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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)


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Posted

It could just change the function of the move. Hell, putting out a graviton makes the thing spazz out compared to it just falling. Seems sorta like Tsubaki's j.236D>j.214D or Makoto's comet cannon

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Posted

tried the throw 7d, 236c combo on my lunch break, the only problem i had was timing the 236c correct so they stayed frozen, rest was pretty easy and as it looks. fun fun fun. my new go to once i get it down me thinks

Posted

Funny enough, even the 2B catches a forward Air tech. Though you don't get the high low mixup then.

Edit: no it doesn't actually. Just larger characters like jin with his huge feet.

Posted

No one answered earlier which makes me think that just means no one else is having a problem with it, but is there any reliable way to determine which direction fireball will shoot from graviton with 236D? I try to fireball directly into say 4D 236D and it seems to go backwards and forwards fairly randomly.

Posted

The fireballs shoots away in the same direction it was closest to on the graviton. So if it was on the left side of the graviton then it'll shoot left, it was was on the upper right of the graviton then it'll shoot up right, etc..

Posted

I'm aware of how the repulsion works. But when you do what I said the fireball is basically sitting on the same vertical plane as graviton oscillating between both sides making it hard to guess when to fire.

Posted
I'm aware of how the repulsion works. But when you do what I said the fireball is basically sitting on the same vertical plane as graviton oscillating between both sides making it hard to guess when to fire.

Oh, you actually have combos that require a specific direction?

Posted

Came up with this OD combo off 6B

going to try optimizing

Midscreen, 3.4k Damage

24 HG

OD lvl1

6B(2) > OD > 662C > 6C > 9D > 236D > 66B > 22A > 66[A] > J.B > J.C > 6D > 236D > 236B

Setup afterwards is 6D > 22B and react to the situation from there to your liking.

Posted

Something I've been doing after 236A for oki: 6D 214A. They generally try and backdash/escape away from it, but then you just dash forward and put out another 6D, and the fireball will chase.

Also, spam 22C anytime you see a C move from Jin/Mu. It's hilarious.

Posted

I consider 6D > 214A oki after 236A/B midscreen the best thing to do so far.

Though what I've been doing is 6D > 22B depending on the character. This gives me time to react to what they're doing and respond accordingly.

Posted

Has anyone figured out how to combo out of J.2C Fatal yet?

I'm going to experiment later on with like...hmm... DJ Height Fatal j.2C into lvl3 OD or something.

Posted

was trying a throw combo yesterday and kept missing the 236c at the very end, combo being

throw 8d, 2c, 6c, j2c, 236d, 6b, 22a, 6(a), 236c, anyone else having this problem? i know i'm charging 6a cause i see them do the little spin but the 236c kept missing i landed the full thing maybe 3 times the entire night, is this like a just frame or am i fucking up somewhere?

Posted

I dunno, I found it impossible to miss the 236C even if I felt I pressed it too late. Its a cancel, and 236C has a lot of actives to catch them falling. Might be a hitbox issue you have though if it was on a specific character.

Posted

So has anyone else noticed that Mecha Tager has faster startup and more dmg in the air... this got me thinking about doing corner combos into Tager for fun, what im playing around with right now is (corner BnB) >236B>5C>tk Tager which seams to work and it adds lol dmg to my combos. SO yeah, i think comboing into air tager is definitely going be the way to maximise dmg.

Posted
So has anyone else noticed that Mecha Tager has faster startup and more dmg in the air... this got me thinking about doing corner combos into Tager for fun, what im playing around with right now is (corner BnB) >236B>5C>tk Tager which seams to work and it adds lol dmg to my combos. SO yeah, i think comboing into air tager is definitely going be the way to maximise dmg.

You can't charge aerial Tager, that's why. It has a separate base damage value than the uncharged ground version.

Posted
You can't charge aerial Tager, that's why. It has a separate base damage value than the uncharged ground version.

Makes sense, not that charged Tager is any use in practical situations, im trying to find more practical applications for him, thus air Tager.

Posted
You can't combo from j.2C Fatal if they're on the ground. Just tried it with Flame Cage out, they can immediately tech.

Have you experimented A2A FC? I'm not near my ps3 so i can't test myself yet.

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