the laser is out kokonoe is invincible (yukikaze doesnt work :P) and i think she can block right after lol Astral is a grab Edited November 7, 2013 by Duqs
HoudiniJr100 Posted November 7, 2013 Posted November 7, 2013 Gigantic tager (for those who really have to know ^^; non OD 3652dmg non OD and holding C 5509 dmg non OD, holding C, mashing 360 7471dmg OD 5510dmg OD hold C 8310dmg OD hold C mash 360 13110dmg (Lololol) needless to say if you hit kokonoe before tager fires his laser, tager will be unsummoned. When the laser is out kokonoe is invincible (yukikaze doesnt work :P) and i think she can block right after lol thanks for the numbers for the actual gigantic tager chest lasers :P
M19Kamikaze Posted November 7, 2013 Posted November 7, 2013 Does anyone else find the voice clip on 6A hilarious? I'm not even sure why. I like that and the "Ya" of 5B and her j.A voice clip. Just too good. Maybe I'm doing it wrong, but I did notice that you can't charge up Tager Chest Beam when you do it in the air. Not saying you need to, just random info.
Wonderswan Posted November 7, 2013 Posted November 7, 2013 I wasn't hype for this character at all, but just doing her challenges she is addictively fun. ASW did a great job with her. And her j.A makes me laugh every time. Too many great voice clips for this character.
9:02 PM Posted November 7, 2013 Posted November 7, 2013 (edited) What exactly is the point of her 632146D super? It's got weird range for a reversal (it seems reasonably invulnerable though), need to mess around with it as a combo extender. It's not a reversal despite the invincibility, the startup is too slow. It is instant once they touch the black hole though. Who knows what it will be used for down the road, but for now it will most likely be used to make pretty simple unblockables. You can use it with any version of Ennetsu (including the super) out; just put them in blockstun with stalking flare, black hole and you have yourself an unblockable. Gravitons, especially in OD work too. I'm not sure of the damage proration on said super, but you can just run under where they fall after the animation and pick them up for a combo instead of letting them hit the ground. I'm sure people will explore those combo pathways pretty quickly. I got some data for frame advantage on her move set last night, but I'd like to run it by someone else and see if they got similar figures; getting correct data with jump cancellable moves can be tricky, so I want to see if our figures match up. That, or if Kurushii has the official stuff on the way I'll just wait. -Icegun (236C) much chip damage. Funny thing is if Hakumen blocks it with no barrier it's 1/4 life dmg. If he gets hit, same thing WHAT?! She cannot cancel out of it afaik, and it's hard as nails to punish. Barrier makes it super punishable. Edited November 7, 2013 by 9:02 PM
Diveman Posted November 7, 2013 Posted November 7, 2013 iirc her regular Fireball dissapears when she gets hit or blocks something but her super fireball keeps going regardless.
Ronove Posted November 7, 2013 Posted November 7, 2013 (edited) 6B seems to be the best way to end combos with, for now atleast. Lightning pole oki is probably going to be the most common oki setup until people find a way to use her graviton+fireballs as oki tools. Edited November 7, 2013 by Ronove
Diveman Posted November 7, 2013 Posted November 7, 2013 Lightning oki is really good, you can even crossup teleport with it.
Duqs Posted November 7, 2013 Posted November 7, 2013 Barrier makes it super punishable. I tried that then IAD (and instant Barrier block) but ice sometimes hits. either start of IAD or when attack almost reaches her Lol Kokoball so strong Growler fielding it gets Azrael three cannons
Daramue Posted November 7, 2013 Posted November 7, 2013 Kokonoe is surprisingly fast; I would have expected her to be much slower. I haven't developed anything really that advanced. For a bnb I've just been doing 5b - 2b - 5C - 3C - 236A for about 2300 damage. I feel it's decent. I've yet to take full advantage of gravity or figure out how to use her black-hole super properly.
HoudiniJr100 Posted November 7, 2013 Posted November 7, 2013 I tried that then IAD (and instant Barrier block) but ice sometimes hits. either start of IAD or when attack almost reaches her Lol Kokoball so strong Growler fielding it gets Azrael three cannons does it manage to block the tager laser?
AchedSphinx Posted November 7, 2013 Posted November 7, 2013 does it manage to block the tager laser? Yes, Growler can absorb all of it.
Diveman Posted November 7, 2013 Posted November 7, 2013 you need to IAD a bit higher, but Abs.Zero is definitely punishable on barrier block
Killey Posted November 7, 2013 Posted November 7, 2013 Okay, so I'm seeing all these chip damage setups but ultimately if the opponent just barrier guards it this isn't an issue and could leave Kokonoe susceptible to punishment, right? How much barrier guard meter is it eating as well?
Kurushii Posted November 7, 2013 Author Posted November 7, 2013 snip Next time read the wiki before posting. The majority of that was known before release.
toanenadiz Posted November 7, 2013 Posted November 7, 2013 Okay, so I'm seeing all these chip damage setups but ultimately if the opponent just barrier guards it this isn't an issue and could leave Kokonoe susceptible to punishment, right? How much barrier guard meter is it eating as well? It takes about the same amount of the barrier meter as a CT does.
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